mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2025-01-17 23:21:22 +00:00
Merge branch 'next' into 'dofile'
# Conflicts: # src/lua_script.c # src/lua_script.h
This commit is contained in:
commit
6895d7df92
15 changed files with 954 additions and 790 deletions
|
@ -125,6 +125,9 @@ boolean advancedemo;
|
|||
INT32 debugload = 0;
|
||||
#endif
|
||||
|
||||
UINT16 numskincolors;
|
||||
menucolor_t *menucolorhead, *menucolortail;
|
||||
|
||||
char savegamename[256];
|
||||
|
||||
char srb2home[256] = ".";
|
||||
|
@ -1190,7 +1193,7 @@ void D_SRB2Main(void)
|
|||
|
||||
if (M_CheckParm("-password") && M_IsNextParm())
|
||||
D_SetPassword(M_GetNextParm());
|
||||
|
||||
|
||||
// player setup menu colors must be initialized before
|
||||
// any wad file is added, as they may contain colors themselves
|
||||
M_InitPlayerSetupColors();
|
||||
|
|
|
@ -396,7 +396,7 @@ typedef enum
|
|||
NUMSUPERCOLORS = ((SKINCOLOR_FIRSTFREESLOT - FIRSTSUPERCOLOR)/5)
|
||||
} skincolornum_t;
|
||||
|
||||
UINT16 numskincolors;
|
||||
extern UINT16 numskincolors;
|
||||
|
||||
extern skincolor_t skincolors[MAXSKINCOLORS];
|
||||
|
||||
|
|
|
@ -3862,20 +3862,21 @@ static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale
|
|||
UINT8 lightlevel = 255;
|
||||
extracolormap_t *colormap = NULL;
|
||||
UINT8 i;
|
||||
SINT8 flip = P_MobjFlip(thing);
|
||||
|
||||
INT32 light;
|
||||
fixed_t scalemul;
|
||||
UINT16 alpha;
|
||||
fixed_t floordiff;
|
||||
fixed_t floorz;
|
||||
fixed_t groundz;
|
||||
fixed_t slopez;
|
||||
pslope_t *floorslope;
|
||||
pslope_t *groundslope;
|
||||
|
||||
floorz = R_GetShadowZ(thing, &floorslope);
|
||||
groundz = R_GetShadowZ(thing, &groundslope);
|
||||
|
||||
//if (abs(floorz - gr_viewz) / tz > 4) return; // Prevent stretchy shadows and possible crashes
|
||||
//if (abs(groundz - gr_viewz) / tz > 4) return; // Prevent stretchy shadows and possible crashes
|
||||
|
||||
floordiff = abs(thing->z - floorz);
|
||||
floordiff = abs((flip < 0 ? thing->height : 0) + thing->z - groundz);
|
||||
|
||||
alpha = floordiff / (4*FRACUNIT) + 75;
|
||||
if (alpha >= 255) return;
|
||||
|
@ -3907,18 +3908,18 @@ static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale
|
|||
shadowVerts[0].z = shadowVerts[1].z = fy - offset;
|
||||
shadowVerts[3].z = shadowVerts[2].z = fy + offset;
|
||||
|
||||
if (floorslope)
|
||||
if (groundslope)
|
||||
{
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
slopez = P_GetSlopeZAt(floorslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
|
||||
shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + 0.05f;
|
||||
slopez = P_GetSlopeZAt(groundslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
|
||||
shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + flip * 0.05f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (i = 0; i < 4; i++)
|
||||
shadowVerts[i].y = FIXED_TO_FLOAT(floorz) + 0.05f;
|
||||
shadowVerts[i].y = FIXED_TO_FLOAT(groundz) + flip * 0.05f;
|
||||
}
|
||||
|
||||
if (spr->flip)
|
||||
|
@ -3946,7 +3947,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, gr_vissprite_t *spr, fixed_t scale
|
|||
|
||||
if (thing->subsector->sector->numlights)
|
||||
{
|
||||
light = R_GetPlaneLight(thing->subsector->sector, floorz, false); // Always use the light at the top instead of whatever I was doing before
|
||||
light = R_GetPlaneLight(thing->subsector->sector, groundz, false); // Always use the light at the top instead of whatever I was doing before
|
||||
|
||||
if (*thing->subsector->sector->lightlist[light].lightlevel > 255)
|
||||
lightlevel = 255;
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -113,7 +113,8 @@ static int lib_fixeddiv(lua_State *L)
|
|||
|
||||
static int lib_fixedrem(lua_State *L)
|
||||
{
|
||||
lua_pushfixed(L, FixedRem(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
|
||||
LUA_Deprecated(L, "FixedRem(a, b)", "a % b");
|
||||
lua_pushfixed(L, luaL_checkfixed(L, 1) % luaL_checkfixed(L, 2));
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -78,6 +78,58 @@ FUNCNORETURN static int LUA_Panic(lua_State *L)
|
|||
#endif
|
||||
}
|
||||
|
||||
#define LEVELS1 12 // size of the first part of the stack
|
||||
#define LEVELS2 10 // size of the second part of the stack
|
||||
|
||||
// Error handler used with pcall() when loading scripts or calling hooks
|
||||
// Takes a string with the original error message,
|
||||
// appends the traceback to it, and return the result
|
||||
int LUA_GetErrorMessage(lua_State *L)
|
||||
{
|
||||
int level = 1;
|
||||
int firstpart = 1; // still before eventual `...'
|
||||
lua_Debug ar;
|
||||
|
||||
lua_pushliteral(L, "\nstack traceback:");
|
||||
while (lua_getstack(L, level++, &ar))
|
||||
{
|
||||
if (level > LEVELS1 && firstpart)
|
||||
{
|
||||
// no more than `LEVELS2' more levels?
|
||||
if (!lua_getstack(L, level + LEVELS2, &ar))
|
||||
level--; // keep going
|
||||
else
|
||||
{
|
||||
lua_pushliteral(L, "\n ..."); // too many levels
|
||||
while (lua_getstack(L, level + LEVELS2, &ar)) // find last levels
|
||||
level++;
|
||||
}
|
||||
firstpart = 0;
|
||||
continue;
|
||||
}
|
||||
lua_pushliteral(L, "\n ");
|
||||
lua_getinfo(L, "Snl", &ar);
|
||||
lua_pushfstring(L, "%s:", ar.short_src);
|
||||
if (ar.currentline > 0)
|
||||
lua_pushfstring(L, "%d:", ar.currentline);
|
||||
if (*ar.namewhat != '\0') // is there a name?
|
||||
lua_pushfstring(L, " in function " LUA_QS, ar.name);
|
||||
else
|
||||
{
|
||||
if (*ar.what == 'm') // main?
|
||||
lua_pushfstring(L, " in main chunk");
|
||||
else if (*ar.what == 'C' || *ar.what == 't')
|
||||
lua_pushliteral(L, " ?"); // C function or tail call
|
||||
else
|
||||
lua_pushfstring(L, " in function <%s:%d>",
|
||||
ar.short_src, ar.linedefined);
|
||||
}
|
||||
lua_concat(L, lua_gettop(L));
|
||||
}
|
||||
lua_concat(L, lua_gettop(L));
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Moved here from lib_getenum.
|
||||
int LUA_PushGlobals(lua_State *L, const char *word)
|
||||
{
|
||||
|
@ -410,11 +462,13 @@ static inline void LUA_LoadFile(MYFILE *f, char *name, boolean noresults)
|
|||
|
||||
lua_lumploading++; // turn on loading flag
|
||||
|
||||
if (luaL_loadbuffer(gL, f->data, f->size, va("@%s",name)) || lua_pcall(gL, 0, noresults ? 0 : LUA_MULTRET, 0)) {
|
||||
lua_pushcfunction(gL, LUA_GetErrorMessage);
|
||||
if (luaL_loadbuffer(gL, f->data, f->size, va("@%s",name)) || lua_pcall(gL, 0, noresults ? 0 : LUA_MULTRET, lua_gettop(gL) - 1)) {
|
||||
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL,-1));
|
||||
lua_pop(gL,1);
|
||||
}
|
||||
lua_gc(gL, LUA_GCCOLLECT, 0);
|
||||
lua_pop(gL, 1); // Pop error handler
|
||||
|
||||
lua_lumploading--; // turn off again
|
||||
}
|
||||
|
|
|
@ -39,6 +39,7 @@ void LUA_ClearExtVars(void);
|
|||
|
||||
extern INT32 lua_lumploading; // is LUA_LoadLump being called?
|
||||
|
||||
int LUA_GetErrorMessage(lua_State *L);
|
||||
void LUA_LoadLump(UINT16 wad, UINT16 lump, boolean noresults);
|
||||
#ifdef LUA_ALLOW_BYTECODE
|
||||
void LUA_DumpFile(const char *filename);
|
||||
|
|
|
@ -204,18 +204,6 @@ FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedDiv(fixed_t a, fixed_t b)
|
|||
return FixedDiv2(a, b);
|
||||
}
|
||||
|
||||
/** \brief The FixedRem function
|
||||
|
||||
\param x fixed_t number
|
||||
\param y fixed_t number
|
||||
|
||||
\return remainder of dividing x by y
|
||||
*/
|
||||
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedRem(fixed_t x, fixed_t y)
|
||||
{
|
||||
return x % y;
|
||||
}
|
||||
|
||||
/** \brief The FixedSqrt function
|
||||
|
||||
\param x fixed_t number
|
||||
|
|
|
@ -450,7 +450,7 @@ typedef struct menucolor_s {
|
|||
UINT16 color;
|
||||
} menucolor_t;
|
||||
|
||||
menucolor_t *menucolorhead, *menucolortail;
|
||||
extern menucolor_t *menucolorhead, *menucolortail;
|
||||
|
||||
void M_AddMenuColor(UINT16 color);
|
||||
void M_MoveColorBefore(UINT16 color, UINT16 targ);
|
||||
|
|
263
src/p_map.c
263
src/p_map.c
|
@ -3291,9 +3291,128 @@ static boolean P_IsClimbingValid(player_t *player, angle_t angle)
|
|||
return false;
|
||||
}
|
||||
|
||||
//
|
||||
// PTR_SlideTraverse
|
||||
//
|
||||
static boolean PTR_LineIsBlocking(line_t *li)
|
||||
{
|
||||
// one-sided linedefs are always solid to sliding movement.
|
||||
if (!li->backsector)
|
||||
return !P_PointOnLineSide(slidemo->x, slidemo->y, li);
|
||||
|
||||
if (!(slidemo->flags & MF_MISSILE))
|
||||
{
|
||||
if (li->flags & ML_IMPASSIBLE)
|
||||
return true;
|
||||
|
||||
if ((slidemo->flags & (MF_ENEMY|MF_BOSS)) && li->flags & ML_BLOCKMONSTERS)
|
||||
return true;
|
||||
}
|
||||
|
||||
// set openrange, opentop, openbottom
|
||||
P_LineOpening(li, slidemo);
|
||||
|
||||
if (openrange < slidemo->height)
|
||||
return true; // doesn't fit
|
||||
|
||||
if (opentop - slidemo->z < slidemo->height)
|
||||
return true; // mobj is too high
|
||||
|
||||
if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, slidemo->scale))
|
||||
return true; // too big a step up
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
static void PTR_GlideClimbTraverse(line_t *li)
|
||||
{
|
||||
line_t *checkline = li;
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight, bottomheight;
|
||||
boolean fofline = false;
|
||||
sector_t *checksector = (li->backsector && !P_PointOnLineSide(slidemo->x, slidemo->y, li)) ? li->backsector : li->frontsector;
|
||||
|
||||
if (checksector->ffloors)
|
||||
{
|
||||
for (rover = checksector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
|
||||
continue;
|
||||
|
||||
topheight = P_GetFFloorTopZAt (rover, slidemo->x, slidemo->y);
|
||||
bottomheight = P_GetFFloorBottomZAt(rover, slidemo->x, slidemo->y);
|
||||
|
||||
if (topheight < slidemo->z)
|
||||
continue;
|
||||
|
||||
if (bottomheight > slidemo->z + slidemo->height)
|
||||
continue;
|
||||
|
||||
// Got this far, so I guess it's climbable. // TODO: Climbing check, also, better method to do this?
|
||||
if (rover->master->flags & ML_TFERLINE)
|
||||
{
|
||||
size_t linenum = li-checksector->lines[0];
|
||||
checkline = rover->master->frontsector->lines[0] + linenum;
|
||||
fofline = true;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// see about climbing on the wall
|
||||
if (!(checkline->flags & ML_NOCLIMB) && checkline->special != HORIZONSPECIAL)
|
||||
{
|
||||
boolean canclimb;
|
||||
angle_t climbangle, climbline;
|
||||
INT32 whichside = P_PointOnLineSide(slidemo->x, slidemo->y, li);
|
||||
|
||||
climbangle = climbline = R_PointToAngle2(li->v1->x, li->v1->y, li->v2->x, li->v2->y);
|
||||
|
||||
if (whichside) // on second side?
|
||||
climbline += ANGLE_180;
|
||||
|
||||
climbangle += (ANGLE_90 * (whichside ? -1 : 1));
|
||||
|
||||
canclimb = (li->backsector ? P_IsClimbingValid(slidemo->player, climbangle) : true);
|
||||
|
||||
if (((!slidemo->player->climbing && abs((signed)(slidemo->angle - ANGLE_90 - climbline)) < ANGLE_45)
|
||||
|| (slidemo->player->climbing == 1 && abs((signed)(slidemo->angle - climbline)) < ANGLE_135))
|
||||
&& canclimb)
|
||||
{
|
||||
slidemo->angle = climbangle;
|
||||
/*if (!demoplayback || P_ControlStyle(slidemo->player) == CS_LMAOGALOG)
|
||||
{
|
||||
if (slidemo->player == &players[consoleplayer])
|
||||
localangle = slidemo->angle;
|
||||
else if (slidemo->player == &players[secondarydisplayplayer])
|
||||
localangle2 = slidemo->angle;
|
||||
}*/
|
||||
|
||||
if (!slidemo->player->climbing)
|
||||
{
|
||||
S_StartSound(slidemo->player->mo, sfx_s3k4a);
|
||||
slidemo->player->climbing = 5;
|
||||
}
|
||||
|
||||
slidemo->player->pflags &= ~(PF_GLIDING|PF_SPINNING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED);
|
||||
slidemo->player->glidetime = 0;
|
||||
slidemo->player->secondjump = 0;
|
||||
|
||||
if (slidemo->player->climbing > 1)
|
||||
slidemo->momz = slidemo->momx = slidemo->momy = 0;
|
||||
|
||||
if (fofline)
|
||||
whichside = 0;
|
||||
|
||||
if (!whichside)
|
||||
{
|
||||
slidemo->player->lastsidehit = checkline->sidenum[whichside];
|
||||
slidemo->player->lastlinehit = (INT16)(checkline - lines);
|
||||
}
|
||||
|
||||
P_Thrust(slidemo, slidemo->angle, FixedMul(5*FRACUNIT, slidemo->scale));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static boolean PTR_SlideTraverse(intercept_t *in)
|
||||
{
|
||||
line_t *li;
|
||||
|
@ -3302,146 +3421,20 @@ static boolean PTR_SlideTraverse(intercept_t *in)
|
|||
|
||||
li = in->d.line;
|
||||
|
||||
// one-sided linedefs are always solid to sliding movement.
|
||||
// one-sided linedef
|
||||
if (!li->backsector)
|
||||
{
|
||||
if (P_PointOnLineSide(slidemo->x, slidemo->y, li))
|
||||
return true; // don't hit the back side
|
||||
goto isblocking;
|
||||
}
|
||||
if (!PTR_LineIsBlocking(li))
|
||||
return true;
|
||||
|
||||
if (!(slidemo->flags & MF_MISSILE))
|
||||
{
|
||||
if (li->flags & ML_IMPASSIBLE)
|
||||
goto isblocking;
|
||||
|
||||
if ((slidemo->flags & (MF_ENEMY|MF_BOSS)) && li->flags & ML_BLOCKMONSTERS)
|
||||
goto isblocking;
|
||||
}
|
||||
|
||||
// set openrange, opentop, openbottom
|
||||
P_LineOpening(li, slidemo);
|
||||
|
||||
if (openrange < slidemo->height)
|
||||
goto isblocking; // doesn't fit
|
||||
|
||||
if (opentop - slidemo->z < slidemo->height)
|
||||
goto isblocking; // mobj is too high
|
||||
|
||||
if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, slidemo->scale))
|
||||
goto isblocking; // too big a step up
|
||||
|
||||
// this line doesn't block movement
|
||||
return true;
|
||||
|
||||
// the line does block movement,
|
||||
// the line blocks movement,
|
||||
// see if it is closer than best so far
|
||||
isblocking:
|
||||
if (li->polyobj && slidemo->player)
|
||||
{
|
||||
if ((li->polyobj->lines[0]->backsector->flags & SF_TRIGGERSPECIAL_TOUCH) && !(li->polyobj->flags & POF_NOSPECIALS))
|
||||
P_ProcessSpecialSector(slidemo->player, slidemo->subsector->sector, li->polyobj->lines[0]->backsector);
|
||||
}
|
||||
|
||||
if (slidemo->player && (slidemo->player->pflags & PF_GLIDING || slidemo->player->climbing)
|
||||
&& slidemo->player->charability == CA_GLIDEANDCLIMB)
|
||||
{
|
||||
line_t *checkline = li;
|
||||
sector_t *checksector;
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight, bottomheight;
|
||||
boolean fofline = false;
|
||||
INT32 side = P_PointOnLineSide(slidemo->x, slidemo->y, li);
|
||||
|
||||
if (!side && li->backsector)
|
||||
checksector = li->backsector;
|
||||
else
|
||||
checksector = li->frontsector;
|
||||
|
||||
if (checksector->ffloors)
|
||||
{
|
||||
for (rover = checksector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
|
||||
continue;
|
||||
|
||||
topheight = P_GetFFloorTopZAt (rover, slidemo->x, slidemo->y);
|
||||
bottomheight = P_GetFFloorBottomZAt(rover, slidemo->x, slidemo->y);
|
||||
|
||||
if (topheight < slidemo->z)
|
||||
continue;
|
||||
|
||||
if (bottomheight > slidemo->z + slidemo->height)
|
||||
continue;
|
||||
|
||||
// Got this far, so I guess it's climbable. // TODO: Climbing check, also, better method to do this?
|
||||
if (rover->master->flags & ML_TFERLINE)
|
||||
{
|
||||
size_t linenum = li-checksector->lines[0];
|
||||
checkline = rover->master->frontsector->lines[0] + linenum;
|
||||
fofline = true;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// see about climbing on the wall
|
||||
if (!(checkline->flags & ML_NOCLIMB) && checkline->special != HORIZONSPECIAL)
|
||||
{
|
||||
boolean canclimb;
|
||||
angle_t climbangle, climbline;
|
||||
INT32 whichside = P_PointOnLineSide(slidemo->x, slidemo->y, li);
|
||||
|
||||
climbangle = climbline = R_PointToAngle2(li->v1->x, li->v1->y, li->v2->x, li->v2->y);
|
||||
|
||||
if (whichside) // on second side?
|
||||
climbline += ANGLE_180;
|
||||
|
||||
climbangle += (ANGLE_90 * (whichside ? -1 : 1));
|
||||
|
||||
canclimb = (li->backsector ? P_IsClimbingValid(slidemo->player, climbangle) : true);
|
||||
|
||||
if (((!slidemo->player->climbing && abs((signed)(slidemo->angle - ANGLE_90 - climbline)) < ANGLE_45)
|
||||
|| (slidemo->player->climbing == 1 && abs((signed)(slidemo->angle - climbline)) < ANGLE_135))
|
||||
&& canclimb)
|
||||
{
|
||||
slidemo->angle = climbangle;
|
||||
/*if (!demoplayback || P_ControlStyle(slidemo->player) == CS_LMAOGALOG)
|
||||
{
|
||||
if (slidemo->player == &players[consoleplayer])
|
||||
localangle = slidemo->angle;
|
||||
else if (slidemo->player == &players[secondarydisplayplayer])
|
||||
localangle2 = slidemo->angle;
|
||||
}*/
|
||||
|
||||
if (!slidemo->player->climbing)
|
||||
{
|
||||
S_StartSound(slidemo->player->mo, sfx_s3k4a);
|
||||
slidemo->player->climbing = 5;
|
||||
}
|
||||
|
||||
slidemo->player->pflags &= ~(PF_GLIDING|PF_SPINNING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED);
|
||||
slidemo->player->glidetime = 0;
|
||||
slidemo->player->secondjump = 0;
|
||||
|
||||
if (slidemo->player->climbing > 1)
|
||||
slidemo->momz = slidemo->momx = slidemo->momy = 0;
|
||||
|
||||
if (fofline)
|
||||
whichside = 0;
|
||||
|
||||
if (!whichside)
|
||||
{
|
||||
slidemo->player->lastsidehit = checkline->sidenum[whichside];
|
||||
slidemo->player->lastlinehit = (INT16)(checkline - lines);
|
||||
}
|
||||
|
||||
P_Thrust(slidemo, slidemo->angle, FixedMul(5*FRACUNIT, slidemo->scale));
|
||||
}
|
||||
}
|
||||
}
|
||||
if (slidemo->player && slidemo->player->charability == CA_GLIDEANDCLIMB
|
||||
&& (slidemo->player->pflags & PF_GLIDING || slidemo->player->climbing))
|
||||
PTR_GlideClimbTraverse(li);
|
||||
|
||||
if (in->frac < bestslidefrac && (!slidemo->player || !slidemo->player->climbing))
|
||||
{
|
||||
|
|
479
src/p_mobj.c
479
src/p_mobj.c
|
@ -1669,70 +1669,74 @@ static void P_PushableCheckBustables(mobj_t *mo)
|
|||
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
||||
if (node->m_sector->ffloors)
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight, bottomheight;
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
if (!(rover->flags & FF_BUSTUP))
|
||||
continue;
|
||||
|
||||
// Needs ML_EFFECT4 flag for pushables to break it
|
||||
if (!(rover->master->flags & ML_EFFECT4))
|
||||
continue;
|
||||
|
||||
if (rover->master->frontsector->crumblestate != CRUMBLE_NONE)
|
||||
continue;
|
||||
|
||||
topheight = P_GetFOFTopZ(mo, node->m_sector, rover, mo->x, mo->y, NULL);
|
||||
bottomheight = P_GetFOFBottomZ(mo, node->m_sector, rover, mo->x, mo->y, NULL);
|
||||
|
||||
// Height checks
|
||||
if (rover->flags & FF_SHATTERBOTTOM)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
if (mo->z + mo->momz + mo->height < bottomheight)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_BUSTUP)) continue;
|
||||
|
||||
// Needs ML_EFFECT4 flag for pushables to break it
|
||||
if (!(rover->master->flags & ML_EFFECT4)) continue;
|
||||
|
||||
if (rover->master->frontsector->crumblestate == CRUMBLE_NONE)
|
||||
{
|
||||
topheight = P_GetFOFTopZ(mo, node->m_sector, rover, mo->x, mo->y, NULL);
|
||||
bottomheight = P_GetFOFBottomZ(mo, node->m_sector, rover, mo->x, mo->y, NULL);
|
||||
// Height checks
|
||||
if (rover->flags & FF_SHATTERBOTTOM)
|
||||
{
|
||||
if (mo->z+mo->momz + mo->height < bottomheight)
|
||||
continue;
|
||||
|
||||
if (mo->z+mo->height > bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->flags & FF_SPINBUST)
|
||||
{
|
||||
if (mo->z+mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (mo->z+mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->flags & FF_SHATTER)
|
||||
{
|
||||
if (mo->z+mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (mo->z+mo->momz + mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mo->z >= topheight)
|
||||
continue;
|
||||
|
||||
if (mo->z+mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
EV_CrumbleChain(NULL, rover); // node->m_sector
|
||||
|
||||
// Run a linedef executor??
|
||||
if (rover->master->flags & ML_EFFECT5)
|
||||
P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), mo, node->m_sector);
|
||||
|
||||
goto bustupdone;
|
||||
}
|
||||
if (mo->z + mo->height > bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->flags & FF_SPINBUST)
|
||||
{
|
||||
if (mo->z + mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (mo->z + mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->flags & FF_SHATTER)
|
||||
{
|
||||
if (mo->z + mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (mo->z + mo->momz + mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mo->z >= topheight)
|
||||
continue;
|
||||
|
||||
if (mo->z + mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
EV_CrumbleChain(NULL, rover); // node->m_sector
|
||||
|
||||
// Run a linedef executor??
|
||||
if (rover->master->flags & ML_EFFECT5)
|
||||
P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), mo, node->m_sector);
|
||||
|
||||
goto bustupdone;
|
||||
}
|
||||
}
|
||||
bustupdone:
|
||||
|
@ -2793,6 +2797,94 @@ static boolean P_ZMovement(mobj_t *mo)
|
|||
return true;
|
||||
}
|
||||
|
||||
// Check for "Mario" blocks to hit and bounce them
|
||||
static void P_CheckMarioBlocks(mobj_t *mo)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
if (netgame && mo->player->spectator)
|
||||
return;
|
||||
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_MARIO))
|
||||
continue;
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
continue; // if you were flipped, your head isn't actually hitting your ceilingz is it?
|
||||
|
||||
if (*rover->bottomheight != mo->ceilingz)
|
||||
continue;
|
||||
|
||||
if (rover->flags & FF_SHATTERBOTTOM) // Brick block!
|
||||
EV_CrumbleChain(node->m_sector, rover);
|
||||
else // Question block!
|
||||
EV_MarioBlock(rover, node->m_sector, mo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if we're on a polyobject that triggers a linedef executor.
|
||||
static boolean P_PlayerPolyObjectZMovement(mobj_t *mo)
|
||||
{
|
||||
msecnode_t *node;
|
||||
boolean stopmovecut = false;
|
||||
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector_t *sec = node->m_sector;
|
||||
subsector_t *newsubsec;
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < numsubsectors; i++)
|
||||
{
|
||||
polyobj_t *po;
|
||||
sector_t *polysec;
|
||||
newsubsec = &subsectors[i];
|
||||
|
||||
if (newsubsec->sector != sec)
|
||||
continue;
|
||||
|
||||
for (po = newsubsec->polyList; po; po = (polyobj_t *)(po->link.next))
|
||||
{
|
||||
if (!(po->flags & POF_SOLID))
|
||||
continue;
|
||||
|
||||
if (!P_MobjInsidePolyobj(po, mo))
|
||||
continue;
|
||||
|
||||
polysec = po->lines[0]->backsector;
|
||||
|
||||
// Moving polyobjects should act like conveyors if the player lands on one. (I.E. none of the momentum cut thing below) -Red
|
||||
if ((mo->z == polysec->ceilingheight || mo->z + mo->height == polysec->floorheight) && po->thinker)
|
||||
stopmovecut = true;
|
||||
|
||||
if (!(po->flags & POF_LDEXEC))
|
||||
continue;
|
||||
|
||||
if (mo->z != polysec->ceilingheight)
|
||||
continue;
|
||||
|
||||
// We're landing on a PO, so check for a linedef executor.
|
||||
// Trigger tags are 32000 + the PO's ID number.
|
||||
P_LinedefExecute((INT16)(32000 + po->id), mo, NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return stopmovecut;
|
||||
}
|
||||
|
||||
static void P_PlayerZMovement(mobj_t *mo)
|
||||
{
|
||||
boolean onground;
|
||||
|
@ -2889,66 +2981,8 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
|
||||
mo->eflags |= MFE_JUSTHITFLOOR; // Spin Attack
|
||||
|
||||
if (!P_PlayerPolyObjectZMovement(mo))
|
||||
{
|
||||
// Check if we're on a polyobject
|
||||
// that triggers a linedef executor.
|
||||
msecnode_t *node;
|
||||
boolean stopmovecut = false;
|
||||
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector_t *sec = node->m_sector;
|
||||
subsector_t *newsubsec;
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < numsubsectors; i++)
|
||||
{
|
||||
newsubsec = &subsectors[i];
|
||||
|
||||
if (newsubsec->sector != sec)
|
||||
continue;
|
||||
|
||||
if (newsubsec->polyList)
|
||||
{
|
||||
polyobj_t *po = newsubsec->polyList;
|
||||
sector_t *polysec;
|
||||
|
||||
while(po)
|
||||
{
|
||||
if (!P_MobjInsidePolyobj(po, mo) || !(po->flags & POF_SOLID))
|
||||
{
|
||||
po = (polyobj_t *)(po->link.next);
|
||||
continue;
|
||||
}
|
||||
|
||||
// We're inside it! Yess...
|
||||
polysec = po->lines[0]->backsector;
|
||||
|
||||
// Moving polyobjects should act like conveyors if the player lands on one. (I.E. none of the momentum cut thing below) -Red
|
||||
if ((mo->z == polysec->ceilingheight || mo->z+mo->height == polysec->floorheight) && po->thinker)
|
||||
stopmovecut = true;
|
||||
|
||||
if (!(po->flags & POF_LDEXEC))
|
||||
{
|
||||
po = (polyobj_t *)(po->link.next);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (mo->z == polysec->ceilingheight)
|
||||
{
|
||||
// We're landing on a PO, so check for
|
||||
// a linedef executor.
|
||||
// Trigger tags are 32000 + the PO's ID number.
|
||||
P_LinedefExecute((INT16)(32000 + po->id), mo, NULL);
|
||||
}
|
||||
|
||||
po = (polyobj_t *)(po->link.next);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!stopmovecut)
|
||||
// Cut momentum in half when you hit the ground and
|
||||
// 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))
|
||||
|
@ -3014,39 +3048,10 @@ nightsdone:
|
|||
}
|
||||
}
|
||||
|
||||
// Check for "Mario" blocks to hit and bounce them
|
||||
if (P_MobjFlip(mo)*mo->momz > 0)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch
|
||||
{
|
||||
// Search the touching sectors, from side-to-side...
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
// Come on, it's time to go...
|
||||
if (rover->flags & FF_MARIO
|
||||
&& !(mo->eflags & MFE_VERTICALFLIP) // if you were flipped, your head isn't actually hitting your ceilingz is it?
|
||||
&& *rover->bottomheight == mo->ceilingz) // The player's head hit the bottom!
|
||||
{
|
||||
// DO THE MARIO!
|
||||
if (rover->flags & FF_SHATTERBOTTOM) // Brick block!
|
||||
EV_CrumbleChain(node->m_sector, rover);
|
||||
else // Question block!
|
||||
EV_MarioBlock(rover, node->m_sector, mo);
|
||||
}
|
||||
}
|
||||
} // Ugly ugly billions of braces! Argh!
|
||||
}
|
||||
if (CheckForMarioBlocks)
|
||||
P_CheckMarioBlocks(mo);
|
||||
|
||||
// hit the ceiling
|
||||
if (mariomode)
|
||||
|
@ -3750,13 +3755,114 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
|
|||
return false;
|
||||
}
|
||||
|
||||
//
|
||||
// P_PlayerMobjThinker
|
||||
//
|
||||
static void P_PlayerMobjThinker(mobj_t *mobj)
|
||||
static void P_CheckCrumblingPlatforms(mobj_t *mobj)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
if (netgame && mobj->player->spectator)
|
||||
return;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_CRUMBLE))
|
||||
continue;
|
||||
|
||||
if (mobj->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (P_GetSpecialBottomZ(mobj, sectors + rover->secnum, node->m_sector) != mobj->z + mobj->height)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (P_GetSpecialTopZ(mobj, sectors + rover->secnum, node->m_sector) != mobj->z)
|
||||
continue;
|
||||
}
|
||||
|
||||
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static boolean P_MobjTouchesSectorWithWater(mobj_t *mobj)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_SWIMMABLE))
|
||||
continue;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check for floating water platforms and bounce them
|
||||
static void P_CheckFloatbobPlatforms(mobj_t *mobj)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
// Can't land on anything if you're not moving downwards
|
||||
if (P_MobjFlip(mobj)*mobj->momz >= 0)
|
||||
return;
|
||||
|
||||
if (!P_MobjTouchesSectorWithWater(mobj))
|
||||
return;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_FLOATBOB))
|
||||
continue;
|
||||
|
||||
|
||||
if (mobj->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (abs(*rover->bottomheight - (mobj->z + mobj->height)) > abs(mobj->momz))
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (abs(*rover->topheight - mobj->z) > abs(mobj->momz))
|
||||
continue;
|
||||
}
|
||||
|
||||
// Initiate a 'bouncy' elevator function which slowly diminishes.
|
||||
EV_BounceSector(rover->master->frontsector, -mobj->momz, rover->master);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void P_PlayerMobjThinker(mobj_t *mobj)
|
||||
{
|
||||
I_Assert(mobj != NULL);
|
||||
I_Assert(mobj->player != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(mobj));
|
||||
|
@ -3809,77 +3915,10 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
else
|
||||
P_TryMove(mobj, mobj->x, mobj->y, true);
|
||||
|
||||
if (!(netgame && mobj->player->spectator))
|
||||
{
|
||||
// Crumbling platforms
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
ffloor_t *rover;
|
||||
P_CheckCrumblingPlatforms(mobj);
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_CRUMBLE))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(mobj, sectors + rover->secnum, node->m_sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mobj, sectors + rover->secnum, node->m_sector);
|
||||
|
||||
if ((topheight == mobj->z && !(mobj->eflags & MFE_VERTICALFLIP))
|
||||
|| (bottomheight == mobj->z + mobj->height && mobj->eflags & MFE_VERTICALFLIP)) // You nut.
|
||||
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check for floating water platforms and bounce them
|
||||
if (CheckForFloatBob && P_MobjFlip(mobj)*mobj->momz < 0)
|
||||
{
|
||||
boolean thereiswater = false;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
// Get water boundaries first
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (rover->flags & FF_SWIMMABLE) // Is there water?
|
||||
{
|
||||
thereiswater = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (thereiswater)
|
||||
{
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_FLOATBOB))
|
||||
continue;
|
||||
|
||||
if ((!(mobj->eflags & MFE_VERTICALFLIP) && abs(*rover->topheight-mobj->z) <= abs(mobj->momz)) // The player is landing on the cheese!
|
||||
|| (mobj->eflags & MFE_VERTICALFLIP && abs(*rover->bottomheight-(mobj->z+mobj->height)) <= abs(mobj->momz)))
|
||||
{
|
||||
// Initiate a 'bouncy' elevator function
|
||||
// which slowly diminishes.
|
||||
EV_BounceSector(rover->master->frontsector, -mobj->momz, rover->master);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} // Ugly ugly billions of braces! Argh!
|
||||
}
|
||||
if (CheckForFloatBob)
|
||||
P_CheckFloatbobPlatforms(mobj);
|
||||
|
||||
// always do the gravity bit now, that's simpler
|
||||
// BUT CheckPosition only if wasn't done before.
|
||||
|
|
|
@ -717,6 +717,34 @@ static void P_NetUnArchiveColormaps(void)
|
|||
net_colormaps = NULL;
|
||||
}
|
||||
|
||||
static void P_NetArchiveWaypoints(void)
|
||||
{
|
||||
INT32 i, j;
|
||||
|
||||
for (i = 0; i < NUMWAYPOINTSEQUENCES; i++)
|
||||
{
|
||||
WRITEUINT16(save_p, numwaypoints[i]);
|
||||
for (j = 0; j < numwaypoints[i]; j++)
|
||||
WRITEUINT32(save_p, waypoints[i][j] ? waypoints[i][j]->mobjnum : 0);
|
||||
}
|
||||
}
|
||||
|
||||
static void P_NetUnArchiveWaypoints(void)
|
||||
{
|
||||
INT32 i, j;
|
||||
UINT32 mobjnum;
|
||||
|
||||
for (i = 0; i < NUMWAYPOINTSEQUENCES; i++)
|
||||
{
|
||||
numwaypoints[i] = READUINT16(save_p);
|
||||
for (j = 0; j < numwaypoints[i]; j++)
|
||||
{
|
||||
mobjnum = READUINT32(save_p);
|
||||
waypoints[i][j] = (mobjnum == 0) ? NULL : P_FindNewPosition(mobjnum);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
///
|
||||
/// World Archiving
|
||||
///
|
||||
|
@ -4042,6 +4070,7 @@ void P_SaveNetGame(void)
|
|||
P_NetArchiveThinkers();
|
||||
P_NetArchiveSpecials();
|
||||
P_NetArchiveColormaps();
|
||||
P_NetArchiveWaypoints();
|
||||
}
|
||||
LUA_Archive();
|
||||
|
||||
|
@ -4080,6 +4109,7 @@ boolean P_LoadNetGame(void)
|
|||
P_NetUnArchiveThinkers();
|
||||
P_NetUnArchiveSpecials();
|
||||
P_NetUnArchiveColormaps();
|
||||
P_NetUnArchiveWaypoints();
|
||||
P_RelinkPointers();
|
||||
P_FinishMobjs();
|
||||
}
|
||||
|
|
441
src/p_user.c
441
src/p_user.c
|
@ -2521,6 +2521,72 @@ boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
|
|||
return false; // No sand here, Captain!
|
||||
}
|
||||
|
||||
static boolean P_PlayerCanBust(player_t *player, ffloor_t *rover)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
return false;
|
||||
|
||||
if (!(rover->flags & FF_BUSTUP))
|
||||
return false;
|
||||
|
||||
/*if (rover->master->frontsector->crumblestate != CRUMBLE_NONE)
|
||||
return false;*/
|
||||
|
||||
// If it's an FF_SHATTER, you can break it just by touching it.
|
||||
if (rover->flags & FF_SHATTER)
|
||||
return true;
|
||||
|
||||
// If it's an FF_SPINBUST, you can break it if you are in your spinning frames
|
||||
// (either from jumping or spindashing).
|
||||
if (rover->flags & FF_SPINBUST)
|
||||
{
|
||||
if ((player->pflags & PF_SPINNING) && !(player->pflags & PF_STARTDASH))
|
||||
return true;
|
||||
|
||||
if ((player->pflags & PF_JUMPED) && !(player->pflags & PF_NOJUMPDAMAGE))
|
||||
return true;
|
||||
}
|
||||
|
||||
// Strong abilities can break even FF_STRONGBUST.
|
||||
if (player->charability == CA_GLIDEANDCLIMB)
|
||||
return true;
|
||||
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
return true;
|
||||
|
||||
if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
|
||||
return true;
|
||||
|
||||
if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|
||||
return true;
|
||||
|
||||
// Everyone else is out of luck.
|
||||
if (rover->flags & FF_STRONGBUST)
|
||||
return false;
|
||||
|
||||
// Spinning (and not jumping)
|
||||
if ((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
|
||||
return true;
|
||||
|
||||
// Super
|
||||
if (player->powers[pw_super])
|
||||
return true;
|
||||
|
||||
// Dashmode
|
||||
if ((player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE) && player->dashmode >= DASHMODE_THRESHOLD)
|
||||
return true;
|
||||
|
||||
// NiGHTS drill
|
||||
if (player->pflags & PF_DRILLING)
|
||||
return true;
|
||||
|
||||
// Recording for Metal Sonic
|
||||
if (metalrecording)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
static void P_CheckBustableBlocks(player_t *player)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
@ -2543,121 +2609,83 @@ static void P_CheckBustableBlocks(player_t *player)
|
|||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
||||
if (node->m_sector->ffloors)
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight, bottomheight;
|
||||
if (!P_PlayerCanBust(player, rover))
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
|
||||
if (((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY))
|
||||
|| ((P_MobjFlip(player->mo)*player->mo->momz < 0) && (player->pflags & PF_BOUNCING || ((player->charability2 == CA2_MELEE) && (player->panim == PA_ABILITY2)))))
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
if ((rover->flags & FF_BUSTUP)/* && rover->master->frontsector->crumblestate == CRUMBLE_NONE*/)
|
||||
{
|
||||
// If it's an FF_SHATTER, you can break it just by touching it.
|
||||
if (rover->flags & FF_SHATTER)
|
||||
goto bust;
|
||||
|
||||
// If it's an FF_SPINBUST, you can break it if you are in your spinning frames
|
||||
// (either from jumping or spindashing).
|
||||
if (rover->flags & FF_SPINBUST
|
||||
&& (((player->pflags & PF_SPINNING) && !(player->pflags & PF_STARTDASH))
|
||||
|| (player->pflags & PF_JUMPED && !(player->pflags & PF_NOJUMPDAMAGE))))
|
||||
goto bust;
|
||||
|
||||
// You can always break it if you have CA_GLIDEANDCLIMB
|
||||
// or if you are bouncing on it
|
||||
// or you are using CA_TWINSPIN/CA2_MELEE.
|
||||
if (player->charability == CA_GLIDEANDCLIMB
|
||||
|| (player->pflags & PF_BOUNCING)
|
||||
|| ((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY))
|
||||
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
|
||||
goto bust;
|
||||
|
||||
if (rover->flags & FF_STRONGBUST)
|
||||
continue;
|
||||
|
||||
// If it's not an FF_STRONGBUST, you can break if you are spinning (and not jumping)
|
||||
// or you are super
|
||||
// or you are in dashmode with SF_DASHMODE
|
||||
// or you are drilling in NiGHTS
|
||||
// or you are recording for Metal Sonic
|
||||
if (!((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
|
||||
&& !(player->powers[pw_super])
|
||||
&& !(((player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)) && (player->dashmode >= DASHMODE_THRESHOLD))
|
||||
&& !(player->pflags & PF_DRILLING)
|
||||
&& !metalrecording)
|
||||
continue;
|
||||
|
||||
bust:
|
||||
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
|
||||
if (((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY))
|
||||
|| ((P_MobjFlip(player->mo)*player->mo->momz < 0) && (player->pflags & PF_BOUNCING || ((player->charability2 == CA2_MELEE) && (player->panim == PA_ABILITY2)))))
|
||||
{
|
||||
topheight -= player->mo->momz;
|
||||
bottomheight -= player->mo->momz;
|
||||
}
|
||||
|
||||
// Height checks
|
||||
if (rover->flags & FF_SHATTERBOTTOM)
|
||||
{
|
||||
if (player->mo->z+player->mo->momz + player->mo->height < bottomheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z+player->mo->height > bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->flags & FF_SPINBUST)
|
||||
{
|
||||
if (player->mo->z+player->mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z + player->mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->flags & FF_SHATTER)
|
||||
{
|
||||
if (player->mo->z + player->mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z+player->mo->momz + player->mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->mo->z >= topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z + player->mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
// Impede the player's fall a bit
|
||||
if (((rover->flags & FF_SPINBUST) || (rover->flags & FF_SHATTER)) && player->mo->z >= topheight)
|
||||
player->mo->momz >>= 1;
|
||||
else if (rover->flags & FF_SHATTER)
|
||||
{
|
||||
player->mo->momx >>= 1;
|
||||
player->mo->momy >>= 1;
|
||||
}
|
||||
|
||||
//if (metalrecording)
|
||||
// G_RecordBustup(rover);
|
||||
|
||||
EV_CrumbleChain(NULL, rover); // node->m_sector
|
||||
|
||||
// Run a linedef executor??
|
||||
if (rover->master->flags & ML_EFFECT5)
|
||||
P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), player->mo, node->m_sector);
|
||||
|
||||
goto bustupdone;
|
||||
}
|
||||
topheight -= player->mo->momz;
|
||||
bottomheight -= player->mo->momz;
|
||||
}
|
||||
|
||||
// Height checks
|
||||
if (rover->flags & FF_SHATTERBOTTOM)
|
||||
{
|
||||
if (player->mo->z + player->mo->momz + player->mo->height < bottomheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z + player->mo->height > bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->flags & FF_SPINBUST)
|
||||
{
|
||||
if (player->mo->z + player->mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z + player->mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->flags & FF_SHATTER)
|
||||
{
|
||||
if (player->mo->z + player->mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z + player->mo->momz + player->mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (player->mo->z >= topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z + player->mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
// Impede the player's fall a bit
|
||||
if (((rover->flags & FF_SPINBUST) || (rover->flags & FF_SHATTER)) && player->mo->z >= topheight)
|
||||
player->mo->momz >>= 1;
|
||||
else if (rover->flags & FF_SHATTER)
|
||||
{
|
||||
player->mo->momx >>= 1;
|
||||
player->mo->momy >>= 1;
|
||||
}
|
||||
|
||||
//if (metalrecording)
|
||||
// G_RecordBustup(rover);
|
||||
|
||||
EV_CrumbleChain(NULL, rover); // node->m_sector
|
||||
|
||||
// Run a linedef executor??
|
||||
if (rover->master->flags & ML_EFFECT5)
|
||||
P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), player->mo, node->m_sector);
|
||||
|
||||
goto bustupdone;
|
||||
}
|
||||
}
|
||||
bustupdone:
|
||||
|
@ -2690,122 +2718,109 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
||||
if (node->m_sector->ffloors)
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
boolean top = true;
|
||||
fixed_t bouncestrength;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue; // FOFs should not be bouncy if they don't even "exist"
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != 15)
|
||||
continue; // this sector type is required for FOFs to be bouncy
|
||||
|
||||
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
|
||||
if (player->mo->z > topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z + player->mo->height < bottomheight)
|
||||
continue;
|
||||
|
||||
bouncestrength = P_AproxDistance(rover->master->dx, rover->master->dy)/100;
|
||||
|
||||
if (oldz < P_GetFOFTopZ(player->mo, node->m_sector, rover, oldx, oldy, NULL)
|
||||
&& oldz + player->mo->height > P_GetFOFBottomZ(player->mo, node->m_sector, rover, oldx, oldy, NULL))
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue; // FOFs should not be bouncy if they don't even "exist"
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != 15)
|
||||
continue; // this sector type is required for FOFs to be bouncy
|
||||
|
||||
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
|
||||
if (player->mo->z > topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z + player->mo->height < bottomheight)
|
||||
continue;
|
||||
|
||||
if (oldz < P_GetFOFTopZ(player->mo, node->m_sector, rover, oldx, oldy, NULL)
|
||||
&& oldz + player->mo->height > P_GetFOFBottomZ(player->mo, node->m_sector, rover, oldx, oldy, NULL))
|
||||
top = false;
|
||||
player->mo->momx = -FixedMul(player->mo->momx,bouncestrength);
|
||||
player->mo->momy = -FixedMul(player->mo->momy,bouncestrength);
|
||||
|
||||
if (player->pflags & PF_SPINNING)
|
||||
{
|
||||
fixed_t linedist;
|
||||
|
||||
linedist = P_AproxDistance(rover->master->v1->x-rover->master->v2->x, rover->master->v1->y-rover->master->v2->y);
|
||||
|
||||
linedist = FixedDiv(linedist,100*FRACUNIT);
|
||||
|
||||
if (top)
|
||||
{
|
||||
fixed_t newmom;
|
||||
|
||||
pslope_t *slope;
|
||||
if (abs(oldz - topheight) < abs(oldz + player->mo->height - bottomheight)) { // Hit top
|
||||
slope = *rover->t_slope;
|
||||
} else { // Hit bottom
|
||||
slope = *rover->b_slope;
|
||||
}
|
||||
|
||||
momentum.x = player->mo->momx;
|
||||
momentum.y = player->mo->momy;
|
||||
momentum.z = player->mo->momz*2;
|
||||
|
||||
if (slope)
|
||||
P_ReverseQuantizeMomentumToSlope(&momentum, slope);
|
||||
|
||||
newmom = momentum.z = -FixedMul(momentum.z,linedist)/2;
|
||||
|
||||
if (abs(newmom) < (linedist*2))
|
||||
{
|
||||
goto bouncydone;
|
||||
}
|
||||
|
||||
if (!(rover->master->flags & ML_BOUNCY))
|
||||
{
|
||||
if (newmom > 0)
|
||||
{
|
||||
if (newmom < 8*FRACUNIT)
|
||||
newmom = 8*FRACUNIT;
|
||||
}
|
||||
else if (newmom > -8*FRACUNIT && newmom != 0)
|
||||
newmom = -8*FRACUNIT;
|
||||
}
|
||||
|
||||
if (newmom > P_GetPlayerHeight(player)/2)
|
||||
newmom = P_GetPlayerHeight(player)/2;
|
||||
else if (newmom < -P_GetPlayerHeight(player)/2)
|
||||
newmom = -P_GetPlayerHeight(player)/2;
|
||||
|
||||
momentum.z = newmom*2;
|
||||
|
||||
if (slope)
|
||||
P_QuantizeMomentumToSlope(&momentum, slope);
|
||||
|
||||
player->mo->momx = momentum.x;
|
||||
player->mo->momy = momentum.y;
|
||||
player->mo->momz = momentum.z/2;
|
||||
|
||||
if (player->pflags & PF_SPINNING)
|
||||
{
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
player->pflags |= PF_THOKKED;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
player->mo->momx = -FixedMul(player->mo->momx,linedist);
|
||||
player->mo->momy = -FixedMul(player->mo->momy,linedist);
|
||||
|
||||
if (player->pflags & PF_SPINNING)
|
||||
{
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
player->pflags |= PF_THOKKED;
|
||||
}
|
||||
}
|
||||
|
||||
if ((player->pflags & PF_SPINNING) && player->speed < FixedMul(1<<FRACBITS, player->mo->scale) && player->mo->momz)
|
||||
{
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
}
|
||||
|
||||
goto bouncydone;
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
player->pflags |= PF_THOKKED;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t newmom;
|
||||
pslope_t *slope = (abs(oldz - topheight) < abs(oldz + player->mo->height - bottomheight)) ? *rover->t_slope : *rover->b_slope;
|
||||
|
||||
momentum.x = player->mo->momx;
|
||||
momentum.y = player->mo->momy;
|
||||
momentum.z = player->mo->momz*2;
|
||||
|
||||
if (slope)
|
||||
P_ReverseQuantizeMomentumToSlope(&momentum, slope);
|
||||
|
||||
newmom = momentum.z = -FixedMul(momentum.z,bouncestrength)/2;
|
||||
|
||||
if (abs(newmom) < (bouncestrength*2))
|
||||
goto bouncydone;
|
||||
|
||||
if (!(rover->master->flags & ML_BOUNCY))
|
||||
{
|
||||
if (newmom > 0)
|
||||
{
|
||||
if (newmom < 8*FRACUNIT)
|
||||
newmom = 8*FRACUNIT;
|
||||
}
|
||||
else if (newmom < 0)
|
||||
{
|
||||
if (newmom > -8*FRACUNIT)
|
||||
newmom = -8*FRACUNIT;
|
||||
}
|
||||
}
|
||||
|
||||
if (newmom > P_GetPlayerHeight(player)/2)
|
||||
newmom = P_GetPlayerHeight(player)/2;
|
||||
else if (newmom < -P_GetPlayerHeight(player)/2)
|
||||
newmom = -P_GetPlayerHeight(player)/2;
|
||||
|
||||
momentum.z = newmom*2;
|
||||
|
||||
if (slope)
|
||||
P_QuantizeMomentumToSlope(&momentum, slope);
|
||||
|
||||
player->mo->momx = momentum.x;
|
||||
player->mo->momy = momentum.y;
|
||||
player->mo->momz = momentum.z/2;
|
||||
|
||||
if (player->pflags & PF_SPINNING)
|
||||
{
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
player->pflags |= PF_THOKKED;
|
||||
}
|
||||
}
|
||||
|
||||
if ((player->pflags & PF_SPINNING) && player->speed < FixedMul(1<<FRACBITS, player->mo->scale) && player->mo->momz)
|
||||
{
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
}
|
||||
|
||||
goto bouncydone;
|
||||
}
|
||||
}
|
||||
bouncydone:
|
||||
|
|
|
@ -1096,27 +1096,29 @@ static void R_SplitSprite(vissprite_t *sprite)
|
|||
//
|
||||
fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
|
||||
{
|
||||
fixed_t z, floorz = INT32_MIN;
|
||||
pslope_t *slope, *floorslope = NULL;
|
||||
boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
|
||||
fixed_t z, groundz = isflipped ? INT32_MAX : INT32_MIN;
|
||||
pslope_t *slope, *groundslope = NULL;
|
||||
msecnode_t *node;
|
||||
sector_t *sector;
|
||||
ffloor_t *rover;
|
||||
#define CHECKZ (isflipped ? z > thing->z+thing->height/2 && z < groundz : z < thing->z+thing->height/2 && z > groundz)
|
||||
|
||||
for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector = node->m_sector;
|
||||
|
||||
slope = sector->heightsec != -1 ? NULL : sector->f_slope;
|
||||
slope = sector->heightsec != -1 ? NULL : (isflipped ? sector->c_slope : sector->f_slope);
|
||||
|
||||
if (sector->heightsec != -1)
|
||||
z = sectors[sector->heightsec].floorheight;
|
||||
z = isflipped ? sectors[sector->heightsec].ceilingheight : sectors[sector->heightsec].floorheight;
|
||||
else
|
||||
z = P_GetSectorFloorZAt(sector, thing->x, thing->y);
|
||||
z = isflipped ? P_GetSectorCeilingZAt(sector, thing->x, thing->y) : P_GetSectorFloorZAt(sector, thing->x, thing->y);
|
||||
|
||||
if (z < thing->z+thing->height/2 && z > floorz)
|
||||
if CHECKZ
|
||||
{
|
||||
floorz = z;
|
||||
floorslope = slope;
|
||||
groundz = z;
|
||||
groundslope = slope;
|
||||
}
|
||||
|
||||
if (sector->ffloors)
|
||||
|
@ -1125,23 +1127,25 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
|
|||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || (rover->alpha < 90 && !(rover->flags & FF_SWIMMABLE)))
|
||||
continue;
|
||||
|
||||
z = P_GetFFloorTopZAt(rover, thing->x, thing->y);
|
||||
if (z < thing->z+thing->height/2 && z > floorz)
|
||||
z = isflipped ? P_GetFFloorBottomZAt(rover, thing->x, thing->y) : P_GetFFloorTopZAt(rover, thing->x, thing->y);
|
||||
if CHECKZ
|
||||
{
|
||||
floorz = z;
|
||||
floorslope = *rover->t_slope;
|
||||
groundz = z;
|
||||
groundslope = isflipped ? *rover->b_slope : *rover->t_slope;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (thing->floorz > floorz + (!floorslope ? 0 : FixedMul(abs(floorslope->zdelta), thing->radius*3/2)))
|
||||
if (isflipped ? (thing->ceilingz < groundz - (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2)))
|
||||
: (thing->floorz > groundz + (!groundslope ? 0 : FixedMul(abs(groundslope->zdelta), thing->radius*3/2))))
|
||||
{
|
||||
floorz = thing->floorz;
|
||||
floorslope = NULL;
|
||||
groundz = isflipped ? thing->ceilingz : thing->floorz;
|
||||
groundslope = NULL;
|
||||
}
|
||||
|
||||
#if 0 // Unfortunately, this drops CEZ2 down to sub-17 FPS on my i7.
|
||||
// Check polyobjects and see if floorz needs to be altered, for rings only because they don't update floorz
|
||||
// NOTE: this section was not updated to reflect reverse gravity support
|
||||
// Check polyobjects and see if groundz needs to be altered, for rings only because they don't update floorz
|
||||
if (thing->type == MT_RING)
|
||||
{
|
||||
INT32 xl, xh, yl, yh, bx, by;
|
||||
|
@ -1186,10 +1190,10 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
|
|||
// We're inside it! Yess...
|
||||
z = po->lines[0]->backsector->ceilingheight;
|
||||
|
||||
if (z < thing->z+thing->height/2 && z > floorz)
|
||||
if (z < thing->z+thing->height/2 && z > groundz)
|
||||
{
|
||||
floorz = z;
|
||||
floorslope = NULL;
|
||||
groundz = z;
|
||||
groundslope = NULL;
|
||||
}
|
||||
}
|
||||
plink = (polymaplink_t *)(plink->link.next);
|
||||
|
@ -1199,9 +1203,10 @@ fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
|
|||
#endif
|
||||
|
||||
if (shadowslope != NULL)
|
||||
*shadowslope = floorslope;
|
||||
*shadowslope = groundslope;
|
||||
|
||||
return floorz;
|
||||
return groundz;
|
||||
#undef CHECKZ
|
||||
}
|
||||
|
||||
static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t tx, fixed_t tz)
|
||||
|
@ -1212,14 +1217,15 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
|
|||
INT32 light = 0;
|
||||
fixed_t scalemul; UINT8 trans;
|
||||
fixed_t floordiff;
|
||||
fixed_t floorz;
|
||||
pslope_t *floorslope;
|
||||
fixed_t groundz;
|
||||
pslope_t *groundslope;
|
||||
boolean isflipped = thing->eflags & MFE_VERTICALFLIP;
|
||||
|
||||
floorz = R_GetShadowZ(thing, &floorslope);
|
||||
groundz = R_GetShadowZ(thing, &groundslope);
|
||||
|
||||
if (abs(floorz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
|
||||
if (abs(groundz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
|
||||
|
||||
floordiff = abs(thing->z - floorz);
|
||||
floordiff = abs((isflipped ? thing->height : 0) + thing->z - groundz);
|
||||
|
||||
trans = floordiff / (100*FRACUNIT) + 3;
|
||||
if (trans >= 9) return;
|
||||
|
@ -1230,23 +1236,23 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
|
|||
xscale = FixedDiv(projection, tz);
|
||||
yscale = FixedDiv(projectiony, tz);
|
||||
shadowxscale = FixedMul(thing->radius*2, scalemul);
|
||||
shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(floorz - viewz), tz));
|
||||
shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(groundz - viewz), tz));
|
||||
shadowyscale = min(shadowyscale, shadowxscale) / SHORT(patch->height);
|
||||
shadowxscale /= SHORT(patch->width);
|
||||
shadowskew = 0;
|
||||
|
||||
if (floorslope)
|
||||
if (groundslope)
|
||||
{
|
||||
// haha let's try some dumb stuff
|
||||
fixed_t xslope, zslope;
|
||||
angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - floorslope->xydirection) >> ANGLETOFINESHIFT;
|
||||
angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - groundslope->xydirection) >> ANGLETOFINESHIFT;
|
||||
|
||||
xslope = FixedMul(FINESINE(sloperelang), floorslope->zdelta);
|
||||
zslope = FixedMul(FINECOSINE(sloperelang), floorslope->zdelta);
|
||||
xslope = FixedMul(FINESINE(sloperelang), groundslope->zdelta);
|
||||
zslope = FixedMul(FINECOSINE(sloperelang), groundslope->zdelta);
|
||||
|
||||
//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
|
||||
|
||||
if (viewz < floorz)
|
||||
if (viewz < groundz)
|
||||
shadowyscale += FixedMul(FixedMul(thing->radius*2 / SHORT(patch->height), scalemul), zslope);
|
||||
else
|
||||
shadowyscale -= FixedMul(FixedMul(thing->radius*2 / SHORT(patch->height), scalemul), zslope);
|
||||
|
@ -1271,7 +1277,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
|
|||
shadow->heightsec = vis->heightsec;
|
||||
|
||||
shadow->thingheight = FRACUNIT;
|
||||
shadow->pz = floorz;
|
||||
shadow->pz = groundz + (isflipped ? -shadow->thingheight : 0);
|
||||
shadow->pzt = shadow->pz + shadow->thingheight;
|
||||
|
||||
shadow->mobjflags = 0;
|
||||
|
@ -1279,7 +1285,7 @@ static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale,
|
|||
shadow->dispoffset = vis->dispoffset - 5;
|
||||
shadow->gx = thing->x;
|
||||
shadow->gy = thing->y;
|
||||
shadow->gzt = shadow->pz + SHORT(patch->height) * shadowyscale / 2;
|
||||
shadow->gzt = (isflipped ? shadow->pzt : shadow->pz) + SHORT(patch->height) * shadowyscale / 2;
|
||||
shadow->gz = shadow->gzt - SHORT(patch->height) * shadowyscale;
|
||||
shadow->texturemid = FixedMul(thing->scale, FixedDiv(shadow->gzt - viewz, shadowyscale));
|
||||
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
||||
|
|
|
@ -72,7 +72,7 @@ static FUNCMATH angle_t AngleAdj(const fixed_t fa, const fixed_t wf,
|
|||
const angle_t adj = 0x77;
|
||||
const boolean fan = fa < 0;
|
||||
const fixed_t sl = FixedDiv(fa, wf*2);
|
||||
const fixed_t lb = FixedRem(fa, wf*2);
|
||||
const fixed_t lb = fa % (wf*2);
|
||||
const fixed_t lo = (wf*2)-lb;
|
||||
|
||||
if (ra == 0)
|
||||
|
|
Loading…
Reference in a new issue