mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 17:22:12 +00:00
Merge branch 'toastfixes' into 'master'
An assortment of relatively minor bugfixes and behaviour tweaks See merge request !110
This commit is contained in:
commit
75d363527b
18 changed files with 153 additions and 558 deletions
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@ -181,6 +181,14 @@ typedef enum
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PA_RIDE
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} panim_t;
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//
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// All of the base srb2 shields are either a single constant,
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// or use damagetype-protecting flags applied to a constant,
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// or are the force shield (which does everything weirdly).
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//
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// Base flags by themselves aren't used so modders can make
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// abstract, ability-less shields should they so choose.
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//
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typedef enum
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{
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SH_NONE = 0,
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@ -189,19 +197,21 @@ typedef enum
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SH_PROTECTFIRE = 0x400,
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SH_PROTECTWATER = 0x800,
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SH_PROTECTELECTRIC = 0x1000,
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SH_PROTECTSPIKE = 0x2000, // cactus shield one day? thanks, subarashii
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//SH_PROTECTNUKE = 0x4000, // intentionally no hardcoded defense against nukes
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// Indivisible shields
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SH_PITY = 1, // the world's most basic shield ever, given to players who suck at Match
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SH_WHIRLWIND,
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SH_ARMAGEDDON,
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// normal shields that use flags
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SH_ATTRACT = SH_PROTECTELECTRIC,
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SH_ELEMENTAL = SH_PROTECTFIRE|SH_PROTECTWATER,
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// Normal shields that use flags
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SH_ATTRACT = SH_PITY|SH_PROTECTELECTRIC,
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SH_ELEMENTAL = SH_PITY|SH_PROTECTFIRE|SH_PROTECTWATER,
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// Sonic 3 shields
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SH_FLAMEAURA = SH_PROTECTFIRE,
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SH_BUBBLEWRAP = SH_PROTECTWATER,
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SH_FLAMEAURA = SH_PITY|SH_PROTECTFIRE,
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SH_BUBBLEWRAP = SH_PITY|SH_PROTECTWATER,
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SH_THUNDERCOIN = SH_WHIRLWIND|SH_PROTECTELECTRIC,
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// The force shield uses the lower 8 bits to count how many extra hits are left.
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@ -1581,7 +1581,6 @@ static actionpointer_t actionpointers[] =
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{{A_BossDeath}, "A_BOSSDEATH"},
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{{A_CustomPower}, "A_CUSTOMPOWER"},
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{{A_GiveWeapon}, "A_GIVEWEAPON"},
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{{A_RingShield}, "A_RINGSHIELD"},
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{{A_RingBox}, "A_RINGBOX"},
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{{A_Invincibility}, "A_INVINCIBILITY"},
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{{A_SuperSneakers}, "A_SUPERSNEAKERS"},
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@ -1592,14 +1591,7 @@ static actionpointer_t actionpointers[] =
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{{A_BubbleCheck}, "A_BUBBLECHECK"},
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{{A_AwardScore}, "A_AWARDSCORE"},
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{{A_ExtraLife}, "A_EXTRALIFE"},
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{{A_BombShield}, "A_BOMBSHIELD"},
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{{A_JumpShield}, "A_JUMPSHIELD"},
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{{A_WaterShield}, "A_WATERSHIELD"},
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{{A_ForceShield}, "A_FORCESHIELD"},
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{{A_PityShield}, "A_PITYSHIELD"},
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{{A_FlameShield}, "A_FLAMESHIELD"},
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{{A_BubbleShield}, "A_BUBBLESHIELD"},
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{{A_ThunderShield}, "A_THUNDERSHIELD"},
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{{A_GiveShield}, "A_GIVESHIELD"},
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{{A_GravityBox}, "A_GRAVITYBOX"},
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{{A_ScoreRise}, "A_SCORERISE"},
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{{A_ParticleSpawn}, "A_PARTICLESPAWN"},
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@ -6835,6 +6827,7 @@ struct {
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{"SH_PROTECTFIRE",SH_PROTECTFIRE},
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{"SH_PROTECTWATER",SH_PROTECTWATER},
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{"SH_PROTECTELECTRIC",SH_PROTECTELECTRIC},
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{"SH_PROTECTSPIKE",SH_PROTECTSPIKE},
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// Indivisible shields
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{"SH_PITY",SH_PITY},
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{"SH_WHIRLWIND",SH_WHIRLWIND},
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20
src/info.c
20
src/info.c
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@ -1679,22 +1679,22 @@ state_t states[NUMSTATES] =
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{SPR_TVRI, 2, 18, {A_RingBox}, 0, 0, S_NULL}, // S_RING_ICON2
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{SPR_TVPI, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_PITY_ICON2}, // S_PITY_ICON1
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{SPR_TVPI, 2, 18, {A_PityShield}, 0, 0, S_NULL}, // S_PITY_ICON2
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{SPR_TVPI, 2, 18, {A_GiveShield}, SH_PITY, 0, S_NULL}, // S_PITY_ICON2
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{SPR_TVAT, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_ATTRACT_ICON2}, // S_ATTRACT_ICON1
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{SPR_TVAT, 2, 18, {A_RingShield},0, 0, S_NULL}, // S_ATTRACT_ICON2
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{SPR_TVAT, 2, 18, {A_GiveShield}, SH_ATTRACT, 0, S_NULL}, // S_ATTRACT_ICON2
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{SPR_TVFO, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_FORCE_ICON2}, // S_FORCE_ICON1
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{SPR_TVFO, 2, 18, {A_ForceShield}, 1, 0, S_NULL}, // S_FORCE_ICON2
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{SPR_TVFO, 2, 18, {A_GiveShield}, SH_FORCE|1, 0, S_NULL}, // S_FORCE_ICON2
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{SPR_TVAR, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_ARMAGEDDON_ICON2}, // S_ARMAGEDDON_ICON1
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{SPR_TVAR, 2, 18, {A_BombShield}, 0, 0, S_NULL}, // S_ARMAGEDDON_ICON2
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{SPR_TVAR, 2, 18, {A_GiveShield}, SH_ARMAGEDDON, 0, S_NULL}, // S_ARMAGEDDON_ICON2
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{SPR_TVWW, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_WHIRLWIND_ICON2}, // S_WHIRLWIND_ICON1
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{SPR_TVWW, 2, 18, {A_JumpShield}, 0, 0, S_NULL}, // S_WHIRLWIND_ICON2
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{SPR_TVWW, 2, 18, {A_GiveShield}, SH_WHIRLWIND, 0, S_NULL}, // S_WHIRLWIND_ICON2
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{SPR_TVEL, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_ELEMENTAL_ICON2}, // S_ELEMENTAL_ICON1
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{SPR_TVEL, 2, 18, {A_WaterShield}, 0, 0, S_NULL}, // S_ELEMENTAL_ICON2
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{SPR_TVEL, 2, 18, {A_GiveShield}, SH_ELEMENTAL, 0, S_NULL}, // S_ELEMENTAL_ICON2
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{SPR_TVSS, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_SNEAKERS_ICON2}, // S_SNEAKERS_ICON1
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{SPR_TVSS, 2, 18, {A_SuperSneakers}, 0, 0, S_NULL}, // S_SNEAKERS_ICON2
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@ -1724,13 +1724,13 @@ state_t states[NUMSTATES] =
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{SPR_TVTK, 2, 18, {A_AwardScore}, 0, 0, S_NULL}, // S_SCORE10K_ICON2
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{SPR_TVFL, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_FLAMEAURA_ICON2}, // S_FLAMEAURA_ICON1
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{SPR_TVFL, 2, 18, {A_FlameShield}, 0, 0, S_NULL}, // S_FLAMEAURA_ICON2
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{SPR_TVFL, 2, 18, {A_GiveShield}, SH_FLAMEAURA, 0, S_NULL}, // S_FLAMEAURA_ICON2
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{SPR_TVBB, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_BUBBLEWRAP_ICON2}, // S_BUBBLEWRAP_ICON1
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{SPR_TVBB, 2, 18, {A_BubbleShield}, 0, 0, S_NULL}, // S_BUBBLERWAP_ICON2
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{SPR_TVBB, 2, 18, {A_GiveShield}, SH_BUBBLEWRAP, 0, S_NULL}, // S_BUBBLERWAP_ICON2
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{SPR_TVZP, FF_ANIMATE|2, 18, {NULL}, 3, 4, S_THUNDERCOIN_ICON2}, // S_THUNDERCOIN_ICON1
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{SPR_TVZP, 2, 18, {A_ThunderShield}, 0, 0, S_NULL}, // S_THUNDERCOIN_ICON2
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{SPR_TVZP, 2, 18, {A_GiveShield}, SH_THUNDERCOIN, 0, S_NULL}, // S_THUNDERCOIN_ICON2
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// ---
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@ -2581,7 +2581,7 @@ state_t states[NUMSTATES] =
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// Particle sprite
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{SPR_PRTL, FF_FULLBRIGHT|FF_TRANS70, 2*TICRATE, {NULL}, 0, 0, S_NULL}, // S_PARTICLE
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{SPR_NULL, 0, 1, {A_ParticleSpawn}, 0, 0, S_PARTICLEGEN}, // S_PARTICLEGEN
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{SPR_NULL, 0, 3, {A_ParticleSpawn}, 0, 0, S_PARTICLEGEN}, // S_PARTICLEGEN
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{SPR_SCOR, 0, 32, {A_ScoreRise}, 0, 0, S_NULL}, // S_SCRA - 100
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{SPR_SCOR, 1, 32, {A_ScoreRise}, 0, 0, S_NULL}, // S_SCRB - 200
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10
src/info.h
10
src/info.h
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@ -40,8 +40,6 @@ void A_Scream();
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void A_BossDeath();
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void A_CustomPower(); // Use this for a custom power
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void A_GiveWeapon(); // Gives the player weapon(s)
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void A_JumpShield(); // Obtained Jump Shield
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void A_RingShield(); // Obtained Ring Shield
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void A_RingBox(); // Obtained Ring Box Tails
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void A_Invincibility(); // Obtained Invincibility Box
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void A_SuperSneakers(); // Obtained Super Sneakers Box
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@ -52,13 +50,7 @@ void A_BubbleRise(); // Bubbles float to surface
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void A_BubbleCheck(); // Don't draw if not underwater
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void A_AwardScore();
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void A_ExtraLife(); // Extra Life
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void A_BombShield(); // Obtained Bomb Shield
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void A_WaterShield(); // Obtained Water Shield
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void A_ForceShield(); // Obtained Force Shield
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void A_PityShield(); // Obtained Pity Shield. We're... sorry.
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void A_FlameShield(); // Obtained Flame Shield
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void A_BubbleShield(); // Obtained Bubble Shield
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void A_ThunderShield(); // Obtained Thunder Shield
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void A_GiveShield(); // Obtained Shield
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void A_GravityBox();
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void A_ScoreRise(); // Rise the score logo
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void A_ParticleSpawn();
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@ -1183,6 +1183,18 @@ static int lib_pTelekinesis(lua_State *L)
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return 0;
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}
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static int lib_pSwitchShield(lua_State *L)
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{
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player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
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UINT16 shield = luaL_checkinteger(L, 2);
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NOHUD
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INLEVEL
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if (!player)
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return LUA_ErrInvalid(L, "player_t");
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P_SwitchShield(player, shield);
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return 0;
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}
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// P_MAP
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///////////
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@ -2445,6 +2457,7 @@ static luaL_Reg lib[] = {
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{"P_SpawnThokMobj",lib_pSpawnThokMobj},
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{"P_SpawnSpinMobj",lib_pSpawnSpinMobj},
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{"P_Telekinesis",lib_pTelekinesis},
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{"P_SwitchShield",lib_pSwitchShield},
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// p_map
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{"P_CheckPosition",lib_pCheckPosition},
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269
src/p_enemy.c
269
src/p_enemy.c
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@ -93,20 +93,12 @@ void A_Explode(mobj_t *actor);
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void A_BossDeath(mobj_t *actor);
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void A_CustomPower(mobj_t *actor);
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void A_GiveWeapon(mobj_t *actor);
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void A_JumpShield(mobj_t *actor);
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void A_RingShield(mobj_t *actor);
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void A_RingBox(mobj_t *actor);
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void A_Invincibility(mobj_t *actor);
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void A_SuperSneakers(mobj_t *actor);
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void A_AwardScore(mobj_t *actor);
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void A_ExtraLife(mobj_t *actor);
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void A_BombShield(mobj_t *actor);
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void A_WaterShield(mobj_t *actor);
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void A_ForceShield(mobj_t *actor);
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void A_PityShield(mobj_t *actor);
|
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void A_FlameShield(mobj_t *actor);
|
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void A_BubbleShield(mobj_t *actor);
|
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void A_ThunderShield(mobj_t *actor);
|
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void A_GiveShield(mobj_t *actor);
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void A_GravityBox(mobj_t *actor);
|
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void A_ScoreRise(mobj_t *actor);
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void A_ParticleSpawn(mobj_t *actor);
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|
@ -3056,62 +3048,6 @@ void A_GiveWeapon(mobj_t *actor)
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S_StartSound(player->mo, actor->info->seesound);
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}
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// Function: A_JumpShield
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//
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// Description: Awards the player a jump shield.
|
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//
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// var1 = unused
|
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// var2 = unused
|
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//
|
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void A_JumpShield(mobj_t *actor)
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{
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player_t *player;
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|
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_JumpShield", actor))
|
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return;
|
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#endif
|
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if (!actor->target || !actor->target->player)
|
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{
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CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
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return;
|
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}
|
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player = actor->target->player;
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P_SwitchShield(player, SH_WHIRLWIND);
|
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|
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S_StartSound(player->mo, actor->info->seesound);
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}
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|
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// Function: A_RingShield
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//
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// Description: Awards the player a ring shield.
|
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//
|
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// var1 = unused
|
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// var2 = unused
|
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//
|
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void A_RingShield(mobj_t *actor)
|
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{
|
||||
player_t *player;
|
||||
|
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#ifdef HAVE_BLUA
|
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if (LUA_CallAction("A_RingShield", actor))
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return;
|
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#endif
|
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if (!actor->target || !actor->target->player)
|
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{
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CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
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return;
|
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}
|
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|
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player = actor->target->player;
|
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|
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P_SwitchShield(player, SH_ATTRACT);
|
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|
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S_StartSound(player->mo, actor->info->seesound);
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}
|
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|
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// Function: A_RingBox
|
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//
|
||||
// Description: Awards the player 10 rings.
|
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|
@ -3285,19 +3221,20 @@ void A_ExtraLife(mobj_t *actor)
|
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P_PlayLivesJingle(player);
|
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}
|
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|
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// Function: A_BombShield
|
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// Function: A_GiveShield
|
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//
|
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// Description: Awards the player a bomb shield.
|
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// Description: Awards the player a specified shield.
|
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//
|
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// var1 = unused
|
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// var1 = Shield type (make with SH_ constants)
|
||||
// var2 = unused
|
||||
//
|
||||
void A_BombShield(mobj_t *actor)
|
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void A_GiveShield(mobj_t *actor)
|
||||
{
|
||||
player_t *player;
|
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UINT16 locvar1 = var1;
|
||||
|
||||
#ifdef HAVE_BLUA
|
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if (LUA_CallAction("A_BombShield", actor))
|
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if (LUA_CallAction("A_GiveShield", actor))
|
||||
return;
|
||||
#endif
|
||||
if (!actor->target || !actor->target->player)
|
||||
|
@ -3308,196 +3245,10 @@ void A_BombShield(mobj_t *actor)
|
|||
|
||||
player = actor->target->player;
|
||||
|
||||
// If you already have a bomb shield, use it!
|
||||
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON)
|
||||
P_BlackOw(player);
|
||||
|
||||
// Now we know for certain that we don't have a bomb shield, so add one. :3
|
||||
P_SwitchShield(player, SH_ARMAGEDDON);
|
||||
|
||||
P_SwitchShield(player, locvar1);
|
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S_StartSound(player->mo, actor->info->seesound);
|
||||
}
|
||||
|
||||
// Function: A_WaterShield
|
||||
//
|
||||
// Description: Awards the player a water shield.
|
||||
//
|
||||
// var1 = unused
|
||||
// var2 = unused
|
||||
//
|
||||
void A_WaterShield(mobj_t *actor)
|
||||
{
|
||||
player_t *player;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_WaterShield", actor))
|
||||
return;
|
||||
#endif
|
||||
if (!actor->target || !actor->target->player)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
player = actor->target->player;
|
||||
|
||||
P_SwitchShield(player, SH_ELEMENTAL);
|
||||
|
||||
S_StartSound(player->mo, actor->info->seesound);
|
||||
}
|
||||
|
||||
// Function: A_ForceShield
|
||||
//
|
||||
// Description: Awards the player a force shield.
|
||||
//
|
||||
// var1 = Number of additional hitpoints to give
|
||||
// var2 = unused
|
||||
//
|
||||
void A_ForceShield(mobj_t *actor)
|
||||
{
|
||||
player_t *player;
|
||||
INT32 locvar1 = var1;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_ForceShield", actor))
|
||||
return;
|
||||
#endif
|
||||
if (!actor->target || !actor->target->player)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
if (locvar1 & ~SH_FORCEHP)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "Invalid number of additional hitpoints.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
player = actor->target->player;
|
||||
|
||||
P_SwitchShield(player, SH_FORCE|locvar1);
|
||||
|
||||
S_StartSound(player->mo, actor->info->seesound);
|
||||
}
|
||||
|
||||
// Function: A_PityShield
|
||||
//
|
||||
// Description: Awards the player a pity shield.
|
||||
// Because you fail it.
|
||||
// Your skill is not enough.
|
||||
// See you next time.
|
||||
// Bye-bye.
|
||||
//
|
||||
// var1 = unused
|
||||
// var2 = unused
|
||||
//
|
||||
void A_PityShield(mobj_t *actor)
|
||||
{
|
||||
player_t *player;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_PityShield", actor))
|
||||
return;
|
||||
#endif
|
||||
if (!actor->target || !actor->target->player)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
player = actor->target->player;
|
||||
|
||||
P_SwitchShield(player, SH_PITY);
|
||||
|
||||
S_StartSound(player->mo, actor->info->seesound);
|
||||
}
|
||||
|
||||
// Function: A_FlameShield
|
||||
//
|
||||
// Description: Awards the player a flame shield.
|
||||
//
|
||||
// var1 = unused
|
||||
// var2 = unused
|
||||
//
|
||||
void A_FlameShield(mobj_t *actor)
|
||||
{
|
||||
player_t *player;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_FlameShield", actor))
|
||||
return;
|
||||
#endif
|
||||
if (!actor->target || !actor->target->player)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
player = actor->target->player;
|
||||
|
||||
P_SwitchShield(player, SH_FLAMEAURA);
|
||||
|
||||
S_StartSound(player->mo, actor->info->seesound);
|
||||
}
|
||||
|
||||
// Function: A_BubbleShield
|
||||
//
|
||||
// Description: Awards the player a bubble shield.
|
||||
//
|
||||
// var1 = unused
|
||||
// var2 = unused
|
||||
//
|
||||
void A_BubbleShield(mobj_t *actor)
|
||||
{
|
||||
player_t *player;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_BubbleShield", actor))
|
||||
return;
|
||||
#endif
|
||||
if (!actor->target || !actor->target->player)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
player = actor->target->player;
|
||||
|
||||
P_SwitchShield(player, SH_BUBBLEWRAP);
|
||||
|
||||
S_StartSound(player->mo, actor->info->seesound);
|
||||
}
|
||||
|
||||
// Function: A_ThunderShield
|
||||
//
|
||||
// Description: Awards the player a thunder shield.
|
||||
//
|
||||
// var1 = unused
|
||||
// var2 = unused
|
||||
//
|
||||
void A_ThunderShield(mobj_t *actor)
|
||||
{
|
||||
player_t *player;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_ThunderShield", actor))
|
||||
return;
|
||||
#endif
|
||||
if (!actor->target || !actor->target->player)
|
||||
{
|
||||
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
|
||||
return;
|
||||
}
|
||||
|
||||
player = actor->target->player;
|
||||
|
||||
P_SwitchShield(player, SH_THUNDERCOIN);
|
||||
|
||||
S_StartSound(player->mo, actor->info->seesound);
|
||||
}
|
||||
|
||||
|
||||
// Function: A_GravityBox
|
||||
//
|
||||
// Description: Awards the player gravity boots.
|
||||
|
@ -3582,12 +3333,12 @@ void A_ParticleSpawn(mobj_t *actor)
|
|||
spawn->tics = (tic_t)actor->health;
|
||||
spawn->flags2 |= (actor->flags2 & MF2_OBJECTFLIP);
|
||||
spawn->angle += P_RandomKey(36)*ANG10; // irrelevant for default objects but might make sense for some custom ones
|
||||
if (spawn->frame & FF_ANIMATE)
|
||||
spawn->frame += P_RandomKey(spawn->state->var1);
|
||||
|
||||
actor->angle += actor->movedir;
|
||||
}
|
||||
|
||||
actor->angle += (angle_t)actor->movecount;
|
||||
actor->tics = (tic_t)actor->reactiontime;
|
||||
}
|
||||
|
||||
// Function: A_BunnyHop
|
||||
|
|
|
@ -414,13 +414,15 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
////////////////////////////////////////////////////////
|
||||
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)
|
||||
&& toucher->z < special->z + special->height && toucher->z + toucher->height > special->z
|
||||
&& !(player->powers[pw_shield] & SH_PROTECTSPIKE))
|
||||
{
|
||||
// Can only hit snapper from above
|
||||
P_DamageMobj(toucher, special, special, 1, 0);
|
||||
P_DamageMobj(toucher, special, special, 1, DMG_SPIKE);
|
||||
}
|
||||
else if (special->type == MT_SHARP
|
||||
&& ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2)))
|
||||
&& ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2))
|
||||
&& !(player->powers[pw_shield] & SH_PROTECTSPIKE))
|
||||
{
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
{
|
||||
|
@ -428,7 +430,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
P_DoAbilityBounce(player, false);
|
||||
}
|
||||
else // Cannot hit sharp from above or when red and angry
|
||||
P_DamageMobj(toucher, special, special, 1, 0);
|
||||
P_DamageMobj(toucher, special, special, 1, DMG_SPIKE);
|
||||
}
|
||||
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)))
|
||||
|
@ -3164,18 +3166,16 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
|
|||
|
||||
switch (damagetype)
|
||||
{
|
||||
case DMG_WATER:
|
||||
if (player->powers[pw_shield] & SH_PROTECTWATER)
|
||||
return false; // Invincible to water damage
|
||||
break;
|
||||
case DMG_FIRE:
|
||||
if (player->powers[pw_shield] & SH_PROTECTFIRE)
|
||||
return false; // Invincible to fire damage
|
||||
break;
|
||||
case DMG_ELECTRIC:
|
||||
if (player->powers[pw_shield] & SH_PROTECTELECTRIC)
|
||||
return false; // Invincible to electric damage
|
||||
break;
|
||||
#define DAMAGECASE(type)\
|
||||
case DMG_##type:\
|
||||
if (player->powers[pw_shield] & SH_PROTECT##type)\
|
||||
return false;\
|
||||
break
|
||||
DAMAGECASE(WATER);
|
||||
DAMAGECASE(FIRE);
|
||||
DAMAGECASE(ELECTRIC);
|
||||
DAMAGECASE(SPIKE);
|
||||
#undef DAMAGECASE
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
12
src/p_mobj.c
12
src/p_mobj.c
|
@ -10209,7 +10209,7 @@ domaceagain:
|
|||
case MT_PARTICLEGEN:
|
||||
{
|
||||
fixed_t radius, speed, bottomheight, topheight;
|
||||
INT32 type, numdivisions, time, anglespeed;
|
||||
INT32 type, numdivisions, time, anglespeed, ticcount;
|
||||
angle_t angledivision;
|
||||
INT32 line;
|
||||
const size_t mthingi = (size_t)(mthing - mapthings);
|
||||
|
@ -10232,6 +10232,10 @@ domaceagain:
|
|||
bottomheight = lines[line].frontsector->floorheight;
|
||||
topheight = lines[line].frontsector->ceilingheight - mobjinfo[(mobjtype_t)type].height;
|
||||
|
||||
if (!lines[line].backsector
|
||||
|| (ticcount = (sides[lines[line].sidenum[1]].textureoffset >> FRACBITS)) < 1)
|
||||
ticcount = states[S_PARTICLEGEN].tics;
|
||||
|
||||
numdivisions = (mthing->options >> ZSHIFT);
|
||||
|
||||
if (numdivisions)
|
||||
|
@ -10268,8 +10272,9 @@ domaceagain:
|
|||
"Numdivisions is %d\n"
|
||||
"Angledivision is %d\n"
|
||||
"Time is %d\n"
|
||||
"Type is %d\n",
|
||||
sizeu1(mthingi), radius, speed, anglespeed, numdivisions, angledivision, time, type);
|
||||
"Type is %d\n"
|
||||
"Tic seperation is %d\n",
|
||||
sizeu1(mthingi), radius, speed, anglespeed, numdivisions, angledivision, time, type, ticcount);
|
||||
|
||||
mobj->angle = 0;
|
||||
mobj->movefactor = speed;
|
||||
|
@ -10279,6 +10284,7 @@ domaceagain:
|
|||
mobj->health = time;
|
||||
mobj->friction = radius;
|
||||
mobj->threshold = type;
|
||||
mobj->reactiontime = ticcount;
|
||||
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -3050,7 +3050,6 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname)
|
|||
INT16 firstmapreplaced = 0, num;
|
||||
char *name;
|
||||
lumpinfo_t *lumpinfo;
|
||||
boolean texturechange = false;
|
||||
boolean replacedcurrentmap = false;
|
||||
|
||||
if ((numlumps = W_LoadWadFile(wadfilename)) == INT16_MAX)
|
||||
|
@ -3094,14 +3093,6 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname)
|
|||
CONS_Debug(DBG_SETUP, "Music %.8s replaced\n", name);
|
||||
digmreplaces++;
|
||||
}
|
||||
#if 0
|
||||
//
|
||||
// search for texturechange replacements
|
||||
//
|
||||
else if (!memcmp(name, "TEXTURE1", 8) || !memcmp(name, "TEXTURE2", 8)
|
||||
|| !memcmp(name, "PNAMES", 6))
|
||||
#endif
|
||||
texturechange = true;
|
||||
}
|
||||
if (!devparm && sreplaces)
|
||||
CONS_Printf(M_GetText("%s sounds replaced\n"), sizeu1(sreplaces));
|
||||
|
@ -3117,13 +3108,10 @@ boolean P_AddWadFile(const char *wadfilename, char **firstmapname)
|
|||
|
||||
// Reload it all anyway, just in case they
|
||||
// added some textures but didn't insert a
|
||||
// TEXTURE1/PNAMES/etc. list.
|
||||
if (texturechange) // initialized in the sound check
|
||||
R_LoadTextures(); // numtexture changes
|
||||
else
|
||||
R_FlushTextureCache(); // just reload it from file
|
||||
// TEXTURES/etc. list.
|
||||
R_LoadTextures(); // numtexture changes
|
||||
|
||||
// Reload ANIMATED / ANIMDEFS
|
||||
// Reload ANIMDEFS
|
||||
P_InitPicAnims();
|
||||
|
||||
// Flush and reload HUD graphics
|
||||
|
|
167
src/p_spec.c
167
src/p_spec.c
|
@ -74,7 +74,7 @@ typedef struct
|
|||
#endif
|
||||
|
||||
/** Animated texture definition.
|
||||
* Used for ::harddefs and for loading an ANIMATED lump from a wad.
|
||||
* Used for loading an ANIMDEFS lump from a wad.
|
||||
*
|
||||
* Animations are defined by the first and last frame (i.e., flat or texture).
|
||||
* The animation sequence uses all flats between the start and end entry, in
|
||||
|
@ -121,104 +121,6 @@ static anim_t *lastanim;
|
|||
static anim_t *anims = NULL; /// \todo free leak
|
||||
static size_t maxanims;
|
||||
|
||||
//
|
||||
// P_InitPicAnims
|
||||
//
|
||||
/** Hardcoded animation sequences.
|
||||
* Used if no ANIMATED lump is found in a loaded wad.
|
||||
*/
|
||||
static animdef_t harddefs[] =
|
||||
{
|
||||
// flat animations.
|
||||
{false, "LITEY3", "LITEY1", 4},
|
||||
{false, "FWATER16", "FWATER1", 4},
|
||||
{false, "BWATER16", "BWATER01", 4},
|
||||
{false, "LWATER16", "LWATER1", 4},
|
||||
{false, "WATER7", "WATER0", 4},
|
||||
{false, "LAVA4", "LAVA1", 8},
|
||||
{false, "DLAVA4", "DLAVA1", 8},
|
||||
{false, "RLAVA8", "RLAVA1", 8},
|
||||
{false, "LITER3", "LITER1", 8},
|
||||
{false, "SURF08", "SURF01", 4},
|
||||
|
||||
{false, "CHEMG16", "CHEMG01", 4}, // THZ Chemical gunk
|
||||
{false, "GOOP16", "GOOP01", 4}, // Green chemical gunk
|
||||
{false, "OIL16", "OIL01", 4}, // Oil
|
||||
{false, "THZBOXF4", "THZBOXF1", 2}, // Moved up with the flats
|
||||
{false, "ALTBOXF4", "ALTBOXF1", 2},
|
||||
|
||||
{false, "LITEB3", "LITEB1", 4},
|
||||
{false, "LITEN3", "LITEN1", 4},
|
||||
{false, "ACZRFL1H", "ACZRFL1A", 4},
|
||||
{false, "ACZRFL2H", "ACZRFL2A", 4},
|
||||
{false, "EGRIDF3", "EGRIDF1", 4},
|
||||
{false, "ERZFAN4", "ERZFAN1", 1},
|
||||
{false, "ERZFANR4", "ERZFANR1", 1},
|
||||
{false, "DISCO4", "DISCO1", 15},
|
||||
|
||||
// animated textures
|
||||
{true, "GFALL4", "GFALL1", 2}, // Short waterfall
|
||||
{true, "CFALL4", "CFALL1", 2}, // Long waterfall
|
||||
{true, "TFALL4", "TFALL1", 2}, // THZ Chemical fall
|
||||
{true, "AFALL4", "AFALL1", 2}, // Green Chemical fall
|
||||
{true, "QFALL4", "QFALL1", 2}, // Quicksand fall
|
||||
{true, "Q2FALL4", "Q2FALL1", 2},
|
||||
{true, "Q3FALL4", "Q3FALL1", 2},
|
||||
{true, "Q4FALL4", "Q4FALL1", 2},
|
||||
{true, "Q5FALL4", "Q5FALL1", 2},
|
||||
{true, "Q6FALL4", "Q6FALL1", 2},
|
||||
{true, "Q7FALL4", "Q7FALL1", 2},
|
||||
{true, "LFALL4", "LFALL1", 2},
|
||||
{true, "MFALL4", "MFALL1", 2},
|
||||
{true, "OFALL4", "OFALL1", 2},
|
||||
{true, "DLAVA4", "DLAVA1", 8},
|
||||
{true, "ERZLASA2", "ERZLASA1", 1},
|
||||
{true, "ERZLASB4", "ERZLASB1", 1},
|
||||
{true, "ERZLASC4", "ERZLASC1", 1},
|
||||
{true, "THZBOX04", "THZBOX01", 2},
|
||||
{true, "ALTBOX04", "ALTBOX01", 2},
|
||||
{true, "SFALL4", "SFALL1", 4}, // Lava fall
|
||||
{true, "RVZFALL8", "RVZFALL1", 4},
|
||||
{true, "BFALL4", "BFALL1", 2}, // HPZ waterfall
|
||||
{true, "GREYW3", "GREYW1", 4},
|
||||
{true, "BLUEW3", "BLUEW1", 4},
|
||||
{true, "COMP6", "COMP4", 4},
|
||||
{true, "RED3", "RED1", 4},
|
||||
{true, "YEL3", "YEL1", 4},
|
||||
{true, "ACWRFL1D", "ACWRFL1A", 1},
|
||||
{true, "ACWRFL2D", "ACWRFL2A", 1},
|
||||
{true, "ACWRFL3D", "ACWRFL3A", 1},
|
||||
{true, "ACWRFL4D", "ACWRFL4A", 1},
|
||||
{true, "ACWRP1D", "ACWRP1A", 1},
|
||||
{true, "ACWRP2D", "ACWRP2A", 1},
|
||||
{true, "ACZRP1D", "ACZRP1A", 1},
|
||||
{true, "ACZRP2D", "ACZRP2A", 1},
|
||||
{true, "OILFALL4", "OILFALL1", 2},
|
||||
{true, "SOLFALL4", "SOLFALL1", 2},
|
||||
{true, "DOWN1C", "DOWN1A", 4},
|
||||
{true, "DOWN2C", "DOWN2A", 4},
|
||||
{true, "DOWN3D", "DOWN3A", 4},
|
||||
{true, "DOWN4C", "DOWN4A", 4},
|
||||
{true, "DOWN5C", "DOWN5A", 4},
|
||||
{true, "UP1C", "UP1A", 4},
|
||||
{true, "UP2C", "UP2A", 4},
|
||||
{true, "UP3D", "UP3A", 4},
|
||||
{true, "UP4C", "UP4A", 4},
|
||||
{true, "UP5C", "UP5A", 4},
|
||||
{true, "EGRID3", "EGRID1", 4},
|
||||
{true, "ERFANW4", "ERFANW1", 1},
|
||||
{true, "ERFANX4", "ERFANX1", 1},
|
||||
{true, "DISCOD4", "DISCOD1", 15},
|
||||
{true, "DANCE4", "DANCE1", 8},
|
||||
{true, "SKY135", "SKY132", 2},
|
||||
{true, "APPLMS4", "APPLMS1", 2},
|
||||
{true, "APBOXW3", "APBOXW1", 2},
|
||||
{true, "ERZLAZC4", "ERZLAZC1", 4},
|
||||
|
||||
// End of line
|
||||
{ -1, "", "", 0},
|
||||
};
|
||||
|
||||
// Animating line specials
|
||||
|
||||
// Init animated textures
|
||||
|
@ -232,7 +134,7 @@ void P_ParseAnimationDefintion(SINT8 istexture);
|
|||
|
||||
/** Sets up texture and flat animations.
|
||||
*
|
||||
* Converts an ::animdef_t array loaded from ::harddefs or a lump into
|
||||
* Converts an ::animdef_t array loaded from a lump into
|
||||
* ::anim_t format.
|
||||
*
|
||||
* Issues an error if any animation cycles are invalid.
|
||||
|
@ -244,70 +146,37 @@ void P_InitPicAnims(void)
|
|||
{
|
||||
// Init animation
|
||||
INT32 w; // WAD
|
||||
UINT8 *animatedLump;
|
||||
UINT8 *currentPos;
|
||||
size_t i;
|
||||
|
||||
I_Assert(animdefs == NULL);
|
||||
|
||||
if (W_CheckNumForName("ANIMATED") != LUMPERROR || W_CheckNumForName("ANIMDEFS") != LUMPERROR)
|
||||
maxanims = 0;
|
||||
|
||||
if (W_CheckNumForName("ANIMDEFS") != LUMPERROR)
|
||||
{
|
||||
for (w = numwadfiles-1, maxanims = 0; w >= 0; w--)
|
||||
for (w = numwadfiles-1; w >= 0; w--)
|
||||
{
|
||||
UINT16 animatedLumpNum;
|
||||
UINT16 animdefsLumpNum;
|
||||
|
||||
// Find ANIMATED lump in the WAD
|
||||
animatedLumpNum = W_CheckNumForNamePwad("ANIMATED", w, 0);
|
||||
if (animatedLumpNum != INT16_MAX)
|
||||
{
|
||||
animatedLump = (UINT8 *)W_CacheLumpNumPwad(w, animatedLumpNum, PU_STATIC);
|
||||
|
||||
// Get the number of animations in the file
|
||||
i = maxanims;
|
||||
for (currentPos = animatedLump; *currentPos != UINT8_MAX; maxanims++, currentPos+=23);
|
||||
|
||||
// Resize animdefs (or if it hasn't been created, create it)
|
||||
animdefs = (animdef_t *)Z_Realloc(animdefs, sizeof(animdef_t)*(maxanims + 1), PU_STATIC, NULL);
|
||||
// Sanity check it
|
||||
if (!animdefs)
|
||||
I_Error("Not enough free memory for ANIMATED data");
|
||||
|
||||
// Populate the new array
|
||||
for (currentPos = animatedLump; *currentPos != UINT8_MAX; i++, currentPos+=23)
|
||||
{
|
||||
M_Memcpy(&(animdefs[i].istexture), currentPos, 1); // istexture, 1 byte
|
||||
M_Memcpy(animdefs[i].endname, (currentPos + 1), 9); // endname, 9 bytes
|
||||
M_Memcpy(animdefs[i].startname, (currentPos + 10), 9); // startname, 9 bytes
|
||||
M_Memcpy(&(animdefs[i].speed), (currentPos + 19), 4); // speed, 4 bytes
|
||||
}
|
||||
|
||||
Z_Free(animatedLump);
|
||||
}
|
||||
|
||||
// Now find ANIMDEFS
|
||||
// Find ANIMDEFS lump in the WAD
|
||||
animdefsLumpNum = W_CheckNumForNamePwad("ANIMDEFS", w, 0);
|
||||
if (animdefsLumpNum != INT16_MAX)
|
||||
P_ParseANIMDEFSLump(w, animdefsLumpNum);
|
||||
}
|
||||
// Define the last one
|
||||
animdefs[maxanims].istexture = -1;
|
||||
strncpy(animdefs[maxanims].endname, "", 9);
|
||||
strncpy(animdefs[maxanims].startname, "", 9);
|
||||
animdefs[maxanims].speed = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
animdefs = harddefs;
|
||||
for (maxanims = 0; animdefs[maxanims].istexture != -1; maxanims++);
|
||||
}
|
||||
|
||||
// Define the last one
|
||||
animdefs[maxanims].istexture = -1;
|
||||
strncpy(animdefs[maxanims].endname, "", 9);
|
||||
strncpy(animdefs[maxanims].startname, "", 9);
|
||||
animdefs[maxanims].speed = 0;
|
||||
|
||||
if (anims)
|
||||
free(anims);
|
||||
|
||||
anims = (anim_t *)malloc(sizeof (*anims)*(maxanims + 1));
|
||||
if (!anims)
|
||||
I_Error("Not enough free memory for ANIMATED data");
|
||||
I_Error("Not enough free memory for ANIMDEFS data");
|
||||
|
||||
lastanim = anims;
|
||||
for (i = 0; animdefs[i].istexture != -1; i++)
|
||||
|
@ -339,10 +208,7 @@ void P_InitPicAnims(void)
|
|||
animdefs[i].startname, animdefs[i].endname);
|
||||
}
|
||||
|
||||
if (animdefs == harddefs)
|
||||
lastanim->speed = animdefs[i].speed;
|
||||
else
|
||||
lastanim->speed = LONG(animdefs[i].speed);
|
||||
lastanim->speed = LONG(animdefs[i].speed);
|
||||
lastanim++;
|
||||
}
|
||||
lastanim->istexture = -1;
|
||||
|
@ -350,8 +216,7 @@ void P_InitPicAnims(void)
|
|||
|
||||
// Clear animdefs now that we're done with it.
|
||||
// We'll only be using anims from now on.
|
||||
if (animdefs != harddefs)
|
||||
Z_Free(animdefs);
|
||||
Z_Free(animdefs);
|
||||
animdefs = NULL;
|
||||
}
|
||||
|
||||
|
|
12
src/p_user.c
12
src/p_user.c
|
@ -1473,9 +1473,15 @@ void P_SpawnShieldOrb(player_t *player)
|
|||
//
|
||||
void P_SwitchShield(player_t *player, UINT16 shieldtype)
|
||||
{
|
||||
boolean donthavealready = (shieldtype & SH_FORCE)
|
||||
? (!(player->powers[pw_shield] & SH_FORCE) || (player->powers[pw_shield] & SH_FORCEHP) < (shieldtype & ~SH_FORCE))
|
||||
: ((player->powers[pw_shield] & SH_NOSTACK) != shieldtype);
|
||||
boolean donthavealready;
|
||||
|
||||
// If you already have a bomb shield, use it!
|
||||
if ((shieldtype == SH_ARMAGEDDON) && (player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON)
|
||||
P_BlackOw(player);
|
||||
|
||||
donthavealready = (shieldtype & SH_FORCE)
|
||||
? (!(player->powers[pw_shield] & SH_FORCE) || (player->powers[pw_shield] & SH_FORCEHP) < (shieldtype & ~SH_FORCE))
|
||||
: ((player->powers[pw_shield] & SH_NOSTACK) != shieldtype);
|
||||
|
||||
if (donthavealready)
|
||||
{
|
||||
|
|
45
src/r_bsp.c
45
src/r_bsp.c
|
@ -1104,30 +1104,12 @@ static void R_Subsector(size_t num)
|
|||
&& polysec->floorheight >= floorcenterz
|
||||
&& (viewz < polysec->floorheight))
|
||||
{
|
||||
fixed_t xoff, yoff;
|
||||
xoff = polysec->floor_xoffs;
|
||||
yoff = polysec->floor_yoffs;
|
||||
|
||||
if (po->angle != 0) {
|
||||
angle_t fineshift = po->angle >> ANGLETOFINESHIFT;
|
||||
|
||||
xoff -= FixedMul(FINECOSINE(fineshift), po->centerPt.x)+FixedMul(FINESINE(fineshift), po->centerPt.y);
|
||||
yoff -= FixedMul(FINESINE(fineshift), po->centerPt.x)-FixedMul(FINECOSINE(fineshift), po->centerPt.y);
|
||||
} else {
|
||||
xoff -= po->centerPt.x;
|
||||
yoff += po->centerPt.y;
|
||||
}
|
||||
|
||||
light = R_GetPlaneLight(frontsector, polysec->floorheight, viewz < polysec->floorheight);
|
||||
light = 0;
|
||||
ffloor[numffloors].plane = R_FindPlane(polysec->floorheight, polysec->floorpic,
|
||||
polysec->lightlevel, xoff, yoff,
|
||||
polysec->floorpic_angle-po->angle,
|
||||
NULL,
|
||||
NULL
|
||||
#ifdef POLYOBJECTS_PLANES
|
||||
, po
|
||||
#endif
|
||||
polysec->lightlevel, polysec->floor_xoffs, polysec->floor_yoffs,
|
||||
polysec->floorpic_angle-po->angle,
|
||||
NULL, NULL, po
|
||||
#ifdef ESLOPE
|
||||
, NULL // will ffloors be slopable eventually?
|
||||
#endif
|
||||
|
@ -1152,28 +1134,11 @@ static void R_Subsector(size_t num)
|
|||
&& polysec->ceilingheight <= ceilingcenterz
|
||||
&& (viewz > polysec->ceilingheight))
|
||||
{
|
||||
fixed_t xoff, yoff;
|
||||
xoff = polysec->ceiling_xoffs;
|
||||
yoff = polysec->ceiling_yoffs;
|
||||
|
||||
if (po->angle != 0) {
|
||||
angle_t fineshift = po->angle >> ANGLETOFINESHIFT;
|
||||
|
||||
xoff -= FixedMul(FINECOSINE(fineshift), po->centerPt.x)+FixedMul(FINESINE(fineshift), po->centerPt.y);
|
||||
yoff -= FixedMul(FINESINE(fineshift), po->centerPt.x)-FixedMul(FINECOSINE(fineshift), po->centerPt.y);
|
||||
} else {
|
||||
xoff -= po->centerPt.x;
|
||||
yoff += po->centerPt.y;
|
||||
}
|
||||
|
||||
light = R_GetPlaneLight(frontsector, polysec->ceilingheight, viewz < polysec->ceilingheight);
|
||||
light = 0;
|
||||
ffloor[numffloors].plane = R_FindPlane(polysec->ceilingheight, polysec->ceilingpic,
|
||||
polysec->lightlevel, xoff, yoff, polysec->ceilingpic_angle-po->angle,
|
||||
NULL, NULL
|
||||
#ifdef POLYOBJECTS_PLANES
|
||||
, po
|
||||
#endif
|
||||
polysec->lightlevel, polysec->ceiling_xoffs, polysec->ceiling_yoffs, polysec->ceilingpic_angle-po->angle,
|
||||
NULL, NULL, po
|
||||
#ifdef ESLOPE
|
||||
, NULL // will ffloors be slopable eventually?
|
||||
#endif
|
||||
|
|
53
src/r_data.c
53
src/r_data.c
|
@ -625,44 +625,33 @@ void R_LoadTextures(void)
|
|||
{
|
||||
patchlump = W_CacheLumpNumPwad((UINT16)w, texstart + j, PU_CACHE);
|
||||
|
||||
// Then, check the lump directly to see if it's a texture SOC,
|
||||
// and if it is, load it using dehacked instead.
|
||||
if (strstr((const char *)patchlump, "TEXTURE"))
|
||||
{
|
||||
CONS_Alert(CONS_WARNING, "%s is a Texture SOC.\n", W_CheckNameForNumPwad((UINT16)w,texstart+j));
|
||||
Z_Unlock(patchlump);
|
||||
DEH_LoadDehackedLumpPwad((UINT16)w, texstart + j);
|
||||
}
|
||||
else
|
||||
{
|
||||
//CONS_Printf("\n\"%s\" is a single patch, dimensions %d x %d",W_CheckNameForNumPwad((UINT16)w,texstart+j),patchlump->width, patchlump->height);
|
||||
texture = textures[i] = Z_Calloc(sizeof(texture_t) + sizeof(texpatch_t), PU_STATIC, NULL);
|
||||
//CONS_Printf("\n\"%s\" is a single patch, dimensions %d x %d",W_CheckNameForNumPwad((UINT16)w,texstart+j),patchlump->width, patchlump->height);
|
||||
texture = textures[i] = Z_Calloc(sizeof(texture_t) + sizeof(texpatch_t), PU_STATIC, NULL);
|
||||
|
||||
// Set texture properties.
|
||||
M_Memcpy(texture->name, W_CheckNameForNumPwad((UINT16)w, texstart + j), sizeof(texture->name));
|
||||
texture->width = SHORT(patchlump->width);
|
||||
texture->height = SHORT(patchlump->height);
|
||||
texture->patchcount = 1;
|
||||
texture->holes = false;
|
||||
texture->flip = 0;
|
||||
// Set texture properties.
|
||||
M_Memcpy(texture->name, W_CheckNameForNumPwad((UINT16)w, texstart + j), sizeof(texture->name));
|
||||
texture->width = SHORT(patchlump->width);
|
||||
texture->height = SHORT(patchlump->height);
|
||||
texture->patchcount = 1;
|
||||
texture->holes = false;
|
||||
texture->flip = 0;
|
||||
|
||||
// Allocate information for the texture's patches.
|
||||
patch = &texture->patches[0];
|
||||
// Allocate information for the texture's patches.
|
||||
patch = &texture->patches[0];
|
||||
|
||||
patch->originx = patch->originy = 0;
|
||||
patch->wad = (UINT16)w;
|
||||
patch->lump = texstart + j;
|
||||
patch->flip = 0;
|
||||
patch->originx = patch->originy = 0;
|
||||
patch->wad = (UINT16)w;
|
||||
patch->lump = texstart + j;
|
||||
patch->flip = 0;
|
||||
|
||||
Z_Unlock(patchlump);
|
||||
Z_Unlock(patchlump);
|
||||
|
||||
k = 1;
|
||||
while (k << 1 <= texture->width)
|
||||
k <<= 1;
|
||||
k = 1;
|
||||
while (k << 1 <= texture->width)
|
||||
k <<= 1;
|
||||
|
||||
texturewidthmask[i] = k - 1;
|
||||
textureheight[i] = texture->height << FRACBITS;
|
||||
}
|
||||
texturewidthmask[i] = k - 1;
|
||||
textureheight[i] = texture->height << FRACBITS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -68,7 +68,7 @@ extern INT16 *hicolormaps; // remap high colors to high colors..
|
|||
|
||||
extern CV_PossibleValue_t Color_cons_t[];
|
||||
|
||||
// Load TEXTURE1/TEXTURE2/PNAMES definitions, create lookup tables
|
||||
// Load TEXTURES definitions, create lookup tables
|
||||
void R_LoadTextures(void);
|
||||
void R_FlushTextureCache(void);
|
||||
|
||||
|
|
|
@ -688,7 +688,7 @@ typedef enum
|
|||
// Patches.
|
||||
// A patch holds one or more columns.
|
||||
// Patches are used for sprites and all masked pictures, and we compose
|
||||
// textures from the TEXTURE1 list of patches.
|
||||
// textures from the TEXTURES list of patches.
|
||||
//
|
||||
// WARNING: this structure is cloned in GLPatch_t
|
||||
typedef struct
|
||||
|
|
|
@ -1155,7 +1155,7 @@ UINT8 R_GetColorByName(const char *name)
|
|||
for (color = 1; color < MAXSKINCOLORS; color++)
|
||||
if (!stricmp(Color_Names[color], name))
|
||||
return color;
|
||||
return 0;
|
||||
return SKINCOLOR_GREEN;
|
||||
}
|
||||
|
||||
UINT8 R_GetSuperColorByName(const char *name)
|
||||
|
@ -1166,7 +1166,7 @@ UINT8 R_GetSuperColorByName(const char *name)
|
|||
for (color = 0; color < NUMSUPERCOLORS; color++)
|
||||
if (!stricmp(Color_Names[color + MAXSKINCOLORS], name))
|
||||
return ((color*5) + MAXSKINCOLORS);
|
||||
return 0;
|
||||
return SKINCOLOR_SUPERGOLD1;
|
||||
}
|
||||
|
||||
// ==========================================================================
|
||||
|
|
|
@ -459,6 +459,23 @@ visplane_t *R_FindPlane(fixed_t height, INT32 picnum, INT32 lightlevel,
|
|||
}
|
||||
}
|
||||
|
||||
#ifdef POLYOBJECTS_PLANES
|
||||
if (polyobj)
|
||||
{
|
||||
if (polyobj->angle != 0)
|
||||
{
|
||||
angle_t fineshift = polyobj->angle >> ANGLETOFINESHIFT;
|
||||
xoff -= FixedMul(FINECOSINE(fineshift), polyobj->centerPt.x)+FixedMul(FINESINE(fineshift), polyobj->centerPt.y);
|
||||
yoff -= FixedMul(FINESINE(fineshift), polyobj->centerPt.x)-FixedMul(FINECOSINE(fineshift), polyobj->centerPt.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
xoff -= polyobj->centerPt.x;
|
||||
yoff += polyobj->centerPt.y;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// This appears to fix the Nimbus Ruins sky bug.
|
||||
if (picnum == skyflatnum && pfloor)
|
||||
{
|
||||
|
|
|
@ -815,7 +815,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
|
|||
texturecolumn = frac>>FRACBITS;
|
||||
|
||||
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
|
||||
I_Error("R_DrawSpriteRange: bad texturecolumn");
|
||||
I_Error("R_DrawSpriteRange: bad texturecolumn at %d from end", vis->x2 - dc_x);
|
||||
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
|
||||
#else
|
||||
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
|
||||
|
@ -1153,7 +1153,7 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
|
||||
offset2 = FixedMul(spritecachedinfo[lump].width, this_scale);
|
||||
tx += FixedMul(offset2, ang_scale);
|
||||
x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1;
|
||||
x2 = ((centerxfrac + FixedMul (tx,xscale)) >> FRACBITS) - (papersprite ? 2 : 1);
|
||||
|
||||
// off the left side
|
||||
if (x2 < 0)
|
||||
|
|
Loading…
Reference in a new issue