Merge branch 'master' into update-libs

This commit is contained in:
Steel Titanium 2019-10-27 16:04:56 -04:00
commit 95a2ef4021
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129 changed files with 16985 additions and 2909 deletions

9
.gitattributes vendored
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@ -1,3 +1,12 @@
#Source code
/src/*.c text=auto
/src/*.h text=auto
/src/*.s text=auto
/src/*.m text=auto
/src/*.xpm text=auto
/src/Makefile text=auto
/src/Make*.cfg text=auto
/src/CMakeLists.txt text=auto
# Windows EOL
*.cs -crlf -whitespace
*.mk -crlf -whitespace

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@ -13,11 +13,10 @@ set(SRB2_ASSET_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/installer"
CACHE STRING "Path to directory that contains all asset files for the installer.")
set(SRB2_ASSET_HASHED
"srb2.srb;\
"srb2.pk3;\
player.dta;\
rings.dta;\
zones.dta;\
patch.dta"
zones.pk3;\
patch.pk3"
CACHE STRING "Asset filenames to apply MD5 checks. No spaces between entries!"
)

6482
extras/conf/SRB2-22.cfg Normal file

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@ -0,0 +1,91 @@
BINPATH = .
TARGETS = testatomic.exe testdisplayinfo.exe testbounds.exe testdraw2.exe &
testdrawchessboard.exe testdropfile.exe testerror.exe testfile.exe &
testfilesystem.exe testgamecontroller.exe testgesture.exe &
testhittesting.exe testhotplug.exe testiconv.exe testime.exe &
testintersections.exe testjoystick.exe testkeys.exe testloadso.exe &
testlock.exe testmessage.exe testoverlay2.exe testplatform.exe &
testpower.exe testsensor.exe testrelative.exe testrendercopyex.exe &
testrendertarget.exe testrumble.exe testscale.exe testsem.exe &
testshader.exe testshape.exe testsprite2.exe testspriteminimal.exe &
teststreaming.exe testthread.exe testtimer.exe testver.exe &
testviewport.exe testwm2.exe torturethread.exe checkkeys.exe &
controllermap.exe testhaptic.exe testqsort.exe testresample.exe &
testaudioinfo.exe testaudiocapture.exe loopwave.exe loopwavequeue.exe &
testyuv.exe testgl2.exe testvulkan.exe testautomation.exe
# SDL2test.lib sources (../src/test)
CSRCS = SDL_test_assert.c SDL_test_common.c SDL_test_compare.c &
SDL_test_crc32.c SDL_test_font.c SDL_test_fuzzer.c SDL_test_harness.c &
SDL_test_imageBlit.c SDL_test_imageBlitBlend.c SDL_test_imageFace.c &
SDL_test_imagePrimitives.c SDL_test_imagePrimitivesBlend.c &
SDL_test_log.c SDL_test_md5.c SDL_test_random.c SDL_test_memory.c
TESTLIB = SDL2test.lib
# testautomation sources
TASRCS = testautomation.c testautomation_audio.c testautomation_clipboard.c &
testautomation_events.c testautomation_hints.c &
testautomation_keyboard.c testautomation_main.c &
testautomation_mouse.c testautomation_pixels.c &
testautomation_platform.c testautomation_rect.c &
testautomation_render.c testautomation_rwops.c &
testautomation_sdltest.c testautomation_stdlib.c &
testautomation_surface.c testautomation_syswm.c &
testautomation_timer.c testautomation_video.c
OBJS = $(TARGETS:.exe=.obj)
COBJS = $(CSRCS:.c=.obj)
TAOBJS = $(TASRCS:.c=.obj)
all: $(TARGETS)
INCPATH = -I$(%WATCOM)/h/os2 -I$(%WATCOM)/h -I../include
CFLAGS = $(INCPATH) -bt=os2 -d0 -q -bm -5s -fp5 -fpi87 -sg -oteanbmier -ei
LIBPATH = ..
LIBS = SDL2.lib $(TESTLIB)
#CFLAGS+= -DHAVE_SDL_TTF
#LIBS_TTF = SDL2ttf.lib
.c: ../src/test
$(TESTLIB): $(COBJS)
wlib -q -b -n $@ $(COBJS)
.obj.exe:
@%make $(TESTLIB)
wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS)} op q op el file {$<} name $@
.c.obj:
wcc386 $(CFLAGS) -wcd=107 -fo=$^@ $<
# specials
testautomation.exe: $(TAOBJS)
@%make $(TESTLIB)
wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS)} op q op el file {$<} name $@
testoverlay2.exe: testoverlay2.obj testyuv_cvt.obj
@%make $(TESTLIB)
wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS)} op q op el file {$<} name $@
testyuv.exe: testyuv.obj testyuv_cvt.obj
@%make $(TESTLIB)
wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS)} op q op el file {$<} name $@
testime.exe: testime.obj
@%make $(TESTLIB)
wlink SYS os2v2 libpath $(LIBPATH) lib {$(LIBS) $(LIBS_TTF)} op q op el file {$<} name $@
clean: .SYMBOLIC
@echo * Clean tests in $(BINPATH)
@if exist *.obj rm *.obj
@if exist *.err rm *.err
distclean: .SYMBOLIC clean
@if exist *.exe rm *.exe
@if exist $(TESTLIB) rm $(TESTLIB)

200
libs/SDL2/test/configure.ac Normal file
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@ -0,0 +1,200 @@
dnl Process this file with autoconf to produce a configure script.
AC_INIT(README)
dnl Detect the canonical build and host environments
AC_CONFIG_AUX_DIRS($srcdir/../build-scripts)
AC_CANONICAL_HOST
dnl Check for tools
AC_PROG_CC
dnl Check for compiler environment
AC_C_CONST
dnl We only care about this for building testnative at the moment, so these
dnl values shouldn't be considered absolute truth.
dnl (Haiku, for example, sets none of these.)
ISUNIX="false"
ISWINDOWS="false"
ISMACOSX="false"
dnl Figure out which math library to use
case "$host" in
*-*-cygwin* | *-*-mingw32*)
ISWINDOWS="true"
EXE=".exe"
MATHLIB=""
SYS_GL_LIBS="-lopengl32"
;;
*-*-haiku*)
EXE=""
MATHLIB=""
SYS_GL_LIBS="-lGL"
;;
*-*-darwin* )
ISMACOSX="true"
EXE=""
MATHLIB=""
SYS_GL_LIBS="-Wl,-framework,OpenGL"
;;
*-*-aix*)
ISUNIX="true"
EXE=""
if test x$ac_cv_prog_gcc = xyes; then
CFLAGS="-mthreads"
fi
SYS_GL_LIBS=""
;;
*-*-mint*)
EXE=""
MATHLIB=""
AC_PATH_PROG(OSMESA_CONFIG, osmesa-config, no)
if test "x$OSMESA_CONFIG" = "xyes"; then
OSMESA_CFLAGS=`$OSMESA_CONFIG --cflags`
OSMESA_LIBS=`$OSMESA_CONFIG --libs`
CFLAGS="$CFLAGS $OSMESA_CFLAGS"
SYS_GL_LIBS="$OSMESA_LIBS"
else
SYS_GL_LIBS="-lOSMesa"
fi
;;
*-*-qnx*)
EXE=""
MATHLIB=""
SYS_GL_LIBS="-lGLES_CM"
;;
*-*-emscripten* )
dnl This should really be .js, but we need to specify extra flags when compiling to js
EXE=".bc"
MATHLIB=""
SYS_GL_LIBS=""
;;
*)
dnl Oh well, call it Unix...
ISUNIX="true"
EXE=""
MATHLIB="-lm"
SYS_GL_LIBS="-lGL"
;;
esac
AC_SUBST(EXE)
AC_SUBST(MATHLIB)
AC_SUBST(ISMACOSX)
AC_SUBST(ISWINDOWS)
AC_SUBST(ISUNIX)
dnl Check for SDL
SDL_VERSION=2.0.0
AM_PATH_SDL2($SDL_VERSION,
:,
AC_MSG_ERROR([*** SDL version $SDL_VERSION not found!])
)
CFLAGS="$CFLAGS $SDL_CFLAGS"
LIBS="$LIBS -lSDL2_test $SDL_LIBS"
dnl Check for X11 path, needed for OpenGL on some systems
AC_PATH_X
if test x$have_x = xyes; then
if test x$ac_x_includes = xno || test "x$ac_x_includes" = xNone || test "x$ac_x_includes" = x; then
:
else
CFLAGS="$CFLAGS -I$ac_x_includes"
fi
if test x$ac_x_libraries = xno || test "x$ac_x_libraries" = xNone; then
:
else
if test "x$ac_x_libraries" = x; then
XPATH=""
XLIB="-lX11"
else
XPATH="-L$ac_x_libraries"
XLIB="-L$ac_x_libraries -lX11"
fi
fi
fi
dnl Check for OpenGL
AC_MSG_CHECKING(for OpenGL support)
have_opengl=no
AC_TRY_COMPILE([
#include "SDL_opengl.h"
],[
],[
have_opengl=yes
])
AC_MSG_RESULT($have_opengl)
dnl Check for OpenGL ES
AC_MSG_CHECKING(for OpenGL ES support)
have_opengles=no
AC_TRY_COMPILE([
#if defined (__IPHONEOS__)
#include <OpenGLES/ES1/gl.h>
#else
#include <GLES/gl.h>
#endif /* __QNXNTO__ */
],[
],[
have_opengles=yes
])
AC_MSG_RESULT($have_opengles)
dnl Check for OpenGL ES2
AC_MSG_CHECKING(for OpenGL ES2 support)
have_opengles2=no
AC_TRY_COMPILE([
#if defined (__IPHONEOS__)
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#else
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
],[
],[
have_opengles2=yes
])
AC_MSG_RESULT($have_opengles2)
GLLIB=""
GLESLIB=""
GLES2LIB=""
OPENGLES1_TARGETS="UNUSED"
OPENGLES2_TARGETS="UNUSED"
OPENGL_TARGETS="UNUSED"
if test x$have_opengles = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGLES"
GLESLIB="$XPATH -lGLESv1_CM"
OPENGLES1_TARGETS="TARGETS"
fi
if test x$have_opengles2 = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGLES2"
#GLES2LIB="$XPATH -lGLESv2"
OPENGLES2_TARGETS="TARGETS"
fi
if test x$have_opengl = xyes; then
CFLAGS="$CFLAGS -DHAVE_OPENGL"
GLLIB="$XPATH $SYS_GL_LIBS"
OPENGL_TARGETS="TARGETS"
fi
AC_SUBST(OPENGLES1_TARGETS)
AC_SUBST(OPENGLES2_TARGETS)
AC_SUBST(OPENGL_TARGETS)
AC_SUBST(GLLIB)
AC_SUBST(GLESLIB)
AC_SUBST(GLES2LIB)
AC_SUBST(XLIB)
dnl Check for SDL_ttf
AC_CHECK_LIB(SDL2_ttf, TTF_Init, have_SDL_ttf=yes)
if test x$have_SDL_ttf = xyes; then
CFLAGS="$CFLAGS -DHAVE_SDL_TTF"
SDL_TTF_LIB="-lSDL2_ttf"
fi
AC_SUBST(SDL_TTF_LIB)
dnl Finally create all the generated files
AC_OUTPUT([Makefile])

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@ -1,6 +1,6 @@
# libopenmpt mingw-w64 binary info
Current built version as of 2019/05/23 is 0.4.4+r11531.pkg
Current built version as of 2019/09/27 is 0.4.7+r12088.pkg
* mingw binaries (.dll): `bin/[x86 or x86_64]/mingw`
* mingw import libraries (.dll.a): `lib/[x86 or x86_64]/mingw`

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@ -5,6 +5,44 @@ Changelog {#changelog}
For fully detailed change log, please see the source repository directly. This
is just a high-level summary.
### libopenmpt 0.4.7 (2019-09-23)
* [**Bug**] Compilation fix for various platforms that do not provide
`std::aligned_alloc` in C++17 mode. The problematic dependency has been
removed. This should fix build problems on MinGW, OpenBSD, Haiku, and others
for good.
* J2B: Ignore notes with non-existing instrument (fixes Ending.j2b).
* mpg123: Update to v1.25.13 (2019-08-24).
* ogg: Update to v1.3.4. (2019-08-31).
* flac: Update to v1.3.3. (2019-08-04).
### libopenmpt 0.4.6 (2019-08-10)
* [**Bug**] Compilation fix for OpenBSD.
* [**Bug**] Compilation fix for NO_PLUGINS being defined.
* in_openmpt: Correct documentation. `openmpt-mpg123.dll` must be placed into
the Winamp directory.
* Detect IT files unpacked with early UNMO3 versions.
* mpg123: Update to v1.25.11 (2019-07-18).
* minimp3: Update to commit 977514a6dfc4960d819a103f43b358e58ac6c28f
(2019-07-24).
* miniz: Update to v2.1.0 (2019-05-05).
* stb_vorbis: Update to v1.17 (2019-08-09).
### libopenmpt 0.4.5 (2019-05-27)
* [**Sec**] Possible crash during playback due out-of-bounds read in XM and
MT2 files (r11608).
* Breaking out of a sustain loop through Note-Off sometimes didn't continue in
the regular sample loop.
* Seeking did not stop notes playing with XM Key Off (Kxx) effect.
### libopenmpt 0.4.4 (2019-04-07)
* [**Bug**] Channel VU meters were swapped.

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@ -19,7 +19,7 @@
/*! \brief libopenmpt minor version number */
#define OPENMPT_API_VERSION_MINOR 4
/*! \brief libopenmpt patch version number */
#define OPENMPT_API_VERSION_PATCH 4
#define OPENMPT_API_VERSION_PATCH 7
/*! \brief libopenmpt pre-release tag */
#define OPENMPT_API_VERSION_PREREL ""
/*! \brief libopenmpt pre-release flag */

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@ -86,10 +86,7 @@
D_DIR?=../bin/Resources
D_FILES=$(D_DIR)/srb2.pk3 \
$(D_DIR)/player.dta \
$(D_DIR)/rings.wpn \
$(D_DIR)/drill.dta \
$(D_DIR)/soar.dta \
$(D_DIR)/zones.dta \
$(D_DIR)/zones.pk3 \
$(D_DIR)/music.dta \
PKG_CONFIG?=pkg-config

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@ -62,7 +62,7 @@ static const UINT8 NOCLIMBYELLOWS = (11*16);
#define NOCLIMBCDWALLCOLORS NOCLIMBYELLOWS
#define THINGCOLORS GREENS
#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
#define XHAIRCOLORS GRAYS
#define XHAIRCOLORS DWHITE
// controls
#define AM_PANUPKEY KEY_UPARROW
@ -111,11 +111,6 @@ typedef struct
mpoint_t a, b;
} mline_t;
typedef struct
{
fixed_t slp, islp;
} islope_t;
//
// The vector graphics for the automap.
// A line drawing of the player pointing right,
@ -137,16 +132,14 @@ static const mline_t player_arrow[] = {
#undef R
#define NUMPLYRLINES (sizeof (player_arrow)/sizeof (mline_t))
#if 0
#define R (FRACUNIT)
static mline_t triangle_guy[] = {
{ { (fixed_t)-.867f*R, (fixed_t)-.5f*R }, { (fixed_t) .867f*R, (fixed_t)-.5f*R } },
{ { (fixed_t) .867f*R, (fixed_t)-.5f*R }, { (fixed_t) 0, (fixed_t) R } },
{ { (fixed_t) 0, (fixed_t) R }, { (fixed_t)-.867f*R, (fixed_t)-.5f*R } }
static const mline_t cross_mark[] =
{
{ { -R, 0 }, { R, 0} },
{ { 0, -R }, { 0, R } },
};
#undef R
#define NUMTRIANGLEGUYLINES (sizeof (triangle_guy)/sizeof (mline_t))
#endif
#define NUMCROSSMARKLINES (sizeof(cross_mark)/sizeof(mline_t))
#define R (FRACUNIT)
static const mline_t thintriangle_guy[] = {
@ -206,7 +199,7 @@ static fixed_t scale_ftom;
static player_t *plr; // the player represented by an arrow
static INT32 followplayer = true; // specifies whether to follow the player around
static boolean followplayer = true; // specifies whether to follow the player around
// function for drawing lines, depends on rendermode
typedef void (*AMDRAWFLINEFUNC) (const fline_t *fl, INT32 color);
@ -816,17 +809,18 @@ static void AM_drawGrid(INT32 color)
fixed_t x, y;
fixed_t start, end;
mline_t ml;
fixed_t gridsize = (MAPBLOCKUNITS<<MAPBITS);
// Figure out start of vertical gridlines
start = m_x;
if ((start - bmaporgx) % (MAPBLOCKUNITS<<FRACBITS))
start += (MAPBLOCKUNITS<<FRACBITS) - ((start - bmaporgx) % (MAPBLOCKUNITS<<FRACBITS));
if ((start - (bmaporgx>>FRACTOMAPBITS)) % gridsize)
start += gridsize - ((start - (bmaporgx>>FRACTOMAPBITS)) % gridsize);
end = m_x + m_w;
// draw vertical gridlines
ml.a.y = m_y;
ml.b.y = m_y + m_h;
for (x = start; x < end; x += (MAPBLOCKUNITS<<FRACBITS))
for (x = start; x < end; x += gridsize)
{
ml.a.x = x;
ml.b.x = x;
@ -835,14 +829,14 @@ static void AM_drawGrid(INT32 color)
// Figure out start of horizontal gridlines
start = m_y;
if ((start - bmaporgy) % (MAPBLOCKUNITS<<FRACBITS))
start += (MAPBLOCKUNITS<<FRACBITS) - ((start - bmaporgy) % (MAPBLOCKUNITS<<FRACBITS));
if ((start - (bmaporgy>>FRACTOMAPBITS)) % gridsize)
start += gridsize - ((start - (bmaporgy>>FRACTOMAPBITS)) % gridsize);
end = m_y + m_h;
// draw horizontal gridlines
ml.a.x = m_x;
ml.b.x = m_x + m_w;
for (y = start; y < end; y += (MAPBLOCKUNITS<<FRACBITS))
for (y = start; y < end; y += gridsize)
{
ml.a.y = y;
ml.b.y = y;
@ -1039,7 +1033,7 @@ static inline void AM_drawPlayers(void)
if (!multiplayer)
{
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle, DWHITE, plr->mo->x, plr->mo->y);
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 16<<FRACBITS, plr->mo->angle, DWHITE, plr->mo->x, plr->mo->y);
return;
}
@ -1053,7 +1047,7 @@ static inline void AM_drawPlayers(void)
if (p->skincolor > 0)
color = R_GetTranslationColormap(TC_DEFAULT, p->skincolor, GTC_CACHE)[GREENS + 8];
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle, color, p->mo->x, p->mo->y);
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 16<<FRACBITS, p->mo->angle, color, p->mo->x, p->mo->y);
}
}
@ -1073,13 +1067,30 @@ static inline void AM_drawThings(UINT8 colors)
}
}
/** Draws the crosshair, actually just a dot in software mode.
/** Draws the crosshair.
*
* \param color Color for the crosshair.
*/
static inline void AM_drawCrosshair(UINT8 color)
{
V_DrawFill(f_w/2 + f_x, f_h/2 + f_y, 1, 1, color|V_NOSCALESTART);
const fixed_t scale = 4<<FRACBITS;
size_t i;
fline_t fl;
for (i = 0; i < NUMCROSSMARKLINES; i++)
{
fl.a.x = FixedMul(cross_mark[i].a.x, scale) >> FRACBITS;
fl.a.y = FixedMul(cross_mark[i].a.y, scale) >> FRACBITS;
fl.b.x = FixedMul(cross_mark[i].b.x, scale) >> FRACBITS;
fl.b.y = FixedMul(cross_mark[i].b.y, scale) >> FRACBITS;
fl.a.x += f_x + (f_w / 2);
fl.a.y += f_y + (f_h / 2);
fl.b.x += f_x + (f_w / 2);
fl.b.y += f_y + (f_h / 2);
AM_drawFline(&fl, color);
}
}
/** Draws the automap.
@ -1095,5 +1106,5 @@ void AM_Drawer(void)
AM_drawPlayers();
AM_drawThings(THINGCOLORS);
AM_drawCrosshair(XHAIRCOLORS);
if (!followplayer) AM_drawCrosshair(XHAIRCOLORS);
}

View file

@ -26,11 +26,6 @@ typedef struct
fpoint_t a, b;
} fline_t;
// Used by ST StatusBar stuff.
#define AM_MSGHEADER (('a'<<24)+('m'<<16))
#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
extern boolean am_recalc; // true if screen size changes
extern boolean automapactive; // In AutoMap mode?

View file

@ -140,6 +140,9 @@ void B_BuildTiccmd(player_t *player, ticcmd_t *cmd)
void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward, boolean left, boolean right, boolean strafeleft, boolean straferight, boolean jump, boolean spin)
{
// don't try to do stuff if your sonic is in a minecart or something
if (players[consoleplayer].powers[pw_carry])
return;
// Turn the virtual keypresses into ticcmd_t.
if (twodlevel || mo->flags2 & MF2_TWOD) {
if (players[consoleplayer].climbing
@ -218,7 +221,12 @@ boolean B_CheckRespawn(player_t *player)
return false;
// Low ceiling, do not want!
if (sonic->ceilingz - sonic->z < 2*sonic->height)
if (sonic->eflags & MFE_VERTICALFLIP)
{
if (sonic->z - sonic->floorz < (sonic->player->exiting ? 5 : 2)*sonic->height)
return false;
}
else if (sonic->ceilingz - sonic->z < (sonic->player->exiting ? 6 : 3)*sonic->height)
return false;
// If you're dead, wait a few seconds to respawn.
@ -252,11 +260,11 @@ void B_RespawnBot(INT32 playernum)
y = sonic->y;
if (sonic->eflags & MFE_VERTICALFLIP) {
tails->eflags |= MFE_VERTICALFLIP;
z = sonic->z - FixedMul(512*FRACUNIT,sonic->scale);
z = sonic->z - (512*sonic->scale);
if (z < sonic->floorz)
z = sonic->floorz;
} else {
z = sonic->z + sonic->height + FixedMul(512*FRACUNIT,sonic->scale);
z = sonic->z + sonic->height + (512*sonic->scale);
if (z > sonic->ceilingz - sonic->height)
z = sonic->ceilingz - sonic->height;
}

View file

@ -49,6 +49,7 @@ static void COM_Exec_f(void);
static void COM_Wait_f(void);
static void COM_Help_f(void);
static void COM_Toggle_f(void);
static void COM_Add_f(void);
static void CV_EnforceExecVersion(void);
static boolean CV_FilterVarByVersion(consvar_t *v, const char *valstr);
@ -291,6 +292,7 @@ void COM_Init(void)
COM_AddCommand("wait", COM_Wait_f);
COM_AddCommand("help", COM_Help_f);
COM_AddCommand("toggle", COM_Toggle_f);
COM_AddCommand("add", COM_Add_f);
RegisterNetXCmd(XD_NETVAR, Got_NetVar);
}
@ -709,15 +711,21 @@ static void COM_Help_f(void)
if (COM_Argc() > 1)
{
cvar = CV_FindVar(COM_Argv(1));
const char *help = COM_Argv(1);
cvar = CV_FindVar(help);
if (cvar)
{
CONS_Printf(M_GetText("Variable %s:\n"), cvar->name);
boolean floatmode = false;
const char *cvalue = NULL;
CONS_Printf("\x82""Variable %s:\n", cvar->name);
CONS_Printf(M_GetText(" flags :"));
if (cvar->flags & CV_SAVE)
CONS_Printf("AUTOSAVE ");
if (cvar->flags & CV_FLOAT)
{
CONS_Printf("FLOAT ");
floatmode = true;
}
if (cvar->flags & CV_NETVAR)
CONS_Printf("NETVAR ");
if (cvar->flags & CV_CALL)
@ -727,59 +735,113 @@ static void COM_Help_f(void)
CONS_Printf("\n");
if (cvar->PossibleValue)
{
if (stricmp(cvar->PossibleValue[0].strvalue, "MIN") == 0)
{
for (i = 1; cvar->PossibleValue[i].strvalue != NULL; i++)
if (!stricmp(cvar->PossibleValue[i].strvalue, "MAX"))
break;
CONS_Printf(M_GetText(" range from %d to %d\n"), cvar->PossibleValue[0].value,
cvar->PossibleValue[i].value);
CONS_Printf(M_GetText(" Current value: %d\n"), cvar->value);
}
CONS_Printf(" Possible values:\n");
if (cvar->PossibleValue == CV_YesNo)
CONS_Printf(" Yes or No (On or Off, 1 or 0)\n");
else if (cvar->PossibleValue == CV_OnOff)
CONS_Printf(" On or Off (Yes or No, 1 or 0)\n");
else
{
const char *cvalue = NULL;
CONS_Printf(M_GetText(" possible value : %s\n"), cvar->name);
#define MINVAL 0
#define MAXVAL 1
if (!stricmp(cvar->PossibleValue[MINVAL].strvalue, "MIN"))
{
if (floatmode)
CONS_Printf(" range from %f to %f\n", FIXED_TO_FLOAT(cvar->PossibleValue[MINVAL].value),
FIXED_TO_FLOAT(cvar->PossibleValue[MAXVAL].value));
else
CONS_Printf(" range from %d to %d\n", cvar->PossibleValue[MINVAL].value,
cvar->PossibleValue[MAXVAL].value);
i = MAXVAL+1;
}
#undef MINVAL
#undef MAXVAL
//CONS_Printf(M_GetText(" possible value : %s\n"), cvar->name);
while (cvar->PossibleValue[i].strvalue)
{
if (floatmode)
CONS_Printf(" %-2f : %s\n", FIXED_TO_FLOAT(cvar->PossibleValue[i].value),
cvar->PossibleValue[i].strvalue);
else
CONS_Printf(" %-2d : %s\n", cvar->PossibleValue[i].value,
cvar->PossibleValue[i].strvalue);
if (cvar->PossibleValue[i].value == cvar->value)
cvalue = cvar->PossibleValue[i].strvalue;
i++;
}
}
}
if (cvalue)
CONS_Printf(M_GetText(" Current value: %s\n"), cvalue);
CONS_Printf(" Current value: %s\n", cvalue);
else if (cvar->string)
CONS_Printf(" Current value: %s\n", cvar->string);
else
CONS_Printf(M_GetText(" Current value: %d\n"), cvar->value);
}
}
else
CONS_Printf(M_GetText(" Current value: %d\n"), cvar->value);
}
else
CONS_Printf(M_GetText("No help for this command/variable\n"));
CONS_Printf(" Current value: %d\n", cvar->value);
}
else
{
for (cmd = com_commands; cmd; cmd = cmd->next)
{
if (strcmp(cmd->name, help))
continue;
CONS_Printf("\x82""Command %s:\n", cmd->name);
CONS_Printf(" help is not available for commands");
CONS_Printf("\x82""\nCheck wiki.srb2.org for more or try typing <name> without arguments\n");
return;
}
CONS_Printf("No exact match, searching...\n");
// variables
CONS_Printf("\x82""Variables:\n");
for (cvar = consvar_vars; cvar; cvar = cvar->next)
{
if ((cvar->flags & CV_NOSHOWHELP) || (!strstr(cvar->name, help)))
continue;
CONS_Printf("%s ", cvar->name);
i++;
}
// commands
CONS_Printf("\x82%s", M_GetText("Commands\n"));
CONS_Printf("\x82""\nCommands:\n");
for (cmd = com_commands; cmd; cmd = cmd->next)
{
if (!strstr(cmd->name, help))
continue;
CONS_Printf("%s ",cmd->name);
i++;
}
CONS_Printf("\x82""\nCheck wiki.srb2.org for more or type help <command or variable>\n");
CONS_Debug(DBG_GAMELOGIC, "\x87Total : %d\n", i);
}
return;
}
else
{
// variables
CONS_Printf("\x82""Variables:\n");
for (cvar = consvar_vars; cvar; cvar = cvar->next)
{
if (cvar->flags & CV_NOSHOWHELP)
continue;
CONS_Printf("%s ", cvar->name);
i++;
}
// commands
CONS_Printf("\x82""\nCommands:\n");
for (cmd = com_commands; cmd; cmd = cmd->next)
{
CONS_Printf("%s ",cmd->name);
i++;
}
// variables
CONS_Printf("\n\x82%s", M_GetText("Variables\n"));
for (cvar = consvar_vars; cvar; cvar = cvar->next)
{
if (!(cvar->flags & CV_NOSHOWHELP))
CONS_Printf("%s ", cvar->name);
i++;
}
CONS_Printf("\n\x82%s", M_GetText("Read help file for more or type help <command or variable>\n"));
CONS_Printf("\x82""\nCheck wiki.srb2.org for more or type help <command or variable>\n");
CONS_Debug(DBG_GAMELOGIC, "\x82Total : %d\n", i);
}
@ -816,6 +878,30 @@ static void COM_Toggle_f(void)
CV_AddValue(cvar, +1);
}
/** Command variant of CV_AddValue
*/
static void COM_Add_f(void)
{
consvar_t *cvar;
if (COM_Argc() != 3)
{
CONS_Printf(M_GetText("Add <cvar_name> <value>: Add to the value of a cvar. Negative values work too!\n"));
return;
}
cvar = CV_FindVar(COM_Argv(1));
if (!cvar)
{
CONS_Alert(CONS_NOTICE, M_GetText("%s is not a cvar\n"), COM_Argv(1));
return;
}
if (( cvar->flags & CV_FLOAT ))
CV_Set(cvar, va("%f", FIXED_TO_FLOAT (cvar->value) + atof(COM_Argv(2))));
else
CV_AddValue(cvar, atoi(COM_Argv(2)));
}
// =========================================================================
// VARIABLE SIZE BUFFERS
// =========================================================================
@ -1123,32 +1209,42 @@ static void Setvalue(consvar_t *var, const char *valstr, boolean stealth)
if (var->PossibleValue[0].strvalue && !stricmp(var->PossibleValue[0].strvalue, "MIN")) // bounded cvar
{
#define MINVAL 0
#define MAXVAL 1
INT32 i;
// search for maximum
for (i = 1; var->PossibleValue[i].strvalue; i++)
if (!stricmp(var->PossibleValue[i].strvalue, "MAX"))
break;
#ifdef PARANOIA
if (!var->PossibleValue[i].strvalue)
if (!var->PossibleValue[MAXVAL].strvalue)
I_Error("Bounded cvar \"%s\" without maximum!\n", var->name);
#endif
if ((v != INT32_MIN && v < var->PossibleValue[0].value) || !stricmp(valstr, "MIN"))
// search for other
for (i = MAXVAL+1; var->PossibleValue[i].strvalue; i++)
if (v == var->PossibleValue[i].value || !stricmp(var->PossibleValue[i].strvalue, valstr))
{
v = var->PossibleValue[0].value;
valstr = var->PossibleValue[0].strvalue;
var->value = var->PossibleValue[i].value;
var->string = var->PossibleValue[i].strvalue;
goto finish;
}
if ((v != INT32_MIN && v < var->PossibleValue[MINVAL].value) || !stricmp(valstr, "MIN"))
{
v = var->PossibleValue[MINVAL].value;
valstr = var->PossibleValue[MINVAL].strvalue;
override = true;
overrideval = v;
}
else if ((v != INT32_MIN && v > var->PossibleValue[i].value) || !stricmp(valstr, "MAX"))
else if ((v != INT32_MIN && v > var->PossibleValue[MAXVAL].value) || !stricmp(valstr, "MAX"))
{
v = var->PossibleValue[i].value;
valstr = var->PossibleValue[i].strvalue;
v = var->PossibleValue[MAXVAL].value;
valstr = var->PossibleValue[MAXVAL].strvalue;
override = true;
overrideval = v;
}
if (v == INT32_MIN)
goto badinput;
#undef MINVAL
#undef MAXVAL
}
else
{
@ -1515,6 +1611,9 @@ void CV_AddValue(consvar_t *var, INT32 increment)
{
INT32 newvalue, max;
if (!increment)
return;
// count pointlimit better
if (var == &cv_pointlimit && (gametype == GT_MATCH))
increment *= 50;
@ -1538,13 +1637,11 @@ void CV_AddValue(consvar_t *var, INT32 increment)
if (var->PossibleValue)
{
#define MINVAL 0
if (var == &cv_nextmap)
{
// Special case for the nextmap variable, used only directly from the menu
INT32 oldvalue = var->value - 1, gt;
gt = cv_newgametype.value;
if (increment != 0) // Going up!
{
newvalue = var->value - 1;
do
@ -1575,21 +1672,58 @@ void CV_AddValue(consvar_t *var, INT32 increment)
return;
}
}
#define MINVAL 0
#define MAXVAL 1
else if (var->PossibleValue[MINVAL].strvalue && !strcmp(var->PossibleValue[MINVAL].strvalue, "MIN"))
{
// search the next to last
for (max = 0; var->PossibleValue[max+1].strvalue; max++)
;
#ifdef PARANOIA
if (!var->PossibleValue[MAXVAL].strvalue)
I_Error("Bounded cvar \"%s\" without maximum!\n", var->name);
#endif
if (newvalue < var->PossibleValue[MINVAL].value) // add the max+1
newvalue += var->PossibleValue[max].value - var->PossibleValue[MINVAL].value + 1;
newvalue = var->PossibleValue[MINVAL].value + (newvalue - var->PossibleValue[MINVAL].value)
% (var->PossibleValue[max].value - var->PossibleValue[MINVAL].value + 1);
CV_SetValue(var, newvalue);
#undef MINVAL
if (newvalue < var->PossibleValue[MINVAL].value || newvalue > var->PossibleValue[MAXVAL].value)
{
INT32 currentindice = -1, newindice;
for (max = MAXVAL+1; var->PossibleValue[max].strvalue; max++)
{
if (var->PossibleValue[max].value == newvalue)
{
increment = 0;
currentindice = max;
}
else if (var->PossibleValue[max].value == var->value)
currentindice = max;
}
if (increment)
{
increment = (increment > 0) ? 1 : -1;
if (currentindice == -1 && max != MAXVAL+1)
newindice = ((increment > 0) ? MAXVAL : max) + increment;
else
newindice = currentindice + increment;
if (newindice >= max || newindice <= MAXVAL)
{
if (var == &cv_pointlimit && (gametype == GT_MATCH) && increment > 0)
CV_SetValue(var, 50);
else
{
newvalue = var->PossibleValue[((increment > 0) ? MINVAL : MAXVAL)].value;
CV_SetValue(var, newvalue);
}
}
else
CV_Set(var, var->PossibleValue[newindice].strvalue);
}
else
CV_Set(var, var->PossibleValue[currentindice].strvalue);
}
else
CV_SetValue(var, newvalue);
}
#undef MINVAL
#undef MAXVAL
else
{
INT32 currentindice = -1, newindice;
@ -1599,8 +1733,6 @@ void CV_AddValue(consvar_t *var, INT32 increment)
if (var->PossibleValue[max].value == var->value)
currentindice = max;
max--;
if (var == &cv_chooseskin)
{
// Special case for the chooseskin variable, used only directly from the menu
@ -1632,7 +1764,7 @@ void CV_AddValue(consvar_t *var, INT32 increment)
var->value);
#endif
newindice = (currentindice + increment + max + 1) % (max+1);
newindice = (currentindice + increment + max) % max;
CV_Set(var, var->PossibleValue[newindice].strvalue);
}
}

View file

@ -13,7 +13,7 @@
#define ASSET_HASH_SRB2_PK3 "${SRB2_ASSET_srb2.pk3_HASH}"
#define ASSET_HASH_PLAYER_DTA "${SRB2_ASSET_player.dta_HASH}"
#define ASSET_HASH_ZONES_DTA "${SRB2_ASSET_zones.dta_HASH}"
#define ASSET_HASH_ZONES_PK3 "${SRB2_ASSET_zones.pk3_HASH}"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_PK3 "${SRB2_ASSET_patch.pk3_HASH}"
#endif
@ -30,7 +30,7 @@
* Last updated 2018 / ?? / ?? - v2.2 - patch.pk3
*/
#define ASSET_HASH_SRB2_PK3 "c1b9577687f8a795104aef4600720ea7"
#define ASSET_HASH_ZONES_DTA "303838c6c534d9540288360fa49cca60"
#define ASSET_HASH_ZONES_PK3 "303838c6c534d9540288360fa49cca60"
#define ASSET_HASH_PLAYER_DTA "cfca0f1c73023cbbd8f844f45480f799"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_PK3 "dbbf8bc6121618ee3be2d5b14650429b"

View file

@ -175,11 +175,11 @@ static void CONS_Clear_f(void)
// Choose english keymap
//
static void CONS_English_f(void)
/*static void CONS_English_f(void)
{
shiftxform = english_shiftxform;
CONS_Printf(M_GetText("%s keymap.\n"), M_GetText("English"));
}
}*/
static char *bindtable[NUMINPUTS];
@ -394,7 +394,7 @@ void CON_Init(void)
// register our commands
//
COM_AddCommand("cls", CONS_Clear_f);
COM_AddCommand("english", CONS_English_f);
//COM_AddCommand("english", CONS_English_f);
// set console full screen for game startup MAKE SURE VID_Init() done !!!
con_destlines = vid.height;
con_curlines = vid.height;

View file

@ -83,11 +83,9 @@ tic_t jointimeout = (10*TICRATE);
static boolean sendingsavegame[MAXNETNODES]; // Are we sending the savegame?
static tic_t freezetimeout[MAXNETNODES]; // Until when can this node freeze the server before getting a timeout?
#ifdef NEWPING
UINT16 pingmeasurecount = 1;
UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone.
UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values.
#endif
SINT8 nodetoplayer[MAXNETNODES];
SINT8 nodetoplayer2[MAXNETNODES]; // say the numplayer for this node if any (splitscreen)
UINT8 playerpernode[MAXNETNODES]; // used specialy for scplitscreen
@ -621,6 +619,10 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->friction = LONG(players[i].mo->friction);
rsp->movefactor = LONG(players[i].mo->movefactor);
rsp->sprite = (spritenum_t)LONG(players[i].mo->sprite);
rsp->frame = LONG(players[i].mo->frame);
rsp->sprite2 = players[i].mo->sprite2;
rsp->anim_duration = SHORT(players[i].mo->anim_duration);
rsp->tics = LONG(players[i].mo->tics);
rsp->statenum = (statenum_t)LONG(players[i].mo->state-states); // :(
rsp->eflags = (UINT16)SHORT(players[i].mo->eflags);
@ -767,8 +769,17 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].mo->momy = LONG(rsp->momy);
players[i].mo->momz = LONG(rsp->momz);
players[i].mo->movefactor = LONG(rsp->movefactor);
// Don't use P_SetMobjStateNF to restore state, write/read all the values manually!
// This should stop those stupid console errors, hopefully.
// -- Monster Iestyn
players[i].mo->sprite = (spritenum_t)LONG(rsp->sprite);
players[i].mo->frame = LONG(rsp->frame);
players[i].mo->sprite2 = rsp->sprite2;
players[i].mo->anim_duration = SHORT(rsp->anim_duration);
players[i].mo->tics = LONG(rsp->tics);
P_SetMobjStateNF(players[i].mo, LONG(rsp->statenum));
players[i].mo->state = &states[LONG(rsp->statenum)];
players[i].mo->x = LONG(rsp->x);
players[i].mo->y = LONG(rsp->y);
players[i].mo->z = LONG(rsp->z);
@ -1253,7 +1264,8 @@ static boolean CL_SendJoin(void)
netbuffer->u.clientcfg.localplayers = localplayers;
netbuffer->u.clientcfg.version = VERSION;
netbuffer->u.clientcfg.subversion = SUBVERSION;
strncpy(netbuffer->u.clientcfg.names[0], cv_playername.zstring, MAXPLAYERNAME);
strncpy(netbuffer->u.clientcfg.names[1], cv_playername2.zstring, MAXPLAYERNAME);
return HSendPacket(servernode, true, 0, sizeof (clientconfig_pak));
}
@ -1312,33 +1324,13 @@ static void SV_SendPlayerInfo(INT32 node)
continue;
}
netbuffer->u.playerinfo[i].node = (UINT8)playernode[i];
netbuffer->u.playerinfo[i].node = i;
strncpy(netbuffer->u.playerinfo[i].name, (const char *)&player_names[i], MAXPLAYERNAME+1);
netbuffer->u.playerinfo[i].name[MAXPLAYERNAME] = '\0';
//fetch IP address
{
const char *claddress;
UINT32 numericaddress[4];
//No, don't do that, you fuckface.
memset(netbuffer->u.playerinfo[i].address, 0, 4);
if (playernode[i] == 0)
{
//127.0.0.1
netbuffer->u.playerinfo[i].address[0] = 127;
netbuffer->u.playerinfo[i].address[3] = 1;
}
else if (playernode[i] > 0 && I_GetNodeAddress && (claddress = I_GetNodeAddress(playernode[i])) != NULL)
{
if (sscanf(claddress, "%d.%d.%d.%d", &numericaddress[0], &numericaddress[1], &numericaddress[2], &numericaddress[3]) < 4)
goto badaddress;
netbuffer->u.playerinfo[i].address[0] = (UINT8)numericaddress[0];
netbuffer->u.playerinfo[i].address[1] = (UINT8)numericaddress[1];
netbuffer->u.playerinfo[i].address[2] = (UINT8)numericaddress[2];
netbuffer->u.playerinfo[i].address[3] = (UINT8)numericaddress[3];
}
}
badaddress:
if (G_GametypeHasTeams())
{
@ -2417,7 +2409,7 @@ static void CL_RemovePlayer(INT32 playernum, INT32 reason)
// the remaining players.
if (G_IsSpecialStage(gamemap))
{
INT32 i, count, increment, spheres;
INT32 i, count, sincrement, spheres, rincrement, rings;
for (i = 0, count = 0; i < MAXPLAYERS; i++)
{
@ -2427,18 +2419,35 @@ static void CL_RemovePlayer(INT32 playernum, INT32 reason)
count--;
spheres = players[playernum].spheres;
increment = spheres/count;
rings = players[playernum].rings;
sincrement = spheres/count;
rincrement = rings/count;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && i != playernum)
{
if (spheres < increment)
if (spheres < 2*sincrement)
{
P_GivePlayerSpheres(&players[i], spheres);
spheres = 0;
}
else
P_GivePlayerSpheres(&players[i], increment);
{
P_GivePlayerSpheres(&players[i], sincrement);
spheres -= sincrement;
}
spheres -= increment;
if (rings < 2*rincrement)
{
P_GivePlayerRings(&players[i], rings);
rings = 0;
}
else
{
P_GivePlayerRings(&players[i], rincrement);
rings -= rincrement;
}
}
}
}
@ -2853,12 +2862,10 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum)
HU_AddChatText(va("\x82*%s has been kicked (Go away)", player_names[pnum]), false);
kickreason = KR_KICK;
break;
#ifdef NEWPING
case KICK_MSG_PING_HIGH:
HU_AddChatText(va("\x82*%s left the game (Broke ping limit)", player_names[pnum]), false);
kickreason = KR_PINGLIMIT;
break;
#endif
case KICK_MSG_CON_FAIL:
HU_AddChatText(va("\x82*%s left the game (Synch Failure)", player_names[pnum]), false);
kickreason = KR_SYNCH;
@ -2931,10 +2938,8 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum)
D_StartTitle();
if (msg == KICK_MSG_CON_FAIL)
M_StartMessage(M_GetText("Server closed connection\n(synch failure)\nPress ESC\n"), NULL, MM_NOTHING);
#ifdef NEWPING
else if (msg == KICK_MSG_PING_HIGH)
M_StartMessage(M_GetText("Server closed connection\n(Broke ping limit)\nPress ESC\n"), NULL, MM_NOTHING);
#endif
else if (msg == KICK_MSG_BANNED)
M_StartMessage(M_GetText("You have been banned by the server\n\nPress ESC\n"), NULL, MM_NOTHING);
else if (msg == KICK_MSG_CUSTOM_KICK)
@ -2952,7 +2957,7 @@ consvar_t cv_allownewplayer = {"allowjoin", "On", CV_SAVE|CV_NETVAR, CV_OnOff, N
consvar_t cv_joinnextround = {"joinnextround", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; /// \todo not done
static CV_PossibleValue_t maxplayers_cons_t[] = {{2, "MIN"}, {32, "MAX"}, {0, NULL}};
consvar_t cv_maxplayers = {"maxplayers", "8", CV_SAVE, maxplayers_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t resynchattempts_cons_t[] = {{0, "MIN"}, {20, "MAX"}, {0, NULL}};
static CV_PossibleValue_t resynchattempts_cons_t[] = {{1, "MIN"}, {20, "MAX"}, {0, "No"}, {0, NULL}};
consvar_t cv_resynchattempts = {"resynchattempts", "10", CV_SAVE, resynchattempts_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL };
consvar_t cv_blamecfail = {"blamecfail", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL };
@ -3182,6 +3187,7 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
if (!splitscreen && !botingame)
CL_ClearPlayer(newplayernum);
playeringame[newplayernum] = true;
READSTRINGN(*p, player_names[newplayernum], MAXPLAYERNAME);
G_AddPlayer(newplayernum);
if (newplayernum+1 > doomcom->numslots)
doomcom->numslots = (INT16)(newplayernum+1);
@ -3214,10 +3220,10 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
{
const char *address;
if (I_GetNodeAddress && (address = I_GetNodeAddress(node)) != NULL)
HU_AddChatText(va("\x82*Player %d has joined the game (node %d) (%s)", newplayernum+1, node, address), false); // merge join notification + IP to avoid clogging console/chat.
HU_AddChatText(va("\x82*%s has joined the game (node %d) (%s)", player_names[newplayernum], node, address), false); // merge join notification + IP to avoid clogging console/chat.
}
else
HU_AddChatText(va("\x82*Player %d has joined the game (node %d)", newplayernum+1, node), false); // if you don't wanna see the join address.
HU_AddChatText(va("\x82*%s has joined the game (node %d)", player_names[newplayernum], node), false); // if you don't wanna see the join address.
}
if (server && multiplayer && motd[0] != '\0')
@ -3228,10 +3234,11 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
#endif
}
static boolean SV_AddWaitingPlayers(void)
static boolean SV_AddWaitingPlayers(const char *name, const char *name2)
{
INT32 node, n, newplayer = false;
UINT8 buf[2];
UINT8 buf[2 + MAXPLAYERNAME];
UINT8 *p;
UINT8 newplayernum = 0;
// What is the reason for this? Why can't newplayernum always be 0?
@ -3314,18 +3321,23 @@ static boolean SV_AddWaitingPlayers(void)
playernode[newplayernum] = (UINT8)node;
p = buf + 2;
buf[0] = (UINT8)node;
buf[1] = newplayernum;
if (playerpernode[node] < 1)
{
nodetoplayer[node] = newplayernum;
WRITESTRINGN(p, name, MAXPLAYERNAME);
}
else
{
nodetoplayer2[node] = newplayernum;
buf[1] |= 0x80;
WRITESTRINGN(p, name2, MAXPLAYERNAME);
}
playerpernode[node]++;
SendNetXCmd(XD_ADDPLAYER, &buf, 2);
SendNetXCmd(XD_ADDPLAYER, &buf, p - buf);
DEBFILE(va("Server added player %d node %d\n", newplayernum, node));
// use the next free slot (we can't put playeringame[newplayernum] = true here)
@ -3387,7 +3399,7 @@ boolean SV_SpawnServer(void)
else doomcom->numslots = 1;
}
return SV_AddWaitingPlayers();
return SV_AddWaitingPlayers(cv_playername.zstring, cv_playername2.zstring);
}
void SV_StopServer(void)
@ -3458,6 +3470,9 @@ static size_t TotalTextCmdPerTic(tic_t tic)
*/
static void HandleConnect(SINT8 node)
{
char names[MAXSPLITSCREENPLAYERS][MAXPLAYERNAME + 1];
INT32 i;
if (bannednode && bannednode[node])
SV_SendRefuse(node, M_GetText("You have been banned\nfrom the server"));
else if (netbuffer->u.clientcfg.version != VERSION
@ -3477,6 +3492,16 @@ static void HandleConnect(SINT8 node)
boolean newnode = false;
#endif
for (i = 0; i < netbuffer->u.clientcfg.localplayers - playerpernode[node]; i++)
{
strlcpy(names[i], netbuffer->u.clientcfg.names[i], MAXPLAYERNAME + 1);
if (!EnsurePlayerNameIsGood(names[i], -1))
{
SV_SendRefuse(node, "Bad player name");
return;
}
}
// client authorised to join
nodewaiting[node] = (UINT8)(netbuffer->u.clientcfg.localplayers - playerpernode[node]);
if (!nodeingame[node])
@ -3517,7 +3542,7 @@ static void HandleConnect(SINT8 node)
SV_SendSaveGame(node); // send a complete game state
DEBFILE("send savegame\n");
}
SV_AddWaitingPlayers();
SV_AddWaitingPlayers(names[0], names[1]);
player_joining = true;
}
#else
@ -3824,7 +3849,7 @@ static void HandlePacketFromPlayer(SINT8 node)
break;
// Ignore tics from those not synched
if (resynch_inprogress[node])
if (resynch_inprogress[node] && nettics[node] == gametic)
break;
// To save bytes, only the low byte of tic numbers are sent
@ -4158,7 +4183,6 @@ static void HandlePacketFromPlayer(SINT8 node)
resynch_local_inprogress = true;
CL_AcknowledgeResynch(&netbuffer->u.resynchpak);
break;
#ifdef NEWPING
case PT_PING:
// Only accept PT_PING from the server.
if (node != servernode)
@ -4186,7 +4210,6 @@ static void HandlePacketFromPlayer(SINT8 node)
}
break;
#endif
case PT_SERVERCFG:
break;
case PT_FILEFRAGMENT:
@ -4682,7 +4705,7 @@ void TryRunTics(tic_t realtics)
if (player_joining)
return;
if (neededtic > gametic)
if (neededtic > gametic && !resynch_local_inprogress)
{
if (advancedemo)
D_StartTitle();
@ -4700,7 +4723,6 @@ void TryRunTics(tic_t realtics)
}
}
#ifdef NEWPING
static inline void PingUpdate(void)
{
INT32 i;
@ -4758,7 +4780,6 @@ static inline void PingUpdate(void)
pingmeasurecount = 1; //Reset count
}
#endif
void NetUpdate(void)
{
@ -4783,7 +4804,6 @@ void NetUpdate(void)
gametime = nowtime;
#ifdef NEWPING
if (server)
{
if (netgame && !(gametime % 255))
@ -4794,7 +4814,6 @@ void NetUpdate(void)
realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
pingmeasurecount++;
}
#endif
if (client)
maketic = neededtic;
@ -4835,10 +4854,15 @@ void NetUpdate(void)
for (i = 0; i < MAXNETNODES; ++i)
if (resynch_inprogress[i])
{
if (!nodeingame[i] || nettics[i] == gametic)
{
SV_SendResynch(i);
counts = -666;
}
else
counts = 0; // Let the client catch up with the server
}
// Do not make tics while resynching
if (counts != -666)

View file

@ -15,6 +15,7 @@
#include "d_ticcmd.h"
#include "d_netcmd.h"
#include "d_net.h"
#include "tables.h"
#include "d_player.h"
@ -73,9 +74,7 @@ typedef enum
PT_LOGIN, // Login attempt from the client.
#ifdef NEWPING
PT_PING, // Packet sent to tell clients the other client's latency to server.
#endif
NUMPACKETTYPE
} packettype_t;
@ -265,6 +264,10 @@ typedef struct
fixed_t friction;
fixed_t movefactor;
spritenum_t sprite;
UINT32 frame;
UINT8 sprite2;
UINT16 anim_duration;
INT32 tics;
statenum_t statenum;
UINT32 flags;
@ -322,6 +325,7 @@ typedef struct
UINT8 subversion; // Contains build version
UINT8 localplayers;
UINT8 mode;
char names[MAXSPLITSCREENPLAYERS][MAXPLAYERNAME];
} ATTRPACK clientconfig_pak;
#define MAXSERVERNAME 32
@ -421,9 +425,7 @@ typedef struct
msaskinfo_pak msaskinfo; // 22 bytes
plrinfo playerinfo[MAXPLAYERS]; // 1152 bytes (I'd say 36~38)
plrconfig playerconfig[MAXPLAYERS]; // (up to) 896 bytes (welp they ARE)
#ifdef NEWPING
UINT32 pingtable[MAXPLAYERS]; // 128 bytes
#endif
} u; // This is needed to pack diff packet types data together
} ATTRPACK doomdata_t;
@ -457,9 +459,7 @@ extern consvar_t cv_playbackspeed;
#define KICK_MSG_PLAYER_QUIT 3
#define KICK_MSG_TIMEOUT 4
#define KICK_MSG_BANNED 5
#ifdef NEWPING
#define KICK_MSG_PING_HIGH 6
#endif
#define KICK_MSG_CUSTOM_KICK 7
#define KICK_MSG_CUSTOM_BAN 8
@ -484,11 +484,9 @@ extern SINT8 servernode;
void Command_Ping_f(void);
extern tic_t connectiontimeout;
extern tic_t jointimeout;
#ifdef NEWPING
extern UINT16 pingmeasurecount;
extern UINT32 realpingtable[MAXPLAYERS];
extern UINT32 playerpingtable[MAXPLAYERS];
#endif
extern consvar_t cv_joinnextround, cv_allownewplayer, cv_maxplayers, cv_resynchattempts, cv_blamecfail, cv_maxsend, cv_noticedownload, cv_downloadspeed;

View file

@ -129,6 +129,7 @@ char srb2home[256] = ".";
char srb2path[256] = ".";
boolean usehome = true;
const char *pandf = "%s" PATHSEP "%s";
static char addonsdir[MAX_WADPATH];
//
// EVENT HANDLING
@ -358,7 +359,7 @@ static void D_Display(void)
// clean up border stuff
// see if the border needs to be initially drawn
if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction && curbghide))
if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction && curbghide && (!hidetitlemap)))
{
// draw the view directly
@ -716,6 +717,7 @@ void D_StartTitle(void)
botskin = 0;
cv_debug = 0;
emeralds = 0;
memset(&luabanks, 0, sizeof(luabanks));
lastmaploaded = 0;
// In case someone exits out at the same time they start a time attack run,
@ -850,7 +852,7 @@ static void IdentifyVersion(void)
// checking in D_SRB2Main
// Add the maps
D_AddFile(va(pandf,srb2waddir,"zones.dta"));
D_AddFile(va(pandf,srb2waddir,"zones.pk3"));
// Add the players
D_AddFile(va(pandf,srb2waddir, "player.dta"));
@ -1038,7 +1040,6 @@ void D_SRB2Main(void)
// can't use sprintf since there is %u in savegamename
strcatbf(savegamename, srb2home, PATHSEP);
I_mkdir(srb2home, 0700);
#else
snprintf(srb2home, sizeof srb2home, "%s", userhome);
snprintf(downloaddir, sizeof downloaddir, "%s", userhome);
@ -1055,6 +1056,10 @@ void D_SRB2Main(void)
configfile[sizeof configfile - 1] = '\0';
}
// Create addons dir
snprintf(addonsdir, sizeof addonsdir, "%s%s%s", srb2home, PATHSEP, "addons");
I_mkdir(addonsdir, 0755);
// rand() needs seeded regardless of password
srand((unsigned int)time(NULL));
@ -1140,10 +1145,10 @@ void D_SRB2Main(void)
// Check MD5s of autoloaded files
W_VerifyFileMD5(mainwads++, ASSET_HASH_SRB2_PK3); // srb2.pk3
W_VerifyFileMD5(mainwads++, ASSET_HASH_ZONES_DTA); // zones.dta
W_VerifyFileMD5(mainwads++, ASSET_HASH_ZONES_PK3); // zones.pk3
W_VerifyFileMD5(mainwads++, ASSET_HASH_PLAYER_DTA); // player.dta
#ifdef USE_PATCH_DTA
W_VerifyFileMD5(mainwads++, ASSET_HASH_PATCH_DTA); // patch.dta
W_VerifyFileMD5(mainwads++, ASSET_HASH_PATCH_DTA); // patch.pk3
#endif
// don't check music.dta because people like to modify it, and it doesn't matter if they do
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
@ -1152,7 +1157,7 @@ void D_SRB2Main(void)
#else
mainwads++; // srb2.pk3
mainwads++; // zones.dta
mainwads++; // zones.pk3
mainwads++; // player.dta
#ifdef USE_PATCH_DTA
mainwads++; // patch.dta
@ -1239,14 +1244,21 @@ void D_SRB2Main(void)
sound_disabled = true;
midi_disabled = digital_disabled = true;
}
if (M_CheckParm("-noaudio")) // combines -nosound and -nomusic
{
sound_disabled = true;
digital_disabled = true;
midi_disabled = true;
}
else
{
CONS_Printf("S_InitSfxChannels(): Setting up sound channels.\n");
}
if (M_CheckParm("-nosound"))
sound_disabled = true;
if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic
midi_disabled = digital_disabled = true;
{
digital_disabled = true;
midi_disabled = true;
}
else
{
if (M_CheckParm("-nomidimusic"))
@ -1254,9 +1266,18 @@ void D_SRB2Main(void)
if (M_CheckParm("-nodigmusic"))
digital_disabled = true; // WARNING: DOS version initmusic in I_StartupSound
}
}
if (!( sound_disabled && digital_disabled
#ifndef NO_MIDI
&& midi_disabled
#endif
))
{
CONS_Printf("S_InitSfxChannels(): Setting up sound channels.\n");
I_StartupSound();
I_InitMusic();
S_InitSfxChannels(cv_soundvolume.value);
}
CONS_Printf("ST_Init(): Init status bar.\n");
ST_Init();

View file

@ -185,22 +185,10 @@ typedef struct
UINT8 nextacknum;
UINT8 flags;
#ifndef NEWPING
// jacobson tcp timeout evaluation algorithm (Karn variation)
fixed_t ping;
fixed_t varping;
INT32 timeout; // computed with ping and varping
#endif
} node_t;
static node_t nodes[MAXNETNODES];
#ifndef NEWPING
#define PINGDEFAULT ((200*TICRATE*FRACUNIT)/1000)
#define VARPINGDEFAULT ((50*TICRATE*FRACUNIT)/1000)
#define TIMEOUT(p,v) (p+4*v+FRACUNIT/2)>>FRACBITS;
#else
#define NODETIMEOUT 14 //What the above boiled down to...
#endif
#define NODETIMEOUT 14
#ifndef NONET
// return <0 if a < b (mod 256)
@ -320,19 +308,7 @@ static UINT8 GetAcktosend(INT32 node)
static void RemoveAck(INT32 i)
{
INT32 node = ackpak[i].destinationnode;
#ifndef NEWPING
fixed_t trueping = (I_GetTime() - ackpak[i].senttime)<<FRACBITS;
if (ackpak[i].resentnum)
{
// +FRACUNIT/2 for round
nodes[node].ping = (nodes[node].ping*7 + trueping)/8;
nodes[node].varping = (nodes[node].varping*7 + abs(nodes[node].ping-trueping))/8;
nodes[node].timeout = TIMEOUT(nodes[node].ping,nodes[node].varping);
}
DEBFILE(va("Remove ack %d trueping %d ping %f var %f timeout %d\n",ackpak[i].acknum,trueping>>FRACBITS,(double)FIXED_TO_FLOAT(nodes[node].ping),(double)FIXED_TO_FLOAT(nodes[node].varping),nodes[node].timeout));
#else
DEBFILE(va("Remove ack %d\n",ackpak[i].acknum));
#endif
ackpak[i].acknum = 0;
if (nodes[node].flags & NF_CLOSE)
Net_CloseConnection(node);
@ -519,11 +495,7 @@ void Net_AckTicker(void)
{
const INT32 nodei = ackpak[i].destinationnode;
node_t *node = &nodes[nodei];
#ifdef NEWPING
if (ackpak[i].acknum && ackpak[i].senttime + NODETIMEOUT < I_GetTime())
#else
if (ackpak[i].acknum && ackpak[i].senttime + node->timeout < I_GetTime())
#endif
{
if (ackpak[i].resentnum > 10 && (node->flags & NF_CLOSE))
{
@ -534,13 +506,8 @@ void Net_AckTicker(void)
ackpak[i].acknum = 0;
continue;
}
#ifdef NEWPING
DEBFILE(va("Resend ack %d, %u<%d at %u\n", ackpak[i].acknum, ackpak[i].senttime,
NODETIMEOUT, I_GetTime()));
#else
DEBFILE(va("Resend ack %d, %u<%d at %u\n", ackpak[i].acknum, ackpak[i].senttime,
node->timeout, I_GetTime()));
#endif
M_Memcpy(netbuffer, ackpak[i].pak.raw, ackpak[i].length);
ackpak[i].senttime = I_GetTime();
ackpak[i].resentnum++;
@ -658,11 +625,6 @@ void Net_WaitAllAckReceived(UINT32 timeout)
static void InitNode(node_t *node)
{
node->acktosend_head = node->acktosend_tail = 0;
#ifndef NEWPING
node->ping = PINGDEFAULT;
node->varping = VARPINGDEFAULT;
node->timeout = TIMEOUT(node->ping, node->varping);
#endif
node->firstacktosend = 0;
node->nextacknum = 1;
node->remotefirstack = 0;
@ -843,9 +805,7 @@ static const char *packettypename[NUMPACKETTYPE] =
"CLIENTJOIN",
"NODETIMEOUT",
"RESYNCHING",
#ifdef NEWPING
"PING"
#endif
};
static void DebugPrintpacket(const char *header)
@ -1384,30 +1344,73 @@ boolean D_CheckNetGame(void)
return ret;
}
struct pingcell
{
INT32 num;
INT32 ms;
};
static int pingcellcmp(const void *va, const void *vb)
{
const struct pingcell *a, *b;
a = va;
b = vb;
return ( a->ms - b->ms );
}
/*
New ping command formatted nicely to present ping in
ascending order. And with equally spaced columns.
The caller's ping is presented at the bottom too, for
convenience.
*/
void Command_Ping_f(void)
{
#ifndef NEWPING
if(server)
{
#endif
struct pingcell pingv[MAXPLAYERS];
INT32 pingc;
int name_width = 0;
int ms_width = 0;
int n;
INT32 i;
for (i = 0; i < MAXPLAYERS;i++)
pingc = 0;
for (i = 1; i < MAXPLAYERS; ++i)
if (playeringame[i])
{
#ifndef NEWPING
const INT32 node = playernode[i];
if (playeringame[i] && node != 0)
CONS_Printf(M_GetText("%.2d : %s\n %d tics, %d ms.\n"), i, player_names[i],
GetLag(node), G_TicsToMilliseconds(GetLag(node)));
#else
if (playeringame[i] && i != 0)
CONS_Printf(M_GetText("%.2d : %s\n %d ms\n"), i, player_names[i], playerpingtable[i]);
#endif
n = strlen(player_names[i]);
if (n > name_width)
name_width = n;
n = playerpingtable[i];
if (n > ms_width)
ms_width = n;
pingv[pingc].num = i;
pingv[pingc].ms = playerpingtable[i];
pingc++;
}
#ifndef NEWPING
if (ms_width < 10) ms_width = 1;
else if (ms_width < 100) ms_width = 2;
else ms_width = 3;
qsort(pingv, pingc, sizeof (struct pingcell), &pingcellcmp);
for (i = 0; i < pingc; ++i)
{
CONS_Printf("%02d : %-*s %*d ms\n",
pingv[i].num,
name_width, player_names[pingv[i].num],
ms_width, pingv[i].ms);
}
if (!server && playeringame[consoleplayer])
{
CONS_Printf("\nYour ping is %d ms\n", playerpingtable[consoleplayer]);
}
else
CONS_Printf(M_GetText("Only the server can use this.\n"));
#endif
}
void D_CloseConnection(void)

View file

@ -74,6 +74,7 @@ static void Got_Clearscores(UINT8 **cp, INT32 playernum);
static void PointLimit_OnChange(void);
static void TimeLimit_OnChange(void);
static void NumLaps_OnChange(void);
static void BaseNumLaps_OnChange(void);
static void Mute_OnChange(void);
static void Hidetime_OnChange(void);
@ -210,7 +211,7 @@ consvar_t cv_allowteamchange = {"allowteamchange", "Yes", CV_NETVAR, CV_YesNo, N
consvar_t cv_startinglives = {"startinglives", "3", CV_NETVAR|CV_CHEAT, startingliveslimit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t respawntime_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
static CV_PossibleValue_t respawntime_cons_t[] = {{1, "MIN"}, {30, "MAX"}, {0, "Off"}, {0, NULL}};
consvar_t cv_respawntime = {"respawndelay", "3", CV_NETVAR|CV_CHEAT, respawntime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_competitionboxes = {"competitionboxes", "Mystery", CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -246,20 +247,20 @@ INT32 cv_debug;
consvar_t cv_usemouse = {"use_mouse", "On", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usemouse2 = {"use_mouse2", "Off", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse2, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick = {"use_joystick", "1", CV_SAVE|CV_CALL, usejoystick_cons_t,
consvar_t cv_usejoystick = {"use_gamepad", "1", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick2 = {"use_joystick2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t,
consvar_t cv_usejoystick2 = {"use_gamepad2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick2, 0, NULL, NULL, 0, 0, NULL};
#if (defined (LJOYSTICK) || defined (HAVE_SDL))
#ifdef LJOYSTICK
consvar_t cv_joyport = {"joyport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyport2 = {"joyport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: for later
consvar_t cv_joyport = {"padport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyport2 = {"padport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: for later
#endif
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale = {"padscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale2 = {"padscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2, 0, NULL, NULL, 0, 0, NULL};
#else
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale = {"padscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale2 = {"padscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
#endif
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
consvar_t cv_mouse2port = {"mouse2port", "/dev/gpmdata", CV_SAVE, mouse2port_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -315,16 +316,17 @@ consvar_t cv_timetic = {"timerres", "Classic", CV_SAVE, timetic_cons_t, NULL, 0,
static CV_PossibleValue_t powerupdisplay_cons_t[] = {{0, "Never"}, {1, "First-person only"}, {2, "Always"}, {0, NULL}};
consvar_t cv_powerupdisplay = {"powerupdisplay", "First-person only", CV_SAVE, powerupdisplay_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t pointlimit_cons_t[] = {{0, "MIN"}, {999999990, "MAX"}, {0, NULL}};
consvar_t cv_pointlimit = {"pointlimit", "0", CV_NETVAR|CV_CALL|CV_NOINIT, pointlimit_cons_t,
static CV_PossibleValue_t pointlimit_cons_t[] = {{1, "MIN"}, {MAXSCORE, "MAX"}, {0, "None"}, {0, NULL}};
consvar_t cv_pointlimit = {"pointlimit", "None", CV_NETVAR|CV_CALL|CV_NOINIT, pointlimit_cons_t,
PointLimit_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t timelimit_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
consvar_t cv_timelimit = {"timelimit", "0", CV_NETVAR|CV_CALL|CV_NOINIT, timelimit_cons_t,
static CV_PossibleValue_t timelimit_cons_t[] = {{1, "MIN"}, {30, "MAX"}, {0, "None"}, {0, NULL}};
consvar_t cv_timelimit = {"timelimit", "None", CV_NETVAR|CV_CALL|CV_NOINIT, timelimit_cons_t,
TimeLimit_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t numlaps_cons_t[] = {{0, "MIN"}, {50, "MAX"}, {0, NULL}};
static CV_PossibleValue_t numlaps_cons_t[] = {{1, "MIN"}, {50, "MAX"}, {0, NULL}};
consvar_t cv_numlaps = {"numlaps", "4", CV_NETVAR|CV_CALL|CV_NOINIT, numlaps_cons_t,
NumLaps_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usemapnumlaps = {"usemaplaps", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t basenumlaps_cons_t[] = {{1, "MIN"}, {50, "MAX"}, {0, "Map default"}, {0, NULL}};
consvar_t cv_basenumlaps = {"basenumlaps", "Map default", CV_NETVAR|CV_CALL|CV_CHEAT, basenumlaps_cons_t, BaseNumLaps_OnChange, 0, NULL, NULL, 0, 0, NULL};
// log elemental hazards -- not a netvar, is local to current player
consvar_t cv_hazardlog = {"hazardlog", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -340,9 +342,7 @@ static CV_PossibleValue_t nettimeout_cons_t[] = {{TICRATE/7, "MIN"}, {60*TICRATE
consvar_t cv_nettimeout = {"nettimeout", "350", CV_CALL|CV_SAVE, nettimeout_cons_t, NetTimeout_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t jointimeout_cons_t[] = {{5*TICRATE, "MIN"}, {60*TICRATE, "MAX"}, {0, NULL}};
consvar_t cv_jointimeout = {"jointimeout", "350", CV_CALL|CV_SAVE, jointimeout_cons_t, JoinTimeout_OnChange, 0, NULL, NULL, 0, 0, NULL};
#ifdef NEWPING
consvar_t cv_maxping = {"maxping", "0", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
// Intermission time Tails 04-19-2002
static CV_PossibleValue_t inttime_cons_t[] = {{0, "MIN"}, {3600, "MAX"}, {0, NULL}};
consvar_t cv_inttime = {"inttime", "10", CV_NETVAR, inttime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -363,7 +363,7 @@ consvar_t cv_runscripts = {"runscripts", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL
consvar_t cv_pause = {"pausepermission", "Server", CV_NETVAR, pause_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mute = {"mute", "Off", CV_NETVAR|CV_CALL, CV_OnOff, Mute_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_sleep = {"cpusleep", "-1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
consvar_t cv_sleep = {"cpusleep", "1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
INT16 gametype = GT_COOP;
boolean splitscreen = false;
@ -497,7 +497,7 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_friendlyfire);
CV_RegisterVar(&cv_pointlimit);
CV_RegisterVar(&cv_numlaps);
CV_RegisterVar(&cv_usemapnumlaps);
CV_RegisterVar(&cv_basenumlaps);
CV_RegisterVar(&cv_hazardlog);
@ -573,9 +573,7 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_skipmapcheck);
CV_RegisterVar(&cv_sleep);
#ifdef NEWPING
CV_RegisterVar(&cv_maxping);
#endif
#ifdef SEENAMES
CV_RegisterVar(&cv_allowseenames);
@ -637,6 +635,8 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_screenshot_folder);
CV_RegisterVar(&cv_screenshot_colorprofile);
CV_RegisterVar(&cv_moviemode);
CV_RegisterVar(&cv_movie_option);
CV_RegisterVar(&cv_movie_folder);
// PNG variables
CV_RegisterVar(&cv_zlib_level);
CV_RegisterVar(&cv_zlib_memory);
@ -738,6 +738,8 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_chasefreelook);
CV_RegisterVar(&cv_chasefreelook2);
CV_RegisterVar(&cv_tutorialprompt);
CV_RegisterVar(&cv_showfocuslost);
CV_RegisterVar(&cv_pauseifunfocused);
// g_input.c
CV_RegisterVar(&cv_sideaxis);
@ -877,7 +879,7 @@ void D_RegisterClientCommands(void)
* \sa CleanupPlayerName, SetPlayerName, Got_NameAndColor
* \author Graue <graue@oceanbase.org>
*/
static boolean IsNameGood(char *name, INT32 playernum)
boolean EnsurePlayerNameIsGood(char *name, INT32 playernum)
{
INT32 ix;
@ -918,14 +920,14 @@ static boolean IsNameGood(char *name, INT32 playernum)
if (len > 1)
{
name[len-1] = '\0';
if (!IsNameGood (name, playernum))
if (!EnsurePlayerNameIsGood (name, playernum))
return false;
}
else if (len == 1) // Agh!
{
// Last ditch effort...
sprintf(name, "%d", M_RandomKey(10));
if (!IsNameGood (name, playernum))
if (!EnsurePlayerNameIsGood (name, playernum))
return false;
}
else
@ -1054,12 +1056,12 @@ static void CleanupPlayerName(INT32 playernum, const char *newname)
* \param newname New name for that player. Should be good, but won't
* necessarily be if the client is maliciously modified or
* buggy.
* \sa CleanupPlayerName, IsNameGood
* \sa CleanupPlayerName, EnsurePlayerNameIsGood
* \author Graue <graue@oceanbase.org>
*/
static void SetPlayerName(INT32 playernum, char *newname)
{
if (IsNameGood(newname, playernum))
if (EnsurePlayerNameIsGood(newname, playernum))
{
if (strcasecmp(newname, player_names[playernum]) != 0)
{
@ -1184,12 +1186,12 @@ static void SendNameAndColor(void)
&& !strcmp(cv_skin.string, skins[players[consoleplayer].skin].name))
return;
players[consoleplayer].availabilities = R_GetSkinAvailabilities();
// We'll handle it later if we're not playing.
if (!Playing())
return;
players[consoleplayer].availabilities = R_GetSkinAvailabilities();
// If you're not in a netgame, merely update the skin, color, and name.
if (!netgame)
{
@ -1302,12 +1304,12 @@ static void SendNameAndColor2(void)
CV_StealthSet(&cv_playercolor2, cv_playercolor2.defaultvalue);
}
players[secondplaya].availabilities = R_GetSkinAvailabilities();
// We'll handle it later if we're not playing.
if (!Playing())
return;
players[secondplaya].availabilities = R_GetSkinAvailabilities();
// If you're not in a netgame, merely update the skin, color, and name.
if (botingame)
{
@ -1690,7 +1692,7 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
// Kick bot from special stages
if (botskin)
{
if (G_IsSpecialStage(mapnum))
if (G_IsSpecialStage(mapnum) || (mapheaderinfo[mapnum-1] && (mapheaderinfo[mapnum-1]->typeoflevel & TOL_NIGHTS)))
{
if (botingame)
{
@ -1916,7 +1918,10 @@ static void Got_Mapcmd(UINT8 **cp, INT32 playernum)
precache = false;
if (resetplayer && !FLS)
{
emeralds = 0;
memset(&luabanks, 0, sizeof(luabanks));
}
if (modeattacking)
{
@ -2027,8 +2032,6 @@ static void Command_Suicide(void)
UINT8 buf[4];
UINT8 *cp = buf;
WRITEINT32(cp, consoleplayer);
if (!(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION))
{
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
@ -2048,6 +2051,7 @@ static void Command_Suicide(void)
return;
}
WRITEINT32(cp, consoleplayer);
SendNetXCmd(XD_SUICIDE, &buf, 4);
}
@ -2714,14 +2718,6 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
}
}
// Clear player score and rings if a spectator.
if (players[playernum].spectator)
{
players[playernum].score = players[playernum].rings = 0;
if (players[playernum].mo)
players[playernum].mo->health = 1;
}
// In tag, check to see if you still have a game.
if (G_TagGametype())
P_CheckSurvivors();
@ -3608,7 +3604,7 @@ static void CoopLives_OnChange(void)
{
case 0:
CONS_Printf(M_GetText("Players can now respawn indefinitely.\n"));
return;
break;
case 1:
CONS_Printf(M_GetText("Lives are now per-player.\n"));
return;
@ -4111,6 +4107,7 @@ void Command_ExitGame_f(void)
botskin = 0;
cv_debug = 0;
emeralds = 0;
memset(&luabanks, 0, sizeof(luabanks));
if (dirmenu)
closefilemenu(true);
@ -4467,3 +4464,14 @@ static void Command_ShowTime_f(void)
CONS_Printf(M_GetText("The current time is %f.\nThe timelimit is %f\n"), (double)leveltime/TICRATE, (double)timelimitintics/TICRATE);
}
static void BaseNumLaps_OnChange(void)
{
if (gametype == GT_RACE)
{
if (cv_basenumlaps.value)
CONS_Printf(M_GetText("Number of laps will be changed to map defaults next round.\n"));
else
CONS_Printf(M_GetText("Number of laps will be changed to %d next round.\n"), cv_basenumlaps.value);
}
}

View file

@ -66,7 +66,7 @@ extern consvar_t cv_friendlyfire;
extern consvar_t cv_pointlimit;
extern consvar_t cv_timelimit;
extern consvar_t cv_numlaps;
extern consvar_t cv_usemapnumlaps;
extern consvar_t cv_basenumlaps;
extern UINT32 timelimitintics;
extern consvar_t cv_allowexitlevel;
@ -107,9 +107,7 @@ extern consvar_t cv_ringslinger, cv_soundtest;
extern consvar_t cv_specialrings, cv_powerstones, cv_matchboxes, cv_competitionboxes;
#ifdef NEWPING
extern consvar_t cv_maxping;
#endif
extern consvar_t cv_skipmapcheck;
@ -190,6 +188,7 @@ typedef union {
// add game commands, needs cleanup
void D_RegisterServerCommands(void);
void D_RegisterClientCommands(void);
boolean EnsurePlayerNameIsGood(char *name, INT32 playernum);
void D_SendPlayerConfig(void);
void Command_ExitGame_f(void);
void Command_Retry_f(void);

View file

@ -752,11 +752,9 @@ void Got_Filetxpak(void)
nameonly(filename);
if (!(strcmp(filename, "srb2.pk3")
&& strcmp(filename, "srb2.srb")
&& strcmp(filename, "srb2.wad")
&& strcmp(filename, "zones.dta")
&& strcmp(filename, "zones.pk3")
&& strcmp(filename, "player.dta")
&& strcmp(filename, "patch.dta")
&& strcmp(filename, "patch.pk3")
&& strcmp(filename, "music.dta")
))
I_Error("Tried to download \"%s\"", filename);

View file

@ -234,7 +234,9 @@ typedef enum
CR_ZOOMTUBE,
CR_ROPEHANG,
CR_MACESPIN,
CR_MINECART
CR_MINECART,
CR_ROLLOUT,
CR_PTERABYTE
} carrytype_t; // pw_carry
// Player powers. (don't edit this comment)
@ -250,6 +252,8 @@ typedef enum
pw_spacetime, // In space, no one can hear you spin!
pw_extralife, // Extra Life timer
pw_pushing,
pw_justsprung,
pw_noautobrake,
pw_super, // Are you super?
pw_gravityboots, // gravity boots
@ -509,6 +513,10 @@ typedef struct player_s
#endif
} player_t;
// Values for dashmode
#define DASHMODE_THRESHOLD (3*TICRATE)
#define DASHMODE_MAX (DASHMODE_THRESHOLD + 3)
// Value for infinite lives
#define INFLIVES 0x7F

View file

@ -313,7 +313,13 @@ static boolean findFreeSlot(INT32 *num)
if (*num >= MAXSKINS)
return false;
description[*num].picname[0] = '\0'; // Redesign your logo. (See M_DrawSetupChoosePlayerMenu in m_menu.c...)
// Redesign your logo. (See M_DrawSetupChoosePlayerMenu in m_menu.c...)
description[*num].picname[0] = '\0';
description[*num].nametag[0] = '\0';
description[*num].displayname[0] = '\0';
description[*num].oppositecolor = SKINCOLOR_NONE;
description[*num].tagtextcolor = SKINCOLOR_NONE;
description[*num].tagoutlinecolor = SKINCOLOR_NONE;
// Found one! ^_^
return (description[*num].used = true);
@ -326,9 +332,16 @@ static void readPlayer(MYFILE *f, INT32 num)
char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
char *word;
char *word2;
char *displayname = ZZ_Alloc(MAXLINELEN+1);
INT32 i;
boolean slotfound = false;
#define SLOTFOUND \
if (!slotfound && (slotfound = findFreeSlot(&num)) == false) \
goto done;
displayname[MAXLINELEN] = '\0';
do
{
if (myfgets(s, MAXLINELEN, f))
@ -336,6 +349,17 @@ static void readPlayer(MYFILE *f, INT32 num)
if (s[0] == '\n')
break;
for (i = 0; i < MAXLINELEN-3; i++)
{
char *tmp;
if (s[i] == '=')
{
tmp = &s[i+2];
strncpy(displayname, tmp, SKINNAMESIZE);
break;
}
}
word = strtok(s, " ");
if (word)
strupr(word);
@ -346,8 +370,7 @@ static void readPlayer(MYFILE *f, INT32 num)
{
char *playertext = NULL;
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
goto done;
SLOTFOUND
for (i = 0; i < MAXLINELEN-3; i++)
{
@ -395,11 +418,54 @@ static void readPlayer(MYFILE *f, INT32 num)
if (fastcmp(word, "PICNAME"))
{
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
goto done;
SLOTFOUND
strncpy(description[num].picname, word2, 8);
}
// new character select
else if (fastcmp(word, "DISPLAYNAME"))
{
SLOTFOUND
// replace '#' with line breaks
// (also remove any '\n')
{
char *cur = NULL;
// remove '\n'
cur = strchr(displayname, '\n');
if (cur)
*cur = '\0';
// turn '#' into '\n'
cur = strchr(displayname, '#');
while (cur)
{
*cur = '\n';
cur = strchr(cur, '#');
}
}
// copy final string
strncpy(description[num].displayname, displayname, SKINNAMESIZE);
}
else if (fastcmp(word, "OPPOSITECOLOR") || fastcmp(word, "OPPOSITECOLOUR"))
{
SLOTFOUND
description[num].oppositecolor = (UINT8)get_number(word2);
}
else if (fastcmp(word, "NAMETAG") || fastcmp(word, "TAGNAME"))
{
SLOTFOUND
strncpy(description[num].nametag, word2, 8);
}
else if (fastcmp(word, "TAGTEXTCOLOR") || fastcmp(word, "TAGTEXTCOLOUR"))
{
SLOTFOUND
description[num].tagtextcolor = (UINT8)get_number(word2);
}
else if (fastcmp(word, "TAGOUTLINECOLOR") || fastcmp(word, "TAGOUTLINECOLOUR"))
{
SLOTFOUND
description[num].tagoutlinecolor = (UINT8)get_number(word2);
}
else if (fastcmp(word, "STATUS"))
{
/*
@ -417,9 +483,7 @@ static void readPlayer(MYFILE *f, INT32 num)
else if (fastcmp(word, "SKINNAME"))
{
// Send to free slot.
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
goto done;
SLOTFOUND
strlcpy(description[num].skinname, word2, sizeof description[num].skinname);
strlwr(description[num].skinname);
}
@ -427,8 +491,9 @@ static void readPlayer(MYFILE *f, INT32 num)
deh_warning("readPlayer %d: unknown word '%s'", num, word);
}
} while (!myfeof(f)); // finish when the line is empty
#undef SLOTFOUND
done:
Z_Free(displayname);
Z_Free(s);
}
@ -2325,6 +2390,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss1Spikeballs}, "A_BOSS1SPIKEBALLS"},
{{A_Boss3TakeDamage}, "A_BOSS3TAKEDAMAGE"},
{{A_Boss3Path}, "A_BOSS3PATH"},
{{A_Boss3ShockThink}, "A_BOSS3SHOCKTHINK"},
{{A_LinedefExecute}, "A_LINEDEFEXECUTE"},
{{A_PlaySeeSound}, "A_PLAYSEESOUND"},
{{A_PlayAttackSound}, "A_PLAYATTACKSOUND"},
@ -2431,6 +2497,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss5CheckFalling}, "A_BOSS5CHECKFALLING"},
{{A_Boss5PinchShot}, "A_BOSS5PINCHSHOT"},
{{A_Boss5MakeItRain}, "A_BOSS5MAKEITRAIN"},
{{A_Boss5MakeJunk}, "A_BOSS5MAKEJUNK"},
{{A_LookForBetter}, "A_LOOKFORBETTER"},
{{A_Boss5BombExplode}, "A_BOSS5BOMBEXPLODE"},
{{A_DustDevilThink}, "A_DUSTDEVILTHINK"},
@ -2445,6 +2512,14 @@ static actionpointer_t actionpointers[] =
{{A_SaloonDoorSpawn}, "A_SALOONDOORSPAWN"},
{{A_MinecartSparkThink}, "A_MINECARTSPARKTHINK"},
{{A_ModuloToState}, "A_MODULOTOSTATE"},
{{A_LavafallRocks}, "A_LAVAFALLROCKS"},
{{A_LavafallLava}, "A_LAVAFALLLAVA"},
{{A_FallingLavaCheck}, "A_FALLINGLAVACHECK"},
{{A_FireShrink}, "A_FIRESHRINK"},
{{A_SpawnPterabytes}, "A_SPAWNPTERABYTES"},
{{A_PterabyteHover}, "A_PTERABYTEHOVER"},
{{A_RolloutSpawn}, "A_ROLLOUTSPAWN"},
{{A_RolloutRock}, "A_ROLLOUTROCK"},
{{NULL}, "NONE"},
// This NULL entry must be the last in the list
@ -4183,6 +4258,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// CA_GLIDEANDCLIMB
"S_PLAY_GLIDE",
"S_PLAY_GLIDE_LANDING",
"S_PLAY_CLING",
"S_PLAY_CLIMB",
@ -4282,6 +4358,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_TAILSOVERLAY_GASP",
"S_TAILSOVERLAY_EDGE",
// [:
"S_JETFUMEFLASH",
// Blue Crawla
"S_POSS_STND",
"S_POSS_RUN1",
@ -4430,6 +4509,21 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CRUSHCLAW_WAIT",
"S_CRUSHCHAIN",
// Banpyura
"S_BANPYURA_ROAM1",
"S_BANPYURA_ROAM2",
"S_BANPYURA_ROAM3",
"S_BANPYURA_ROAM4",
"S_BANPYURA_ROAMPAUSE",
"S_CDIAG1",
"S_CDIAG2",
"S_CDIAG3",
"S_CDIAG4",
"S_CDIAG5",
"S_CDIAG6",
"S_CDIAG7",
"S_CDIAG8",
// Jet Jaw
"S_JETJAW_ROAM1",
"S_JETJAW_ROAM2",
@ -4616,6 +4710,22 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CANARIVOREGAS_7",
"S_CANARIVOREGAS_8",
// Pyre Fly
"S_PYREFLY_FLY",
"S_PYREFLY_BURN",
"S_PYREFIRE1",
"S_PYREFIRE2",
// Pterabyte
"S_PTERABYTESPAWNER",
"S_PTERABYTEWAYPOINT",
"S_PTERABYTE_FLY1",
"S_PTERABYTE_FLY2",
"S_PTERABYTE_FLY3",
"S_PTERABYTE_FLY4",
"S_PTERABYTE_SWOOPDOWN",
"S_PTERABYTE_SWOOPUP",
// Boss Explosion
"S_BOSSEXPLODE",
@ -4742,6 +4852,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BOSSSEBH1",
"S_BOSSSEBH2",
// Boss 3 Shockwave
"S_SHOCKWAVE1",
"S_SHOCKWAVE2",
// Boss 4
"S_EGGMOBILE4_STND",
"S_EGGMOBILE4_LATK1",
@ -4784,6 +4899,25 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGROBOJET",
// Boss 5
"S_FANG_SETUP",
"S_FANG_INTRO0",
"S_FANG_INTRO1",
"S_FANG_INTRO2",
"S_FANG_INTRO3",
"S_FANG_INTRO4",
"S_FANG_INTRO5",
"S_FANG_INTRO6",
"S_FANG_INTRO7",
"S_FANG_INTRO8",
"S_FANG_INTRO9",
"S_FANG_INTRO10",
"S_FANG_INTRO11",
"S_FANG_INTRO12",
"S_FANG_CLONE1",
"S_FANG_CLONE2",
"S_FANG_CLONE3",
"S_FANG_CLONE4",
"S_FANG_IDLE0",
"S_FANG_IDLE1",
"S_FANG_IDLE2",
"S_FANG_IDLE3",
@ -4855,6 +4989,26 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FANG_FLEEBOUNCE2",
"S_FANG_KO",
"S_BROKENROBOTRANDOM",
"S_BROKENROBOTA",
"S_BROKENROBOTB",
"S_BROKENROBOTC",
"S_BROKENROBOTD",
"S_BROKENROBOTE",
"S_BROKENROBOTF",
"S_ALART1",
"S_ALART2",
"S_VWREF",
"S_VWREB",
"S_PROJECTORLIGHT1",
"S_PROJECTORLIGHT2",
"S_PROJECTORLIGHT3",
"S_PROJECTORLIGHT4",
"S_PROJECTORLIGHT5",
"S_FBOMB1",
"S_FBOMB2",
"S_FBOMB_EXPL1",
@ -5578,14 +5732,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_DRIPC1",
"S_DRIPC2",
// Coral 1
// Coral
"S_CORAL1",
// Coral 2
"S_CORAL2",
// Coral 3
"S_CORAL3",
"S_CORAL4",
"S_CORAL5",
// Blue Crystal
"S_BLUECRYSTAL1",
@ -5593,6 +5745,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Kelp,
"S_KELP",
// Animated algae
"S_ANIMALGAETOP1",
"S_ANIMALGAETOP2",
"S_ANIMALGAESEG",
// DSZ Stalagmites
"S_DSZSTALAGMITE",
"S_DSZ2STALAGMITE",
@ -5737,6 +5894,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CACTI7",
"S_CACTI8",
"S_CACTI9",
"S_CACTI10",
"S_CACTI11",
"S_CACTITINYSEG",
"S_CACTISMALLSEG",
// Warning signs sprites
"S_ARIDSIGN_CAUTION",
@ -5808,7 +5969,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Saloon door
"S_SALOONDOOR",
"S_SALOONDOORTHINKER",
"S_SALOONDOORCENTER",
// Train cameo
"S_TRAINCAMEOSPAWNER_1",
@ -5829,6 +5990,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FLAMEJETFLAME1",
"S_FLAMEJETFLAME2",
"S_FLAMEJETFLAME3",
"S_FLAMEJETFLAME4",
"S_FLAMEJETFLAME5",
"S_FLAMEJETFLAME6",
"S_FLAMEJETFLAME7",
"S_FLAMEJETFLAME8",
"S_FLAMEJETFLAME9",
// Spinning flame jets
"S_FJSPINAXISA1", // Counter-clockwise
@ -5841,6 +6008,28 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FLAMEJETFLAMEB2",
"S_FLAMEJETFLAMEB3",
// Lavafall
"S_LAVAFALL_DORMANT",
"S_LAVAFALL_TELL",
"S_LAVAFALL_SHOOT",
"S_LAVAFALL_LAVA1",
"S_LAVAFALL_LAVA2",
"S_LAVAFALL_LAVA3",
"S_LAVAFALLROCK",
// Rollout Rock
"S_ROLLOUTSPAWN",
"S_ROLLOUTROCK",
// RVZ scenery
"S_BIGFERNLEAF",
"S_BIGFERN1",
"S_BIGFERN2",
"S_JUNGLEPALM",
"S_TORCHFLOWER",
"S_WALLVINE_LONG",
"S_WALLVINE_SHORT",
// Trapgoyles
"S_TRAPGOYLE",
"S_TRAPGOYLE_CHECK",
@ -5872,6 +6061,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_TARGET_RESPAWN",
"S_TARGET_ALLDONE",
// ATZ's green flame
"S_GREENFLAME",
// Stalagmites
"S_STG0",
"S_STG1",
@ -5892,6 +6084,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_LAMPPOST1", // normal
"S_LAMPPOST2", // with snow
"S_HANGSTAR",
"S_MISTLETOE",
// Xmas GFZ bushes
"S_XMASBLUEBERRYBUSH",
"S_XMASBERRYBUSH",
@ -5899,6 +6092,16 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// FHZ
"S_FHZICE1",
"S_FHZICE2",
"S_ROSY_IDLE1",
"S_ROSY_IDLE2",
"S_ROSY_IDLE3",
"S_ROSY_IDLE4",
"S_ROSY_JUMP",
"S_ROSY_WALK",
"S_ROSY_HUG",
"S_ROSY_PAIN",
"S_ROSY_STND",
"S_ROSY_UNHAPPY",
// Halloween Scenery
// Pumpkins
@ -6550,6 +6753,16 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BHORIZ7",
"S_BHORIZ8",
"S_BOOSTERSOUND",
"S_YELLOWBOOSTERROLLER",
"S_YELLOWBOOSTERSEG_LEFT",
"S_YELLOWBOOSTERSEG_RIGHT",
"S_YELLOWBOOSTERSEG_FACE",
"S_REDBOOSTERROLLER",
"S_REDBOOSTERSEG_LEFT",
"S_REDBOOSTERSEG_RIGHT",
"S_REDBOOSTERSEG_FACE",
// Rain
"S_RAIN1",
"S_RAINRETURN",
@ -6570,6 +6783,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_SPLISH8",
"S_SPLISH9",
// Lava splish
"S_LAVASPLISH",
// added water splash
"S_SPLASH1",
"S_SPLASH2",
@ -7181,6 +7397,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_THOK", // Thok! mobj
"MT_PLAYER",
"MT_TAILSOVERLAY", // c:
"MT_METALJETFUME", // [:
// Enemies
"MT_BLUECRAWLA", // Crawla (Blue)
@ -7199,6 +7416,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_CRUSHSTACEAN", // Crushstacean
"MT_CRUSHCLAW", // Big meaty claw
"MT_CRUSHCHAIN", // Chain
"MT_BANPYURA", // Banpyura
"MT_BANPSPRING", // Banpyura spring
"MT_JETJAW", // Jet Jaw
"MT_SNAILER", // Snailer
"MT_VULTURE", // BASH
@ -7220,6 +7439,11 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_UNIBALL", // Unidus Ball
"MT_CANARIVORE", // Canarivore
"MT_CANARIVORE_GAS", // Canarivore gas
"MT_PYREFLY", // Pyre Fly
"MT_PYREFLY_FIRE", // Pyre Fly fire
"MT_PTERABYTESPAWNER", // Pterabyte spawner
"MT_PTERABYTEWAYPOINT", // Pterabyte waypoint
"MT_PTERABYTE", // Pterabyte
// Generic Boss Items
"MT_BOSSEXPLODE",
@ -7246,7 +7470,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Boss 3
"MT_EGGMOBILE3",
"MT_FAKEMOBILE",
"MT_SHOCK",
"MT_SHOCKWAVE",
// Boss 4
"MT_EGGMOBILE4",
@ -7257,6 +7481,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Boss 5
"MT_FANG",
"MT_BROKENROBOT",
"MT_VWREF",
"MT_VWREB",
"MT_PROJECTORLIGHT",
"MT_FBOMB",
"MT_TNTDUST", // also used by barrel
"MT_FSGNA",
@ -7327,6 +7555,11 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_REDHORIZ",
"MT_BLUEHORIZ",
"MT_BOOSTERSEG",
"MT_BOOSTERROLLER",
"MT_YELLOWBOOSTER",
"MT_REDBOOSTER",
// Interactive Objects
"MT_BUBBLES", // Bubble source
"MT_SIGN", // Level end sign
@ -7455,11 +7688,15 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_SEAWEED", // DSZ Seaweed
"MT_WATERDRIP", // Dripping Water source
"MT_WATERDROP", // Water drop from dripping water
"MT_CORAL1", // Coral 1
"MT_CORAL2", // Coral 2
"MT_CORAL3", // Coral 3
"MT_CORAL1", // Coral
"MT_CORAL2",
"MT_CORAL3",
"MT_CORAL4",
"MT_CORAL5",
"MT_BLUECRYSTAL", // Blue Crystal
"MT_KELP", // Kelp
"MT_ANIMALGAETOP", // Animated algae top
"MT_ANIMALGAESEG", // Animated algae segment
"MT_DSZSTALAGMITE", // Deep Sea 1 Stalagmite
"MT_DSZ2STALAGMITE", // Deep Sea 2 Stalagmite
"MT_LIGHTBEAM", // DSZ Light beam
@ -7519,6 +7756,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_CACTI7",
"MT_CACTI8",
"MT_CACTI9",
"MT_CACTI10",
"MT_CACTI11",
"MT_CACTITINYSEG",
"MT_CACTISMALLSEG",
"MT_ARIDSIGN_CAUTION",
"MT_ARIDSIGN_CACTI",
"MT_ARIDSIGN_SHARPTURN",
@ -7536,7 +7777,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_MINECARTSIDEMARK",
"MT_MINECARTSPARK",
"MT_SALOONDOOR",
"MT_SALOONDOORTHINKER",
"MT_SALOONDOORCENTER",
"MT_TRAINCAMEOSPAWNER",
"MT_TRAINSEG",
"MT_TRAINDUSTSPAWNER",
@ -7553,6 +7794,20 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_FLAMEJETFLAMEB", // Blade's flame
"MT_LAVAFALL",
"MT_LAVAFALL_LAVA",
"MT_LAVAFALLROCK",
"MT_ROLLOUTSPAWN",
"MT_ROLLOUTROCK",
"MT_BIGFERNLEAF",
"MT_BIGFERN",
"MT_JUNGLEPALM",
"MT_TORCHFLOWER",
"MT_WALLVINE_LONG",
"MT_WALLVINE_SHORT",
// Dark City Scenery
// Egg Rock Scenery
@ -7563,6 +7818,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_TRAPGOYLEDOWN",
"MT_TRAPGOYLELONG",
"MT_TARGET",
"MT_GREENFLAME",
// Stalagmites
"MT_STALAGMITE0",
@ -7584,6 +7840,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_LAMPPOST1", // normal
"MT_LAMPPOST2", // with snow
"MT_HANGSTAR",
"MT_MISTLETOE",
// Xmas GFZ bushes
"MT_XMASBLUEBERRYBUSH",
"MT_XMASBERRYBUSH",
@ -7591,6 +7848,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// FHZ
"MT_FHZICE1",
"MT_FHZICE2",
"MT_ROSY",
"MT_CDLHRT",
// Halloween Scenery
// Pumpkins
@ -7719,6 +7978,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_RAIN", // Rain
"MT_SNOWFLAKE", // Snowflake
"MT_SPLISH", // Water splish!
"MT_LAVASPLISH", // Lava splish!
"MT_SMOKE",
"MT_SMALLBUBBLE", // small bubble
"MT_MEDIUMBUBBLE", // medium bubble
@ -8204,6 +8464,8 @@ static const char *const POWERS_LIST[] = {
"SPACETIME", // In space, no one can hear you spin!
"EXTRALIFE", // Extra Life timer
"PUSHING",
"JUSTSPRUNG",
"NOAUTOBRAKE",
"SUPER", // Are you super?
"GRAVITYBOOTS", // gravity boots
@ -8544,6 +8806,8 @@ struct {
{"CR_ROPEHANG",CR_ROPEHANG},
{"CR_MACESPIN",CR_MACESPIN},
{"CR_MINECART",CR_MINECART},
{"CR_ROLLOUT", CR_ROLLOUT},
{"CR_PTERABYTE",CR_PTERABYTE},
// Ring weapons (ringweapons_t)
// Useful for A_GiveWeapon
@ -8765,9 +9029,9 @@ struct {
{"FF_PLATFORM",FF_PLATFORM}, ///< You can jump up through this to the top.
{"FF_REVERSEPLATFORM",FF_REVERSEPLATFORM}, ///< A fall-through floor in normal gravity, a platform in reverse gravity.
{"FF_INTANGABLEFLATS",FF_INTANGABLEFLATS}, ///< Both flats are intangable, but the sides are still solid.
{"FF_SHATTER",FF_SHATTER}, ///< Used with ::FF_BUSTUP. Thinks everyone's Knuckles.
{"FF_SPINBUST",FF_SPINBUST}, ///< Used with ::FF_BUSTUP. Jump or fall onto it while curled in a ball.
{"FF_ONLYKNUX",FF_ONLYKNUX}, ///< Used with ::FF_BUSTUP. Only Knuckles can break this rock.
{"FF_SHATTER",FF_SHATTER}, ///< Used with ::FF_BUSTUP. Bustable on mere touch.
{"FF_SPINBUST",FF_SPINBUST}, ///< Used with ::FF_BUSTUP. Also bustable if you're in your spinning frames.
{"FF_STRONGBUST",FF_STRONGBUST }, ///< Used with ::FF_BUSTUP. Only bustable by "strong" characters (Knuckles) and abilities (bouncing, twinspin, melee).
{"FF_RIPPLE",FF_RIPPLE}, ///< Ripple the flats
{"FF_COLORMAPONLY",FF_COLORMAPONLY}, ///< Only copy the colormap, not the lightlevel
{"FF_GOOWATER",FF_GOOWATER}, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop.
@ -8898,6 +9162,7 @@ struct {
{"V_OFFSET",V_OFFSET},
{"V_ALLOWLOWERCASE",V_ALLOWLOWERCASE},
{"V_FLIP",V_FLIP},
{"V_CENTERNAMETAG",V_CENTERNAMETAG},
{"V_SNAPTOTOP",V_SNAPTOTOP},
{"V_SNAPTOBOTTOM",V_SNAPTOBOTTOM},
{"V_SNAPTOLEFT",V_SNAPTOLEFT},
@ -8931,6 +9196,7 @@ struct {
{"TC_ALLWHITE",TC_ALLWHITE},
{"TC_RAINBOW",TC_RAINBOW},
{"TC_BLINK",TC_BLINK},
{"TC_DASHMODE",TC_DASHMODE},
#endif
{NULL,0}
@ -9917,6 +10183,23 @@ static inline int lib_getenum(lua_State *L)
} else if (fastcmp(word,"mapmusposition")) {
lua_pushinteger(L, mapmusposition);
return 1;
// local player variables, by popular request
} else if (fastcmp(word,"consoleplayer")) { // player controlling console (aka local player 1)
if (consoleplayer < 0 || !playeringame[consoleplayer])
return 0;
LUA_PushUserdata(L, &players[consoleplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"displayplayer")) { // player visible on screen (aka display player 1)
if (displayplayer < 0 || !playeringame[displayplayer])
return 0;
LUA_PushUserdata(L, &players[displayplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"secondarydisplayplayer")) { // local/display player 2, for splitscreen
if (!splitscreen || secondarydisplayplayer < 0 || !playeringame[secondarydisplayplayer])
return 0;
LUA_PushUserdata(L, &players[secondarydisplayplayer], META_PLAYER);
return 1;
// end local player variables
} else if (fastcmp(word,"server")) {
if ((!multiplayer || !netgame) && !playeringame[serverplayer])
return 0;

View file

@ -506,13 +506,20 @@ INT32 I_GetKey(void);
#define max(x, y) (((x) > (y)) ? (x) : (y))
#endif
// Max gamepad/joysticks that can be detected/used.
#define MAX_JOYSTICKS 4
#ifndef M_PIl
#define M_PIl 3.1415926535897932384626433832795029L
#endif
// Floating point comparison epsilons from float.h
#ifndef FLT_EPSILON
#define FLT_EPSILON 1.1920928955078125e-7f
#endif
#ifndef DBL_EPSILON
#define DBL_EPSILON 2.2204460492503131e-16
#define DBL_EPSILON 2.2204460492503131e-16l
#endif
// An assert-type mechanism.
@ -558,9 +565,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// Polyobject fake flat code
#define POLYOBJECTS_PLANES
/// Improved way of dealing with ping values and a ping limit.
#define NEWPING
/// See name of player in your crosshair
#define SEENAMES

View file

@ -420,6 +420,10 @@ extern UINT16 emeralds;
#define EMERALD7 64
#define ALL7EMERALDS(v) ((v & (EMERALD1|EMERALD2|EMERALD3|EMERALD4|EMERALD5|EMERALD6|EMERALD7)) == (EMERALD1|EMERALD2|EMERALD3|EMERALD4|EMERALD5|EMERALD6|EMERALD7))
// yes, even in non HAVE_BLUA
#define NUM_LUABANKS 16 // please only make this number go up between versions, never down. you'll break saves otherwise. also, must fit in UINT8
extern INT32 luabanks[NUM_LUABANKS];
extern INT32 nummaprings; //keep track of spawned rings/coins
/** Time attack information, currently a very small structure.
@ -429,6 +433,7 @@ typedef struct
tic_t time; ///< Time in which the level was finished.
UINT32 score; ///< Score when the level was finished.
UINT16 rings; ///< Rings when the level was finished.
boolean gotperfect; ///< Got perfect bonus?
} recorddata_t;
/** Setup for one NiGHTS map.

View file

@ -75,6 +75,7 @@ INT32 curbgcolor;
INT32 curbgxspeed;
INT32 curbgyspeed;
boolean curbghide;
boolean hidetitlemap; // WARNING: set to false by M_SetupNextMenu and M_ClearMenus
static UINT8 curDemo = 0;
static UINT32 demoDelayLeft;
@ -637,6 +638,7 @@ static void F_IntroDrawScene(void)
}
else
{
menuanimtimer = animtimer; // Reusing this variable for the intro to fix the scrolling sky, better than changing the function around.
F_SkyScroll(80*4, 0, "TITLESKY");
if (timetonext == 6)
{
@ -1584,15 +1586,15 @@ void F_StartEnding(void)
UINT8 skinnum = players[consoleplayer].skin;
spritedef_t *sprdef;
spriteframe_t *sprframe;
if (skins[skinnum].sprites[SPR2_XTRA].numframes >= 7)
if (skins[skinnum].sprites[SPR2_XTRA].numframes >= (XTRA_ENDING+2)+1)
{
sprdef = &skins[skinnum].sprites[SPR2_XTRA];
// character head, skin specific
sprframe = &sprdef->spriteframes[4];
sprframe = &sprdef->spriteframes[XTRA_ENDING];
endfwrk[0] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL);
sprframe = &sprdef->spriteframes[5];
sprframe = &sprdef->spriteframes[XTRA_ENDING+1];
endfwrk[1] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL);
sprframe = &sprdef->spriteframes[6];
sprframe = &sprdef->spriteframes[XTRA_ENDING+2];
endfwrk[2] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL);
}
else // Show a star if your character doesn't have an ending firework display. (Basically the MISSINGs for this)
@ -2097,12 +2099,12 @@ void F_InitMenuPresValues(void)
curfadevalue = 16;
curhidepics = hidetitlepics;
curbgcolor = -1;
curbgxspeed = titlescrollxspeed;
curbgyspeed = titlescrollyspeed;
curbghide = true;
curbgxspeed = (gamestate == GS_TIMEATTACK) ? 0 : titlescrollxspeed;
curbgyspeed = (gamestate == GS_TIMEATTACK) ? 22 : titlescrollyspeed;
curbghide = (gamestate == GS_TIMEATTACK) ? false : true;
// Find current presentation values
M_SetMenuCurBackground((gamestate == GS_TIMEATTACK) ? "SRB2BACK" : "TITLESKY");
M_SetMenuCurBackground((gamestate == GS_TIMEATTACK) ? "RECATTBG" : "TITLESKY");
M_SetMenuCurFadeValue(16);
M_SetMenuCurHideTitlePics();
}
@ -2465,6 +2467,11 @@ void F_TitleDemoTicker(void)
// ==========
// CONTINUE
// ==========
static skin_t *contskins[2];
static UINT8 cont_spr2[2][6];
static UINT8 *contcolormaps[2];
void F_StartContinue(void)
{
I_Assert(!netgame && !multiplayer);
@ -2488,7 +2495,44 @@ void F_StartContinue(void)
S_ChangeMusicInternal("_conti", false);
S_StopSounds();
timetonext = TICRATE*11;
contskins[0] = &skins[players[consoleplayer].skin];
cont_spr2[0][0] = P_GetSkinSprite2(contskins[0], SPR2_CNT1, NULL);
cont_spr2[0][2] = contskins[0]->contangle & 7;
contcolormaps[0] = R_GetTranslationColormap(players[consoleplayer].skin, players[consoleplayer].skincolor, GTC_CACHE);
cont_spr2[0][4] = contskins[0]->sprites[cont_spr2[0][0]].numframes;
cont_spr2[0][5] = max(1, contskins[0]->contspeed);
if (botskin)
{
INT32 secondplaya;
if (secondarydisplayplayer != consoleplayer)
secondplaya = secondarydisplayplayer;
else // HACK
secondplaya = 1;
contskins[1] = &skins[players[secondplaya].skin];
cont_spr2[1][0] = P_GetSkinSprite2(contskins[1], SPR2_CNT4, NULL);
cont_spr2[1][2] = (contskins[1]->contangle >> 3) & 7;
contcolormaps[1] = R_GetTranslationColormap(players[secondplaya].skin, players[secondplaya].skincolor, GTC_CACHE);
cont_spr2[1][4] = contskins[1]->sprites[cont_spr2[1][0]].numframes;
if (cont_spr2[1][0] == SPR2_CNT4)
cont_spr2[1][5] = 4; // sorry, this one is hardcoded
else
cont_spr2[1][5] = max(1, contskins[1]->contspeed);
}
else
{
contskins[1] = NULL;
contcolormaps[1] = NULL;
cont_spr2[1][0] = cont_spr2[1][2] = cont_spr2[1][4] = cont_spr2[1][5] = 0;
}
cont_spr2[0][1] = cont_spr2[0][3] =\
cont_spr2[1][1] = cont_spr2[1][3] = 0;
timetonext = (11*TICRATE)+11;
continuetime = 0;
}
//
@ -2497,47 +2541,198 @@ void F_StartContinue(void)
//
void F_ContinueDrawer(void)
{
patch_t *contsonic;
INT32 i, x = (BASEVIDWIDTH/2) + 4, ncontinues = players[consoleplayer].continues;
if (ncontinues > 20)
ncontinues = 20;
spritedef_t *sprdef;
spriteframe_t *sprframe;
patch_t *patch;
INT32 i, x = (BASEVIDWIDTH>>1), ncontinues = players[consoleplayer].continues;
char numbuf[9] = "CONTNUM*";
tic_t timeleft = (timetonext/TICRATE);
INT32 offsx = 0, offsy = 0, lift[2] = {0, 0};
if (imcontinuing)
contsonic = W_CachePatchName("CONT2", PU_CACHE);
else
contsonic = W_CachePatchName("CONT1", PU_CACHE);
if (continuetime >= 3*TICRATE)
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 0);
return;
}
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
V_DrawCenteredString(BASEVIDWIDTH/2, 100, 0, "CONTINUE?");
// Draw a Sonic!
V_DrawScaledPatch((BASEVIDWIDTH - SHORT(contsonic->width))/2, 32, 0, contsonic);
if (timetonext >= (11*TICRATE)+10)
return;
// Draw the continue markers! Show continues minus one.
x -= ncontinues * 6;
V_DrawLevelTitle(x - (V_LevelNameWidth("CONTINUE")>>1), 16, 0, "CONTINUE");
// Two stars...
patch = W_CachePatchName("CONTSTAR", PU_CACHE);
V_DrawScaledPatch(x-32, 160, 0, patch);
V_DrawScaledPatch(x+32, 160, 0, patch);
// Time left!
if (timeleft > 9)
{
numbuf[7] = '1';
V_DrawScaledPatch(x - 10, 160, 0, W_CachePatchName(numbuf, PU_CACHE));
numbuf[7] = '0';
V_DrawScaledPatch(x + 10, 160, 0, W_CachePatchName(numbuf, PU_CACHE));
}
else
{
numbuf[7] = '0'+timeleft;
V_DrawScaledPatch(x, 160, 0, W_CachePatchName(numbuf, PU_CACHE));
}
// Draw the continue markers! Show continues.
if (ncontinues > 10)
{
if (!(continuetime & 1) || continuetime > 17)
V_DrawContinueIcon(x, 68, 0, players[consoleplayer].skin, players[consoleplayer].skincolor);
V_DrawScaledPatch(x+12, 68-2, 0, stlivex);
V_DrawRightAlignedString(x+36, 69-5, 0,
va("%d",(imcontinuing ? ncontinues-1 : ncontinues)));
}
else
{
x += (ncontinues/2) * 30;
if (!(ncontinues & 1))
x -= 15;
for (i = 0; i < ncontinues; ++i)
V_DrawContinueIcon(x + (i*12), 140, 0, players[consoleplayer].skin, players[consoleplayer].skincolor);
{
if (i == (ncontinues/2) && ((continuetime & 1) || continuetime > 17))
continue;
V_DrawContinueIcon(x - (i*30), 68, 0, players[consoleplayer].skin, players[consoleplayer].skincolor);
}
x = BASEVIDWIDTH>>1;
}
V_DrawCenteredString(BASEVIDWIDTH/2, 168, 0, va("\x82*\x80" " %02d " "\x82*\x80", timetonext/TICRATE));
// Spotlight
V_DrawScaledPatch(x, 140, 0, W_CachePatchName("CONTSPOT", PU_CACHE));
// warping laser
if (continuetime)
{
INT32 w = min(continuetime, 28), brightness = (continuetime>>1) & 7;
if (brightness > 3)
brightness = 8-brightness;
V_DrawFadeFill(x-w, 0, w<<1, 140, 0, 0, (3+brightness));
}
if (contskins[1])
{
if (continuetime > 15)
{
angle_t work = FixedAngle((10*(continuetime-15))<<FRACBITS)>>ANGLETOFINESHIFT;
offsy = FINESINE(work)<<1;
offsx = (27*FINECOSINE(work))>>1;
}
else
offsx = 27<<(FRACBITS-1);
lift[1] = continuetime-10;
if (lift[1] < 0)
lift[1] = 0;
else if (lift[1] > TICRATE+5)
lift[1] = TICRATE+5;
}
lift[0] = continuetime-5;
if (lift[0] < 0)
lift[0] = 0;
else if (lift[0] > TICRATE+5)
lift[0] = TICRATE+5;
#define drawchar(dx, dy, n) {\
sprdef = &contskins[n]->sprites[cont_spr2[n][0]];\
sprframe = &sprdef->spriteframes[cont_spr2[n][1]];\
patch = W_CachePatchNum(sprframe->lumppat[cont_spr2[n][2]], PU_CACHE);\
V_DrawFixedPatch((dx), (dy), FRACUNIT, (sprframe->flip & (1<<cont_spr2[n][2])) ? V_FLIP : 0, patch, contcolormaps[n]);\
}
if (offsy < 0)
drawchar((BASEVIDWIDTH<<(FRACBITS-1))-offsx, ((140-lift[0])<<FRACBITS)-offsy, 0);
if (contskins[1])
drawchar((BASEVIDWIDTH<<(FRACBITS-1))+offsx, ((140-lift[1])<<FRACBITS)+offsy, 1);
if (offsy >= 0)
drawchar((BASEVIDWIDTH<<(FRACBITS-1))-offsx, ((140-lift[0])<<FRACBITS)-offsy, 0);
#undef drawchar
if (timetonext > (11*TICRATE))
V_DrawFadeScreen(31, timetonext-(11*TICRATE));
if (continuetime > ((3*TICRATE) - 10))
V_DrawFadeScreen(0, (continuetime - ((3*TICRATE) - 10)));
}
void F_ContinueTicker(void)
{
if (!imcontinuing)
{
// note the setup to prevent 2x reloading
if (timetonext >= 0)
timetonext--;
if (timetonext == 0)
if (timetonext > 0)
{
if (!(--timetonext))
{
Command_ExitGame_f();
return;
}
}
}
else
{
// note the setup to prevent 2x reloading
if (continuetime >= 0)
continuetime--;
if (continuetime == 0)
if (++continuetime == 3*TICRATE)
{
G_Continue();
return;
}
if (continuetime > 5 && ((continuetime & 1) || continuetime > TICRATE) && (++cont_spr2[0][2]) >= 8)
cont_spr2[0][2] = 0;
if (continuetime > 10 && (!(continuetime & 1) || continuetime > TICRATE+5) && (++cont_spr2[1][2]) >= 8)
cont_spr2[1][2] = 0;
if (continuetime == (3*TICRATE)-10)
S_StartSound(NULL, sfx_cdfm56); // or 31
else if (continuetime == 5)
{
cont_spr2[0][0] = P_GetSkinSprite2(contskins[0], SPR2_CNT2, NULL);
cont_spr2[0][4] = contskins[0]->sprites[cont_spr2[0][0]].numframes;
cont_spr2[0][1] = cont_spr2[0][3] = 0;
cont_spr2[0][5] = 2;
}
else if (continuetime == TICRATE)
{
cont_spr2[0][0] = P_GetSkinSprite2(contskins[0], SPR2_CNT3, NULL);
cont_spr2[0][4] = contskins[0]->sprites[cont_spr2[0][0]].numframes;
cont_spr2[0][1] = cont_spr2[0][3] = 0;
}
else if (contskins[1])
{
if (continuetime == 10)
{
cont_spr2[1][0] = P_GetSkinSprite2(contskins[1], SPR2_CNT2, NULL);
cont_spr2[1][4] = contskins[1]->sprites[cont_spr2[1][0]].numframes;
cont_spr2[1][1] = cont_spr2[1][3] = 0;
cont_spr2[1][5] = 2;
}
else if (continuetime == TICRATE+5)
{
cont_spr2[1][0] = P_GetSkinSprite2(contskins[1], SPR2_CNT3, NULL);
cont_spr2[1][4] = contskins[1]->sprites[cont_spr2[1][0]].numframes;
cont_spr2[1][1] = cont_spr2[1][3] = 0;
}
}
}
if ((++cont_spr2[0][3]) >= cont_spr2[0][5])
{
cont_spr2[0][3] = 0;
if (++cont_spr2[0][1] >= cont_spr2[0][4])
cont_spr2[0][1] = 0;
}
if (contskins[1] && (++cont_spr2[1][3]) >= cont_spr2[1][5])
{
cont_spr2[1][3] = 0;
if (++cont_spr2[1][1] >= cont_spr2[1][4])
cont_spr2[1][1] = 0;
}
}
@ -2568,8 +2763,9 @@ boolean F_ContinueResponder(event_t *event)
keypressed = true;
imcontinuing = true;
continuetime = TICRATE;
S_StartSound(NULL, sfx_itemup);
S_StartSound(NULL, sfx_kc6b);
I_FadeSong(0, MUSICRATE, &S_StopMusic);
return true;
}

View file

@ -94,6 +94,7 @@ extern INT32 curbgcolor;
extern INT32 curbgxspeed;
extern INT32 curbgyspeed;
extern boolean curbghide;
extern boolean hidetitlemap;
#define TITLEBACKGROUNDACTIVE (curfadevalue >= 0 || curbgname[0])

View file

@ -751,7 +751,7 @@ boolean preparefilemenu(boolean samedepth)
}
else if (ext == EXT_TXT)
{
if (!strcmp(dent->d_name, "log.txt") || !strcmp(dent->d_name, "errorlog.txt"))
if (!strncmp(dent->d_name, "log-", 4) || !strcmp(dent->d_name, "errorlog.txt"))
ext |= EXT_LOADED;
}

View file

@ -172,6 +172,7 @@ static boolean retrying = false;
UINT8 stagefailed; // Used for GEMS BONUS? Also to see if you beat the stage.
UINT16 emeralds;
INT32 luabanks[NUM_LUABANKS]; // yes, even in non HAVE_BLUA
UINT32 token; // Number of tokens collected in a level
UINT32 tokenlist; // List of tokens collected
boolean gottoken; // Did you get a token? Used for end of act
@ -215,7 +216,7 @@ UINT16 spacetimetics = 11*TICRATE + (TICRATE/2);
UINT16 extralifetics = 4*TICRATE;
UINT16 nightslinktics = 2*TICRATE;
INT32 gameovertics = 15*TICRATE;
INT32 gameovertics = 11*TICRATE;
UINT8 ammoremovaltics = 2*TICRATE;
@ -360,6 +361,8 @@ consvar_t cv_chatbacktint = {"chatbacktint", "On", CV_SAVE, CV_OnOff, NULL, 0, N
static CV_PossibleValue_t consolechat_cons_t[] = {{0, "Window"}, {1, "Console"}, {2, "Window (Hidden)"}, {0, NULL}};
consvar_t cv_consolechat = {"chatmode", "Window", CV_SAVE, consolechat_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
// Pause game upon window losing focus
consvar_t cv_pauseifunfocused = {"pauseifunfocused", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_crosshair = {"crosshair", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_crosshair2 = {"crosshair2", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -885,6 +888,7 @@ static fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
{
boolean forcestrafe = false;
boolean forcefullinput = false;
INT32 tspeed, forward, side, axis, altaxis, i;
const INT32 speed = 1;
// these ones used for multiple conditions
@ -960,8 +964,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
}
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->climbing
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
|| (!demoplayback && (player->pflags & PF_SLIDING)))
forcefullinput = true;
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && ((player->powers[pw_carry] == CR_NIGHTSMODE)
|| (player->pflags & (PF_SLIDING|PF_FORCESTRAFE))))) // Analog
forcestrafe = true;
if (forcestrafe)
@ -1142,8 +1149,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
if (!mouseaiming && cv_mousemove.value)
forward += mousey;
if ((!demoplayback && (player->climbing
|| (player->pflags & PF_SLIDING)))) // Analog for mouse
if ((!demoplayback && (player->pflags & PF_SLIDING))) // Analog for mouse
side += mousex*2;
else if (cv_analog.value)
{
@ -1171,11 +1177,13 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
// No additional acceleration when moving forward/backward and strafing simultaneously.
// do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this.
// 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this
if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward)))
if (!forcefullinput && forward && side)
{
forward = FixedMul(forward, 3*FRACUNIT/4);
side = FixedMul(side, 3*FRACUNIT/4);
angle_t angle = R_PointToAngle2(0, 0, side << FRACBITS, forward << FRACBITS);
INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
forward = max(min(forward, maxforward), -maxforward);
side = max(min(side, maxside), -maxside);
}
//Silly hack to make 2d mode *somewhat* playable with no chasecam.
@ -1211,6 +1219,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
{
boolean forcestrafe = false;
boolean forcefullinput = false;
INT32 tspeed, forward, side, axis, altaxis, i;
const INT32 speed = 1;
// these ones used for multiple conditions
@ -1282,6 +1291,10 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
if (turnleft)
cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]);
}
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->pflags & PF_SLIDING)))
forcefullinput = true;
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| player->climbing
@ -1492,11 +1505,13 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
// No additional acceleration when moving forward/backward and strafing simultaneously.
// do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this.
// 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this
if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward)))
if (!forcefullinput && forward && side)
{
forward = FixedMul(forward, 3*FRACUNIT/4);
side = FixedMul(side, 3*FRACUNIT/4);
angle_t angle = R_PointToAngle2(0, 0, side << FRACBITS, forward << FRACBITS);
INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
forward = max(min(forward, maxforward), -maxforward);
side = max(min(side, maxside), -maxside);
}
//Silly hack to make 2d mode *somewhat* playable with no chasecam.
@ -1698,65 +1713,6 @@ static INT32 camtoggledelay, camtoggledelay2 = 0;
//
boolean G_Responder(event_t *ev)
{
// allow spy mode changes even during the demo
if (gamestate == GS_LEVEL && ev->type == ev_keydown
&& (ev->data1 == KEY_F12 || ev->data1 == gamecontrol[gc_viewpoint][0] || ev->data1 == gamecontrol[gc_viewpoint][1]))
{
if (splitscreen || !netgame)
displayplayer = consoleplayer;
else
{
// spy mode
do
{
displayplayer++;
if (displayplayer == MAXPLAYERS)
displayplayer = 0;
if (!playeringame[displayplayer])
continue;
if (players[displayplayer].spectator)
continue;
if (G_GametypeHasTeams())
{
if (players[consoleplayer].ctfteam
&& players[displayplayer].ctfteam != players[consoleplayer].ctfteam)
continue;
}
else if (gametype == GT_HIDEANDSEEK)
{
if (players[consoleplayer].pflags & PF_TAGIT)
continue;
}
// Other Tag-based gametypes?
else if (G_TagGametype())
{
if (!players[consoleplayer].spectator
&& (players[consoleplayer].pflags & PF_TAGIT) != (players[displayplayer].pflags & PF_TAGIT))
continue;
}
else if (G_GametypeHasSpectators() && G_RingSlingerGametype())
{
if (!players[consoleplayer].spectator)
continue;
}
break;
} while (displayplayer != consoleplayer);
// change statusbar also if playing back demo
if (singledemo)
ST_changeDemoView();
// tell who's the view
CONS_Printf(M_GetText("Viewpoint: %s\n"), player_names[displayplayer]);
return true;
}
}
// any other key pops up menu if in demos
if (gameaction == ga_nothing && !singledemo &&
((demoplayback && !modeattacking && !titledemo) || gamestate == GS_TITLESCREEN))
@ -1833,6 +1789,65 @@ boolean G_Responder(event_t *ev)
if (HU_Responder(ev))
return true; // chat ate the event
// allow spy mode changes even during the demo
if (gamestate == GS_LEVEL && ev->type == ev_keydown
&& (ev->data1 == KEY_F12 || ev->data1 == gamecontrol[gc_viewpoint][0] || ev->data1 == gamecontrol[gc_viewpoint][1]))
{
if (splitscreen || !netgame)
displayplayer = consoleplayer;
else
{
// spy mode
do
{
displayplayer++;
if (displayplayer == MAXPLAYERS)
displayplayer = 0;
if (!playeringame[displayplayer])
continue;
if (players[displayplayer].spectator)
continue;
if (G_GametypeHasTeams())
{
if (players[consoleplayer].ctfteam
&& players[displayplayer].ctfteam != players[consoleplayer].ctfteam)
continue;
}
else if (gametype == GT_HIDEANDSEEK)
{
if (players[consoleplayer].pflags & PF_TAGIT)
continue;
}
// Other Tag-based gametypes?
else if (G_TagGametype())
{
if (!players[consoleplayer].spectator
&& (players[consoleplayer].pflags & PF_TAGIT) != (players[displayplayer].pflags & PF_TAGIT))
continue;
}
else if (G_GametypeHasSpectators() && G_RingSlingerGametype())
{
if (!players[consoleplayer].spectator)
continue;
}
break;
} while (displayplayer != consoleplayer);
// change statusbar also if playing back demo
if (singledemo)
ST_changeDemoView();
// tell who's the view
CONS_Printf(M_GetText("Viewpoint: %s\n"), player_names[displayplayer]);
return true;
}
}
// update keys current state
G_MapEventsToControls(ev);
@ -2099,7 +2114,7 @@ static inline void G_PlayerFinishLevel(INT32 player)
// G_PlayerReborn
// Called after a player dies. Almost everything is cleared and initialized.
//
void G_PlayerReborn(INT32 player)
void G_PlayerReborn(INT32 player, boolean betweenmaps)
{
player_t *p;
INT32 score;
@ -2147,6 +2162,8 @@ void G_PlayerReborn(INT32 player)
boolean outofcoop;
INT16 bot;
SINT8 pity;
INT16 rings;
INT16 spheres;
score = players[player].score;
lives = players[player].lives;
@ -2202,6 +2219,17 @@ void G_PlayerReborn(INT32 player)
bot = players[player].bot;
pity = players[player].pity;
if (betweenmaps || !G_IsSpecialStage(gamemap))
{
rings = (ultimatemode ? 0 : mapheaderinfo[gamemap-1]->startrings);
spheres = 0;
}
else
{
rings = players[player].rings;
spheres = players[player].spheres;
}
p = &players[player];
memset(p, 0, sizeof (*p));
@ -2256,6 +2284,8 @@ void G_PlayerReborn(INT32 player)
if (bot)
p->bot = 1; // reset to AI-controlled
p->pity = pity;
p->rings = rings;
p->spheres = spheres;
// Don't do anything immediately
p->pflags |= PF_USEDOWN;
@ -2263,12 +2293,33 @@ void G_PlayerReborn(INT32 player)
p->pflags |= PF_JUMPDOWN;
p->playerstate = PST_LIVE;
p->rings = p->spheres = 0; // 0 rings
p->panim = PA_IDLE; // standing animation
//if ((netgame || multiplayer) && !p->spectator) -- moved into P_SpawnPlayer to account for forced changes there
//p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
// Check to make sure their color didn't change somehow...
if (G_GametypeHasTeams())
{
if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_redteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_redteam);
}
else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_blueteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_blueteam);
}
}
if (betweenmaps)
return;
if (p-players == consoleplayer)
{
if (mapmusflags & MUSIC_RELOADRESET)
@ -2288,9 +2339,6 @@ void G_PlayerReborn(INT32 player)
if (gametype == GT_COOP)
P_FindEmerald(); // scan for emeralds to hunt for
// Reset Nights score and max link to 0 on death
p->marescore = p->maxlink = 0;
// If NiGHTS, find lowest mare to start with.
p->mare = P_FindLowestMare();
@ -2298,27 +2346,6 @@ void G_PlayerReborn(INT32 player)
if (p->mare == 255)
p->mare = 0;
p->marelap = p->marebonuslap = 0;
// Check to make sure their color didn't change somehow...
if (G_GametypeHasTeams())
{
if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_redteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_redteam);
}
else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_blueteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_blueteam);
}
}
}
//
@ -2374,8 +2401,6 @@ void G_SpawnPlayer(INT32 playernum, boolean starpost)
P_SpawnPlayer(playernum);
players[playernum].rings = mapheaderinfo[gamemap-1]->startrings;
if (starpost) //Don't even bother with looking for a place to spawn.
{
P_MovePlayerToStarpost(playernum);
@ -2598,7 +2623,7 @@ void G_DoReborn(INT32 playernum)
if (countdowntimeup || (!(netgame || multiplayer) && gametype == GT_COOP))
resetlevel = true;
else if (gametype == GT_COOP && (netgame || multiplayer))
else if (gametype == GT_COOP && (netgame || multiplayer) && !G_IsSpecialStage(gamemap))
{
boolean notgameover = true;
@ -3316,6 +3341,7 @@ void G_LoadGameData(void)
UINT32 recscore;
tic_t rectime;
UINT16 recrings;
boolean gotperf;
UINT8 recmares;
INT32 curmare;
@ -3408,6 +3434,7 @@ void G_LoadGameData(void)
recscore = READUINT32(save_p);
rectime = (tic_t)READUINT32(save_p);
recrings = READUINT16(save_p);
gotperf = (boolean)READUINT8(save_p);
if (recrings > 10000 || recscore > MAXSCORE)
goto datacorrupt;
@ -3419,6 +3446,9 @@ void G_LoadGameData(void)
mainrecords[i]->time = rectime;
mainrecords[i]->rings = recrings;
}
if (gotperf)
mainrecords[i]->gotperfect = gotperf;
}
// Nights records
@ -3550,12 +3580,14 @@ void G_SaveGameData(void)
WRITEUINT32(save_p, mainrecords[i]->score);
WRITEUINT32(save_p, mainrecords[i]->time);
WRITEUINT16(save_p, mainrecords[i]->rings);
WRITEUINT8(save_p, mainrecords[i]->gotperfect);
}
else
{
WRITEUINT32(save_p, 0);
WRITEUINT32(save_p, 0);
WRITEUINT16(save_p, 0);
WRITEUINT8(save_p, 0);
}
}
@ -3788,7 +3820,29 @@ void G_SaveGameOver(UINT32 slot, boolean modifylives)
// File end marker check
CHECKPOS
if (READUINT8(save_p) != 0x1d) BADSAVE;
switch (READUINT8(save_p))
{
case 0xb7:
{
UINT8 i, banksinuse;
CHECKPOS
banksinuse = READUINT8(save_p);
CHECKPOS
if (banksinuse > NUM_LUABANKS)
BADSAVE
for (i = 0; i < banksinuse; i++)
{
(void)READINT32(save_p);
CHECKPOS
}
if (READUINT8(save_p) != 0x1d)
BADSAVE
}
case 0x1d:
break;
default:
BADSAVE
}
// done
saved = FIL_WriteFile(backup, savebuffer, length);

View file

@ -59,6 +59,8 @@ extern boolean pausebreakkey;
extern boolean promptactive;
extern consvar_t cv_pauseifunfocused;
// used in game menu
extern consvar_t cv_tutorialprompt;
extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection, cv_compactscoreboard;
@ -100,7 +102,7 @@ extern INT32 localaiming, localaiming2; // should be an angle_t but signed
//
void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo);
void G_DoReborn(INT32 playernum);
void G_PlayerReborn(INT32 player);
void G_PlayerReborn(INT32 player, boolean betweenmaps);
void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer,
boolean skipprecutscene, boolean FLS);
char *G_BuildMapTitle(INT32 mapnum);

View file

@ -709,8 +709,8 @@ void G_DefineDefaultControls(void)
for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0)
{
gamecontroldefault[i][gc_weaponnext ][0] = 'e';
gamecontroldefault[i][gc_weaponprev ][0] = 'q';
gamecontroldefault[i][gc_weaponnext ][0] = KEY_MOUSEWHEELUP+0;
gamecontroldefault[i][gc_weaponprev ][0] = KEY_MOUSEWHEELDOWN+0;
gamecontroldefault[i][gc_wepslot1 ][0] = '1';
gamecontroldefault[i][gc_wepslot2 ][0] = '2';
gamecontroldefault[i][gc_wepslot3 ][0] = '3';

View file

@ -201,7 +201,7 @@ static polyvertex_t *fracdivline(fdivline_t *bsp, polyvertex_t *v1,
// (do not accept hit with the extensions)
num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
frac = num / den;
if (frac < 0.0 || frac > 1.0)
if (frac < 0.0l || frac > 1.0l)
return NULL;
// now get the frac along the BSP line

View file

@ -149,7 +149,7 @@ static void HWR_DrawColumnInCache(const column_t *patchcol, UINT8 *block, GLMipm
{
RGBA_t rgbatexel;
rgbatexel.rgba = *(UINT32 *)dest;
colortemp = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
colortemp.rgba = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
}
memcpy(dest, &colortemp, sizeof(RGBA_t)-sizeof(UINT8));
break;
@ -159,7 +159,7 @@ static void HWR_DrawColumnInCache(const column_t *patchcol, UINT8 *block, GLMipm
{
RGBA_t rgbatexel;
rgbatexel.rgba = *(UINT32 *)dest;
colortemp = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
colortemp.rgba = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
}
memcpy(dest, &colortemp, sizeof(RGBA_t));
break;
@ -263,7 +263,7 @@ static void HWR_DrawFlippedColumnInCache(const column_t *patchcol, UINT8 *block,
{
RGBA_t rgbatexel;
rgbatexel.rgba = *(UINT32 *)dest;
colortemp = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
colortemp.rgba = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
}
memcpy(dest, &colortemp, sizeof(RGBA_t)-sizeof(UINT8));
break;
@ -273,7 +273,7 @@ static void HWR_DrawFlippedColumnInCache(const column_t *patchcol, UINT8 *block,
{
RGBA_t rgbatexel;
rgbatexel.rgba = *(UINT32 *)dest;
colortemp = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
colortemp.rgba = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
}
memcpy(dest, &colortemp, sizeof(RGBA_t));
break;
@ -694,7 +694,7 @@ static void HWR_GenerateTexture(INT32 texnum, GLTexture_t *grtex)
realpatch = W_CacheLumpNumPwad(patch->wad, patch->lump, PU_CACHE);
#ifndef NO_PNG_LUMPS
if (R_IsLumpPNG((UINT8 *)realpatch, lumplength))
realpatch = R_PNGToPatch((UINT8 *)realpatch, lumplength);
realpatch = R_PNGToPatch((UINT8 *)realpatch, lumplength, NULL, false);
#endif
HWR_DrawTexturePatchInCache(&grtex->mipmap,
blockwidth, blockheight,
@ -724,6 +724,13 @@ void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipm
{
INT32 newwidth, newheight;
#ifndef NO_PNG_LUMPS
// lump is a png so convert it
size_t len = W_LumpLengthPwad(grPatch->wadnum, grPatch->lumpnum);
if ((patch != NULL) && R_IsLumpPNG((const UINT8 *)patch, len))
patch = R_PNGToPatch((const UINT8 *)patch, len, NULL, true);
#endif
// don't do it twice (like a cache)
if (grMipmap->width == 0)
{
@ -926,7 +933,7 @@ static void HWR_LoadPatchFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum)
#ifndef NO_PNG_LUMPS
if (R_IsLumpPNG((UINT8 *)patch, lumplength))
patch = R_PNGToPatch((UINT8 *)patch, lumplength);
patch = R_PNGToPatch((UINT8 *)patch, lumplength, NULL, false);
#endif
grMipmap->width = (UINT16)SHORT(patch->width);

View file

@ -61,9 +61,6 @@ typedef void (*I_Error_t) (const char *error, ...) FUNCIERROR;
// ==========================================================================
// Constants
#ifndef M_PIl
#define M_PIl 3.1415926535897932384626433832795029L
#endif
#define DEGREE (0.017453292519943295769236907684883l) // 2*PI/360
void DBG_Printf(const char *lpFmt, ...) /*FUNCPRINTF*/;

View file

@ -162,6 +162,8 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_TURR
&lspr[NOLIGHT], // SPR_SHRP
&lspr[NOLIGHT], // SPR_CRAB
&lspr[NOLIGHT], // SPR_CR2B
&lspr[NOLIGHT], // SPR_CSPR
&lspr[NOLIGHT], // SPR_JJAW
&lspr[NOLIGHT], // SPR_SNLR
&lspr[NOLIGHT], // SPR_VLTR
@ -180,6 +182,8 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_UNID
&lspr[NOLIGHT], // SPR_CANA
&lspr[NOLIGHT], // SPR_CANG
&lspr[NOLIGHT], // SPR_PYRE
&lspr[NOLIGHT], // SPR_PTER
// Generic Boos Items
&lspr[JETLIGHT_L], // SPR_JETF // Boss jet fumes
@ -197,6 +201,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_EGGO
&lspr[NOLIGHT], // SPR_SEBH
&lspr[NOLIGHT], // SPR_FAKE
&lspr[LBLUESHINE_L],// SPR_SHCK
// Boss 4 (Castle Eggman)
&lspr[NOLIGHT], // SPR_EGGP
@ -204,11 +209,15 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_EGR1
// Boss 5 (Arid Canyon)
&lspr[NOLIGHT], //SPR_FANG // replaces EGGQ
&lspr[NOLIGHT], //SPR_FBOM
&lspr[NOLIGHT], //SPR_FSGN
&lspr[REDBALL_L], //SPR_BARX // bomb explosion (also used by barrel)
&lspr[NOLIGHT], //SPR_BARD // bomb dust (also used by barrel)
&lspr[NOLIGHT], // SPR_FANG // replaces EGGQ
&lspr[NOLIGHT], // SPR_BRKN
&lspr[NOLIGHT], // SPR_WHAT
&lspr[INVINCIBLE_L], // SPR_VWRE
&lspr[INVINCIBLE_L], // SPR_PROJ
&lspr[NOLIGHT], // SPR_FBOM
&lspr[NOLIGHT], // SPR_FSGN
&lspr[REDBALL_L], // SPR_BARX // bomb explosion (also used by barrel)
&lspr[NOLIGHT], // SPR_BARD // bomb dust (also used by barrel)
// Boss 6 (Red Volcano)
&lspr[NOLIGHT], // SPR_EEGR
@ -255,6 +264,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_WSPB
&lspr[NOLIGHT], // SPR_STPT
&lspr[NOLIGHT], // SPR_BMNE
&lspr[NOLIGHT], // SPR_PUMI
// Monitor Boxes
&lspr[NOLIGHT], // SPR_MSTV
@ -372,6 +382,10 @@ light_t *t_lspr[NUMSPRITES] =
// Red Volcano Scenery
&lspr[REDBALL_L], // SPR_FLME
&lspr[REDBALL_L], // SPR_DFLM
&lspr[NOLIGHT], // SPR_LFAL
&lspr[NOLIGHT], // SPR_JPLA
&lspr[NOLIGHT], // SPR_TFLO
&lspr[NOLIGHT], // SPR_WVIN
// Dark City Scenery
@ -383,7 +397,9 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_XMS3
&lspr[NOLIGHT], // SPR_XMS4
&lspr[NOLIGHT], // SPR_XMS5
&lspr[NOLIGHT], // SPR_XMS6
&lspr[NOLIGHT], // SPR_FHZI
&lspr[NOLIGHT], // SPR_ROSY
// Halloween Scenery
&lspr[RINGLIGHT_L], // SPR_PUMK
@ -391,6 +407,11 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_SHRM
&lspr[NOLIGHT], // SPR_HHZM
// Azure Temple Scenery
&lspr[NOLIGHT], // SPR_BGAR
&lspr[NOLIGHT], // SPR_RCRY
&lspr[GREENBALL_L], // SPR_CFLM
// Botanic Serenity Scenery
&lspr[NOLIGHT], // SPR_BSZ1
&lspr[NOLIGHT], // SPR_BSZ2
@ -410,7 +431,6 @@ light_t *t_lspr[NUMSPRITES] =
// Misc Scenery
&lspr[NOLIGHT], // SPR_STLG
&lspr[NOLIGHT], // SPR_DBAL
&lspr[NOLIGHT], // SPR_RCRY
// Powerup Indicators
&lspr[NOLIGHT], // SPR_ARMA
@ -464,11 +484,14 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_SSWY
&lspr[NOLIGHT], // SPR_SSWR
&lspr[NOLIGHT], // SPR_SSWB
&lspr[NOLIGHT], // SPR_BSTY
&lspr[NOLIGHT], // SPR_BSTR
// Environmental Effects
&lspr[NOLIGHT], // SPR_RAIN
&lspr[NOLIGHT], // SPR_SNO1
&lspr[NOLIGHT], // SPR_SPLH
&lspr[NOLIGHT], // SPR_LSPL
&lspr[NOLIGHT], // SPR_SPLA
&lspr[NOLIGHT], // SPR_SMOK
&lspr[NOLIGHT], // SPR_BUBL

View file

@ -5454,7 +5454,7 @@ static void HWR_AddSprites(sector_t *sec)
#ifdef HWPRECIP
precipmobj_t *precipthing;
#endif
fixed_t approx_dist, limit_dist;
fixed_t approx_dist, limit_dist, hoop_limit_dist;
// BSP is traversed by subsector.
// A sector might have been split into several
@ -5471,7 +5471,9 @@ static void HWR_AddSprites(sector_t *sec)
// Handle all things in sector.
// If a limit exists, handle things a tiny bit different.
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
limit_dist = (fixed_t)(cv_drawdist.value) << FRACBITS;
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
if (limit_dist || hoop_limit_dist)
{
for (thing = sec->thinglist; thing; thing = thing->snext)
{
@ -5480,8 +5482,16 @@ static void HWR_AddSprites(sector_t *sec)
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (approx_dist > limit_dist)
if (thing->sprite == SPR_HOOP)
{
if (hoop_limit_dist && approx_dist > hoop_limit_dist)
continue;
}
else
{
if (limit_dist && approx_dist > limit_dist)
continue;
}
HWR_ProjectSprite(thing);
}
@ -5711,6 +5721,13 @@ static void HWR_ProjectSprite(mobj_t *thing)
return;
}
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer)
{
// bodge support - not nearly as comprehensive as r_things.c, but better than nothing
if (thing->tracer->sprite == SPR_NULL || thing->tracer->flags2 & MF2_DONTDRAW)
return;
}
// store information in a vissprite
vis = HWR_NewVisSprite();
vis->x1 = x1;
@ -5724,7 +5741,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
vis->z2 = z2;
//Hurdler: 25/04/2000: now support colormap in hardware mode
if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
if ((vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{
if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
vis->colormap = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);

View file

@ -26,6 +26,7 @@
#include <string.h>
#include <math.h>
#include "../d_main.h"
#include "../doomdef.h"
#include "../doomstat.h"
#include "../fastcmp.h"
@ -70,6 +71,10 @@
#endif
#endif
#ifndef errno
#include "errno.h"
#endif
#define NUMVERTEXNORMALS 162
float avertexnormals[NUMVERTEXNORMALS][3] = {
{-0.525731f, 0.000000f, 0.850651f},
@ -294,7 +299,8 @@ static md2_model_t *md2_readModel(const char *filename)
if (model == NULL)
return 0;
file = fopen(filename, "rb");
//Filename checking fixed ~Monster Iestyn and Golden
file = fopen(va("%s"PATHSEP"%s", srb2home, filename), "rb");
if (!file)
{
free(model);
@ -523,7 +529,8 @@ static GrTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_
#endif
#endif
png_FILE_p png_FILE;
char *pngfilename = va("md2/%s", filename);
//Filename checking fixed ~Monster Iestyn and Golden
char *pngfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename);
FIL_ForceExtension(pngfilename, ".png");
png_FILE = fopen(pngfilename, "rb");
@ -651,7 +658,8 @@ static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h,
size_t pw, ph, size, ptr = 0;
INT32 ch, rep;
FILE *file;
char *pcxfilename = va("md2/%s", filename);
//Filename checking fixed ~Monster Iestyn and Golden
char *pcxfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename);
FIL_ForceExtension(pcxfilename, ".pcx");
file = fopen(pcxfilename, "rb");
@ -845,11 +853,12 @@ void HWR_InitMD2(void)
}
// read the md2.dat file
f = fopen("md2.dat", "rt");
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
if (!f)
{
CONS_Printf("%s", M_GetText("Error while loading md2.dat\n"));
CONS_Printf("%s %s\n", M_GetText("Error while loading md2.dat:"), strerror(errno));
nomd2s = true;
return;
}
@ -911,7 +920,8 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
CONS_Printf("AddPlayerMD2()...\n");
// read the md2.dat file
f = fopen("md2.dat", "rt");
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
if (!f)
{
@ -956,7 +966,8 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
return;
// Read the md2.dat file
f = fopen("md2.dat", "rt");
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
if (!f)
{
@ -1202,7 +1213,7 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
if (!md2 || !skin)
return 0;
if ((unsigned)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(md2->model->spr2frames[spr2*2 + 1])
@ -1266,6 +1277,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
// MD2 colormap fix
// colormap test
if (spr->mobj->subsector)
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
@ -1297,6 +1309,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
else
Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
}
else
Surf.FlatColor.rgba = 0xFFFFFFFF;
// Look at HWR_ProjectSprite for more
{

View file

@ -1427,7 +1427,6 @@ EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf,
Clamp2D(GL_TEXTURE_WRAP_T);
}
// PRBoom sky dome
typedef struct vbo_vertex_s
{
float x, y, z;
@ -1456,62 +1455,59 @@ typedef struct
static int rows, columns;
static boolean yflip;
static int texw, texh;
static float yMult, yAdd;
static boolean foglayer;
static float delta = 0.0f;
static int gl_sky_detail = 16;
static INT32 lasttex = -1;
static RGBA_t SkyColor;
#define MAP_COEFF 128.0f
#define MAP_SCALE (MAP_COEFF*(float)FRACUNIT)
static void SkyVertex(vbo_vertex_t *vbo, int r, int c)
{
static fixed_t scale = 10000 << FRACBITS;
static angle_t maxSideAngle = ANGLE_180 / 3;
const float radians = (M_PIl / 180.0f);
const float scale = 10000.0f;
const float maxSideAngle = 60.0f;
angle_t topAngle = (angle_t)(c / (float)columns * ANGLE_MAX);
angle_t sideAngle = maxSideAngle * (rows - r) / rows;
fixed_t height = FINESINE(sideAngle>>ANGLETOFINESHIFT);
fixed_t realRadius = FixedMul(scale, FINECOSINE(sideAngle>>ANGLETOFINESHIFT));
fixed_t x = FixedMul(realRadius, FINECOSINE(topAngle>>ANGLETOFINESHIFT));
fixed_t y = (!yflip) ? FixedMul(scale, height) : FixedMul(scale, height) * -1;
fixed_t z = FixedMul(realRadius, FINESINE(topAngle>>ANGLETOFINESHIFT));
float timesRepeat;
timesRepeat = (short)(4 * (256.0f / texw));
if (timesRepeat == 0.0f)
float topAngle = (c / (float)columns * 360.0f);
float sideAngle = (maxSideAngle * (rows - r) / rows);
float height = sin(sideAngle * radians);
float realRadius = scale * cos(sideAngle * radians);
float x = realRadius * cos(topAngle * radians);
float y = (!yflip) ? scale * height : -scale * height;
float z = realRadius * sin(topAngle * radians);
float timesRepeat = (4 * (256.0f / texw));
if (fpclassify(timesRepeat) == FP_ZERO)
timesRepeat = 1.0f;
if (!foglayer)
{
boolean flip = yflip;
vbo->r = 255;
vbo->g = 255;
vbo->b = 255;
vbo->a = (r == 0 ? 0 : 255);
// Flip Y coordinate anyway for the top part of the hemisphere
if (r <= 1)
flip = !flip;
// And the texture coordinates.
vbo->u = (-timesRepeat * c / (float)columns);
if (!flip) // Flipped Y is for the lower hemisphere.
vbo->v = (r / (float)rows) * 1.f * yMult + yAdd;
if (!yflip) // Flipped Y is for the lower hemisphere.
vbo->v = (r / (float)rows) + 0.5f;
else
vbo->v = ((rows-r)/(float)rows) * 1.f * yMult + yAdd;
vbo->v = 1.0f + ((rows - r) / (float)rows) + 0.5f;
}
if (r != 4)
{
y += 300.0f;
}
// And finally the vertex.
vbo->x = (float)x/(float)MAP_SCALE;
vbo->y = (float)y/(float)MAP_SCALE + delta;
vbo->z = (float)z/(float)MAP_SCALE;
vbo->x = x;
vbo->y = y + delta;
vbo->z = z;
}
GLSkyVBO sky_vbo;
static GLSkyVBO sky_vbo;
static void gld_BuildSky(int row_count, int col_count)
{
@ -1542,10 +1538,7 @@ static void gld_BuildSky(int row_count, int col_count)
vertex_p = &vbo->data[0];
vbo->loopcount = 0;
memset(&SkyColor, 0xFF, sizeof(SkyColor));
// Why not?
for (yflip = false; yflip <= true; yflip++)
for (yflip = 0; yflip < 2; yflip++)
{
vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_FAN;
vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
@ -1553,21 +1546,14 @@ static void gld_BuildSky(int row_count, int col_count)
vbo->loops[vbo->loopcount].use_texture = false;
vbo->loopcount++;
yAdd = 0.5f;
yMult = 1.0f;
/*if (yflip == 0)
SkyColor = &sky->CeilingSkyColor[vbo_idx];
else
SkyColor = &sky->FloorSkyColor[vbo_idx];*/
delta = 0.0f;
foglayer = true;
for (c = 0; c < col_count; c++)
{
SkyVertex(vertex_p, 1, c);
vertex_p->r = SkyColor.s.red;
vertex_p->g = SkyColor.s.green;
vertex_p->b = SkyColor.s.blue;
vertex_p->r = 255;
vertex_p->g = 255;
vertex_p->b = 255;
vertex_p->a = 255;
vertex_p++;
}
@ -1580,7 +1566,7 @@ static void gld_BuildSky(int row_count, int col_count)
vbo->loops[vbo->loopcount].mode = GL_TRIANGLE_STRIP;
vbo->loops[vbo->loopcount].vertexindex = vertex_p - &vbo->data[0];
vbo->loops[vbo->loopcount].vertexcount = 2 * col_count + 2;
vbo->loops[vbo->loopcount].use_texture = true; //(r > 1) ? true : false;
vbo->loops[vbo->loopcount].use_texture = true;
vbo->loopcount++;
for (c = 0; c <= col_count; c++)
@ -1592,12 +1578,18 @@ static void gld_BuildSky(int row_count, int col_count)
}
}
static void RenderDomeForReal(INT32 skytexture)
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
static void RenderDome(INT32 skytexture)
{
int i, j;
GLSkyVBO *vbo = &sky_vbo;
pglRotatef(270.f, 0.f, 1.f, 0.f);
pglRotatef(270.0f, 0.0f, 1.0f, 0.0f);
rows = 4;
columns = 4 * gl_sky_detail;
@ -1636,8 +1628,6 @@ static void RenderDomeForReal(INT32 skytexture)
}
pglScalef(1.0f, 1.0f, 1.0f);
// current color is undefined after glDrawArrays
pglColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
@ -1645,12 +1635,9 @@ EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture
{
SetBlend(PF_Translucent|PF_NoDepthTest|PF_Modulated);
SetTransform(&transform);
texw = texture_width;
texh = texture_height;
RenderDomeForReal(tex);
// HWR_DrawSkyBackground left no blend flags after rendering the sky
RenderDome(tex);
SetBlend(0);
}

View file

@ -71,6 +71,10 @@ patch_t *lt_font[LT_FONTSIZE];
patch_t *cred_font[CRED_FONTSIZE];
patch_t *ttlnum[20]; // act numbers (0-19)
// Name tag fonts
patch_t *ntb_font[NT_FONTSIZE];
patch_t *nto_font[NT_FONTSIZE];
static player_t *plr;
boolean chat_on; // entering a chat message?
static char w_chat[HU_MAXMSGLEN];
@ -246,6 +250,32 @@ void HU_LoadGraphics(void)
ttlnum[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the base name tag font for entire game execution
j = NT_FONTSTART;
for (i = 0; i < NT_FONTSIZE; i++)
{
sprintf(buffer, "NTFNT%.3d", j);
j++;
if (W_CheckNumForName(buffer) == LUMPERROR)
ntb_font[i] = NULL;
else
ntb_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the outline name tag font for entire game execution
j = NT_FONTSTART;
for (i = 0; i < NT_FONTSIZE; i++)
{
sprintf(buffer, "NTFNO%.3d", j);
j++;
if (W_CheckNumForName(buffer) == LUMPERROR)
nto_font[i] = NULL;
else
nto_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the crosshairs, don't bother to know which one is being used,
// just cache all 3, they're so small anyway.
for (i = 0; i < HU_CROSSHAIRS; i++)

View file

@ -35,6 +35,12 @@
#define CRED_FONTEND 'Z' // the last font character
#define CRED_FONTSIZE (CRED_FONTEND - CRED_FONTSTART + 1)
// Name tag font
// Used by base and outline font set
#define NT_FONTSTART '!' // the first font character
#define NT_FONTEND 'Z' // the last font character
#define NT_FONTSIZE (NT_FONTEND - NT_FONTSTART + 1)
#define HU_CROSSHAIRS 3 // maximum of 9 - see HU_Init();
extern char *shiftxform; // english translation shift table
@ -77,6 +83,8 @@ extern patch_t *tallnum[10];
extern patch_t *nightsnum[10];
extern patch_t *lt_font[LT_FONTSIZE];
extern patch_t *cred_font[CRED_FONTSIZE];
extern patch_t *ntb_font[NT_FONTSIZE];
extern patch_t *nto_font[NT_FONTSIZE];
extern patch_t *ttlnum[20];
extern patch_t *emeraldpics[3][8];
extern patch_t *rflagico;

View file

@ -776,6 +776,8 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
#endif
#endif
mysockaddr_t straddr;
struct sockaddr_in sin;
socklen_t len = sizeof(sin);
if (s == (SOCKET_TYPE)ERRSOCKET)
return (SOCKET_TYPE)ERRSOCKET;
@ -869,12 +871,16 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
CONS_Printf(M_GetText("Network system buffer set to: %dKb\n"), opt>>10);
}
if (getsockname(s, (struct sockaddr *)&sin, &len) == -1)
CONS_Alert(CONS_WARNING, M_GetText("Failed to get port number\n"));
else
current_port = (UINT16)ntohs(sin.sin_port);
return s;
}
static boolean UDP_Socket(void)
{
const char *sock_port = NULL;
size_t s;
struct my_addrinfo *ai, *runp, hints;
int gaie;
@ -896,20 +902,11 @@ static boolean UDP_Socket(void)
hints.ai_socktype = SOCK_DGRAM;
hints.ai_protocol = IPPROTO_UDP;
if (M_CheckParm("-clientport"))
{
if (!M_IsNextParm())
I_Error("syntax: -clientport <portnum>");
sock_port = M_GetNextParm();
}
else
sock_port = port_name;
if (M_CheckParm("-bindaddr"))
{
while (M_IsNextParm())
{
gaie = I_getaddrinfo(M_GetNextParm(), sock_port, &hints, &ai);
gaie = I_getaddrinfo(M_GetNextParm(), port_name, &hints, &ai);
if (gaie == 0)
{
runp = ai;
@ -930,7 +927,7 @@ static boolean UDP_Socket(void)
}
else
{
gaie = I_getaddrinfo("0.0.0.0", sock_port, &hints, &ai);
gaie = I_getaddrinfo("0.0.0.0", port_name, &hints, &ai);
if (gaie == 0)
{
runp = ai;
@ -945,8 +942,8 @@ static boolean UDP_Socket(void)
#ifdef HAVE_MINIUPNPC
if (UPNP_support)
{
I_UPnP_rem(sock_port, "UDP");
I_UPnP_add(NULL, sock_port, "UDP");
I_UPnP_rem(port_name, "UDP");
I_UPnP_add(NULL, port_name, "UDP");
}
#endif
}
@ -963,7 +960,7 @@ static boolean UDP_Socket(void)
{
while (M_IsNextParm())
{
gaie = I_getaddrinfo(M_GetNextParm(), sock_port, &hints, &ai);
gaie = I_getaddrinfo(M_GetNextParm(), port_name, &hints, &ai);
if (gaie == 0)
{
runp = ai;
@ -984,7 +981,7 @@ static boolean UDP_Socket(void)
}
else
{
gaie = I_getaddrinfo("::", sock_port, &hints, &ai);
gaie = I_getaddrinfo("::", port_name, &hints, &ai);
if (gaie == 0)
{
runp = ai;
@ -1260,7 +1257,7 @@ static SINT8 SOCK_NetMakeNodewPort(const char *address, const char *port)
int gaie;
if (!port || !port[0])
port = port_name;
port = DEFAULTPORT;
DEBFILE(va("Creating new node: %s@%s\n", address, port));
@ -1424,14 +1421,15 @@ boolean I_InitTcpNetwork(void)
if (!I_InitTcpDriver())
return false;
if (M_CheckParm("-udpport"))
if (M_CheckParm("-port"))
// Combined -udpport and -clientport into -port
// As it was really redundant having two seperate parms that does the same thing
{
if (M_IsNextParm())
strcpy(port_name, M_GetNextParm());
else
strcpy(port_name, "0");
}
current_port = (UINT16)atoi(port_name);
// parse network game options,
if (M_CheckParm("-server") || dedicated)

1512
src/info.c

File diff suppressed because it is too large Load diff

View file

@ -138,6 +138,7 @@ void A_SetReactionTime();
void A_Boss1Spikeballs();
void A_Boss3TakeDamage();
void A_Boss3Path();
void A_Boss3ShockThink();
void A_LinedefExecute();
void A_PlaySeeSound();
void A_PlayAttackSound();
@ -252,6 +253,7 @@ void A_Boss5CheckOnGround();
void A_Boss5CheckFalling();
void A_Boss5PinchShot();
void A_Boss5MakeItRain();
void A_Boss5MakeJunk();
void A_LookForBetter();
void A_Boss5BombExplode();
void A_DustDevilThink();
@ -266,6 +268,14 @@ void A_SnapperThinker();
void A_SaloonDoorSpawn();
void A_MinecartSparkThink();
void A_ModuloToState();
void A_LavafallRocks();
void A_LavafallLava();
void A_FallingLavaCheck();
void A_FireShrink();
void A_SpawnPterabytes();
void A_PterabyteHover();
void A_RolloutSpawn();
void A_RolloutRock();
// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
#define NUMMOBJFREESLOTS 512
@ -296,6 +306,8 @@ typedef enum sprite
SPR_TURR, // Pop-Up Turret
SPR_SHRP, // Sharp
SPR_CRAB, // Crushstacean
SPR_CR2B, // Banpyura
SPR_CSPR, // Banpyura spring
SPR_JJAW, // Jet Jaw
SPR_SNLR, // Snailer
SPR_VLTR, // BASH
@ -314,6 +326,8 @@ typedef enum sprite
SPR_UNID, // Unidus
SPR_CANA, // Canarivore
SPR_CANG, // Canarivore gas
SPR_PYRE, // Pyre Fly
SPR_PTER, // Pterabyte
// Generic Boss Items
SPR_JETF, // Boss jet fumes
@ -331,6 +345,7 @@ typedef enum sprite
SPR_EGGO, // Boss 3
SPR_SEBH, // Boss 3 Junk
SPR_FAKE, // Boss 3 Fakemobile
SPR_SHCK, // Boss 3 Shockwave
// Boss 4 (Castle Eggman)
SPR_EGGP,
@ -339,6 +354,10 @@ typedef enum sprite
// Boss 5 (Arid Canyon)
SPR_FANG, // replaces EGGQ
SPR_BRKN,
SPR_WHAT,
SPR_VWRE,
SPR_PROJ, // projector light
SPR_FBOM,
SPR_FSGN,
SPR_BARX, // bomb explosion (also used by barrel)
@ -390,6 +409,7 @@ typedef enum sprite
SPR_WSPB, // Wall spike base
SPR_STPT, // Starpost
SPR_BMNE, // Big floating mine
SPR_PUMI, // Rollout Rock
// Monitor Boxes
SPR_MSTV, // MiSc TV sprites
@ -458,11 +478,11 @@ typedef enum sprite
SPR_GARG, // Deep Sea Gargoyle
SPR_SEWE, // Deep Sea Seaweed
SPR_DRIP, // Dripping water
SPR_CRL1, // Coral 1
SPR_CRL2, // Coral 2
SPR_CRL3, // Coral 3
SPR_CORL, // Coral
SPR_BCRY, // Blue Crystal
SPR_KELP, // Kelp
SPR_ALGA, // Animated algae top
SPR_ALGB, // Animated algae segment
SPR_DSTG, // DSZ Stalagmites
SPR_LIBE, // DSZ Light beam
@ -492,7 +512,7 @@ typedef enum sprite
// Arid Canyon Scenery
SPR_BTBL, // Big tumbleweed
SPR_STBL, // Small tumbleweed
SPR_CACT, // Cacti sprites
SPR_CACT, // Cacti
SPR_WWSG, // Caution Sign
SPR_WWS2, // Cacti Sign
SPR_WWS3, // Sharp Turn Sign
@ -504,7 +524,6 @@ typedef enum sprite
SPR_ADST, // Arid dust
SPR_MCRT, // Minecart
SPR_MCSP, // Minecart spark
SPR_NON2, // Saloon door thinker
SPR_SALD, // Saloon door
SPR_TRAE, // Train cameo locomotive
SPR_TRAI, // Train cameo wagon
@ -513,6 +532,10 @@ typedef enum sprite
// Red Volcano Scenery
SPR_FLME, // Flame jet
SPR_DFLM, // Blade's flame
SPR_LFAL, // Lavafall
SPR_JPLA, // Jungle palm
SPR_TFLO, // Torch flower
SPR_WVIN, // Wall vines
// Dark City Scenery
@ -524,7 +547,9 @@ typedef enum sprite
SPR_XMS3, // Snowman
SPR_XMS4, // Lamppost
SPR_XMS5, // Hanging Star
SPR_XMS6, // Mistletoe
SPR_FHZI, // FHZ Ice
SPR_ROSY,
// Halloween Scenery
SPR_PUMK, // Pumpkins
@ -532,6 +557,11 @@ typedef enum sprite
SPR_SHRM, // Mushroom
SPR_HHZM, // Misc
// Azure Temple Scenery
SPR_BGAR, // ATZ Gargoyles
SPR_RCRY, // ATZ Red Crystal (Target)
SPR_CFLM, // Green torch flame
// Botanic Serenity Scenery
SPR_BSZ1, // Tall flowers
SPR_BSZ2, // Medium flowers
@ -551,7 +581,6 @@ typedef enum sprite
// Misc Scenery
SPR_STLG, // Stalagmites
SPR_DBAL, // Disco
SPR_RCRY, // ATZ Red Crystal (Target)
// Powerup Indicators
SPR_ARMA, // Armageddon Shield Orb
@ -605,11 +634,14 @@ typedef enum sprite
SPR_SSWY, // Yellow Side Spring
SPR_SSWR, // Red Side Spring
SPR_SSWB, // Blue Side Spring
SPR_BSTY, // Yellow Booster
SPR_BSTR, // Red Booster
// Environmental Effects
SPR_RAIN, // Rain
SPR_SNO1, // Snowflake
SPR_SPLH, // Water Splish
SPR_LSPL, // Lava Splish
SPR_SPLA, // Water Splash
SPR_SMOK,
SPR_BUBL, // Bubble
@ -764,6 +796,7 @@ typedef enum playersprite
SPR2_TIRE, // tired
SPR2_GLID, // glide
SPR2_LAND, // landing after glide/bounce
SPR2_CLNG, // cling
SPR2_CLMB, // climb
@ -771,7 +804,6 @@ typedef enum playersprite
SPR2_FRUN, // float run
SPR2_BNCE, // bounce
SPR2_BLND, // bounce landing
SPR2_FIRE, // fire
@ -832,15 +864,27 @@ typedef enum playersprite
SPR2_TALA,
SPR2_TALB,
SPR2_CNT1, // continue disappointment
SPR2_CNT2, // continue lift
SPR2_CNT3, // continue spin
SPR2_CNT4, // continue "soooooooniiic!" tugging
SPR2_SIGN, // end sign head
SPR2_LIFE, // life monitor icon
SPR2_XTRA, // stuff that isn't in-game - keep this last in the list
SPR2_XTRA, // stuff that isn't in-map - "would this ever need an md2 or variable length animation?"
SPR2_FIRSTFREESLOT,
SPR2_LASTFREESLOT = 0x7f,
NUMPLAYERSPRITES
} playersprite_t;
// SPR2_XTRA
#define XTRA_LIFEPIC 0 // Life icon patch
#define XTRA_CHARSEL 1 // Character select picture
#define XTRA_CONTINUE 2 // Continue icon
#define XTRA_ENDING 3 // Ending finale patches
typedef enum state
{
S_NULL,
@ -887,6 +931,7 @@ typedef enum state
// CA_GLIDEANDCLIMB
S_PLAY_GLIDE,
S_PLAY_GLIDE_LANDING,
S_PLAY_CLING,
S_PLAY_CLIMB,
@ -986,6 +1031,9 @@ typedef enum state
S_TAILSOVERLAY_GASP,
S_TAILSOVERLAY_EDGE,
// [:
S_JETFUMEFLASH,
// Blue Crawla
S_POSS_STND,
S_POSS_RUN1,
@ -1134,6 +1182,21 @@ typedef enum state
S_CRUSHCLAW_WAIT,
S_CRUSHCHAIN,
// Banpyura
S_BANPYURA_ROAM1,
S_BANPYURA_ROAM2,
S_BANPYURA_ROAM3,
S_BANPYURA_ROAM4,
S_BANPYURA_ROAMPAUSE,
S_CDIAG1,
S_CDIAG2,
S_CDIAG3,
S_CDIAG4,
S_CDIAG5,
S_CDIAG6,
S_CDIAG7,
S_CDIAG8,
// Jet Jaw
S_JETJAW_ROAM1,
S_JETJAW_ROAM2,
@ -1320,6 +1383,22 @@ typedef enum state
S_CANARIVOREGAS_7,
S_CANARIVOREGAS_8,
// Pyre Fly
S_PYREFLY_FLY,
S_PYREFLY_BURN,
S_PYREFIRE1,
S_PYREFIRE2,
// Pterabyte
S_PTERABYTESPAWNER,
S_PTERABYTEWAYPOINT,
S_PTERABYTE_FLY1,
S_PTERABYTE_FLY2,
S_PTERABYTE_FLY3,
S_PTERABYTE_FLY4,
S_PTERABYTE_SWOOPDOWN,
S_PTERABYTE_SWOOPUP,
// Boss Explosion
S_BOSSEXPLODE,
@ -1447,6 +1526,10 @@ typedef enum state
S_BOSSSEBH1,
S_BOSSSEBH2,
// Boss 3 Shockwave
S_SHOCKWAVE1,
S_SHOCKWAVE2,
// Boss 4
S_EGGMOBILE4_STND,
S_EGGMOBILE4_LATK1,
@ -1489,6 +1572,25 @@ typedef enum state
S_EGGROBOJET,
// Boss 5
S_FANG_SETUP,
S_FANG_INTRO0,
S_FANG_INTRO1,
S_FANG_INTRO2,
S_FANG_INTRO3,
S_FANG_INTRO4,
S_FANG_INTRO5,
S_FANG_INTRO6,
S_FANG_INTRO7,
S_FANG_INTRO8,
S_FANG_INTRO9,
S_FANG_INTRO10,
S_FANG_INTRO11,
S_FANG_INTRO12,
S_FANG_CLONE1,
S_FANG_CLONE2,
S_FANG_CLONE3,
S_FANG_CLONE4,
S_FANG_IDLE0,
S_FANG_IDLE1,
S_FANG_IDLE2,
S_FANG_IDLE3,
@ -1560,6 +1662,26 @@ typedef enum state
S_FANG_FLEEBOUNCE2,
S_FANG_KO,
S_BROKENROBOTRANDOM,
S_BROKENROBOTA,
S_BROKENROBOTB,
S_BROKENROBOTC,
S_BROKENROBOTD,
S_BROKENROBOTE,
S_BROKENROBOTF,
S_ALART1,
S_ALART2,
S_VWREF,
S_VWREB,
S_PROJECTORLIGHT1,
S_PROJECTORLIGHT2,
S_PROJECTORLIGHT3,
S_PROJECTORLIGHT4,
S_PROJECTORLIGHT5,
S_FBOMB1,
S_FBOMB2,
S_FBOMB_EXPL1,
@ -2283,14 +2405,12 @@ typedef enum state
S_DRIPC1,
S_DRIPC2,
// Coral 1
// Coral
S_CORAL1,
// Coral 2
S_CORAL2,
// Coral 3
S_CORAL3,
S_CORAL4,
S_CORAL5,
// Blue Crystal
S_BLUECRYSTAL1,
@ -2298,6 +2418,11 @@ typedef enum state
// Kelp,
S_KELP,
// Animated algae
S_ANIMALGAETOP1,
S_ANIMALGAETOP2,
S_ANIMALGAESEG,
// DSZ Stalagmites
S_DSZSTALAGMITE,
S_DSZ2STALAGMITE,
@ -2432,7 +2557,7 @@ typedef enum state
S_LITTLETUMBLEWEED_ROLL7,
S_LITTLETUMBLEWEED_ROLL8,
// Cacti Sprites
// Cacti
S_CACTI1,
S_CACTI2,
S_CACTI3,
@ -2442,8 +2567,12 @@ typedef enum state
S_CACTI7,
S_CACTI8,
S_CACTI9,
S_CACTI10,
S_CACTI11,
S_CACTITINYSEG,
S_CACTISMALLSEG,
// Warning signs sprites
// Warning signs
S_ARIDSIGN_CAUTION,
S_ARIDSIGN_CACTI,
S_ARIDSIGN_SHARPTURN,
@ -2513,7 +2642,7 @@ typedef enum state
// Saloon door
S_SALOONDOOR,
S_SALOONDOORTHINKER,
S_SALOONDOORCENTER,
// Train cameo
S_TRAINCAMEOSPAWNER_1,
@ -2534,6 +2663,12 @@ typedef enum state
S_FLAMEJETFLAME1,
S_FLAMEJETFLAME2,
S_FLAMEJETFLAME3,
S_FLAMEJETFLAME4,
S_FLAMEJETFLAME5,
S_FLAMEJETFLAME6,
S_FLAMEJETFLAME7,
S_FLAMEJETFLAME8,
S_FLAMEJETFLAME9,
// Spinning flame jets
S_FJSPINAXISA1, // Counter-clockwise
@ -2546,6 +2681,28 @@ typedef enum state
S_FLAMEJETFLAMEB2,
S_FLAMEJETFLAMEB3,
// Lavafall
S_LAVAFALL_DORMANT,
S_LAVAFALL_TELL,
S_LAVAFALL_SHOOT,
S_LAVAFALL_LAVA1,
S_LAVAFALL_LAVA2,
S_LAVAFALL_LAVA3,
S_LAVAFALLROCK,
// Rollout Rock
S_ROLLOUTSPAWN,
S_ROLLOUTROCK,
// RVZ scenery
S_BIGFERNLEAF,
S_BIGFERN1,
S_BIGFERN2,
S_JUNGLEPALM,
S_TORCHFLOWER,
S_WALLVINE_LONG,
S_WALLVINE_SHORT,
// Trapgoyles
S_TRAPGOYLE,
S_TRAPGOYLE_CHECK,
@ -2577,6 +2734,9 @@ typedef enum state
S_TARGET_RESPAWN,
S_TARGET_ALLDONE,
// ATZ's green flame
S_GREENFLAME,
// Stalagmites
S_STG0,
S_STG1,
@ -2597,6 +2757,7 @@ typedef enum state
S_LAMPPOST1, // normal
S_LAMPPOST2, // with snow
S_HANGSTAR,
S_MISTLETOE,
// Xmas GFZ bushes
S_XMASBLUEBERRYBUSH,
S_XMASBERRYBUSH,
@ -2604,6 +2765,16 @@ typedef enum state
// FHZ
S_FHZICE1,
S_FHZICE2,
S_ROSY_IDLE1,
S_ROSY_IDLE2,
S_ROSY_IDLE3,
S_ROSY_IDLE4,
S_ROSY_JUMP,
S_ROSY_WALK,
S_ROSY_HUG,
S_ROSY_PAIN,
S_ROSY_STND,
S_ROSY_UNHAPPY,
// Halloween Scenery
// Pumpkins
@ -3255,6 +3426,17 @@ typedef enum state
S_BHORIZ7,
S_BHORIZ8,
// Booster
S_BOOSTERSOUND,
S_YELLOWBOOSTERROLLER,
S_YELLOWBOOSTERSEG_LEFT,
S_YELLOWBOOSTERSEG_RIGHT,
S_YELLOWBOOSTERSEG_FACE,
S_REDBOOSTERROLLER,
S_REDBOOSTERSEG_LEFT,
S_REDBOOSTERSEG_RIGHT,
S_REDBOOSTERSEG_FACE,
// Rain
S_RAIN1,
S_RAINRETURN,
@ -3275,6 +3457,9 @@ typedef enum state
S_SPLISH8,
S_SPLISH9,
// Lava Splish
S_LAVASPLISH,
// added water splash
S_SPLASH1,
S_SPLASH2,
@ -3908,6 +4093,7 @@ typedef enum mobj_type
MT_THOK, // Thok! mobj
MT_PLAYER,
MT_TAILSOVERLAY, // c:
MT_METALJETFUME,
// Enemies
MT_BLUECRAWLA, // Crawla (Blue)
@ -3926,6 +4112,8 @@ typedef enum mobj_type
MT_CRUSHSTACEAN, // Crushstacean
MT_CRUSHCLAW, // Big meaty claw
MT_CRUSHCHAIN, // Chain
MT_BANPYURA, // Banpyura
MT_BANPSPRING, // Banpyura spring
MT_JETJAW, // Jet Jaw
MT_SNAILER, // Snailer
MT_VULTURE, // BASH
@ -3947,6 +4135,11 @@ typedef enum mobj_type
MT_UNIBALL, // Unidus Ball
MT_CANARIVORE, // Canarivore
MT_CANARIVORE_GAS, // Canarivore gas
MT_PYREFLY, // Pyre Fly
MT_PYREFLY_FIRE, // Pyre Fly fire
MT_PTERABYTESPAWNER, // Pterabyte spawner
MT_PTERABYTEWAYPOINT, // Pterabyte waypoint
MT_PTERABYTE, // Pterabyte
// Generic Boss Items
MT_BOSSEXPLODE,
@ -3973,7 +4166,7 @@ typedef enum mobj_type
// Boss 3
MT_EGGMOBILE3,
MT_FAKEMOBILE,
MT_SHOCK,
MT_SHOCKWAVE,
// Boss 4
MT_EGGMOBILE4,
@ -3984,6 +4177,10 @@ typedef enum mobj_type
// Boss 5
MT_FANG,
MT_BROKENROBOT,
MT_VWREF,
MT_VWREB,
MT_PROJECTORLIGHT,
MT_FBOMB,
MT_TNTDUST, // also used by barrel
MT_FSGNA,
@ -4054,6 +4251,11 @@ typedef enum mobj_type
MT_REDHORIZ,
MT_BLUEHORIZ,
MT_BOOSTERSEG,
MT_BOOSTERROLLER,
MT_YELLOWBOOSTER,
MT_REDBOOSTER,
// Interactive Objects
MT_BUBBLES, // Bubble source
MT_SIGN, // Level end sign
@ -4182,11 +4384,15 @@ typedef enum mobj_type
MT_SEAWEED, // DSZ Seaweed
MT_WATERDRIP, // Dripping Water source
MT_WATERDROP, // Water drop from dripping water
MT_CORAL1, // Coral 1
MT_CORAL2, // Coral 2
MT_CORAL3, // Coral 3
MT_CORAL1, // Coral
MT_CORAL2,
MT_CORAL3,
MT_CORAL4,
MT_CORAL5,
MT_BLUECRYSTAL, // Blue Crystal
MT_KELP, // Kelp
MT_ANIMALGAETOP, // Animated algae top
MT_ANIMALGAESEG, // Animated algae segment
MT_DSZSTALAGMITE, // Deep Sea 1 Stalagmite
MT_DSZ2STALAGMITE, // Deep Sea 2 Stalagmite
MT_LIGHTBEAM, // DSZ Light beam
@ -4237,15 +4443,19 @@ typedef enum mobj_type
// Arid Canyon Scenery
MT_BIGTUMBLEWEED,
MT_LITTLETUMBLEWEED,
MT_CACTI1,
MT_CACTI2,
MT_CACTI3,
MT_CACTI4,
MT_CACTI5, // Harmful Cactus 1
MT_CACTI6, // Harmful Cactus 2
MT_CACTI7, // Harmful Cactus 3
MT_CACTI8, // Harmful Cactus 4
MT_CACTI9, // Harmful Cactus 5
MT_CACTI1, // Tiny Red Flower Cactus
MT_CACTI2, // Small Red Flower Cactus
MT_CACTI3, // Tiny Blue Flower Cactus
MT_CACTI4, // Small Blue Flower Cactus
MT_CACTI5, // Prickly Pear
MT_CACTI6, // Barrel Cactus
MT_CACTI7, // Tall Barrel Cactus
MT_CACTI8, // Armed Cactus
MT_CACTI9, // Ball Cactus
MT_CACTI10, // Tiny Cactus
MT_CACTI11, // Small Cactus
MT_CACTITINYSEG, // Tiny Cactus Segment
MT_CACTISMALLSEG, // Small Cactus Segment
MT_ARIDSIGN_CAUTION, // Caution Sign
MT_ARIDSIGN_CACTI, // Cacti Sign
MT_ARIDSIGN_SHARPTURN, // Sharp Turn Sign
@ -4263,7 +4473,7 @@ typedef enum mobj_type
MT_MINECARTSIDEMARK,
MT_MINECARTSPARK,
MT_SALOONDOOR,
MT_SALOONDOORTHINKER,
MT_SALOONDOORCENTER,
MT_TRAINCAMEOSPAWNER,
MT_TRAINSEG,
MT_TRAINDUSTSPAWNER,
@ -4280,6 +4490,20 @@ typedef enum mobj_type
MT_FLAMEJETFLAMEB, // Blade's flame
MT_LAVAFALL,
MT_LAVAFALL_LAVA,
MT_LAVAFALLROCK,
MT_ROLLOUTSPAWN,
MT_ROLLOUTROCK,
MT_BIGFERNLEAF,
MT_BIGFERN,
MT_JUNGLEPALM,
MT_TORCHFLOWER,
MT_WALLVINE_LONG,
MT_WALLVINE_SHORT,
// Dark City Scenery
// Egg Rock Scenery
@ -4290,6 +4514,7 @@ typedef enum mobj_type
MT_TRAPGOYLEDOWN,
MT_TRAPGOYLELONG,
MT_TARGET, // AKA Red Crystal
MT_GREENFLAME,
// Stalagmites
MT_STALAGMITE0,
@ -4311,6 +4536,7 @@ typedef enum mobj_type
MT_LAMPPOST1, // normal
MT_LAMPPOST2, // with snow
MT_HANGSTAR,
MT_MISTLETOE,
// Xmas GFZ bushes
MT_XMASBLUEBERRYBUSH,
MT_XMASBERRYBUSH,
@ -4318,6 +4544,8 @@ typedef enum mobj_type
// FHZ
MT_FHZICE1,
MT_FHZICE2,
MT_ROSY,
MT_CDLHRT,
// Halloween Scenery
// Pumpkins
@ -4446,6 +4674,7 @@ typedef enum mobj_type
MT_RAIN, // Rain
MT_SNOWFLAKE, // Snowflake
MT_SPLISH, // Water splish!
MT_LAVASPLISH, // Lava splish!
MT_SMOKE,
MT_SMALLBUBBLE, // small bubble
MT_MEDIUMBUBBLE, // medium bubble

View file

@ -182,6 +182,8 @@ static const struct {
{META_CAMERA, "camera_t"},
{META_ACTION, "action"},
{META_LUABANKS, "luabanks[]"},
{NULL, NULL}
};
@ -228,6 +230,18 @@ static int lib_isPlayerAdmin(lua_State *L)
return 1;
}
static int lib_reserveLuabanks(lua_State *L)
{
static boolean reserved = false;
if (!lua_lumploading)
return luaL_error(L, "luabanks[] cannot be reserved from within a hook or coroutine!");
if (reserved)
return luaL_error(L, "luabanks[] has already been reserved! Only one savedata-enabled mod at a time may use this feature.");
reserved = true;
LUA_PushUserdata(L, &luabanks, META_LUABANKS);
return 1;
}
// M_RANDOM
//////////////
@ -802,15 +816,12 @@ static int lib_pCheckDeathPitCollide(lua_State *L)
static int lib_pCheckSolidLava(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
if (!rover)
return LUA_ErrInvalid(L, "ffloor_t");
lua_pushboolean(L, P_CheckSolidLava(mo, rover));
lua_pushboolean(L, P_CheckSolidLava(rover));
return 1;
}
@ -2736,6 +2747,7 @@ static luaL_Reg lib[] = {
{"chatprintf", lib_chatprintf},
{"userdataType", lib_userdataType},
{"IsPlayerAdmin", lib_isPlayerAdmin},
{"reserveLuabanks", lib_reserveLuabanks},
// m_random
{"P_RandomFixed",lib_pRandomFixed},

View file

@ -50,6 +50,7 @@ enum hook {
hook_FollowMobj,
hook_PlayerCanDamage,
hook_PlayerQuit,
hook_IntermissionThinker,
hook_MAX // last hook
};
@ -91,5 +92,6 @@ boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnM
boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAfterThink Smiles mobj-following
UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage
void LUAh_PlayerQuit(player_t *plr, int reason); // Hook for player quitting
void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
#endif

View file

@ -61,6 +61,7 @@ const char *const hookNames[hook_MAX+1] = {
"FollowMobj",
"PlayerCanDamage",
"PlayerQuit",
"IntermissionThinker",
NULL
};
@ -1322,4 +1323,27 @@ void LUAh_PlayerQuit(player_t *plr, int reason)
lua_settop(gL, 0);
}
// Hook for Y_Ticker
void LUAh_IntermissionThinker(void)
{
hook_p hookp;
if (!gL || !(hooksAvailable[hook_IntermissionThinker/8] & (1<<(hook_IntermissionThinker%8))))
return;
for (hookp = roothook; hookp; hookp = hookp->next)
{
if (hookp->type != hook_IntermissionThinker)
continue;
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
lua_gettable(gL, LUA_REGISTRYINDEX);
if (lua_pcall(gL, 0, 0, 0)) {
if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
hookp->error = true;
}
}
}
#endif

View file

@ -637,6 +637,68 @@ static int libd_drawString(lua_State *L)
return 0;
}
static int libd_drawNameTag(lua_State *L)
{
INT32 x;
INT32 y;
const char *str;
INT32 flags;
UINT8 basecolor;
UINT8 outlinecolor;
UINT8 *basecolormap = NULL;
UINT8 *outlinecolormap = NULL;
HUDONLY
x = luaL_checkinteger(L, 1);
y = luaL_checkinteger(L, 2);
str = luaL_checkstring(L, 3);
flags = luaL_optinteger(L, 4, 0);
basecolor = luaL_optinteger(L, 5, SKINCOLOR_BLUE);
outlinecolor = luaL_optinteger(L, 6, SKINCOLOR_ORANGE);
if (basecolor != SKINCOLOR_NONE)
basecolormap = R_GetTranslationColormap(TC_DEFAULT, basecolor, GTC_CACHE);
if (outlinecolor != SKINCOLOR_NONE)
outlinecolormap = R_GetTranslationColormap(TC_DEFAULT, outlinecolor, GTC_CACHE);
flags &= ~V_PARAMMASK; // Don't let crashes happen.
V_DrawNameTag(x, y, flags, FRACUNIT, basecolormap, outlinecolormap, str);
return 0;
}
static int libd_drawScaledNameTag(lua_State *L)
{
fixed_t x;
fixed_t y;
const char *str;
INT32 flags;
fixed_t scale;
UINT8 basecolor;
UINT8 outlinecolor;
UINT8 *basecolormap = NULL;
UINT8 *outlinecolormap = NULL;
HUDONLY
x = luaL_checkfixed(L, 1);
y = luaL_checkfixed(L, 2);
str = luaL_checkstring(L, 3);
flags = luaL_optinteger(L, 4, 0);
scale = luaL_optinteger(L, 5, FRACUNIT);
if (scale < 0)
return luaL_error(L, "negative scale");
basecolor = luaL_optinteger(L, 6, SKINCOLOR_BLUE);
outlinecolor = luaL_optinteger(L, 7, SKINCOLOR_ORANGE);
if (basecolor != SKINCOLOR_NONE)
basecolormap = R_GetTranslationColormap(TC_DEFAULT, basecolor, GTC_CACHE);
if (outlinecolor != SKINCOLOR_NONE)
outlinecolormap = R_GetTranslationColormap(TC_DEFAULT, outlinecolor, GTC_CACHE);
flags &= ~V_PARAMMASK; // Don't let crashes happen.
V_DrawNameTag(FixedInt(x), FixedInt(y), flags, scale, basecolormap, outlinecolormap, str);
return 0;
}
static int libd_stringWidth(lua_State *L)
{
const char *str = luaL_checkstring(L, 1);
@ -659,6 +721,13 @@ static int libd_stringWidth(lua_State *L)
return 1;
}
static int libd_nameTagWidth(lua_State *L)
{
HUDONLY
lua_pushinteger(L, V_NameTagWidth(luaL_checkstring(L, 1)));
return 1;
}
static int libd_getColormap(lua_State *L)
{
INT32 skinnum = TC_DEFAULT;
@ -837,9 +906,12 @@ static luaL_Reg lib_draw[] = {
{"drawPaddedNum", libd_drawPaddedNum},
{"drawFill", libd_drawFill},
{"drawString", libd_drawString},
{"drawNameTag", libd_drawNameTag},
{"drawScaledNameTag", libd_drawScaledNameTag},
{"fadeScreen", libd_fadeScreen},
// misc
{"stringWidth", libd_stringWidth},
{"nameTagWidth", libd_nameTagWidth},
// m_random
{"RandomFixed",libd_RandomFixed},
{"RandomByte",libd_RandomByte},

View file

@ -18,6 +18,7 @@
#include "p_mobj.h"
#include "p_local.h"
#include "z_zone.h"
#include "doomstat.h" // luabanks[]
#include "lua_script.h"
#include "lua_libs.h"
@ -146,7 +147,7 @@ static int lib_getSpr2default(lua_State *L)
return luaL_error(L, "spr2defaults[] invalid index");
if (i >= free_spr2)
return 0;
return luaL_error(L, "spr2defaults[] index %d out of range (%d - %d)", i, 0, free_spr2-1);
lua_pushinteger(L, spr2defaults[i]);
return 1;
@ -1026,6 +1027,61 @@ static int sfxinfo_num(lua_State *L)
return 1;
}
//////////////
// LUABANKS //
//////////////
static int lib_getluabanks(lua_State *L)
{
UINT8 i;
lua_remove(L, 1); // don't care about luabanks[] dummy userdata.
if (lua_isnumber(L, 1))
i = lua_tonumber(L, 1);
else
return luaL_error(L, "luabanks[] invalid index");
if (i >= NUM_LUABANKS)
luaL_error(L, "luabanks[] index %d out of range (%d - %d)", i, 0, NUM_LUABANKS-1);
lua_pushinteger(L, luabanks[i]);
return 1;
}
static int lib_setluabanks(lua_State *L)
{
UINT8 i;
INT32 j = 0;
if (hud_running)
return luaL_error(L, "Do not alter luabanks[] in HUD rendering code!");
lua_remove(L, 1); // don't care about luabanks[] dummy userdata.
if (lua_isnumber(L, 1))
i = lua_tonumber(L, 1);
else
return luaL_error(L, "luabanks[] invalid index");
if (i >= NUM_LUABANKS)
luaL_error(L, "luabanks[] index %d out of range (%d - %d)", i, 0, NUM_LUABANKS-1);
if (lua_isnumber(L, 2))
j = lua_tonumber(L, 2);
else
return luaL_error(L, "luabanks[] invalid set");
luabanks[i] = j;
return 0;
}
static int lib_luabankslen(lua_State *L)
{
lua_pushinteger(L, NUM_LUABANKS);
return 1;
}
//////////////////////////////
//
// Now push all these functions into the Lua state!
@ -1147,6 +1203,18 @@ int LUA_InfoLib(lua_State *L)
lua_pushvalue(L, -1);
lua_setglobal(L, "S_sfx");
lua_setglobal(L, "sfxinfo");
luaL_newmetatable(L, META_LUABANKS);
lua_pushcfunction(L, lib_getluabanks);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, lib_setluabanks);
lua_setfield(L, -2, "__newindex");
lua_pushcfunction(L, lib_luabankslen);
lua_setfield(L, -2, "__len");
lua_pop(L, 1);
return 0;
}

View file

@ -67,6 +67,8 @@ extern lua_State *gL;
#define META_ACTION "ACTIONF_T*"
#define META_LUABANKS "LUABANKS[]*"
boolean luaL_checkboolean(lua_State *L, int narg);
int LUA_EnumLib(lua_State *L);

View file

@ -411,37 +411,53 @@ static int sector_iterate(lua_State *L)
// sector.lines, i -> sector.lines[i]
// sector.lines.valid, for validity checking
//
// 25/9/19 Monster Iestyn
// Modified this and _num to use triple pointers, to allow for a new hack of mine involving offsetof
// this way we don't need to check frontsector or backsector of line #0 in the array
//
static int sectorlines_get(lua_State *L)
{
line_t **seclines = *((line_t ***)luaL_checkudata(L, 1, META_SECTORLINES));
line_t ***seclines = *((line_t ****)luaL_checkudata(L, 1, META_SECTORLINES));
size_t i;
size_t numoflines = 0;
lua_settop(L, 2);
if (!lua_isnumber(L, 2))
{
int field = luaL_checkoption(L, 2, NULL, valid_opt);
if (!seclines)
if (!seclines || !(*seclines))
{
if (field == 0) {
lua_pushboolean(L, 0);
return 1;
}
return luaL_error(L, "accessed sector_t doesn't exist anymore.");
return luaL_error(L, "accessed sector_t.lines doesn't exist anymore.");
} else if (field == 0) {
lua_pushboolean(L, 1);
return 1;
}
}
/* a snip from sector_t struct in r_defs.h, for reference
size_t linecount;
struct line_s **lines; // [linecount] size
*/
// get the "linecount" by shifting our retrieved memory address of "lines" to where "linecount" is in the sector_t, then dereferencing the result
// we need this to determine the array's actual size, and therefore also the maximum value allowed as an index
// this only works if seclines is actually a pointer to a sector's lines member in memory, oh boy
numoflines = (size_t)(*(seclines - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
/* OLD HACK
// check first linedef to figure which of its sectors owns this sector->lines pointer
// then check that sector's linecount to get a maximum index
//if (!seclines[0])
//if (!(*seclines)[0])
//return luaL_error(L, "no lines found!"); // no first linedef?????
if (seclines[0]->frontsector->lines == seclines)
numoflines = seclines[0]->frontsector->linecount;
else if (seclines[0]->backsector && seclines[0]->backsector->lines == seclines) // check backsector exists first
numoflines = seclines[0]->backsector->linecount;
if ((*seclines)[0]->frontsector->lines == *seclines)
numoflines = (*seclines)[0]->frontsector->linecount;
else if ((*seclines)[0]->backsector && *seclines[0]->backsector->lines == *seclines) // check backsector exists first
numoflines = (*seclines)[0]->backsector->linecount;
//if neither sector has it then ???
*/
if (!numoflines)
return luaL_error(L, "no lines found!");
@ -449,23 +465,21 @@ static int sectorlines_get(lua_State *L)
i = (size_t)lua_tointeger(L, 2);
if (i >= numoflines)
return 0;
LUA_PushUserdata(L, seclines[i], META_LINE);
LUA_PushUserdata(L, (*seclines)[i], META_LINE);
return 1;
}
// #(sector.lines) -> sector.linecount
static int sectorlines_num(lua_State *L)
{
line_t **seclines = *((line_t ***)luaL_checkudata(L, 1, META_SECTORLINES));
line_t ***seclines = *((line_t ****)luaL_checkudata(L, 1, META_SECTORLINES));
size_t numoflines = 0;
// check first linedef to figure which of its sectors owns this sector->lines pointer
// then check that sector's linecount to get a maximum index
//if (!seclines[0])
//return luaL_error(L, "no lines found!"); // no first linedef?????
if (seclines[0]->frontsector->lines == seclines)
numoflines = seclines[0]->frontsector->linecount;
else if (seclines[0]->backsector && seclines[0]->backsector->lines == seclines) // check backsector exists first
numoflines = seclines[0]->backsector->linecount;
//if neither sector has it then ???
if (!seclines || !(*seclines))
return luaL_error(L, "accessed sector_t.lines doesn't exist anymore.");
// see comments in the _get function above
numoflines = (size_t)(*(seclines - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
lua_pushinteger(L, numoflines);
return 1;
}
@ -543,7 +557,7 @@ static int sector_get(lua_State *L)
LUA_PushUserdata(L, &sectors[sector->camsec], META_SECTOR);
return 1;
case sector_lines: // lines
LUA_PushUserdata(L, sector->lines, META_SECTORLINES);
LUA_PushUserdata(L, &sector->lines, META_SECTORLINES); // push the address of the "lines" member in the struct, to allow our hacks in sectorlines_get/_num to work
return 1;
case sector_ffloors: // ffloors
lua_pushcfunction(L, lib_iterateSectorFFloors);
@ -579,6 +593,7 @@ static int sector_set(lua_State *L)
case sector_thinglist: // thinglist
case sector_heightsec: // heightsec
case sector_camsec: // camsec
case sector_lines: // lines
case sector_ffloors: // ffloors
#ifdef ESLOPE
case sector_fslope: // f_slope

View file

@ -164,6 +164,8 @@ static int mobj_get(lua_State *L)
enum mobj_e field = Lua_optoption(L, 2, NULL, mobj_opt);
lua_settop(L, 2);
INLEVEL
if (!mo) {
if (field == mobj_valid) {
lua_pushboolean(L, 0);
@ -409,6 +411,8 @@ static int mobj_set(lua_State *L)
enum mobj_e field = Lua_optoption(L, 2, mobj_opt[0], mobj_opt);
lua_settop(L, 3);
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");

View file

@ -25,7 +25,6 @@
static int lib_iteratePlayers(lua_State *L)
{
INT32 i = -1;
INLEVEL
if (lua_gettop(L) < 2)
{
//return luaL_error(L, "Don't call players.iterate() directly, use it as 'for player in players.iterate do <block> end'.");
@ -52,7 +51,6 @@ static int lib_getPlayer(lua_State *L)
{
const char *field;
// i -> players[i]
INLEVEL
if (lua_type(L, 2) == LUA_TNUMBER)
{
lua_Integer i = luaL_checkinteger(L, 2);

View file

@ -431,7 +431,7 @@ void LUA_InvalidateLevel(void)
for (i = 0; i < numsectors; i++)
{
LUA_InvalidateUserdata(&sectors[i]);
LUA_InvalidateUserdata(sectors[i].lines);
LUA_InvalidateUserdata(&sectors[i].lines);
if (sectors[i].ffloors)
{
for (rover = sectors[i].ffloors; rover; rover = rover->next)
@ -1121,7 +1121,7 @@ void LUA_Archive(void)
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
if (!playeringame[i] && i > 0) // dedicated servers...
continue;
// all players in game will be archived, even if they just add a 0.
ArchiveExtVars(&players[i], "player");
@ -1157,7 +1157,7 @@ void LUA_UnArchive(void)
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
if (!playeringame[i] && i > 0) // dedicated servers...
continue;
UnArchiveExtVars(&players[i]);
}

View file

@ -52,6 +52,8 @@ enum skin {
skin_supercolor,
skin_prefoppositecolor,
skin_highresscale,
skin_contspeed,
skin_contangle,
skin_soundsid,
skin_availability
};
@ -88,6 +90,8 @@ static const char *const skin_opt[] = {
"supercolor",
"prefoppositecolor",
"highresscale",
"contspeed",
"contangle",
"soundsid",
"availability",
NULL};
@ -199,6 +203,12 @@ static int skin_get(lua_State *L)
case skin_highresscale:
lua_pushinteger(L, skin->highresscale);
break;
case skin_contspeed:
lua_pushinteger(L, skin->contspeed);
break;
case skin_contangle:
lua_pushinteger(L, skin->contangle);
break;
case skin_soundsid:
LUA_PushUserdata(L, skin->soundsid, META_SOUNDSID);
break;

View file

@ -528,12 +528,22 @@ skincolors_t M_GetEmblemColor(emblem_t *em)
return em->color;
}
const char *M_GetEmblemPatch(emblem_t *em)
const char *M_GetEmblemPatch(emblem_t *em, boolean big)
{
static char pnamebuf[7] = "GOTITn";
static char pnamebuf[7];
if (!big)
strcpy(pnamebuf, "GOTITn");
else
strcpy(pnamebuf, "EMBMn0");
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
if (!big)
pnamebuf[5] = em->sprite;
else
pnamebuf[4] = em->sprite;
return pnamebuf;
}
@ -544,11 +554,21 @@ skincolors_t M_GetExtraEmblemColor(extraemblem_t *em)
return em->color;
}
const char *M_GetExtraEmblemPatch(extraemblem_t *em)
const char *M_GetExtraEmblemPatch(extraemblem_t *em, boolean big)
{
static char pnamebuf[7] = "GOTITn";
static char pnamebuf[7];
if (!big)
strcpy(pnamebuf, "GOTITn");
else
strcpy(pnamebuf, "EMBMn0");
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
if (!big)
pnamebuf[5] = em->sprite;
else
pnamebuf[4] = em->sprite;
return pnamebuf;
}

View file

@ -171,9 +171,9 @@ INT32 M_CountEmblems(void);
// Emblem shit
emblem_t *M_GetLevelEmblems(INT32 mapnum);
skincolors_t M_GetEmblemColor(emblem_t *em);
const char *M_GetEmblemPatch(emblem_t *em);
const char *M_GetEmblemPatch(emblem_t *em, boolean big);
skincolors_t M_GetExtraEmblemColor(extraemblem_t *em);
const char *M_GetExtraEmblemPatch(extraemblem_t *em);
const char *M_GetExtraEmblemPatch(extraemblem_t *em, boolean big);
// If you're looking to compare stats for unlocks or what not, use these
// They stop checking upon reaching the target number so they

File diff suppressed because it is too large Load diff

View file

@ -63,6 +63,7 @@ typedef enum
MN_MP_CONNECT,
MN_MP_ROOM,
MN_MP_PLAYERSETUP, // MP_PlayerSetupDef shared with SPLITSCREEN if #defined NONET
MN_MP_SERVER_OPTIONS,
// Options
MN_OP_MAIN,
@ -72,10 +73,12 @@ typedef enum
MN_OP_P1MOUSE,
MN_OP_P1JOYSTICK,
MN_OP_JOYSTICKSET, // OP_JoystickSetDef shared with P2
MN_OP_P1CAMERA,
MN_OP_P2CONTROLS,
MN_OP_P2MOUSE,
MN_OP_P2JOYSTICK,
MN_OP_P2CAMERA,
MN_OP_VIDEO,
MN_OP_VIDEOMODE,
@ -101,6 +104,7 @@ typedef enum
MN_SR_LEVELSELECT,
MN_SR_UNLOCKCHECKLIST,
MN_SR_EMBLEMHINT,
MN_SR_PLAYER,
// Addons (Part of MISC, but let's make it our own)
MN_AD_MAIN,
@ -206,7 +210,6 @@ void M_QuitResponse(INT32 ch);
// Determines whether to show a level in the list (platter version does not need to be exposed)
boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt);
// flags for items in the menu
// menu handle (what we do when key is pressed
#define IT_TYPE 14 // (2+4+8)
@ -242,6 +245,8 @@ boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt);
#define IT_CV_NOPRINT 1536
#define IT_CV_NOMOD 2048
#define IT_CV_INVISSLIDER 2560
#define IT_CV_INTEGERSTEP 4096 // if IT_CV_NORMAL and cvar is CV_FLOAT, modify it by 1 instead of 0.0625
#define IT_CV_FLOATSLIDER 4608 // IT_CV_SLIDER, value modified by 0.0625 instead of 1 (for CV_FLOAT cvars)
//call/submenu specific
// There used to be a lot more here but ...
@ -309,6 +314,10 @@ extern menu_t *currentMenu;
extern menu_t MainDef;
extern menu_t SP_LoadDef;
// Call upon joystick hotplug
void M_SetupJoystickMenu(INT32 choice);
extern menu_t OP_JoystickSetDef;
// Stuff for customizing the player select screen
typedef struct
{
@ -316,9 +325,18 @@ typedef struct
char notes[441];
char picname[8];
char skinname[SKINNAMESIZE*2+2]; // skin&skin\0
patch_t *pic;
patch_t *charpic;
UINT8 prev;
UINT8 next;
// new character select
char displayname[SKINNAMESIZE+1];
SINT8 skinnum[2];
UINT8 oppositecolor;
char nametag[8];
patch_t *namepic;
UINT8 tagtextcolor;
UINT8 tagoutlinecolor;
} description_t;
// level select platter
@ -367,6 +385,7 @@ typedef struct
extern description_t description[MAXSKINS];
extern consvar_t cv_showfocuslost;
extern consvar_t cv_newgametype, cv_nextmap, cv_chooseskin, cv_serversort;
extern CV_PossibleValue_t gametype_cons_t[];
@ -397,6 +416,9 @@ void Screenshot_option_Onchange(void);
// Addons menu updating
void Addons_option_Onchange(void);
// Moviemode menu updating
void Moviemode_option_Onchange(void);
// These defines make it a little easier to make menus
#define DEFAULTMENUSTYLE(id, header, source, prev, x, y)\
{\

View file

@ -108,6 +108,9 @@ consvar_t cv_screenshot_colorprofile = {"screenshot_colorprofile", "Yes", CV_SAV
static CV_PossibleValue_t moviemode_cons_t[] = {{MM_GIF, "GIF"}, {MM_APNG, "aPNG"}, {MM_SCREENSHOT, "Screenshots"}, {0, NULL}};
consvar_t cv_moviemode = {"moviemode_mode", "GIF", CV_SAVE|CV_CALL, moviemode_cons_t, Moviemode_mode_Onchange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_movie_option = {"movie_option", "Default", CV_SAVE|CV_CALL, screenshot_cons_t, Moviemode_option_Onchange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_movie_folder = {"movie_folder", "", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t zlib_mem_level_t[] = {
{1, "(Min Memory) 1"},
{2, "2"}, {3, "3"}, {4, "4"}, {5, "5"}, {6, "6"}, {7, "7"},
@ -194,7 +197,7 @@ INT32 M_MapNumber(char first, char second)
// ==========================================================================
// some libcs has no access function, make our own
#if defined (_WIN32_WCE)
#if 0
int access(const char *path, int amode)
{
int accesshandle = -1;
@ -1124,19 +1127,25 @@ static inline moviemode_t M_StartMovieGIF(const char *pathname)
void M_StartMovie(void)
{
#if NUMSCREENS > 2
const char *pathname = ".";
char pathname[MAX_WADPATH];
if (moviemode)
return;
if (cv_screenshot_option.value == 0)
pathname = usehome ? srb2home : srb2path;
else if (cv_screenshot_option.value == 1)
pathname = srb2home;
else if (cv_screenshot_option.value == 2)
pathname = srb2path;
else if (cv_screenshot_option.value == 3 && *cv_screenshot_folder.string != '\0')
pathname = cv_screenshot_folder.string;
if (cv_movie_option.value == 0)
strcpy(pathname, usehome ? srb2home : srb2path);
else if (cv_movie_option.value == 1)
strcpy(pathname, srb2home);
else if (cv_movie_option.value == 2)
strcpy(pathname, srb2path);
else if (cv_movie_option.value == 3 && *cv_movie_folder.string != '\0')
strcpy(pathname, cv_movie_folder.string);
if (cv_movie_option.value != 3)
{
strcat(pathname, PATHSEP"movies"PATHSEP);
I_mkdir(pathname, 0755);
}
if (rendermode == render_none)
I_Error("Can't make a movie without a render system\n");
@ -1474,7 +1483,8 @@ void M_ScreenShot(void)
void M_DoScreenShot(void)
{
#if NUMSCREENS > 2
const char *freename = NULL, *pathname = ".";
const char *freename = NULL;
char pathname[MAX_WADPATH];
boolean ret = false;
UINT8 *linear = NULL;
@ -1486,13 +1496,19 @@ void M_DoScreenShot(void)
return;
if (cv_screenshot_option.value == 0)
pathname = usehome ? srb2home : srb2path;
strcpy(pathname, usehome ? srb2home : srb2path);
else if (cv_screenshot_option.value == 1)
pathname = srb2home;
strcpy(pathname, srb2home);
else if (cv_screenshot_option.value == 2)
pathname = srb2path;
strcpy(pathname, srb2path);
else if (cv_screenshot_option.value == 3 && *cv_screenshot_folder.string != '\0')
pathname = cv_screenshot_folder.string;
strcpy(pathname, cv_screenshot_folder.string);
if (cv_screenshot_option.value != 3)
{
strcat(pathname, PATHSEP"screenshots"PATHSEP);
I_mkdir(pathname, 0755);
}
#ifdef USE_PNG
freename = Newsnapshotfile(pathname,"png");

View file

@ -30,7 +30,7 @@ typedef enum {
extern moviemode_t moviemode;
extern consvar_t cv_screenshot_option, cv_screenshot_folder, cv_screenshot_colorprofile;
extern consvar_t cv_moviemode;
extern consvar_t cv_moviemode, cv_movie_folder, cv_movie_option;
extern consvar_t cv_zlib_memory, cv_zlib_level, cv_zlib_strategy, cv_zlib_window_bits;
extern consvar_t cv_zlib_memorya, cv_zlib_levela, cv_zlib_strategya, cv_zlib_window_bitsa;
extern consvar_t cv_apng_delay;

View file

@ -14,29 +14,39 @@
#ifndef __M_SWAP__
#define __M_SWAP__
#include "endian.h"
// Endianess handling.
// WAD files are stored little endian.
#include "endian.h"
// Little to big endian
#ifdef SRB2_BIG_ENDIAN
#define SHORT(x) ((INT16)(\
(((UINT16)(x) & (UINT16)0x00ffU) << 8) \
| \
(((UINT16)(x) & (UINT16)0xff00U) >> 8))) \
#define SHORT(x) ((INT16)(\
(((UINT16)(x) & (UINT16)0x00ffU) << 8) \
| \
(((UINT16)(x) & (UINT16)0xff00U) >> 8))) \
#define LONG(x) ((INT32)(\
(((UINT32)(x) & (UINT32)0x000000ffUL) << 24) \
| \
(((UINT32)(x) & (UINT32)0x0000ff00UL) << 8) \
| \
(((UINT32)(x) & (UINT32)0x00ff0000UL) >> 8) \
| \
(((UINT32)(x) & (UINT32)0xff000000UL) >> 24)))
#define LONG(x) ((INT32)(\
(((UINT32)(x) & (UINT32)0x000000ffUL) << 24) \
| \
(((UINT32)(x) & (UINT32)0x0000ff00UL) << 8) \
| \
(((UINT32)(x) & (UINT32)0x00ff0000UL) >> 8) \
| \
(((UINT32)(x) & (UINT32)0xff000000UL) >> 24)))
#else
#define SHORT(x) ((INT16)(x))
#define LONG(x) ((INT32)(x))
#define SHORT(x) ((INT16)(x))
#define LONG(x) ((INT32)(x))
#endif
// Big to little endian
#ifdef SRB2_LITTLE_ENDIAN
#define BIGENDIAN_LONG(x) ((INT32)(((x)>>24)&0xff)|(((x)<<8)&0xff0000)|(((x)>>8)&0xff00)|(((x)<<24)&0xff000000))
#define BIGENDIAN_SHORT(x) ((INT16)(((x)>>8)|((x)<<8)))
#else
#define BIGENDIAN_LONG(x) ((INT32)(x))
#define BIGENDIAN_SHORT(x) ((INT16)(x))
#endif
#endif

View file

@ -170,6 +170,7 @@ void A_SetReactionTime(mobj_t *actor);
void A_Boss1Spikeballs(mobj_t *actor);
void A_Boss3TakeDamage(mobj_t *actor);
void A_Boss3Path(mobj_t *actor);
void A_Boss3ShockThink(mobj_t *actor);
void A_LinedefExecute(mobj_t *actor);
void A_PlaySeeSound(mobj_t *actor);
void A_PlayAttackSound(mobj_t *actor);
@ -282,6 +283,7 @@ void A_Boss5CheckOnGround(mobj_t *actor);
void A_Boss5CheckFalling(mobj_t *actor);
void A_Boss5PinchShot(mobj_t *actor);
void A_Boss5MakeItRain(mobj_t *actor);
void A_Boss5MakeJunk(mobj_t *actor);
void A_LookForBetter(mobj_t *actor);
void A_Boss5BombExplode(mobj_t *actor);
void A_DustDevilThink(mobj_t *actor);
@ -296,6 +298,14 @@ void A_SnapperThinker(mobj_t *actor);
void A_SaloonDoorSpawn(mobj_t *actor);
void A_MinecartSparkThink(mobj_t *actor);
void A_ModuloToState(mobj_t *actor);
void A_LavafallRocks(mobj_t *actor);
void A_LavafallLava(mobj_t *actor);
void A_FallingLavaCheck(mobj_t *actor);
void A_FireShrink(mobj_t *actor);
void A_SpawnPterabytes(mobj_t *actor);
void A_PterabyteHover(mobj_t *actor);
void A_RolloutSpawn(mobj_t *actor);
void A_RolloutRock(mobj_t *actor);
//for p_enemy.c
@ -2017,6 +2027,7 @@ void A_CrushstaceanWalk(mobj_t *actor)
|| (actor->reactiontime-- <= 0))
{
actor->flags2 ^= MF2_AMBUSH;
P_SetTarget(&actor->target, NULL);
P_SetMobjState(actor, locvar2);
actor->reactiontime = actor->info->reactiontime;
}
@ -2077,7 +2088,7 @@ void A_CrushclawAim(mobj_t *actor)
return; // there is only one step and it is crab
}
if (crab->target || P_LookForPlayers(crab, true, false, 600*crab->scale))
if (crab->target || P_LookForPlayers(crab, true, false, actor->info->speed*crab->scale))
ang = R_PointToAngle2(crab->x, crab->y, crab->target->x, crab->target->y);
else
ang = crab->angle + ((crab->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);
@ -2160,7 +2171,7 @@ void A_CrushclawLaunch(mobj_t *actor)
UINT8 i = 0;
for (i = 0; (i < CSEGS); i++)
{
mobj_t *newchain = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->info->raisestate);
mobj_t *newchain = P_SpawnMobjFromMobj(actor, 0, 0, 0, (mobjtype_t)actor->info->raisestate);
P_SetTarget(&prevchain->target, newchain);
prevchain = newchain;
}
@ -3027,10 +3038,15 @@ void A_Boss1Laser(mobj_t *actor)
if (!actor->target)
return;
if (actor->state->tics > 1)
dur = actor->tics;
else
{
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
dur = actor->extravalue2;
}
switch (locvar2)
{
@ -3076,22 +3092,14 @@ void A_Boss1Laser(mobj_t *actor)
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);
if (mobjinfo[locvar1].seesound)
S_StartSound(actor, mobjinfo[locvar1].seesound);
if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
{
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
}
/* -- the following was relevant when the MT_EGGMOBILE_TARGET was allowed to move left and right from its path
else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);*/
/*if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)
angle = FixedAngle(FixedDiv(dur*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT);
else*/
angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y));
point = P_SpawnMobj(x, y, z, locvar1);
@ -4028,13 +4036,17 @@ bossjustdie:
}
case MT_FANG:
{
if (mo->flags2 & MF2_SLIDEPUSH)
{
P_RemoveMobj(mo);
return;
}
if (mo->tracer)
{
var1 = var2 = 0;
A_Boss5Jump(mo);
mo->momx = ((16 - 1)*mo->momx)/16;
mo->momy = ((16 - 1)*mo->momy)/16;
if (!(mo->flags2 & MF2_AMBUSH))
{
const fixed_t time = FixedHypot(mo->tracer->x - mo->x, mo->tracer->y - mo->y)/FixedHypot(mo->momx, mo->momy);
const fixed_t speed = 64*FRACUNIT;
@ -5340,20 +5352,22 @@ static mobj_t *minus;
static boolean PIT_MinusCarry(mobj_t *thing)
{
if (minus->tracer)
return true;
if (minus->type == thing->type)
return true;
if (!(thing->flags & MF_SHOOTABLE) || !(thing->flags & MF_ENEMY))
if (!(thing->flags & (MF_PUSHABLE|MF_ENEMY)))
return true;
if (P_AproxDistance(minus->x - thing->x, minus->y - thing->y) >= minus->radius * 3)
if (P_AproxDistance(minus->x - thing->x, minus->y - thing->y) >= minus->radius*3)
return true;
if (abs(thing->z - minus->z) > minus->height)
return true;
P_SetTarget(&minus->tracer, thing);
minus->tracer->flags &= ~MF_PUSHABLE;
return true;
}
@ -5417,6 +5431,9 @@ void A_MinusDigging(mobj_t *actor)
A_Chase(actor);
// Carry over shit, maybe
if (P_MobjWasRemoved(actor->tracer) || !actor->tracer->health)
P_SetTarget(&actor->tracer, NULL);
if (!actor->tracer)
{
fixed_t radius = 3*actor->radius;
@ -5466,7 +5483,6 @@ void A_MinusPopup(mobj_t *actor)
else
actor->momz = 10*FRACUNIT;
actor->flags |= MF_SPECIAL|MF_SHOOTABLE;
S_StartSound(actor, sfx_s3k82);
for (i = 1; i <= num; i++)
{
@ -5479,6 +5495,7 @@ void A_MinusPopup(mobj_t *actor)
if (actor->tracer)
P_DamageMobj(actor->tracer, actor, actor, 1, 0);
actor->flags = (actor->flags & ~MF_NOCLIPTHING)|MF_SPECIAL|MF_SHOOTABLE;
}
// Function: A_MinusCheck
@ -8079,6 +8096,57 @@ void A_Boss3Path(mobj_t *actor)
}
}
// Function: A_Boss3ShockThink
//
// Description: Inserts new interstitial shockwave objects when the space between others spreads too much.
//
// var1 = unused
// var2 = unused
//
void A_Boss3ShockThink(mobj_t *actor)
{
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss3ShockThink", actor))
return;
#endif
if (actor->momx || actor->momy)
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy) + ANGLE_90;
if (actor->hnext && !P_MobjWasRemoved(actor->hnext))
{
mobj_t *snext = actor->hnext;
mobj_t *snew;
fixed_t x0, y0, x1, y1;
// Break the link if movements are too different
if (FixedHypot(snext->momx - actor->momx, snext->momy - actor->momy) > 12*actor->scale)
{
P_SetTarget(&actor->hnext, NULL);
return;
}
// Check distance between shockwave objects to determine whether interstitial ones should be spawned
x0 = actor->x;
y0 = actor->y;
x1 = snext->x;
y1 = snext->y;
if (FixedHypot(x1 - x0, y1 - y0) > 2*actor->radius)
{
snew = P_SpawnMobj((x0 + x1) >> 1, (y0 + y1) >> 1, (actor->z + snext->z) >> 1, actor->type);
snew->momx = (actor->momx + snext->momx) >> 1;
snew->momy = (actor->momy + snext->momy) >> 1;
snew->momz = (actor->momz + snext->momz) >> 1; // is this really needed?
snew->angle = (actor->angle + snext->angle) >> 1;
P_SetTarget(&snew->target, actor->target);
snew->fuse = actor->fuse;
P_SetTarget(&actor->hnext, snew);
P_SetTarget(&snew->hnext, snext);
}
}
}
// Function: A_LinedefExecute
//
// Description: Object's location is used to set the calling sector. The tag used is var1. Optionally, if var2 is set, the actor's angle (multiplied by var2) is added to the tag number as well.
@ -8354,8 +8422,8 @@ void A_ChangeAngleAbsolute(mobj_t *actor)
//
// var1 = sound # to play
// var2:
// 0 = Play sound without an origin
// 1 = Play sound using calling object as origin
// lower 16 bits = If 1, play sound using calling object as origin. If 0, play sound without an origin
// upper 16 bits = If 1, do not play sound during preticker.
//
void A_PlaySound(mobj_t *actor)
{
@ -8366,7 +8434,10 @@ void A_PlaySound(mobj_t *actor)
return;
#endif
S_StartSound(locvar2 ? actor : NULL, locvar1);
if (leveltime < 2 && (locvar2 >> 16))
return;
S_StartSound((locvar2 & 65535) ? actor : NULL, locvar1);
}
// Function: A_FindTarget
@ -12143,7 +12214,7 @@ void A_MineExplode(mobj_t *actor)
#undef dist
if (actor->watertop != INT32_MAX)
P_SpawnMobj(actor->x, actor->y, actor->watertop, MT_SPLISH);
P_SpawnMobj(actor->x, actor->y, actor->watertop, (actor->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH);
}
}
@ -12183,7 +12254,6 @@ void A_ConnectToGround(mobj_t *actor)
mobj_t *work;
fixed_t workz;
fixed_t workh;
SINT8 dir;
angle_t ang;
INT32 locvar1 = var1;
INT32 locvar2 = var2;
@ -12197,23 +12267,17 @@ void A_ConnectToGround(mobj_t *actor)
P_AdjustMobjFloorZ_FFloors(actor, actor->subsector->sector, 2);
if (actor->flags2 & MF2_OBJECTFLIP)
{
workz = actor->ceilingz - (actor->z + actor->height);
dir = -1;
}
workz = (actor->z + actor->height) - actor->ceilingz;
else
{
workz = actor->floorz - actor->z;
dir = 1;
}
if (locvar2)
{
workh = FixedMul(mobjinfo[locvar2].height, actor->scale);
if (actor->flags2 & MF2_OBJECTFLIP)
workz -= workh;
workz += workh;
work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar2);
workz += dir*workh;
workz += workh;
}
if (!locvar1)
@ -12222,21 +12286,18 @@ void A_ConnectToGround(mobj_t *actor)
if (!(workh = FixedMul(mobjinfo[locvar1].height, actor->scale)))
return;
if (actor->flags2 & MF2_OBJECTFLIP)
workz -= workh;
ang = actor->angle + ANGLE_45;
while (dir*workz < 0)
while (workz < 0)
{
work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1);
if (work)
work->angle = ang;
ang += ANGLE_90;
workz += dir*workh;
workz += workh;
}
if (workz != 0)
actor->z += workz;
actor->z += P_MobjFlip(actor)*workz;
}
// Function: A_SpawnParticleRelative
@ -12978,6 +13039,100 @@ void A_Boss5MakeItRain(mobj_t *actor)
actor->extravalue2 = 0;
}
// Function: A_Boss5MakeJunk
//
// Description: Make a mess.
//
// var1 = state # to set on MT_BROKENROBOT (if 0 do nothing, if -1 go to if colorized)
// var2 = mode (-1 = spin, 0 = make 1, & 1 make 8, & 2 alart mode)
//
void A_Boss5MakeJunk(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
mobj_t *broked;
angle_t ang;
INT32 i = ((locvar2 & 1) ? 8 : 1);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss5MakeJunk", actor))
return;
#endif
if (locvar1 < 0 && (actor->flags2 & MF2_SLIDEPUSH)) // this entire action is a hack, don't judge me
{
INT32 curextravalue2 = actor->extravalue2;
P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_PROJECTORLIGHT);
actor->z += P_MobjFlip(actor)*actor->height;
actor->flags |= MF_NOGRAVITY;
S_StartSound(actor, sfx_vwre);
actor->extravalue2 = 49;
P_SetMobjState(actor, -locvar1);
actor->extravalue2 = curextravalue2;
actor->angle -= FixedAngle((49*45)<<FRACBITS);
return;
}
if (locvar2 == -1)
{
INT32 trans = (10*actor->extravalue2)/50;
if (trans > 9)
trans = 9;
if (trans < 0)
trans = 0;
if (!(actor->extravalue2 & 1))
{
if (actor->extravalue2 > 10)
{
mobj_t *front = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_VWREF);
broked = P_SpawnMobjFromMobj(front, 0, 0, 0, MT_VWREB);
front->z = broked->z = front->z - broked->height;
P_SetObjectMomZ(front, (4<<FRACBITS), false);
broked->momz = front->momz;
broked->fuse = front->fuse = (actor->height+(2*front->height))/front->momz;
}
if (!(actor->colorized = !actor->colorized))
actor->frame |= FF_FULLBRIGHT;
}
actor->angle += ANGLE_45;
actor->frame = (actor->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT);
return;
}
ang = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
while (i--)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, FRACUNIT, MT_BROKENROBOT);
if (locvar2 & 2)
broked->fuse = TICRATE;
else
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
broked->angle = ang;
P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale);
P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))<<FRACBITS, false);
if (locvar1 > 0)
P_SetMobjState(broked, locvar1);
if (!P_MobjWasRemoved(broked))
P_TeleportMove(broked, broked->x + broked->momx, broked->y + broked->momy, broked->z);
ang += ANGLE_45;
}
if (locvar2 & 2)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, 64<<FRACBITS, MT_GHOST);
S_StartSound(broked, sfx_alart);
broked->fuse = states[S_FANG_INTRO12].tics+10;
P_SetMobjState(broked, S_ALART1);
}
else if (locvar2 & 1)
{
broked->z += broked->momz;
S_StartSound(actor, sfx_s3kccs);
actor->flags &= ~MF_NOCLIPTHING;
}
else
S_StartSound(actor, sfx_s3kd3s);
}
// Function: A_LookForBetter
//
// Description: A_Look, except it finds a better target in multiplayer, and doesn't lose the target in singleplayer.
@ -13104,11 +13259,14 @@ static boolean PIT_DustDevilLaunch(mobj_t *thing)
if (dustdevil->height - pos > thresh)
{
fixed_t dist = FixedHypot(thing->x - dustdevil->x, thing->y - dustdevil->y);
fixed_t dragamount = 6 * FRACUNIT;
fixed_t dragamount = player->speed;
fixed_t x, y;
if (player->powers[pw_nocontrol] == 0)
{
P_ResetPlayer(player);
A_PlayActiveSound(dustdevil);
}
player->powers[pw_nocontrol] = 2;
player->drawangle += ANG20;
P_SetPlayerMobjState(thing, S_PLAY_PAIN);
@ -13304,6 +13462,13 @@ void A_TNTExplode(mobj_t *actor)
if (LUA_CallAction("A_TNTExplode", actor))
return;
#endif
if (actor->tracer)
{
P_SetTarget(&actor->tracer->tracer, NULL);
P_SetTarget(&actor->tracer, NULL);
}
P_UnsetThingPosition(actor);
if (sector_list)
{
@ -13517,8 +13682,6 @@ void A_KillSegments(mobj_t *actor)
static void P_SnapperLegPlace(mobj_t *mo)
{
mobj_t *seg = mo->tracer;
fixed_t x0 = mo->x;
fixed_t y0 = mo->y;
angle_t a = mo->angle;
angle_t fa = (a >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t c = FINECOSINE(fa);
@ -13533,7 +13696,8 @@ static void P_SnapperLegPlace(mobj_t *mo)
fixed_t rad = mo->radius;
INT32 necklen = (32*(mo->info->reactiontime - mo->reactiontime))/mo->info->reactiontime; // Not in FU
P_TeleportMove(seg, mo->x + FixedMul(c, rad) + necklen*c, mo->y + FixedMul(s, rad) + necklen*s, mo->z + mo->height/3);
seg->z = mo->z + ((mo->eflags & MFE_VERTICALFLIP) ? (((mo->height<<1)/3) - seg->height) : mo->height/3);
P_TryMove(seg, mo->x + FixedMul(c, rad) + necklen*c, mo->y + FixedMul(s, rad) + necklen*s, true);
seg->angle = a;
// Move as many legs as available.
@ -13553,13 +13717,14 @@ static void P_SnapperLegPlace(mobj_t *mo)
{
x = c*o2 + s*o1;
y = s*o2 - c*o1;
P_TryMove(seg, x0 + x, y0 + y, true);
seg->z = mo->z + (((mo->eflags & MFE_VERTICALFLIP) ? (mo->height - seg->height) : 0));
P_TryMove(seg, mo->x + x, mo->y + y, true);
P_SetMobjState(seg, seg->info->raisestate);
}
else
P_SetMobjState(seg, seg->info->spawnstate);
seg->angle = R_PointToAngle2(x0, y0, seg->x, seg->y);
seg->angle = R_PointToAngle2(mo->x, mo->y, seg->x, seg->y);
seg = seg->tracer;
} while (seg);
@ -13587,14 +13752,14 @@ void A_SnapperSpawn(mobj_t *actor)
#endif
// It spawns 1 head.
seg = P_SpawnMobj(actor->x, actor->y, actor->z, headtype);
seg = P_SpawnMobjFromMobj(actor, 0, 0, 0, headtype);
P_SetTarget(&ptr->tracer, seg);
ptr = seg;
// It spawns 4 legs which will be handled in the thinker function.
for (i = 1; i <= 4; i++)
{
seg = P_SpawnMobj(actor->x, actor->y, actor->z, legtype);
seg = P_SpawnMobjFromMobj(actor, 0, 0, 0, legtype);
P_SetTarget(&ptr->tracer, seg);
ptr = seg;
@ -13742,51 +13907,43 @@ void A_SnapperThinker(mobj_t *actor)
//
// Description: Spawns a saloon door.
//
// var1 = unused
// var2 = unused
// var1 = mobjtype for sides
// var2 = distance sides should be placed apart
//
void A_SaloonDoorSpawn(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
angle_t ang = actor->angle;
angle_t fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t c = FINECOSINE(fa);
fixed_t s = FINESINE(fa);
INT32 d = 48;
fixed_t x = actor->x;
fixed_t y = actor->y;
fixed_t z = actor->z;
fixed_t c = FINECOSINE(fa)*locvar2;
fixed_t s = FINESINE(fa)*locvar2;
mobj_t *door;
mobjflag2_t ambush = (actor->flags & MF2_AMBUSH);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SaloonDoorSpawn", actor))
return;
#endif
//Front
door = P_SpawnMobj(x + c*d, y + s*d, z, MT_SALOONDOOR);
if (!locvar1)
return;
// One door...
if (!(door = P_SpawnMobjFromMobj(actor, c, s, 0, locvar1))) return;
door->angle = ang + ANGLE_180;
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
door->flags2 |= ambush; // Can be opened by normal players?
// Origin angle
door->extravalue1 = AngleFixed(door->angle);
// Angular speed
door->extravalue2 = 0;
// Origin door
P_SetTarget(&door->tracer, actor);
//Back
door = P_SpawnMobj(x - c*d, y - s*d, z, MT_SALOONDOOR);
// ...two door!
if (!(door = P_SpawnMobjFromMobj(actor, -c, -s, 0, locvar1))) return;
door->angle = ang;
// Origin angle
door->extravalue1 = AngleFixed(door->angle);
// Angular speed
door->extravalue2 = 0;
// Origin door
P_SetTarget(&door->tracer, actor);
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
door->flags2 |= ambush; // Can be opened by normal players?
}
// Function: A_MinecartSparkThink
@ -13847,3 +14004,289 @@ void A_ModuloToState(mobj_t *actor)
P_SetMobjState(actor, (locvar2));
modulothing++;
}
// Function: A_LavafallRocks
//
// Description: Spawn random rock particles.
//
// var1 = unused
// var2 = unused
//
void A_LavafallRocks(mobj_t *actor)
{
UINT8 i;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_LavafallRocks", actor))
return;
#endif
// Don't spawn rocks unless a player is relatively close by.
for (i = 0; i < MAXPLAYERS; ++i)
if (playeringame[i] && players[i].mo
&& P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (1600 << FRACBITS))
break; // Stop looking.
if (i < MAXPLAYERS)
{
angle_t fa = (FixedAngle(P_RandomKey(360) << FRACBITS) >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t offset = P_RandomRange(4, 12) << FRACBITS;
fixed_t xoffs = FixedMul(FINECOSINE(fa), actor->radius + offset);
fixed_t yoffs = FixedMul(FINESINE(fa), actor->radius + offset);
P_SpawnMobjFromMobj(actor, xoffs, yoffs, 0, MT_LAVAFALLROCK);
}
}
// Function: A_LavafallLava
//
// Description: Spawn lava from lavafall.
//
// var1 = unused
// var2 = unused
//
void A_LavafallLava(mobj_t *actor)
{
mobj_t *lavafall;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_LavafallLava", actor))
return;
#endif
if ((40 - actor->fuse) % (2*(actor->scale >> FRACBITS)))
return;
lavafall = P_SpawnMobjFromMobj(actor, 0, 0, -8*FRACUNIT, MT_LAVAFALL_LAVA);
lavafall->momz = -P_MobjFlip(actor)*25*FRACUNIT;
}
// Function: A_FallingLavaCheck
//
// Description: If actor hits the ground or a water surface, enter the death animation.
//
// var1 = unused
// var2 = unused
//
void A_FallingLavaCheck(mobj_t *actor)
{
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FallingLavaCheck", actor))
return;
#endif
if (actor->eflags & MFE_TOUCHWATER || P_IsObjectOnGround(actor))
{
actor->flags = MF_NOGRAVITY|MF_NOCLIPTHING;
actor->momz = 0;
if (actor->eflags & MFE_TOUCHWATER)
actor->z = (actor->eflags & MFE_VERTICALFLIP) ? actor->waterbottom : actor->watertop;
P_SetMobjState(actor, actor->info->deathstate);
}
}
// Function: A_FireShrink
//
// Description: Shrink the actor down to the specified scale at the specified speed.
//
// var1 = Scale to shrink to
// var2 = Shrinking speed
//
void A_FireShrink(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FireShrink", actor))
return;
#endif
actor->destscale = locvar1;
actor->scalespeed = FRACUNIT/locvar2;
}
// Function: A_SpawnPterabytes
//
// Description: Spawn Pterabytes around the actor in a circle.
//
// var1 = unused
// var2 = unused
//
void A_SpawnPterabytes(mobj_t *actor)
{
mobj_t *waypoint, *ptera;
fixed_t c, s;
fixed_t rad = 280*FRACUNIT;
angle_t ang = 0;
angle_t interval, fa;
UINT8 amount = 1;
UINT8 i;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SpawnPterabytes", actor))
return;
#endif
if (actor->spawnpoint)
amount = actor->spawnpoint->extrainfo + 1;
interval = FixedAngle(FRACUNIT*360/amount);
for (i = 0; i < amount; i++)
{
fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
c = FINECOSINE(fa);
s = FINESINE(fa);
waypoint = P_SpawnMobjFromMobj(actor, FixedMul(c, rad), FixedMul(s, rad), 0, MT_PTERABYTEWAYPOINT);
waypoint->angle = ang + ANGLE_90;
P_SetTarget(&waypoint->tracer, actor);
ptera = P_SpawnMobjFromMobj(waypoint, 0, 0, 0, MT_PTERABYTE);
ptera->angle = waypoint->angle;
P_SetTarget(&ptera->tracer, waypoint);
ptera->extravalue1 = 0;
ang += interval;
}
}
// Function: A_PterabyteHover
//
// Description: Hover in a circular fashion, bobbing up and down slightly.
//
// var1 = unused
// var2 = unused
//
void A_PterabyteHover(mobj_t *actor)
{
angle_t ang, fa;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_PterabyteHover", actor))
return;
#endif
P_InstaThrust(actor, actor->angle, actor->info->speed);
actor->angle += ANG1;
actor->extravalue1 = (actor->extravalue1 + 3) % 360;
ang = actor->extravalue1*ANG1;
fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
actor->z += FINESINE(fa);
}
// Function: A_RolloutSpawn
//
// Description: Spawns a new Rollout Rock when the currently spawned rock is destroyed or moves far enough away.
//
// var1 = Distance currently spawned rock should travel before spawning a new one
// var2 = Object type to spawn
//
void A_RolloutSpawn(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RolloutSpawn", actor))
return;
#endif
if (!(actor->target)
|| P_MobjWasRemoved(actor->target)
|| P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) > locvar1)
{
actor->target = P_SpawnMobj(actor->x, actor->y, actor->z, locvar2);
actor->target->flags2 |= (actor->flags2 & (MF2_AMBUSH | MF2_OBJECTFLIP)) | MF2_SLIDEPUSH;
actor->target->eflags |= (actor->eflags & MFE_VERTICALFLIP);
if (actor->target->flags2 & MF2_AMBUSH)
{
actor->target->color = SKINCOLOR_SUPERRUST3;
actor->target->colorized = true;
}
}
}
// Function: A_RolloutRock
//
// Description: Thinker for Rollout Rock.
//
// var1 = Drag
// var2 = Vertical bobbing speed factor
//
void A_RolloutRock(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
UINT8 maxframes = actor->info->reactiontime; // number of frames the mobj cycles through
fixed_t pi = (22*FRACUNIT/7);
fixed_t circumference = FixedMul(2 * pi, actor->radius); // used to calculate when to change frame
fixed_t speed = P_AproxDistance(actor->momx, actor->momy), topspeed = FixedMul(actor->info->speed, actor->scale);
boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RolloutRock", actor))
return;
#endif
actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
if (actor->threshold)
actor->threshold--;
if (inwater && !(actor->flags2 & MF2_AMBUSH)) // buoyancy in water (or lava)
{
UINT8 flip = P_MobjFlip(actor);
fixed_t prevmomz = actor->momz;
actor->momz = FixedMul(actor->momz, locvar2);
actor->momz += flip * FixedMul(locvar2, actor->scale);
if (flip*prevmomz < 0 && flip*actor->momz >= 0 && !actor->threshold)
{
if (actor->eflags & MFE_UNDERWATER)
S_StartSound(actor, sfx_splash);
else if (!actor->threshold)
S_StartSound(actor, sfx_splish);
actor->threshold = max((topspeed - speed) >> FRACBITS, 8);
}
}
if (speed > topspeed) // cap speed
{
actor->momx = FixedMul(FixedDiv(actor->momx, speed), topspeed);
actor->momy = FixedMul(FixedDiv(actor->momy, speed), topspeed);
}
if (P_IsObjectOnGround(actor) || inwater) // apply drag to speed (compensates for lack of friction but also works in liquids)
{
actor->momx = FixedMul(actor->momx, locvar1);
actor->momy = FixedMul(actor->momy, locvar1);
}
speed = P_AproxDistance(actor->momx, actor->momy); // recalculate speed for visual rolling
if (speed < actor->scale >> 1) // stop moving if speed is insignificant
{
actor->momx = 0;
actor->momy = 0;
}
else if (speed > actor->scale)
{
actor->movecount = 1; // rock has moved; fuse should be set so we don't have a trillion rocks lying around
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); // set rock's angle to movement direction
actor->movefactor += speed;
if (actor->movefactor > circumference / maxframes) // if distance moved is enough to change frame, change it!
{
actor->reactiontime++;
actor->reactiontime %= maxframes;
actor->movefactor = 0;
}
}
actor->frame = actor->reactiontime % maxframes; // set frame
if (!(actor->flags & MF_PUSHABLE)) // if being ridden, don't disappear
actor->fuse = 0;
else if (!actor->fuse && actor->movecount == 1) // otherwise if rock has moved, set its fuse
actor->fuse = actor->info->painchance;
if (actor->fuse && actor->fuse < 2*TICRATE)
actor->flags2 ^= MF2_DONTDRAW;
}

View file

@ -1778,6 +1778,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
case MT_RAIN:
case MT_SNOWFLAKE:
case MT_SPLISH:
case MT_LAVASPLISH:
case MT_SMOKE:
case MT_SMALLBUBBLE:
case MT_MEDIUMBUBBLE:
@ -2424,7 +2425,7 @@ void T_RaiseSector(levelspecthink_t *raise)
mobj_t *thing;
sector_t *sector;
INT32 i;
boolean playeronme = false;
boolean playeronme = false, active = false;
fixed_t ceilingdestination, floordestination;
result_e res = 0;
@ -2459,7 +2460,52 @@ void T_RaiseSector(levelspecthink_t *raise)
}
}
if (raise->vars[9]) // Dynamically Sinking Platform^tm
{
#define shaketime 10
if (raise->vars[11] > shaketime) // State: moving
{
if (playeronme) // If player is standing on the platform, accelerate
{
raise->vars[10] += (FRACUNIT >> 5);
}
else // otherwise, decelerate until inflection
{
raise->vars[10] -= FRACUNIT >> 3;
if (raise->vars[10] <= 0) // inflection!
{
raise->vars[10] = 0;
raise->vars[11] = 0; // allow the shake to occur again (fucks over players attempting to jump-cheese)
}
}
active = raise->vars[10] > 0;
}
else // State: shaking
{
if (playeronme || raise->vars[11])
{
active = true;
if (++raise->vars[11] > shaketime)
{
if (playeronme)
raise->vars[10] = FRACUNIT >> 5;
else
raise->vars[10] = FRACUNIT << 1;
}
else
{
raise->vars[10] = ((shaketime/2) - raise->vars[11]) << FRACBITS;
if (raise->vars[10] < -raise->vars[2]/2)
raise->vars[10] = -raise->vars[2]/2;
}
}
}
#undef shaketime
}
else // Air bobbing platform (not a Dynamically Sinking Platform^tm)
active = playeronme;
if (active)
{
raise->vars[3] = raise->vars[2];
@ -2553,6 +2599,8 @@ void T_RaiseSector(levelspecthink_t *raise)
raise->vars[3] = origspeed;
}
raise->vars[3] += raise->vars[10];
res = T_MovePlane
(
raise->sector, // sector

View file

@ -428,7 +428,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|| special->state == &states[S_FANG_BOUNCE4]
|| special->state == &states[S_FANG_PINCHBOUNCE3]
|| special->state == &states[S_FANG_PINCHBOUNCE4])
&& P_MobjFlip(special)*((special->z + special->height/2) - (toucher->z - toucher->height/2)) > -(special->height/4))
&& P_MobjFlip(special)*((special->z + special->height/2) - (toucher->z - toucher->height/2)) > (special->height/4))
{
P_DamageMobj(toucher, special, special, 1, 0);
P_SetTarget(&special->tracer, toucher);
@ -450,12 +450,18 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
}
}
break;
case MT_PYREFLY:
if (special->extravalue2 == 2 && P_DamageMobj(player->mo, special, special, 1, DMG_FIRE))
return;
default:
break;
}
if (P_PlayerCanDamage(player, special)) // Do you possess the ability to subdue the object?
{
if (special->type == MT_PTERABYTE && special->target == player->mo && special->extravalue1 == 1)
return; // Can't hurt a Pterabyte if it's trying to pick you up
if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1))
{
if (elementalpierce == 2)
@ -471,13 +477,29 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
toucher->momy = -toucher->momy;
if (player->charability == CA_FLY && player->panim == PA_ABILITY)
toucher->momz = -toucher->momz/2;
else if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
toucher->momx = 7*toucher->momx>>3;
toucher->momy = 7*toucher->momy>>3;
}
else if (player->dashmode >= DASHMODE_THRESHOLD && (player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& player->panim == PA_DASH)
P_DoPlayerPain(player, special, special);
}
P_DamageMobj(special, toucher, toucher, 1, 0);
if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
P_TwinSpinRejuvenate(player, player->thokitem);
}
else
{
if (special->type == MT_PTERABYTE && special->target == player->mo)
return; // Don't hurt the player you're trying to grab
P_DamageMobj(toucher, special, special, 1, 0);
}
return;
}
@ -1074,7 +1096,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->exiting)
return;
if (player->bumpertime < TICRATE/4)
if (player->bumpertime <= (TICRATE/2)-5)
{
S_StartSound(toucher, special->info->seesound);
if (player->powers[pw_carry] == CR_NIGHTSMODE)
@ -1482,8 +1504,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_SetMobjState(mo2, mo2->info->painstate);
}
}
S_StartSound(toucher, special->info->painsound);
return;
case MT_FAKEMOBILE:
@ -1509,10 +1529,13 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
toucher->momx = P_ReturnThrustX(special, angle, touchspeed);
toucher->momy = P_ReturnThrustY(special, angle, touchspeed);
toucher->momz = -toucher->momz;
if (player->pflags & PF_GLIDING)
if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
toucher->momx = 7*toucher->momx>>3;
toucher->momy = 7*toucher->momy>>3;
}
player->homing = 0;
@ -1557,10 +1580,13 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
toucher->momx = P_ReturnThrustX(special, special->angle, touchspeed);
toucher->momy = P_ReturnThrustY(special, special->angle, touchspeed);
toucher->momz = -toucher->momz;
if (player->pflags & PF_GLIDING)
if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
toucher->momx = 7*toucher->momx>>3;
toucher->momy = 7*toucher->momy>>3;
}
player->homing = 0;
@ -1595,6 +1621,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// Buenos Dias Mandy
P_SetPlayerMobjState(toucher, S_PLAY_STUN);
player->pflags &= ~PF_APPLYAUTOBRAKE;
P_ResetPlayer(player);
player->drawangle = special->angle + ANGLE_180;
P_InstaThrust(toucher, special->angle, FixedMul(3*special->info->speed, special->scale/2));
toucher->z += P_MobjFlip(toucher);
@ -1700,13 +1727,15 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return;
if (mariomode)
return;
if (special->state-states != S_EXTRALARGEBUBBLE)
return; // Don't grab the bubble during its spawn animation
else if (toucher->eflags & MFE_VERTICALFLIP)
{
if (special->z+special->height < toucher->z + toucher->height / 3
if (special->z+special->height < toucher->z
|| special->z+special->height > toucher->z + (toucher->height*2/3))
return; // Only go in the mouth
}
else if (special->z < toucher->z + toucher->height / 3
else if (special->z < toucher->z
|| special->z > toucher->z + (toucher->height*2/3))
return; // Only go in the mouth
@ -1762,7 +1791,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return;
case MT_MINECARTSPAWNER:
if (!special->fuse || player->powers[pw_carry] != CR_MINECART)
if (!player->bot && (special->fuse < TICRATE || player->powers[pw_carry] != CR_MINECART))
{
mobj_t *mcart = P_SpawnMobj(special->x, special->y, special->z, MT_MINECART);
P_SetTarget(&mcart->target, toucher);
@ -1772,7 +1801,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_ResetPlayer(player);
player->pflags |= PF_JUMPDOWN;
player->powers[pw_carry] = CR_MINECART;
toucher->player->pflags &= ~PF_APPLYAUTOBRAKE;
player->pflags &= ~PF_APPLYAUTOBRAKE;
P_SetTarget(&toucher->tracer, mcart);
toucher->momx = toucher->momy = toucher->momz = 0;
@ -2454,6 +2483,28 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
target->flags |= MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY;
P_SetThingPosition(target);
if (target->player->powers[pw_super])
{
target->player->powers[pw_super] = 0;
if (P_IsLocalPlayer(target->player))
{
music_stack_noposition = true; // HACK: Do not reposition next music
music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
}
P_RestoreMusic(target->player);
if (gametype != GT_COOP)
{
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[target->player-players]));
}
}
target->color = target->player->skincolor;
target->colorized = false;
G_GhostAddColor(GHC_NORMAL);
if ((target->player->lives <= 1) && (netgame || multiplayer) && (gametype == GT_COOP) && (cv_cooplives.value == 0))
;
else if (!target->player->bot && !target->player->spectator && !G_IsSpecialStage(gamemap) && (target->player->lives != INFLIVES)
@ -2481,8 +2532,9 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
else if (P_IsLocalPlayer(target->player))
gameovermus = true;
if (gameovermus)
P_PlayJingle(target->player, JT_GOVER); // Yousa dead now, Okieday? Tails 03-14-2000
if (gameovermus) // Yousa dead now, Okieday? Tails 03-14-2000
S_ChangeMusicEx("_gover", 0, 0, 0, (2*MUSICRATE) - (MUSICRATE/25), 0); // 1.96 seconds
//P_PlayJingle(target->player, JT_GOVER); // can't be used because incompatible with track fadeout
if (!(netgame || multiplayer || demoplayback || demorecording || metalrecording || modeattacking) && numgameovers < maxgameovers)
{
@ -2598,6 +2650,14 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
}
break;
case MT_BANPYURA:
if (target->tracer)
{
S_StopSound(target->tracer);
P_KillMobj(target->tracer, inflictor, source, damagetype);
}
break;
case MT_EGGSHIELD:
P_SetObjectMomZ(target, 4*target->scale, false);
P_InstaThrust(target, target->angle, 3*target->scale);
@ -3404,7 +3464,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false;
// Spectator handling
if (netgame)
if (multiplayer)
{
if (damagetype != DMG_SPECTATOR && target->player && target->player->spectator)
return false;
@ -3436,7 +3496,8 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false;
// Make sure that boxes cannot be popped by enemies, red rings, etc.
if (target->flags & MF_MONITOR && ((!source || !source->player || source->player->bot) || (inflictor && !inflictor->player)))
if (target->flags & MF_MONITOR && ((!source || !source->player || source->player->bot)
|| (inflictor && inflictor->type >= MT_REDRING && inflictor->type <= MT_GRENADERING)))
return false;
}
@ -3518,7 +3579,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return true;
}
if (G_IsSpecialStage(gamemap))
if (G_IsSpecialStage(gamemap) && !(damagetype & DMG_DEATHMASK))
{
P_SpecialStageDamage(player, inflictor, source);
return true;
@ -3542,10 +3603,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
// Instant-Death
if (damagetype & DMG_DEATHMASK)
{
P_KillPlayer(player, source, damage);
player->rings = player->spheres = 0;
}
else if (metalrecording)
{
if (!inflictor)
@ -3580,7 +3638,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
return true;
#endif
else if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
else if (player->powers[pw_shield] || (player->bot && !ultimatemode)) //If One-Hit Shield
{
P_ShieldDamage(player, inflictor, source, damage, damagetype);
damage = 0;

View file

@ -115,10 +115,10 @@ typedef struct camera_s
extern camera_t camera, camera2;
extern consvar_t cv_cam_dist, cv_cam_still, cv_cam_height;
extern consvar_t cv_cam_speed, cv_cam_rotate, cv_cam_rotspeed;
extern consvar_t cv_cam_speed, cv_cam_rotate, cv_cam_rotspeed, cv_cam_orbit, cv_cam_adjust;
extern consvar_t cv_cam2_dist, cv_cam2_still, cv_cam2_height;
extern consvar_t cv_cam2_speed, cv_cam2_rotate, cv_cam2_rotspeed;
extern consvar_t cv_cam2_speed, cv_cam2_rotate, cv_cam2_rotspeed, cv_cam2_orbit, cv_cam2_adjust;
extern fixed_t t_cam_dist, t_cam_height, t_cam_rotate;
extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate;
@ -303,7 +303,7 @@ fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, f
boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover);
boolean P_CheckDeathPitCollide(mobj_t *mo);
boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover);
boolean P_CheckSolidLava(ffloor_t *rover);
void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype);
mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zofs, mobjtype_t type);

View file

@ -124,6 +124,7 @@ boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
// Positive spring modes are minor variants of vanilla spring behaviour.
// 1 = launch players in jump
// 2 = don't modify player at all, just add momentum
// 3 = speed-booster mode (force onto ground, MF_AMBUSH causes auto-spin)
// Negative spring modes are mildly-related gimmicks with customisation.
// -1 = pinball bumper
// Any other spring mode defaults to standard vanilla spring behaviour,
@ -151,7 +152,9 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (object->player)
{
if (object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY)
if (spring->info->painchance == 3)
;
else if (object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY)
strong = 1;
else if (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2)
strong = 2;
@ -208,7 +211,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
{
angle_t nightsangle = 0;
if (object->player->bumpertime >= TICRATE/4)
if (object->player->bumpertime > (TICRATE/2)-5)
return false;
if ((object->player->pflags & PF_TRANSFERTOCLOSEST) && object->player->axis1 && object->player->axis2)
@ -286,7 +289,27 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (spring->info->painchance != 2)
{
if (object->player)
{
object->player->pflags &= ~PF_APPLYAUTOBRAKE;
#ifndef SPRINGSPIN
object->player->powers[pw_justsprung] = 5;
if (horizspeed)
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
else if (P_MobjFlip(object) == P_MobjFlip(spring))
object->player->powers[pw_justsprung] |= (1<<15);
#else
object->player->powers[pw_justsprung] = 15;
if (horizspeed)
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
else
{
if (abs(object->player->rmomx) > object->scale || abs(object->player->rmomy) > object->scale)
object->player->drawangle = R_PointToAngle2(0, 0, object->player->rmomx, object->player->rmomy);
if (P_MobjFlip(object) == P_MobjFlip(spring))
object->player->powers[pw_justsprung] |= (1<<15);
}
#endif
}
if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
{
@ -321,6 +344,14 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
// Set position!
P_TryMove(object, spring->x + offx, spring->y + offy, true);
if ((spring->info->painchance == 3))
{
object->z = spring->z;
if (spring->eflags & MFE_VERTICALFLIP)
object->z -= object->height;
object->momz = 0;
}
}
}
@ -344,10 +375,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (horizspeed)
{
object->player->drawangle = spring->angle;
if (vertispeed || (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0))
{
object->angle = spring->angle;
object->angle = object->player->drawangle = spring->angle;
if (!demoplayback || P_AnalogMove(object->player))
{
@ -357,13 +385,26 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
localangle2 = spring->angle;
}
}
}
if (object->player->pflags & PF_GLIDING)
P_SetPlayerMobjState(object, S_PLAY_FALL);
if ((spring->info->painchance == 3))
{
if (!(pflags = (object->player->pflags & PF_SPINNING)) &&
(((object->player->charability2 == CA2_SPINDASH) && (object->player->cmd.buttons & BT_USE))
|| (spring->flags2 & MF2_AMBUSH)))
{
pflags = PF_SPINNING;
P_SetPlayerMobjState(object, S_PLAY_ROLL);
S_StartSound(object, sfx_spin);
}
else
P_SetPlayerMobjState(object, S_PLAY_ROLL);
}
else
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
secondjump = object->player->secondjump;
washoming = object->player->homing;
if (object->player->pflags & PF_GLIDING)
P_SetPlayerMobjState(object, S_PLAY_FALL);
P_ResetPlayer(object->player);
if (spring->info->painchance == 1) // For all those ancient, SOC'd abilities.
@ -371,7 +412,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
object->player->pflags |= P_GetJumpFlags(object->player);
P_SetPlayerMobjState(object, S_PLAY_JUMP);
}
else if ((spring->info->painchance == 2) || (pflags & PF_BOUNCING)) // Adding momentum only.
else if ((spring->info->painchance == 2) || ((spring->info->painchance != 3) && (pflags & PF_BOUNCING))) // Adding momentum only.
{
object->player->pflags |= (pflags &~ PF_STARTJUMP);
object->player->secondjump = secondjump;
@ -385,6 +426,10 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
object->player->pflags |= pflags;
object->player->secondjump = secondjump;
}
else if (object->player->dashmode >= 3*TICRATE)
P_SetPlayerMobjState(object, S_PLAY_DASH);
else if (P_IsObjectOnGround(object) && horizspeed >= FixedMul(object->player->runspeed, object->scale))
P_SetPlayerMobjState(object, S_PLAY_RUN);
else
P_SetPlayerMobjState(object, S_PLAY_WALK);
}
@ -493,6 +538,42 @@ static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
}
}
static void P_DoPterabyteCarry(player_t *player, mobj_t *ptera)
{
if (player->powers[pw_carry] && players->powers[pw_carry] != CR_ROLLOUT)
return;
if (ptera->extravalue1 != 1)
return; // Not swooping
if (ptera->target != player->mo)
return; // Not swooping for you!
if (player->spectator)
return;
if ((player->mo->eflags & MFE_VERTICALFLIP) != (ptera->eflags & MFE_VERTICALFLIP))
return; // Both should be in same gravity
if (ptera->eflags & MFE_VERTICALFLIP)
{
if (ptera->ceilingz - (ptera->z + ptera->height) < player->mo->height - FixedMul(2*FRACUNIT, player->mo->scale))
return;
}
else if (ptera->z - ptera->floorz < player->mo->height - FixedMul(2*FRACUNIT, player->mo->scale))
return; // No room to pick up this guy!
P_ResetPlayer(player);
P_SetTarget(&player->mo->tracer, ptera);
player->pflags &= ~PF_APPLYAUTOBRAKE;
player->powers[pw_carry] = CR_PTERABYTE;
S_StartSound(player->mo, sfx_s3k4a);
P_UnsetThingPosition(player->mo);
player->mo->x = ptera->x;
player->mo->y = ptera->y;
P_SetThingPosition(player->mo);
ptera->movefactor = 3*TICRATE;
ptera->watertop = ptera->waterbottom = ptera->cusval = 0;
}
static void P_DoTailsCarry(player_t *sonic, player_t *tails)
{
INT32 p;
@ -607,6 +688,34 @@ static void P_SlapStick(mobj_t *fang, mobj_t *pole)
P_SetTarget(&pole->tracer, NULL);
}
static void P_PlayerBarrelCollide(mobj_t *toucher, mobj_t *barrel)
{
if (toucher->momz < 0)
{
if (toucher->z + toucher->momz > barrel->z + barrel->height)
return;
}
else
{
if (toucher->z > barrel->z + barrel->height)
return;
}
if (toucher->momz > 0)
{
if (toucher->z + toucher->height + toucher->momz < barrel->z)
return;
}
else
{
if (toucher->z + toucher->height < barrel->z)
return;
}
if (P_PlayerCanDamage(toucher->player, barrel))
P_DamageMobj(barrel, toucher, toucher, 1, 0);
}
//
// PIT_CheckThing
//
@ -749,7 +858,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true;
}
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
return true;
// Don't collide with your buddies while NiGHTS-flying.
@ -857,6 +966,15 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
#endif
if (tmthing->type == MT_LAVAFALL_LAVA && (thing->type == MT_RING || thing->type == MT_REDTEAMRING || thing->type == MT_BLUETEAMRING || thing->type == MT_FLINGRING))
{
//height check
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !(thing->health))
return true;
P_KillMobj(thing, tmthing, tmthing, DMG_FIRE);
}
if (tmthing->type == MT_MINECART)
{
//height check
@ -875,12 +993,11 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (thing->type == MT_SALOONDOOR && tmthing->player)
{
if (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer) && tmthing->tracer->health)
mobj_t *ref = (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)) ? tmthing->tracer : tmthing;
if ((thing->flags & MF2_AMBUSH) || ref != tmthing)
{
fixed_t dx = tmthing->tracer->momx;
fixed_t dy = tmthing->tracer->momy;
fixed_t dm = min(FixedHypot(dx, dy), 16*FRACUNIT);
angle_t ang = R_PointToAngle2(0, 0, dx, dy) - thing->angle;
fixed_t dm = min(FixedHypot(ref->momx, ref->momy), 16*FRACUNIT);
angle_t ang = R_PointToAngle2(0, 0, ref->momx, ref->momy) - thing->angle;
fixed_t s = FINESINE((ang >> ANGLETOFINESHIFT) & FINEMASK);
S_StartSound(tmthing, thing->info->activesound);
thing->extravalue2 += 2*FixedMul(s, dm)/3;
@ -888,40 +1005,72 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
}
if (thing->type == MT_SALOONDOORCENTER && tmthing->player)
{
if ((thing->flags & MF2_AMBUSH) || (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)))
return true;
}
if (thing->type == MT_ROLLOUTROCK && tmthing->player && tmthing->health)
{
if (tmthing->player->powers[pw_carry] == CR_ROLLOUT)
{
return true;
}
if ((thing->flags & MF_PUSHABLE) // not carrying a player
&& (tmthing->player->powers[pw_carry] == CR_NONE) // player is not already riding something
&& ((tmthing->eflags & MFE_VERTICALFLIP) == (thing->eflags & MFE_VERTICALFLIP))
&& (P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < (thing->radius))
&& (P_MobjFlip(tmthing)*tmthing->momz <= 0)
&& ((!(tmthing->eflags & MFE_VERTICALFLIP) && abs(thing->z + thing->height - tmthing->z) < (thing->height>>2))
|| (tmthing->eflags & MFE_VERTICALFLIP && abs(tmthing->z + tmthing->height - thing->z) < (thing->height>>2))))
{
thing->flags &= ~MF_PUSHABLE; // prevent riding player from applying pushable movement logic
thing->flags2 &= ~MF2_DONTDRAW; // don't leave the rock invisible if it was flashing prior to boarding
P_SetTarget(&thing->tracer, tmthing);
P_ResetPlayer(tmthing->player);
P_SetPlayerMobjState(tmthing, S_PLAY_WALK);
tmthing->player->powers[pw_carry] = CR_ROLLOUT;
P_SetTarget(&tmthing->tracer, thing);
P_SetObjectMomZ(thing, tmthing->momz, true);
return true;
}
}
else if (tmthing->type == MT_ROLLOUTROCK)
{
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !thing->health)
return true;
if (thing == tmthing->tracer) // don't collide with rider
return true;
if (thing->flags & MF_SPRING) // bounce on springs
{
P_DoSpring(thing, tmthing);
return true;
}
else if ((thing->flags & (MF_MONITOR|MF_SHOOTABLE)) == (MF_MONITOR|MF_SHOOTABLE) && !(tmthing->flags & MF_PUSHABLE)) // pop monitors while carrying a player
{
P_KillMobj(thing, tmthing, tmthing->tracer, 0);
return true;
}
if (thing->type == tmthing->type // bounce against other rollout rocks
&& (tmthing->momx || tmthing->momy || thing->momx || thing->momy))
{
fixed_t tempmomx = thing->momx, tempmomy = thing->momy;
thing->momx = tmthing->momx;
thing->momy = tmthing->momy;
tmthing->momx = tempmomx;
tmthing->momy = tempmomy;
}
}
if (thing->type == MT_PTERABYTE && tmthing->player)
P_DoPterabyteCarry(tmthing->player, thing);
if (thing->type == MT_TNTBARREL && tmthing->player)
{
if (tmthing->momz < 0)
{
if (tmthing->z + tmthing->momz > thing->z + thing->height)
return true;
}
else
{
if (tmthing->z > thing->z + thing->height)
return true;
}
if (tmthing->momz > 0)
{
if (tmthing->z + tmthing->height + tmthing->momz < thing->z)
return true;
}
else
{
if (tmthing->z + tmthing->height < thing->z)
return true;
}
if ((tmthing->player->pflags & (PF_SPINNING | PF_GLIDING))
|| ((tmthing->player->pflags & PF_JUMPED)
&& (!(tmthing->player->pflags & PF_NOJUMPDAMAGE)
|| (tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY)))
|| (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)
|| ((tmthing->player->charflags & SF_STOMPDAMAGE || tmthing->player->pflags & PF_BOUNCING)
&& (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height / 2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0))
|| (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (tmthing->player->pflags & PF_SHIELDABILITY)))
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
}
P_PlayerBarrelCollide(tmthing, thing);
if (thing->type == MT_VULTURE && tmthing->type == MT_VULTURE)
{
@ -1022,7 +1171,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true; // underneath
if (tmthing->flags & MF_SHOOTABLE && thing->health > 0)
{
UINT8 damagetype = (thing->info->mass & 0xFF);
UINT32 damagetype = (thing->info->mass & 0xFF);
if (!damagetype && thing->flags & MF_FIRE) // BURN!
damagetype = DMG_FIRE;
if (P_DamageMobj(tmthing, thing, thing, 1, damagetype) && (damagetype = (thing->info->mass>>8)))
@ -1039,7 +1188,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true; // underneath
if (thing->flags & MF_SHOOTABLE && tmthing->health > 0)
{
UINT8 damagetype = (tmthing->info->mass & 0xFF);
UINT32 damagetype = (tmthing->info->mass & 0xFF);
if (!damagetype && tmthing->flags & MF_FIRE) // BURN!
damagetype = DMG_FIRE;
if (P_DamageMobj(thing, tmthing, tmthing, 1, damagetype) && (damagetype = (tmthing->info->mass>>8)))
@ -1563,8 +1712,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
}
if ((!tmthing->player) && (thing->player))
; // no solid thing should ever be able to step up onto a player
if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM) && (thing->player))
; // springs and gas jets should never be able to step up onto a player
// z checking at last
// Treat noclip things as non-solid!
else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID
@ -1967,7 +2116,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
continue;
}
if (thing->player && (P_CheckSolidLava(thing, rover) || P_CanRunOnWater(thing->player, rover)))
if (thing->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(thing->player, rover)))
;
else if (thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE))
;
@ -2632,8 +2781,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
}
#ifdef ESLOPE
// HACK TO FIX DSZ2: apply only if slopes are involved
else if (tmceilingslope && tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
else if (tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
{
thing->z = (thing->ceilingz = thingtop = tmceilingz) - thing->height;
thing->ceilingrover = tmceilingrover;
@ -2648,8 +2796,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
}
#ifdef ESLOPE
// HACK TO FIX DSZ2: apply only if slopes are involved
else if (tmfloorslope && tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
else if (tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
{
thing->z = thing->floorz = tmfloorz;
thing->floorrover = tmfloorrover;
@ -2884,11 +3031,8 @@ static boolean P_ThingHeightClip(mobj_t *thing)
thing->z = thing->ceilingz - thing->height;
}
if (thing->z != oldz)
{
if (thing->player)
if (P_MobjFlip(thing)*(thing->z - oldz) > 0 && thing->player)
P_PlayerHitFloor(thing->player, !onfloor);
}
// debug: be sure it falls to the floor
thing->eflags &= ~MFE_ONGROUND;
@ -3202,7 +3346,7 @@ static boolean P_IsClimbingValid(player_t *player, angle_t angle)
&& glidesector->sector->ceilingpic == skyflatnum)
return false;
if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < ceilingz)
if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < floorz)
|| (player->mo->z >= ceilingz))
floorclimb = true;
}
@ -3340,13 +3484,13 @@ isblocking:
&& canclimb)
{
slidemo->angle = climbangle;
if (!demoplayback || P_AnalogMove(slidemo->player))
/*if (!demoplayback || P_AnalogMove(slidemo->player))
{
if (slidemo->player == &players[consoleplayer])
localangle = slidemo->angle;
else if (slidemo->player == &players[secondarydisplayplayer])
localangle2 = slidemo->angle;
}
}*/
if (!slidemo->player->climbing)
{
@ -3485,6 +3629,64 @@ stairstep:
goto retry;
}
static void P_CheckLavaWall(mobj_t *mo, sector_t *sec)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (!(rover->flags & FF_SWIMMABLE))
continue;
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != 3)
continue;
if (rover->master->flags & ML_BLOCKMONSTERS)
continue;
topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
#endif
*rover->topheight;
if (mo->eflags & MFE_VERTICALFLIP)
{
if (topheight < mo->z - mo->height)
continue;
}
else
{
if (topheight < mo->z)
continue;
}
bottomheight =
#ifdef ESLOPE
*rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) :
#endif
*rover->bottomheight;
if (mo->eflags & MFE_VERTICALFLIP)
{
if (bottomheight > mo->z)
continue;
}
else
{
if (bottomheight > mo->z + mo->height)
continue;
}
P_DamageMobj(mo, NULL, NULL, 1, DMG_FIRE);
return;
}
}
//
// P_SlideMove
// The momx / momy move is bad, so try to slide
@ -3645,6 +3847,12 @@ retry:
P_PathTraverse(leadx, traily, leadx + mo->momx, traily + mo->momy,
PT_ADDLINES, PTR_SlideTraverse);
if (bestslideline && mo->player && bestslideline->sidenum[1] != 0xffff)
{
sector_t *sec = P_PointOnLineSide(mo->x, mo->y, bestslideline) ? bestslideline->frontsector : bestslideline->backsector;
P_CheckLavaWall(mo, sec);
}
// Some walls are bouncy even if you're not
if (bestslideline && bestslideline->flags & ML_BOUNCY)
{

View file

@ -662,7 +662,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
if (!(rover->flags & FF_EXISTS))
continue;
if (mobj->player && (P_CheckSolidLava(mobj, rover) || P_CanRunOnWater(mobj->player, rover)))
if (mobj->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(mobj->player, rover)))
;
else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
@ -674,7 +674,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
delta1 = abs(mobj->z - (bottomheight + ((topheight - bottomheight)/2)));
delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
if (delta1 >= delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_PLATFORM) // thing is below FOF
{
if (bottomheight < opentop) {
opentop = bottomheight;
@ -687,7 +687,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
highceiling = bottomheight;
}
if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
if (delta1 < delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF
{
if (topheight > openbottom) {
openbottom = topheight;
@ -708,7 +708,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
if (!(rover->flags & FF_EXISTS))
continue;
if (mobj->player && (P_CheckSolidLava(mobj, rover) || P_CanRunOnWater(mobj->player, rover)))
if (mobj->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(mobj->player, rover)))
;
else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
@ -720,7 +720,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
delta1 = abs(mobj->z - (bottomheight + ((topheight - bottomheight)/2)));
delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
if (delta1 >= delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_PLATFORM) // thing is below FOF
{
if (bottomheight < opentop) {
opentop = bottomheight;
@ -733,7 +733,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
highceiling = bottomheight;
}
if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
if (delta1 < delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF
{
if (topheight > openbottom) {
openbottom = topheight;

File diff suppressed because it is too large Load diff

View file

@ -233,15 +233,17 @@ typedef enum
MFE_VERTICALFLIP = 1<<5,
// Goo water
MFE_GOOWATER = 1<<6,
// The mobj is touching a lava block
MFE_TOUCHLAVA = 1<<7,
// Mobj was already pushed this tic
MFE_PUSHED = 1<<7,
MFE_PUSHED = 1<<8,
// Mobj was already sprung this tic
MFE_SPRUNG = 1<<8,
MFE_SPRUNG = 1<<9,
// Platform movement
MFE_APPLYPMOMZ = 1<<9,
MFE_APPLYPMOMZ = 1<<10,
// Compute and trigger on mobj angle relative to tracer
// See Linedef Exec 457 (Track mobj angle to point)
MFE_TRACERANGLE = 1<<10,
MFE_TRACERANGLE = 1<<11,
// free: to and including 1<<15
} mobjeflag_t;

View file

@ -3618,7 +3618,7 @@ static void P_NetUnArchiveThinkers(void)
{
executor_t *delay = NULL;
UINT32 mobjnum;
for (currentthinker = thlist[i].next; currentthinker != &thlist[i];
for (currentthinker = thlist[THINK_MAIN].next; currentthinker != &thlist[THINK_MAIN];
currentthinker = currentthinker->next)
{
if (currentthinker->function.acp1 != (actionf_p1)T_ExecutorDelay)
@ -4119,12 +4119,54 @@ static inline boolean P_NetUnArchiveMisc(void)
return true;
}
static inline void P_ArchiveLuabanksAndConsistency(void)
{
UINT8 i, banksinuse = NUM_LUABANKS;
while (banksinuse && !luabanks[banksinuse-1])
banksinuse--; // get the last used bank
if (banksinuse)
{
WRITEUINT8(save_p, 0xb7); // luabanks marker
WRITEUINT8(save_p, banksinuse);
for (i = 0; i < banksinuse; i++)
WRITEINT32(save_p, luabanks[i]);
}
WRITEUINT8(save_p, 0x1d); // consistency marker
}
static inline boolean P_UnArchiveLuabanksAndConsistency(void)
{
switch (READUINT8(save_p))
{
case 0xb7:
{
UINT8 i, banksinuse = READUINT8(save_p);
if (banksinuse > NUM_LUABANKS)
return false;
for (i = 0; i < banksinuse; i++)
luabanks[i] = READINT32(save_p);
if (READUINT8(save_p) != 0x1d)
return false;
}
case 0x1d:
break;
default:
return false;
}
return true;
}
void P_SaveGame(void)
{
P_ArchiveMisc();
P_ArchivePlayer();
WRITEUINT8(save_p, 0x1d); // consistency marker
// yes, even in non HAVE_BLUA
P_ArchiveLuabanksAndConsistency();
}
void P_SaveNetGame(void)
@ -4163,7 +4205,7 @@ void P_SaveNetGame(void)
LUA_Archive();
#endif
WRITEUINT8(save_p, 0x1d); // consistency marker
P_ArchiveLuabanksAndConsistency();
}
boolean P_LoadGame(INT16 mapoverride)
@ -4175,8 +4217,7 @@ boolean P_LoadGame(INT16 mapoverride)
P_UnArchiveSPGame(mapoverride);
P_UnArchivePlayer();
// Savegame end marker
if (READUINT8(save_p) != 0x1d)
if (!P_UnArchiveLuabanksAndConsistency())
return false;
// Only do this after confirming savegame is ok
@ -4217,5 +4258,5 @@ boolean P_LoadNetGame(void)
// precipitation when loading a netgame save. Instead, precip has to be spawned here.
// This is done in P_NetUnArchiveSpecials now.
return READUINT8(save_p) == 0x1d;
return P_UnArchiveLuabanksAndConsistency();
}

View file

@ -2246,6 +2246,8 @@ static void P_LevelInitStuff(void)
for (i = 0; i < MAXPLAYERS; i++)
{
G_PlayerReborn(i, true);
if (canresetlives && (netgame || multiplayer) && playeringame[i] && (gametype == GT_COMPETITION || players[i].lives <= 0))
{
// In Co-Op, replenish a user's lives if they are depleted.
@ -2253,41 +2255,18 @@ static void P_LevelInitStuff(void)
}
// obliteration station...
players[i].rings = players[i].spheres =\
players[i].xtralife = players[i].deadtimer =\
players[i].numboxes = players[i].totalring =\
players[i].laps = players[i].aiming =\
players[i].losstime = players[i].timeshit =\
players[i].marescore = players[i].lastmarescore =\
players[i].maxlink = players[i].startedtime =\
players[i].finishedtime = players[i].finishedspheres =\
players[i].finishedrings = players[i].lastmare =\
players[i].lastmarelap = players[i].lastmarebonuslap =\
players[i].totalmarelap = players[i].totalmarebonuslap =\
players[i].marebegunat = players[i].textvar =\
players[i].texttimer = players[i].linkcount =\
players[i].linktimer = players[i].flyangle =\
players[i].anotherflyangle = players[i].nightstime =\
players[i].oldscale = players[i].mare = players[i].marelap =\
players[i].marebonuslap = players[i].lapbegunat =\
players[i].lapstartedtime = players[i].totalmarescore =\
players[i].realtime = players[i].exiting = 0;
players[i].laps = players[i].marescore = players[i].lastmarescore =\
players[i].mare = players[i].exiting = 0;
// i guess this could be part of the above but i feel mildly uncomfortable implicitly casting
players[i].gotcontinue = false;
// aha, the first evidence this shouldn't be a memset!
players[i].drillmeter = 40*20;
P_ResetPlayer(&players[i]);
// hit these too
players[i].pflags &= ~(PF_GAMETYPEOVER|PF_TRANSFERTOCLOSEST);
// unset ALL the pointers. P_SetTarget isn't needed here because if this
// function is being called we're just going to clobber the data anyways
players[i].mo = players[i].followmobj = players[i].awayviewmobj =\
players[i].capsule = players[i].axis1 = players[i].axis2 = players[i].drone = NULL;
players[i].pflags &= ~(PF_GAMETYPEOVER);
}
if (botingame)
CV_SetValue(&cv_analog2, true);
}
//
@ -2627,7 +2606,6 @@ boolean P_SetupLevel(boolean skipprecip)
boolean loadedbm = false;
sector_t *ss;
boolean chase;
levelloading = true;
// This is needed. Don't touch.
@ -3068,8 +3046,11 @@ boolean P_SetupLevel(boolean skipprecip)
CONS_Printf(M_GetText("No player currently available to become IT. Awaiting available players.\n"));
}
else if (gametype == GT_RACE && server && cv_usemapnumlaps.value)
CV_StealthSetValue(&cv_numlaps, mapheaderinfo[gamemap - 1]->numlaps);
else if (gametype == GT_RACE && server)
CV_StealthSetValue(&cv_numlaps,
(cv_basenumlaps.value)
? cv_basenumlaps.value
: mapheaderinfo[gamemap - 1]->numlaps);
// ===========
// landing point for netgames.

View file

@ -2718,6 +2718,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
CONS_Debug(DBG_GAMELOGIC, "Line type 414 Executor: sfx number %d is invalid!\n", sfxnum);
return;
}
if (line->tag != 0) // Do special stuff only if a non-zero linedef tag is set
{
if (line->flags & ML_EFFECT5) // Repeat Midtexture
@ -2758,7 +2759,8 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
return;
}
}
else
{
if (line->flags & ML_NOCLIMB)
{
// play the sound from nowhere, but only if display player triggered it
@ -2784,6 +2786,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
S_StartSound(mo, sfxnum);
}
}
}
break;
case 415: // Run a script
@ -4174,27 +4177,12 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
{
boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z == topheight));
boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z + player->mo->height == bottomheight));
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
if (!(floorallowed || ceilingallowed))
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
continue;
}
}
else
{
// Water and DEATH FOG!!! heh
@ -4234,27 +4222,12 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
{
boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z == topheight));
boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z + player->mo->height == bottomheight));
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
if (!(floorallowed || ceilingallowed))
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
continue;
}
}
else
{
// Water and DEATH FOG!!! heh
@ -4304,26 +4277,11 @@ static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *tar
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
{
boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->z == top));
boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->z + mo->height == bottom));
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != top)
return false;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(mo->eflags & MFE_VERTICALFLIP)
|| mo->z + mo->height != bottom)
return false;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottom)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == top)))
return false;
}
if (!(floorallowed || ceilingallowed))
continue;
}
else
{
@ -4345,10 +4303,10 @@ static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *tar
//
static boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec)
{
if (mo->eflags & MFE_VERTICALFLIP)
return (mo->z+mo->height == P_GetSpecialTopZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_CEILING);
else
return (mo->z == P_GetSpecialBottomZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_FLOOR);
boolean floorallowed = ((sec->flags & SF_FLIPSPECIAL_FLOOR) && ((sec->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->z == P_GetSpecialBottomZ(mo, sec, sec)));
boolean ceilingallowed = ((sec->flags & SF_FLIPSPECIAL_CEILING) && ((sec->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->z + mo->height == P_GetSpecialTopZ(mo, sec, sec)));
// Thing must be on top of the floor to be affected...
return (floorallowed || ceilingallowed);
}
/** Applies a sector special to a player.
@ -5312,27 +5270,12 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
{
boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->z == topheight));
boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->z + mo->height == bottomheight));
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
if (!(floorallowed || ceilingallowed))
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(mo->eflags & MFE_VERTICALFLIP)
|| mo->z + mo->height != bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
continue;
}
}
else
{
// Water and intangible FOFs
@ -5374,27 +5317,12 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
{
boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z == topheight));
boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z + player->mo->height == bottomheight));
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
if (!(floorallowed || ceilingallowed))
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
continue;
}
}
else
{
// Water and DEATH FOG!!! heh
@ -5450,40 +5378,18 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
}
if (!(po->flags & POF_TESTHEIGHT)) // Don't do height checking
{
}
;
else if (po->flags & POF_SOLID)
{
boolean floorallowed = ((polysec->flags & SF_FLIPSPECIAL_FLOOR) && ((polysec->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z == polysec->ceilingheight));
boolean ceilingallowed = ((polysec->flags & SF_FLIPSPECIAL_CEILING) && ((polysec->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z + player->mo->height == polysec->floorheight));
// Thing must be on top of the floor to be affected...
if ((polysec->flags & SF_FLIPSPECIAL_FLOOR)
&& !(polysec->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != polysec->ceilingheight)
if (!(floorallowed || ceilingallowed))
{
po = (polyobj_t *)(po->link.next);
continue;
}
}
else if ((polysec->flags & SF_FLIPSPECIAL_CEILING)
&& !(polysec->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != polysec->floorheight)
{
po = (polyobj_t *)(po->link.next);
continue;
}
}
else if (polysec->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == polysec->floorheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == polysec->ceilingheight)))
{
po = (polyobj_t *)(po->link.next);
continue;
}
}
}
else
{
// Water and DEATH FOG!!! heh
@ -5580,17 +5486,13 @@ static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
f_affectpoint = P_GetSpecialBottomZ(player->mo, sector, sector);
c_affectpoint = P_GetSpecialTopZ(player->mo, sector, sector);
// Only go further if on the ground
if ((sector->flags & SF_FLIPSPECIAL_FLOOR) && !(sector->flags & SF_FLIPSPECIAL_CEILING) && player->mo->z != f_affectpoint)
return;
if ((sector->flags & SF_FLIPSPECIAL_CEILING) && !(sector->flags & SF_FLIPSPECIAL_FLOOR) && player->mo->z + player->mo->height != c_affectpoint)
return;
if ((sector->flags & SF_FLIPSPECIAL_BOTH)
&& player->mo->z != f_affectpoint
&& player->mo->z + player->mo->height != c_affectpoint)
{
boolean floorallowed = ((sector->flags & SF_FLIPSPECIAL_FLOOR) && ((sector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z == f_affectpoint));
boolean ceilingallowed = ((sector->flags & SF_FLIPSPECIAL_CEILING) && ((sector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z + player->mo->height == c_affectpoint));
// Thing must be on top of the floor to be affected...
if (!(floorallowed || ceilingallowed))
return;
}
P_ProcessSpecialSector(player, sector, NULL);
}
@ -6085,8 +5987,6 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline)
* to the lowest nearby height if not
* there already.
*
* Replaces the old "AirBob".
*
* \param sec Control sector.
* \param actionsector Target sector.
* \param sourceline Control linedef.
@ -6131,8 +6031,7 @@ static void P_AddRaiseThinker(sector_t *sec, line_t *sourceline)
raise->sourceline = sourceline;
}
// Function to maintain backwards compatibility
static void P_AddOldAirbob(sector_t *sec, line_t *sourceline, boolean noadjust)
static void P_AddAirbob(sector_t *sec, line_t *sourceline, boolean noadjust, boolean dynamic)
{
levelspecthink_t *airbob;
@ -6170,6 +6069,8 @@ static void P_AddOldAirbob(sector_t *sec, line_t *sourceline, boolean noadjust)
airbob->vars[4] = airbob->vars[5]
- (sec->ceilingheight - sec->floorheight);
airbob->vars[9] = dynamic ? 1 : 0;
airbob->sourceline = sourceline;
}
@ -6683,6 +6584,11 @@ void P_SpawnSpecials(INT32 fromnetsave)
if (lines[i].flags & ML_EFFECT3)
sectors[s].flags |= SF_TRIGGERSPECIAL_TOUCH;
if (lines[i].flags & ML_EFFECT2)
sectors[s].flags |= SF_TRIGGERSPECIAL_HEADBUMP;
if (lines[i].flags & ML_EFFECT1)
sectors[s].flags |= SF_INVERTPRECIP;
if (lines[i].frontsector && GETSECSPECIAL(lines[i].frontsector->special, 4) == 12)
sectors[s].camsec = sides[*lines[i].sidenum].sector-sectors;
@ -6987,11 +6893,16 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 151: // Adjustable air bobbing platform
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, (lines[i].special != 151));
P_AddAirbob(lines[i].frontsector, lines + i, (lines[i].special != 151), false);
break;
case 152: // Adjustable air bobbing platform in reverse
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
P_AddAirbob(lines[i].frontsector, lines + i, true, false);
break;
case 153: // Dynamic Sinking Platform
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddAirbob(lines[i].frontsector, lines + i, false, true);
break;
case 160: // Float/bob platform
@ -7042,14 +6953,14 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 176: // Air bobbing platform that will crumble and bob on the water when it falls and hits
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_FLOATBOB|FF_CRUMBLE, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
P_AddAirbob(lines[i].frontsector, lines + i, true, false);
break;
case 177: // Air bobbing platform that will crumble and bob on
// the water when it falls and hits, then never return
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_CRUMBLE|FF_NORETURN, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
P_AddAirbob(lines[i].frontsector, lines + i, true, false);
break;
case 178: // Crumbling platform that will float when it hits water
@ -7063,7 +6974,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 180: // Air bobbing platform that will crumble
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
P_AddAirbob(lines[i].frontsector, lines + i, true, false);
break;
case 190: // Rising Platform FOF (solid, opaque, shadows)
@ -7171,21 +7082,21 @@ void P_SpawnSpecials(INT32 fromnetsave)
break;
case 252: // Shatter block (breaks when touched)
ffloorflags = FF_EXISTS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER;
ffloorflags = FF_EXISTS|FF_BLOCKOTHERS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_SOLID|FF_SHATTERBOTTOM;
ffloorflags |= FF_BLOCKPLAYER|FF_SHATTERBOTTOM;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 253: // Translucent shatter block (see 76)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER|FF_TRANSLUCENT, secthinkers);
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_BLOCKOTHERS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER|FF_TRANSLUCENT, secthinkers);
break;
case 254: // Bustable block
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_ONLYKNUX;
ffloorflags |= FF_STRONGBUST;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;

View file

@ -482,7 +482,7 @@ static inline void P_DoSpecialStageStuff(void)
countspheres += players[i].spheres;
// If in water, deplete timer 6x as fast.
if (players[i].mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER))
if (players[i].mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER) && !(players[i].powers[pw_shield] & SH_PROTECTWATER))
players[i].nightstime -= 5;
if (--players[i].nightstime > 6)
{

File diff suppressed because it is too large Load diff

View file

@ -23,6 +23,7 @@
#include "z_zone.h"
#include "p_setup.h" // levelflats
#include "v_video.h" // pMasterPalette
#include "byteptr.h"
#include "dehacked.h"
#ifdef _WIN32
@ -34,7 +35,7 @@
#endif
// Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog
#ifdef _WIN32_WCE
#if 0
#define AVOID_ERRNO
#else
#include <errno.h>
@ -241,7 +242,7 @@ static inline void R_DrawFlippedColumnInCache(column_t *patch, UINT8 *cache, tex
}
}
RGBA_t ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha)
UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha)
{
RGBA_t output;
if (style == AST_TRANSLUCENT)
@ -261,6 +262,9 @@ RGBA_t ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alph
// if there's no pixel in here
if (!background.rgba)
output.s.alpha = foreground.s.alpha;
else
output.s.alpha = 0xFF;
return output.rgba;
}
#define clamp(c) max(min(c, 0xFF), 0x00);
else
@ -298,30 +302,38 @@ RGBA_t ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alph
}
// just copy the pixel
else if (style == AST_COPY)
return background;
output.rgba = foreground.rgba;
output.s.alpha = 0xFF;
return output.rgba;
}
#undef clamp
// unimplemented blend modes return the background pixel
output = background;
output.s.alpha = 0xFF;
return output;
return 0;
}
UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 alpha)
{
if ((style == AST_TRANSLUCENT) && (alpha <= (10*255/11))) // Alpha style set to translucent? Is the alpha small enough for translucency?
// Alpha style set to translucent?
if (style == AST_TRANSLUCENT)
{
// Is the alpha small enough for translucency?
if (alpha <= (10*255/11))
{
UINT8 *mytransmap;
if (alpha < 255/11) // Is the patch way too translucent? Don't render then.
// Is the patch way too translucent? Don't blend then.
if (alpha < 255/11)
return background;
// The equation's not exact but it works as intended. I'll call it a day for now.
mytransmap = transtables + ((8*(alpha) + 255/8)/(255 - 255/11) << FF_TRANSSHIFT);
if (background != 0xFF)
return *(mytransmap + (background<<8) + foreground);
}
else // just copy the pixel
return foreground;
}
// just copy the pixel
else if (style == AST_COPY)
return background;
return foreground;
// use ASTBlendPixel for all other blend modes
// and find the nearest colour in the palette
else if (style != AST_TRANSLUCENT)
@ -329,7 +341,7 @@ UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 al
RGBA_t texel;
RGBA_t bg = V_GetColor(background);
RGBA_t fg = V_GetColor(foreground);
texel = ASTBlendPixel(bg, fg, style, alpha);
texel.rgba = ASTBlendPixel(bg, fg, style, alpha);
return NearestColor(texel.s.red, texel.s.green, texel.s.blue);
}
// fallback if all above fails, somehow
@ -374,7 +386,7 @@ static inline void R_DrawBlendColumnInCache(column_t *patch, UINT8 *cache, texpa
if (count > 0)
{
for (; dest < cache + position + count; source++, dest++)
if (*dest != 0xFF)
if (*source != 0xFF)
*dest = ASTBlendPixel_8bpp(*dest, *source, originPatch->style, originPatch->alpha);
}
@ -383,7 +395,7 @@ static inline void R_DrawBlendColumnInCache(column_t *patch, UINT8 *cache, texpa
}
//
// R_DrawTransColumnInCache
// R_DrawBlendFlippedColumnInCache
// Similar to the one above except that the column is inverted.
//
static inline void R_DrawBlendFlippedColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight)
@ -418,7 +430,7 @@ static inline void R_DrawBlendFlippedColumnInCache(column_t *patch, UINT8 *cache
if (count > 0)
{
for (; dest < cache + position + count; --source, dest++)
if (*dest != 0xFF)
if (*source != 0xFF)
*dest = ASTBlendPixel_8bpp(*dest, *source, originPatch->style, originPatch->alpha);
}
@ -471,12 +483,12 @@ static UINT8 *R_GenerateTexture(size_t texnum)
wadnum = patch->wad;
lumpnum = patch->lump;
lumplength = W_LumpLengthPwad(wadnum, lumpnum);
realpatch = W_CacheLumpNumPwad(wadnum, lumpnum, PU_CACHE);
realpatch = W_CacheLumpNumPwad(wadnum, lumpnum, PU_CACHE); // can't use W_CachePatchNumPwad because OpenGL
#ifndef NO_PNG_LUMPS
if (R_IsLumpPNG((UINT8 *)realpatch, lumplength))
{
realpatch = R_PNGToPatch((UINT8 *)realpatch, lumplength);
realpatch = R_PNGToPatch((UINT8 *)realpatch, lumplength, NULL, false);
goto multipatch;
}
#endif
@ -545,7 +557,7 @@ static UINT8 *R_GenerateTexture(size_t texnum)
texturememory += blocksize;
block = Z_Malloc(blocksize+1, PU_STATIC, &texturecache[texnum]);
memset(block, 0xFF, blocksize+1); // Transparency hack
memset(block, TRANSPARENTPIXEL, blocksize+1); // Transparency hack
// columns lookup table
colofs = (UINT32 *)(void *)block;
@ -569,7 +581,7 @@ static UINT8 *R_GenerateTexture(size_t texnum)
realpatch = W_CacheLumpNumPwad(wadnum, lumpnum, PU_CACHE);
#ifndef NO_PNG_LUMPS
if (R_IsLumpPNG((UINT8 *)realpatch, lumplength))
realpatch = R_PNGToPatch((UINT8 *)realpatch, lumplength);
realpatch = R_PNGToPatch((UINT8 *)realpatch, lumplength, NULL, false);
#endif
x1 = patch->originx;
@ -2508,7 +2520,11 @@ void R_PrecacheLevel(void)
"spritememory: %s k\n", sizeu1(flatmemory>>10), sizeu2(texturememory>>10), sizeu3(spritememory>>10));
}
// https://github.com/coelckers/prboom-plus/blob/master/prboom2/src/r_patch.c#L350
//
// R_CheckIfPatch
//
// Returns true if the lump is a valid patch.
//
boolean R_CheckIfPatch(lumpnum_t lump)
{
size_t size;
@ -2553,6 +2569,71 @@ boolean R_CheckIfPatch(lumpnum_t lump)
return result;
}
//
// R_TextureToFlat
//
// Convert a texture to a flat.
//
void R_TextureToFlat(size_t tex, UINT8 *flat)
{
texture_t *texture = textures[tex];
fixed_t col, ofs;
column_t *column;
UINT8 *desttop, *dest, *deststop;
UINT8 *source;
// yea
R_CheckTextureCache(tex);
desttop = flat;
deststop = desttop + (texture->width * texture->height);
for (col = 0; col < texture->width; col++, desttop++)
{
// no post_t info
if (!texture->holes)
{
column = (column_t *)(R_GetColumn(tex, col));
source = (UINT8 *)(column);
dest = desttop;
for (ofs = 0; dest < deststop && ofs < texture->height; ofs++)
{
if (source[ofs] != TRANSPARENTPIXEL)
*dest = source[ofs];
dest += texture->width;
}
}
else
{
INT32 topdelta, prevdelta = -1;
column = (column_t *)((UINT8 *)R_GetColumn(tex, col) - 3);
while (column->topdelta != 0xff)
{
topdelta = column->topdelta;
if (topdelta <= prevdelta)
topdelta += prevdelta;
prevdelta = topdelta;
dest = desttop + (topdelta * texture->width);
source = (UINT8 *)column + 3;
for (ofs = 0; dest < deststop && ofs < column->length; ofs++)
{
if (source[ofs] != TRANSPARENTPIXEL)
*dest = source[ofs];
dest += texture->width;
}
column = (column_t *)((UINT8 *)column + column->length + 4);
}
}
}
}
//
// R_PatchToFlat
//
// Convert a patch to a flat.
//
void R_PatchToFlat(patch_t *patch, UINT8 *flat)
{
fixed_t col, ofs;
@ -2587,8 +2668,125 @@ void R_PatchToFlat(patch_t *patch, UINT8 *flat)
}
}
//
// R_FlatToPatch
//
// Convert a flat to a patch.
//
static unsigned char imgbuf[1<<26];
patch_t *R_FlatToPatch(UINT8 *raw, UINT16 width, UINT16 height, UINT16 leftoffset, UINT16 topoffset, size_t *destsize, boolean transparency)
{
UINT32 x, y;
UINT8 *img;
UINT8 *imgptr = imgbuf;
UINT8 *colpointers, *startofspan;
size_t size = 0;
// Write image size and offset
WRITEINT16(imgptr, width);
WRITEINT16(imgptr, height);
WRITEINT16(imgptr, leftoffset);
WRITEINT16(imgptr, topoffset);
// Leave placeholder to column pointers
colpointers = imgptr;
imgptr += width*4;
// Write columns
for (x = 0; x < width; x++)
{
int lastStartY = 0;
int spanSize = 0;
startofspan = NULL;
// Write column pointer
WRITEINT32(colpointers, imgptr - imgbuf);
// Write pixels
for (y = 0; y < height; y++)
{
UINT8 paletteIndex = raw[((y * width) + x)];
boolean opaque = transparency ? (paletteIndex != TRANSPARENTPIXEL) : true;
// End span if we have a transparent pixel
if (!opaque)
{
if (startofspan)
WRITEUINT8(imgptr, 0);
startofspan = NULL;
continue;
}
// Start new column if we need to
if (!startofspan || spanSize == 255)
{
int writeY = y;
// If we reached the span size limit, finish the previous span
if (startofspan)
WRITEUINT8(imgptr, 0);
if (y > 254)
{
// Make sure we're aligned to 254
if (lastStartY < 254)
{
WRITEUINT8(imgptr, 254);
WRITEUINT8(imgptr, 0);
imgptr += 2;
lastStartY = 254;
}
// Write stopgap empty spans if needed
writeY = y - lastStartY;
while (writeY > 254)
{
WRITEUINT8(imgptr, 254);
WRITEUINT8(imgptr, 0);
imgptr += 2;
writeY -= 254;
}
}
startofspan = imgptr;
WRITEUINT8(imgptr, writeY);
imgptr += 2;
spanSize = 0;
lastStartY = y;
}
// Write the pixel
WRITEUINT8(imgptr, paletteIndex);
spanSize++;
startofspan[1] = spanSize;
}
if (startofspan)
WRITEUINT8(imgptr, 0);
WRITEUINT8(imgptr, 0xFF);
}
size = imgptr-imgbuf;
img = Z_Malloc(size, PU_STATIC, NULL);
memcpy(img, imgbuf, size);
Z_Free(raw);
if (destsize != NULL)
*destsize = size;
return (patch_t *)img;
}
#ifndef NO_PNG_LUMPS
boolean R_IsLumpPNG(UINT8 *d, size_t s)
//
// R_IsLumpPNG
//
// Returns true if the lump is a valid PNG.
//
boolean R_IsLumpPNG(const UINT8 *d, size_t s)
{
if (s < 67) // http://garethrees.org/2007/11/14/pngcrush/
return false;
@ -2599,21 +2797,49 @@ boolean R_IsLumpPNG(UINT8 *d, size_t s)
}
#ifdef HAVE_PNG
#if PNG_LIBPNG_VER_DLLNUM < 14
typedef PNG_CONST png_byte *png_const_bytep;
#endif
typedef struct {
png_bytep buffer;
png_const_bytep buffer;
png_uint_32 bufsize;
png_uint_32 current_pos;
} png_ioread;
} png_io_t;
static void PNG_IOReader(png_structp png_ptr, png_bytep data, png_size_t length)
{
png_ioread *f = png_get_io_ptr(png_ptr);
png_io_t *f = png_get_io_ptr(png_ptr);
if (length > (f->bufsize - f->current_pos))
png_error(png_ptr, "PNG_IOReader: buffer overrun");
memcpy(data, f->buffer + f->current_pos, length);
f->current_pos += length;
}
typedef struct
{
char name[4];
void *data;
size_t size;
} png_chunk_t;
static png_byte *chunkname = NULL;
static png_chunk_t chunk;
static int PNG_ChunkReader(png_structp png_ptr, png_unknown_chunkp chonk)
{
(void)png_ptr;
if (!memcmp(chonk->name, chunkname, 4))
{
memcpy(chunk.name, chonk->name, 4);
chunk.size = chonk->size;
chunk.data = Z_Malloc(chunk.size, PU_STATIC, NULL);
memcpy(chunk.data, chonk->data, chunk.size);
return 1;
}
return 0;
}
static void PNG_error(png_structp PNG, png_const_charp pngtext)
{
CONS_Debug(DBG_RENDER, "libpng error at %p: %s", PNG, pngtext);
@ -2625,7 +2851,7 @@ static void PNG_warn(png_structp PNG, png_const_charp pngtext)
CONS_Debug(DBG_RENDER, "libpng warning at %p: %s", PNG, pngtext);
}
static png_bytep *PNG_Read(UINT8 *png, UINT16 *w, UINT16 *h, size_t size)
static png_bytep *PNG_Read(const UINT8 *png, UINT16 *w, UINT16 *h, INT16 *topoffset, INT16 *leftoffset, size_t size)
{
png_structp png_ptr;
png_infop png_info_ptr;
@ -2638,11 +2864,13 @@ static png_bytep *PNG_Read(UINT8 *png, UINT16 *w, UINT16 *h, size_t size)
#endif
#endif
png_ioread png_io;
png_io_t png_io;
png_bytep *row_pointers;
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL,
PNG_error, PNG_warn);
png_byte grAb_chunk[5] = {'g', 'r', 'A', 'b', (png_byte)'\0'};
png_voidp *user_chunk_ptr;
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, PNG_error, PNG_warn);
if (!png_ptr)
{
CONS_Debug(DBG_RENDER, "PNG_Load: Error on initialize libpng\n");
@ -2672,19 +2900,24 @@ static png_bytep *PNG_Read(UINT8 *png, UINT16 *w, UINT16 *h, size_t size)
#endif
// set our own read_function
png_io.buffer = (png_bytep)png;
png_io.buffer = (png_const_bytep)png;
png_io.bufsize = size;
png_io.current_pos = 0;
png_set_read_fn(png_ptr, &png_io, PNG_IOReader);
memset(&chunk, 0x00, sizeof(png_chunk_t));
chunkname = grAb_chunk; // I want to read a grAb chunk
user_chunk_ptr = png_get_user_chunk_ptr(png_ptr);
png_set_read_user_chunk_fn(png_ptr, user_chunk_ptr, PNG_ChunkReader);
png_set_keep_unknown_chunks(png_ptr, 2, chunkname, 1);
#ifdef PNG_SET_USER_LIMITS_SUPPORTED
png_set_user_limits(png_ptr, 2048, 2048);
#endif
png_read_info(png_ptr, png_info_ptr);
png_get_IHDR(png_ptr, png_info_ptr, &width, &height, &bit_depth, &color_type,
NULL, NULL, NULL);
png_get_IHDR(png_ptr, png_info_ptr, &width, &height, &bit_depth, &color_type, NULL, NULL, NULL);
if (bit_depth == 16)
png_set_strip_16(png_ptr);
@ -2712,7 +2945,24 @@ static png_bytep *PNG_Read(UINT8 *png, UINT16 *w, UINT16 *h, size_t size)
for (y = 0; y < height; y++)
row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png_ptr, png_info_ptr));
png_read_image(png_ptr, row_pointers);
// Read grAB chunk
if ((topoffset || leftoffset) && (chunk.data != NULL))
{
INT32 *offsets = (INT32 *)chunk.data;
// read left offset
if (leftoffset != NULL)
*leftoffset = (INT16)BIGENDIAN_LONG(*offsets);
offsets++;
// read top offset
if (topoffset != NULL)
*topoffset = (INT16)BIGENDIAN_LONG(*offsets);
}
// bye
png_destroy_read_struct(&png_ptr, &png_info_ptr, NULL);
if (chunk.data)
Z_Free(chunk.data);
*w = (INT32)width;
*h = (INT32)height;
@ -2720,11 +2970,11 @@ static png_bytep *PNG_Read(UINT8 *png, UINT16 *w, UINT16 *h, size_t size)
}
// Convert a PNG to a raw image.
static UINT8 *PNG_RawConvert(UINT8 *png, UINT16 *w, UINT16 *h, size_t size)
static UINT8 *PNG_RawConvert(const UINT8 *png, UINT16 *w, UINT16 *h, INT16 *topoffset, INT16 *leftoffset, size_t size)
{
UINT8 *flat;
png_uint_32 x, y;
png_bytep *row_pointers = PNG_Read(png, w, h, size);
png_bytep *row_pointers = PNG_Read(png, w, h, topoffset, leftoffset, size);
png_uint_32 width = *w, height = *h;
if (!row_pointers)
@ -2748,121 +2998,31 @@ static UINT8 *PNG_RawConvert(UINT8 *png, UINT16 *w, UINT16 *h, size_t size)
return flat;
}
//
// R_PNGToFlat
//
// Convert a PNG to a flat.
UINT8 *R_PNGToFlat(levelflat_t *levelflat, UINT8 *png, size_t size)
//
UINT8 *R_PNGToFlat(UINT16 *width, UINT16 *height, UINT8 *png, size_t size)
{
return PNG_RawConvert(png, &levelflat->width, &levelflat->height, size);
return PNG_RawConvert(png, width, height, NULL, NULL, size);
}
//
// R_PNGToPatch
//
// Convert a PNG to a patch.
static unsigned char imgbuf[1<<26];
patch_t *R_PNGToPatch(UINT8 *png, size_t size)
//
patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean transparency)
{
UINT16 width, height;
UINT8 *raw = PNG_RawConvert(png, &width, &height, size);
UINT32 x, y;
UINT8 *img;
UINT8 *imgptr = imgbuf;
UINT8 *colpointers, *startofspan;
#define WRITE8(buf, a) ({*buf = (a); buf++;})
#define WRITE16(buf, a) ({*buf = (a)&255; buf++; *buf = (a)>>8; buf++;})
#define WRITE32(buf, a) ({WRITE16(buf, (a)&65535); WRITE16(buf, (a)>>16);})
INT16 topoffset = 0, leftoffset = 0;
UINT8 *raw = PNG_RawConvert(png, &width, &height, &topoffset, &leftoffset, size);
if (!raw)
I_Error("R_PNGToPatch: conversion failed");
// Write image size and offset
WRITE16(imgptr, width);
WRITE16(imgptr, height);
// no offsets
WRITE16(imgptr, 0);
WRITE16(imgptr, 0);
// Leave placeholder to column pointers
colpointers = imgptr;
imgptr += width*4;
// Write columns
for (x = 0; x < width; x++)
{
int lastStartY = 0;
int spanSize = 0;
startofspan = NULL;
//printf("%d ", x);
// Write column pointer (@TODO may be wrong)
WRITE32(colpointers, imgptr - imgbuf);
// Write pixels
for (y = 0; y < height; y++)
{
UINT8 paletteIndex = raw[((y * width) + x)];
// Start new column if we need to
if (!startofspan || spanSize == 255)
{
int writeY = y;
// If we reached the span size limit, finish the previous span
if (startofspan)
WRITE8(imgptr, 0);
if (y > 254)
{
// Make sure we're aligned to 254
if (lastStartY < 254)
{
WRITE8(imgptr, 254);
WRITE8(imgptr, 0);
imgptr += 2;
lastStartY = 254;
}
// Write stopgap empty spans if needed
writeY = y - lastStartY;
while (writeY > 254)
{
WRITE8(imgptr, 254);
WRITE8(imgptr, 0);
imgptr += 2;
writeY -= 254;
}
}
startofspan = imgptr;
WRITE8(imgptr, writeY);///@TODO calculate starting y pos
imgptr += 2;
spanSize = 0;
lastStartY = y;
}
// Write the pixel
WRITE8(imgptr, paletteIndex);
spanSize++;
startofspan[1] = spanSize;
}
if (startofspan)
WRITE8(imgptr, 0);
WRITE8(imgptr, 0xFF);
}
#undef WRITE8
#undef WRITE16
#undef WRITE32
size = imgptr-imgbuf;
img = malloc(size);
memcpy(img, imgbuf, size);
Z_Free(raw);
return (patch_t *)img;
return R_FlatToPatch(raw, width, height, leftoffset, topoffset, destsize, transparency);
}
boolean R_PNGDimensions(UINT8 *png, INT16 *width, INT16 *height, size_t size)
@ -2877,7 +3037,7 @@ boolean R_PNGDimensions(UINT8 *png, INT16 *width, INT16 *height, size_t size)
#endif
#endif
png_ioread png_io;
png_io_t png_io;
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL,
PNG_error, PNG_warn);
@ -2933,53 +3093,3 @@ boolean R_PNGDimensions(UINT8 *png, INT16 *width, INT16 *height, size_t size)
}
#endif
#endif
void R_TextureToFlat(size_t tex, UINT8 *flat)
{
texture_t *texture = textures[tex];
fixed_t col, ofs;
column_t *column;
UINT8 *desttop, *dest, *deststop;
UINT8 *source;
desttop = flat;
deststop = desttop + (texture->width * texture->height);
for (col = 0; col < texture->width; col++, desttop++)
{
column = (column_t *)R_GetColumn(tex, col);
if (!texture->holes)
{
dest = desttop;
source = (UINT8 *)(column);
for (ofs = 0; dest < deststop && ofs < texture->height; ofs++)
{
if (source[ofs] != TRANSPARENTPIXEL)
*dest = source[ofs];
dest += texture->width;
}
}
else
{
INT32 topdelta, prevdelta = -1;
while (column->topdelta != 0xff)
{
topdelta = column->topdelta;
if (topdelta <= prevdelta)
topdelta += prevdelta;
prevdelta = topdelta;
dest = desttop + (topdelta * texture->width);
source = (UINT8 *)(column) + 3;
for (ofs = 0; dest < deststop && ofs < column->length; ofs++)
{
if (source[ofs] != TRANSPARENTPIXEL)
*dest = source[ofs];
dest += texture->width;
}
column = (column_t *)((UINT8 *)column + column->length + 4);
}
}
}
}

View file

@ -25,7 +25,7 @@
// Possible alpha types for a patch.
enum patchalphastyle {AST_COPY, AST_TRANSLUCENT, AST_ADD, AST_SUBTRACT, AST_REVERSESUBTRACT, AST_MODULATE, AST_OVERLAY};
RGBA_t ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha);
UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha);
UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 alpha);
UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b);
@ -159,16 +159,15 @@ const char *R_NameForColormap(extracolormap_t *extra_colormap);
#define R_PutRgbaRGBA(r, g, b, a) (R_PutRgbaRGB(r, g, b) + R_PutRgbaA(a))
boolean R_CheckIfPatch(lumpnum_t lump);
UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b);
void R_PatchToFlat(patch_t *patch, UINT8 *flat);
void R_TextureToFlat(size_t tex, UINT8 *flat);
void R_PatchToFlat(patch_t *patch, UINT8 *flat);
patch_t *R_FlatToPatch(UINT8 *raw, UINT16 width, UINT16 height, UINT16 leftoffset, UINT16 topoffset, size_t *destsize, boolean transparency);
#ifndef NO_PNG_LUMPS
boolean R_IsLumpPNG(UINT8 *d, size_t s);
boolean R_IsLumpPNG(const UINT8 *d, size_t s);
UINT8 *R_PNGToFlat(levelflat_t *levelflat, UINT8 *png, size_t size);
patch_t *R_PNGToPatch(UINT8 *png, size_t size);
UINT8 *R_PNGToFlat(UINT16 *width, UINT16 *height, UINT8 *png, size_t size);
patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean transparency);
boolean R_PNGDimensions(UINT8 *png, INT16 *width, INT16 *height, size_t size);
#endif

View file

@ -139,9 +139,9 @@ typedef enum
FF_PLATFORM = 0x2000000, ///< You can jump up through this to the top.
FF_REVERSEPLATFORM = 0x4000000, ///< A fall-through floor in normal gravity, a platform in reverse gravity.
FF_INTANGABLEFLATS = 0x6000000, ///< Both flats are intangable, but the sides are still solid.
FF_SHATTER = 0x8000000, ///< Used with ::FF_BUSTUP. Thinks everyone's Knuckles.
FF_SPINBUST = 0x10000000, ///< Used with ::FF_BUSTUP. Jump or fall onto it while curled in a ball.
FF_ONLYKNUX = 0x20000000, ///< Used with ::FF_BUSTUP. Only Knuckles can break this rock.
FF_SHATTER = 0x8000000, ///< Used with ::FF_BUSTUP. Bustable on mere touch.
FF_SPINBUST = 0x10000000, ///< Used with ::FF_BUSTUP. Also bustable if you're in your spinning frames.
FF_STRONGBUST = 0x20000000, ///< Used with ::FF_BUSTUP. Only bustable by "strong" characters (Knuckles) and abilities (bouncing, twinspin, melee).
FF_RIPPLE = 0x40000000, ///< Ripple the flats
FF_COLORMAPONLY = 0x80000000, ///< Only copy the colormap, not the lightlevel
FF_GOOWATER = FF_SHATTERBOTTOM, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop.
@ -263,10 +263,15 @@ typedef struct pslope_s
typedef enum
{
// flipspecial - planes with effect
SF_FLIPSPECIAL_FLOOR = 1,
SF_FLIPSPECIAL_CEILING = 2,
SF_FLIPSPECIAL_BOTH = 3,
SF_TRIGGERSPECIAL_TOUCH = 4,
SF_FLIPSPECIAL_CEILING = 1<<1,
SF_FLIPSPECIAL_BOTH = (SF_FLIPSPECIAL_FLOOR|SF_FLIPSPECIAL_CEILING),
// triggerspecial - conditions under which plane touch causes effect
SF_TRIGGERSPECIAL_TOUCH = 1<<2,
SF_TRIGGERSPECIAL_HEADBUMP = 1<<3,
// invertprecip - inverts presence of precipitation
SF_INVERTPRECIP = 1<<4,
} sectorflags_t;
//

View file

@ -130,10 +130,11 @@ UINT32 nflatxshift, nflatyshift, nflatshiftup, nflatmask;
#define ALLWHITE_TT_CACHE_INDEX (MAXSKINS + 3)
#define RAINBOW_TT_CACHE_INDEX (MAXSKINS + 4)
#define BLINK_TT_CACHE_INDEX (MAXSKINS + 5)
#define DASHMODE_TT_CACHE_INDEX (MAXSKINS + 6)
#define DEFAULT_STARTTRANSCOLOR 96
#define NUM_PALETTE_ENTRIES 256
static UINT8** translationtablecache[MAXSKINS + 6] = {NULL};
static UINT8** translationtablecache[MAXSKINS + 7] = {NULL};
const UINT8 Color_Index[MAXTRANSLATIONS-1][16] = {
// {0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff}, // SKINCOLOR_NONE
@ -569,6 +570,40 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U
dest_colormap[Color_Index[SKINCOLOR_BLUE-1][12-i]] = Color_Index[SKINCOLOR_BLUE-1][i];
dest_colormap[159] = dest_colormap[253] = dest_colormap[254] = 0;
}
else if (skinnum == TC_DASHMODE) // This is a long one, because MotorRoach basically hand-picked the indices
{
// greens -> ketchups
dest_colormap[96] = dest_colormap[97] = 48;
dest_colormap[98] = 49;
dest_colormap[99] = 51;
dest_colormap[100] = 52;
dest_colormap[101] = dest_colormap[102] = 54;
dest_colormap[103] = 34;
dest_colormap[104] = 37;
dest_colormap[105] = 39;
dest_colormap[106] = 41;
for (i = 0; i < 5; i++)
dest_colormap[107 + i] = 43 + i;
// reds -> steel blues
dest_colormap[32] = 146;
dest_colormap[33] = 147;
dest_colormap[34] = dest_colormap[35] = 170;
dest_colormap[36] = 171;
dest_colormap[37] = dest_colormap[38] = 172;
dest_colormap[39] = dest_colormap[40] = dest_colormap[41] = 173;
dest_colormap[42] = dest_colormap[43] = dest_colormap[44] = 174;
dest_colormap[45] = dest_colormap[46] = dest_colormap[47] = 175;
dest_colormap[71] = 139;
// steel blues -> oranges
dest_colormap[170] = 52;
dest_colormap[171] = 54;
dest_colormap[172] = 56;
dest_colormap[173] = 42;
dest_colormap[174] = 45;
dest_colormap[175] = 47;
}
return;
}
else if (color == SKINCOLOR_NONE)
@ -628,6 +663,7 @@ UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags)
case TC_ALLWHITE: skintableindex = ALLWHITE_TT_CACHE_INDEX; break;
case TC_RAINBOW: skintableindex = RAINBOW_TT_CACHE_INDEX; break;
case TC_BLINK: skintableindex = BLINK_TT_CACHE_INDEX; break;
case TC_DASHMODE: skintableindex = DASHMODE_TT_CACHE_INDEX; break;
default: skintableindex = skinnum; break;
}

View file

@ -109,6 +109,7 @@ extern lumpnum_t viewborderlump[8];
#define TC_ALLWHITE -4 // For Cy-Brak-demon
#define TC_RAINBOW -5 // For single colour
#define TC_BLINK -6 // For item blinking, according to kart
#define TC_DASHMODE -7 // For Metal Sonic's dashmode
// Initialize color translation tables, for player rendering etc.
void R_InitTranslationTables(void);

View file

@ -1182,6 +1182,8 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_cam_speed);
CV_RegisterVar(&cv_cam_rotate);
CV_RegisterVar(&cv_cam_rotspeed);
CV_RegisterVar(&cv_cam_orbit);
CV_RegisterVar(&cv_cam_adjust);
CV_RegisterVar(&cv_cam2_dist);
CV_RegisterVar(&cv_cam2_still);
@ -1189,6 +1191,8 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_cam2_speed);
CV_RegisterVar(&cv_cam2_rotate);
CV_RegisterVar(&cv_cam2_rotspeed);
CV_RegisterVar(&cv_cam2_orbit);
CV_RegisterVar(&cv_cam2_adjust);
CV_RegisterVar(&cv_showhud);
CV_RegisterVar(&cv_translucenthud);

View file

@ -44,6 +44,9 @@
// Quincunx antialiasing of flats!
//#define QUINCUNX
// good night sweet prince
#define SHITPLANESPARENCY
//SoM: 3/23/2000: Use Boom visplane hashing.
visplane_t *visplanes[MAXVISPLANES];
@ -650,17 +653,33 @@ static void R_DrawSkyPlane(visplane_t *pl)
}
}
//
// R_CheckPowersOfTwo
//
// Self-explanatory?
//
boolean R_CheckPowersOfTwo(void)
{
if (ds_flatwidth & (ds_flatwidth - 1))
boolean wpow2 = (!(ds_flatwidth & (ds_flatwidth - 1)));
boolean hpow2 = (!(ds_flatheight & (ds_flatheight - 1)));
// Initially, the flat isn't powers-of-two-sized.
ds_powersoftwo = false;
else if (ds_flatheight & (ds_flatheight - 1))
ds_powersoftwo = false;
else if (ds_flatwidth == ds_flatheight)
// But if the width and height are powers of two,
// and are EQUAL, then it's okay :]
if ((ds_flatwidth == ds_flatheight) && (wpow2 && hpow2))
ds_powersoftwo = true;
// Just return ds_powersoftwo.
return ds_powersoftwo;
}
//
// R_CheckFlatLength
//
// Determine the flat's dimensions from the lump length.
//
void R_CheckFlatLength(size_t size)
{
switch (size)
@ -717,7 +736,24 @@ void R_CheckFlatLength(size_t size)
}
}
static UINT8 *R_GetPatchFlat(levelflat_t *levelflat, boolean leveltexture, boolean ispng)
//
// R_GenerateFlat
//
// Generate a flat from specified width and height.
//
static UINT8 *R_GenerateFlat(UINT16 width, UINT16 height)
{
UINT8 *flat = Z_Malloc(width * height, PU_LEVEL, NULL);
memset(flat, TRANSPARENTPIXEL, width * height);
return flat;
}
//
// R_GetTextureFlat
//
// Convert a texture or patch to a flat.
//
static UINT8 *R_GetTextureFlat(levelflat_t *levelflat, boolean leveltexture, boolean ispng)
{
UINT8 *flat;
textureflat_t *texflat = &texflats[levelflat->texturenum];
@ -741,14 +777,14 @@ static UINT8 *R_GetPatchFlat(levelflat_t *levelflat, boolean leveltexture, boole
// If the texture changed, or the patch doesn't exist, convert either of them to a flat.
if (levelflat->flatpatch == NULL || texturechanged)
{
// Level texture
if (leveltexture)
{
texture_t *texture = textures[levelflat->texturenum];
texflat->width = ds_flatwidth = texture->width;
texflat->height = ds_flatheight = texture->height;
texflat->flat = Z_Malloc(ds_flatwidth * ds_flatheight, PU_LEVEL, NULL);
memset(texflat->flat, TRANSPARENTPIXEL, ds_flatwidth * ds_flatheight);
texflat->flat = R_GenerateFlat(ds_flatwidth, ds_flatheight);
R_TextureToFlat(levelflat->texturenum, texflat->flat);
flat = texflat->flat;
@ -756,13 +792,14 @@ static UINT8 *R_GetPatchFlat(levelflat_t *levelflat, boolean leveltexture, boole
levelflat->width = ds_flatwidth;
levelflat->height = ds_flatheight;
}
// Patch (never happens yet)
else
{
patch = (patch_t *)ds_source;
#ifndef NO_PNG_LUMPS
if (ispng)
{
levelflat->flatpatch = R_PNGToFlat(levelflat, ds_source, W_LumpLength(levelflat->lumpnum));
levelflat->flatpatch = R_PNGToFlat(&levelflat->width, &levelflat->height, ds_source, W_LumpLength(levelflat->lumpnum));
levelflat->topoffset = levelflat->leftoffset = 0;
ds_flatwidth = levelflat->width;
ds_flatheight = levelflat->height;
@ -776,8 +813,7 @@ static UINT8 *R_GetPatchFlat(levelflat_t *levelflat, boolean leveltexture, boole
levelflat->topoffset = patch->topoffset * FRACUNIT;
levelflat->leftoffset = patch->leftoffset * FRACUNIT;
levelflat->flatpatch = Z_Malloc(ds_flatwidth * ds_flatheight, PU_LEVEL, NULL);
memset(levelflat->flatpatch, TRANSPARENTPIXEL, ds_flatwidth * ds_flatheight);
levelflat->flatpatch = R_GenerateFlat(ds_flatwidth, ds_flatheight);
R_PatchToFlat(patch, levelflat->flatpatch);
}
flat = levelflat->flatpatch;
@ -788,10 +824,10 @@ static UINT8 *R_GetPatchFlat(levelflat_t *levelflat, boolean leveltexture, boole
flat = levelflat->flatpatch;
ds_flatwidth = levelflat->width;
ds_flatheight = levelflat->height;
}
xoffs += levelflat->leftoffset;
yoffs += levelflat->topoffset;
}
levelflat->lasttexturenum = levelflat->texturenum;
return flat;
@ -806,6 +842,7 @@ void R_DrawSinglePlane(visplane_t *pl)
size_t size;
ffloor_t *rover;
levelflat_t *levelflat;
boolean rawflat = false;
if (!(pl->minx <= pl->maxx))
return;
@ -834,7 +871,11 @@ void R_DrawSinglePlane(visplane_t *pl)
else // Opaque, but allow transparent flat pixels
spanfunc = splatfunc;
#ifdef SHITPLANESPARENCY
if ((spanfunc == splatfunc) != (pl->extra_colormap && (pl->extra_colormap->fog & 4)))
#else
if (!pl->extra_colormap || !(pl->extra_colormap->fog & 2))
#endif
light = (pl->lightlevel >> LIGHTSEGSHIFT);
else
light = LIGHTLEVELS-1;
@ -888,7 +929,11 @@ void R_DrawSinglePlane(visplane_t *pl)
else // Opaque, but allow transparent flat pixels
spanfunc = splatfunc;
#ifdef SHITPLANESPARENCY
if ((spanfunc == splatfunc) != (pl->extra_colormap && (pl->extra_colormap->fog & 4)))
#else
if (!pl->extra_colormap || !(pl->extra_colormap->fog & 2))
#endif
light = (pl->lightlevel >> LIGHTSEGSHIFT);
else
light = LIGHTLEVELS-1;
@ -956,18 +1001,19 @@ void R_DrawSinglePlane(visplane_t *pl)
// Check if the flat is actually a wall texture.
if (levelflat->texturenum != 0 && levelflat->texturenum != -1)
flat = R_GetPatchFlat(levelflat, true, false);
flat = R_GetTextureFlat(levelflat, true, false);
#ifndef NO_PNG_LUMPS
// Maybe it's a PNG?!
else if (R_IsLumpPNG(ds_source, size))
flat = R_GetPatchFlat(levelflat, false, true);
flat = R_GetTextureFlat(levelflat, false, true);
#endif
// Maybe it's just a patch, then?
else if (R_CheckIfPatch(levelflat->lumpnum))
flat = R_GetPatchFlat(levelflat, false, false);
flat = R_GetTextureFlat(levelflat, false, false);
// It's a raw flat.
else
{
rawflat = true;
R_CheckFlatLength(size);
flat = ds_source;
}
@ -978,8 +1024,11 @@ void R_DrawSinglePlane(visplane_t *pl)
if (ds_source == NULL)
return;
// Check if the flat has dimensions that are powers-of-two numbers.
if (R_CheckPowersOfTwo())
// Raw flats always have dimensions that are powers-of-two numbers.
if (rawflat)
ds_powersoftwo = true;
// Otherwise, check if this texture or patch has such dimensions.
else if (R_CheckPowersOfTwo())
{
R_CheckFlatLength(ds_flatwidth * ds_flatheight);
if (spanfunc == basespanfunc)
@ -1064,7 +1113,7 @@ void R_DrawSinglePlane(visplane_t *pl)
temp = P_GetZAt(pl->slope, pl->viewx, pl->viewy);
zeroheight = FIXED_TO_FLOAT(temp);
#define ANG2RAD(angle) ((float)((angle)*M_PI)/ANGLE_180)
#define ANG2RAD(angle) ((float)((angle)*M_PIl)/ANGLE_180)
// p is the texture origin in view space
// Don't add in the offsets at this stage, because doing so can result in
@ -1116,26 +1165,27 @@ void R_DrawSinglePlane(visplane_t *pl)
ds_sz.z *= focallengthf;
// Premultiply the texture vectors with the scale factors
#define SFMULT 65536.f
if (ds_powersoftwo)
{
#define SFMULT 65536.f*(1<<nflatshiftup)
ds_su.x *= (SFMULT * (1<<nflatshiftup));
ds_su.y *= (SFMULT * (1<<nflatshiftup));
ds_su.z *= (SFMULT * (1<<nflatshiftup));
ds_sv.x *= (SFMULT * (1<<nflatshiftup));
ds_sv.y *= (SFMULT * (1<<nflatshiftup));
ds_sv.z *= (SFMULT * (1<<nflatshiftup));
}
else
{
// I'm essentially multiplying the vectors by FRACUNIT...
ds_su.x *= SFMULT;
ds_su.y *= SFMULT;
ds_su.z *= SFMULT;
ds_sv.x *= SFMULT;
ds_sv.y *= SFMULT;
ds_sv.z *= SFMULT;
}
#undef SFMULT
}
else
{
ds_su.x *= 65536.f;
ds_su.y *= 65536.f;
ds_su.z *= 65536.f;
ds_sv.x *= 65536.f;
ds_sv.y *= 65536.f;
ds_sv.z *= 65536.f;
}
if (spanfunc == R_DrawTranslucentSpan_8)
spanfunc = R_DrawTiltedTranslucentSpan_8;

View file

@ -254,6 +254,19 @@ static boolean R_AddSingleSpriteDef(const char *sprname, spritedef_t *spritedef,
// store sprite info in lookup tables
//FIXME : numspritelumps do not duplicate sprite replacements
W_ReadLumpHeaderPwad(wadnum, l, &patch, sizeof (patch_t), 0);
#ifndef NO_PNG_LUMPS
{
patch_t *png = W_CacheLumpNumPwad(wadnum, l, PU_STATIC);
size_t len = W_LumpLengthPwad(wadnum, l);
// lump is a png so convert it
if (R_IsLumpPNG((UINT8 *)png, len))
{
png = R_PNGToPatch((UINT8 *)png, len, NULL, true);
M_Memcpy(&patch, png, sizeof(INT16)*4);
}
Z_Free(png);
}
#endif
spritecachedinfo[numspritelumps].width = SHORT(patch.width)<<FRACBITS;
spritecachedinfo[numspritelumps].offset = SHORT(patch.leftoffset)<<FRACBITS;
spritecachedinfo[numspritelumps].topoffset = SHORT(patch.topoffset)<<FRACBITS;
@ -701,7 +714,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
INT32 texturecolumn;
#endif
fixed_t frac;
patch_t *patch = W_CacheLumpNum(vis->patch, PU_CACHE);
patch_t *patch = W_CachePatchNum(vis->patch, PU_CACHE);
fixed_t this_scale = vis->mobj->scale;
INT32 x1, x2;
INT64 overflow_test;
@ -740,6 +753,13 @@ static void R_DrawVisSprite(vissprite_t *vis)
dc_transmap = vis->transmap;
if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP)
&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
&& (vis->mobj->player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& ((leveltime/2) & 1))
{
dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
}
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_>
{
size_t skinnum = (skin_t*)vis->mobj->skin-skins;
@ -761,6 +781,13 @@ static void R_DrawVisSprite(vissprite_t *vis)
// New colormap stuff for skins Tails 06-07-2002
if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP)
&& vis->mobj->player && vis->mobj->player->dashmode >= DASHMODE_THRESHOLD
&& (vis->mobj->player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& ((leveltime/2) & 1))
{
dc_translation = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
}
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
{
size_t skinnum = (skin_t*)vis->mobj->skin-skins;
@ -870,7 +897,7 @@ static void R_DrawPrecipitationVisSprite(vissprite_t *vis)
INT64 overflow_test;
//Fab : R_InitSprites now sets a wad lump number
patch = W_CacheLumpNum(vis->patch, PU_CACHE);
patch = W_CachePatchNum(vis->patch, PU_CACHE);
if (!patch)
return;
@ -1217,7 +1244,7 @@ static void R_ProjectSprite(mobj_t *thing)
else
range = 1;
scalestep = (yscale2 - yscale)/range;
scalestep = (yscale2 - yscale)/range ?: 1;
// The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2?
// sortscale = max(yscale, yscale2);
@ -1624,7 +1651,7 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
mobj_t *thing;
precipmobj_t *precipthing; // Tails 08-25-2002
INT32 lightnum;
fixed_t approx_dist, limit_dist;
fixed_t approx_dist, limit_dist, hoop_limit_dist;
if (rendermode != render_soft)
return;
@ -1655,7 +1682,9 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
// Handle all things in sector.
// If a limit exists, handle things a tiny bit different.
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
limit_dist = (fixed_t)(cv_drawdist.value) << FRACBITS;
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
if (limit_dist || hoop_limit_dist)
{
for (thing = sec->thinglist; thing; thing = thing->snext)
{
@ -1664,8 +1693,16 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel)
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (approx_dist > limit_dist)
if (thing->sprite == SPR_HOOP)
{
if (hoop_limit_dist && approx_dist > hoop_limit_dist)
continue;
}
else
{
if (limit_dist && approx_dist > limit_dist)
continue;
}
R_ProjectSprite(thing);
}
@ -2511,7 +2548,7 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
if (!skin)
return 0;
if ((unsigned)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(skin->sprites[spr2].numframes)
@ -2603,6 +2640,8 @@ static void Sk_SetDefaultValue(skin_t *skin)
skin->followitem = 0;
skin->highresscale = FRACUNIT;
skin->contspeed = 17;
skin->contangle = 0;
skin->availability = 0;
@ -2771,9 +2810,9 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
}
if (P_IsLocalPlayer(player))
CONS_Alert(CONS_WARNING, M_GetText("Requested skin not found\n"));
CONS_Alert(CONS_WARNING, M_GetText("Requested skin %d not found\n"), skinnum);
else if(server || IsPlayerAdmin(consoleplayer))
CONS_Alert(CONS_WARNING, "Player %d (%s) skin not found\n", playernum, player_names[playernum]);
CONS_Alert(CONS_WARNING, "Player %d (%s) skin %d not found\n", playernum, player_names[playernum], skinnum);
SetPlayerSkinByNum(playernum, 0); // not found put the sonic skin
}
@ -2869,6 +2908,8 @@ static void R_LoadSkinSprites(UINT16 wadnum, UINT16 *lump, UINT16 *lastlump, ski
for (sprite2 = 0; sprite2 < free_spr2; sprite2++)
R_AddSingleSpriteDef((spritename = spr2names[sprite2]), &skin->sprites[sprite2], wadnum, *lump, *lastlump);
if (skin->sprites[0].numframes == 0)
I_Error("R_LoadSkinSprites: no frames found for sprite SPR2_%s\n", spr2names[0]);
}
// returns whether found appropriate property
@ -2907,6 +2948,8 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
GETINT(thrustfactor)
GETINT(accelstart)
GETINT(acceleration)
GETINT(contspeed)
GETINT(contangle)
#undef GETINT
#define GETSKINCOLOR(field) else if (!stricmp(stoken, #field)) skin->field = R_GetColorByName(value);

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