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synced 2025-01-29 12:40:58 +00:00
Added new functionality, reorganised functionality from last commit, cursed a lot. Again, more info in merge request.
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parent
7a1b309653
commit
a8248fb6c9
1 changed files with 44 additions and 36 deletions
80
src/p_spec.c
80
src/p_spec.c
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@ -51,6 +51,9 @@ mobj_t *skyboxmo[2];
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// Amount (dx, dy) vector linedef is shifted right to get scroll amount
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#define SCROLL_SHIFT 5
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// This must be updated whenever we up the max flat size - quicker to assume rather than figuring out the sqrt of the specific flat's filesize.
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#define MAXFLATSIZE (2048<<FRACBITS)
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/** Animated texture descriptor
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* This keeps track of an animated texture or an animated flat.
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* \sa P_UpdateSpecials, P_InitPicAnims, animdef_t
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@ -5489,32 +5492,27 @@ void P_SpawnSpecials(INT32 fromnetsave)
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// Init line EFFECTs
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for (i = 0; i < numlines; i++)
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{
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// set line specials to 0 here too, same reason as above
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if (netgame || multiplayer)
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if (lines[i].special != 7) // This is a hack. I can at least hope nobody wants to prevent flat alignment with arbitrary skin setups...
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{
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// future: nonet flag?
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}
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else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY)
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{
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lines[i].special = 0;
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continue;
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}
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else
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{
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if (players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC))
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// set line specials to 0 here too, same reason as above
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if (netgame || multiplayer)
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{
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// future: nonet flag?
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}
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else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY)
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{
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lines[i].special = 0;
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continue;
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}
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if (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS))
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else
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{
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lines[i].special = 0;
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continue;
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}
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if (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX))
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{
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lines[i].special = 0;
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continue;
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if ((players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC))
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|| (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS))
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|| (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX)))
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{
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lines[i].special = 0;
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continue;
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}
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}
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}
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@ -5560,31 +5558,43 @@ void P_SpawnSpecials(INT32 fromnetsave)
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break;
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#endif
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case 7: // Flat alignment
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if ((lines[i].flags & (ML_EFFECT1|ML_NOCLIMB)) != (ML_EFFECT1|ML_NOCLIMB)) // If you can do something...
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case 7: // Flat alignment - redone by toast
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if ((lines[i].flags & (ML_NOSONIC|ML_NOTAILS)) != (ML_NOSONIC|ML_NOTAILS)) // If you can do something...
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{
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line_t line = lines[i];
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angle_t flatangle = 0;
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if (!(line.flags & ML_EFFECT2)) // Change flat angles unless EFFECT2 flag is set
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flatangle = R_PointToAngle2(line.v1->x, line.v1->y, line.v2->x, line.v2->y);
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angle_t flatangle = InvAngle(R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y));
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fixed_t xoffs;
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fixed_t yoffs;
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if (lines[i].flags & ML_NOKNUX) // Set offset through x and y texture offsets if NOKNUX flag is set
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{
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xoffs = sides[lines[i].sidenum[0]].textureoffset;
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yoffs = sides[lines[i].sidenum[0]].rowoffset;
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}
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else // Otherwise, set calculated offsets such that line's v1 is the apparent origin
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{
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fixed_t cosinecomponent = FINECOSINE(flatangle>>ANGLETOFINESHIFT);
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fixed_t sinecomponent = FINESINE(flatangle>>ANGLETOFINESHIFT);
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xoffs = (-FixedMul(lines[i].v1->x, cosinecomponent) % MAXFLATSIZE) + (FixedMul(lines[i].v1->y, sinecomponent) % MAXFLATSIZE); // No danger of overflow thanks to the strategically placed modulo operations.
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yoffs = (FixedMul(lines[i].v1->x, sinecomponent) % MAXFLATSIZE) + (FixedMul(lines[i].v1->y, cosinecomponent) % MAXFLATSIZE); // Ditto.
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}
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for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
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{
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if (!(line.flags & ML_EFFECT1)) // Change floor flat unless EFFECT1 flag is set
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if (!(lines[i].flags & ML_NOSONIC)) // Modify floor flat alignment unless NOSONIC flag is set
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{
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sectors[s].spawn_flrpic_angle = sectors[s].floorpic_angle = flatangle;
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sectors[s].floor_xoffs += sides[line.sidenum[0]].textureoffset;
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sectors[s].floor_yoffs += sides[line.sidenum[0]].rowoffset;
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sectors[s].floor_xoffs += xoffs;
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sectors[s].floor_yoffs += yoffs;
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// saved for netgames
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sectors[s].spawn_flr_xoffs = sectors[s].floor_xoffs;
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sectors[s].spawn_flr_yoffs = sectors[s].floor_yoffs;
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}
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if (!(line.flags & ML_NOCLIMB)) // Change ceiling flat unless NOCLIMB flag is set
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if (!(lines[i].flags & ML_NOTAILS)) // Modify ceiling flat alignment unless NOTAILS flag is set
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{
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sectors[s].spawn_ceilpic_angle = sectors[s].ceilingpic_angle = flatangle;
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sectors[s].ceiling_xoffs += sides[line.sidenum[0]].textureoffset;
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sectors[s].ceiling_yoffs += sides[line.sidenum[0]].rowoffset;
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sectors[s].ceiling_xoffs += xoffs;
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sectors[s].ceiling_yoffs += yoffs;
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// saved for netgames
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sectors[s].spawn_ceil_xoffs = sectors[s].ceiling_xoffs;
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sectors[s].spawn_ceil_yoffs = sectors[s].ceiling_yoffs;
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@ -5592,11 +5602,9 @@ void P_SpawnSpecials(INT32 fromnetsave)
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}
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}
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else // Otherwise, print a helpful warning. Can I do no less?
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{
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CONS_Alert(CONS_WARNING,
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M_GetText("Flat alignment linedef with tag %d doesn't have anything to do.\nConsider changing the linedef's flag configuration or removing it entirely.\n"),
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M_GetText("Flat alignment linedef (tag %d) doesn't have anything to do.\nConsider changing the linedef's flag configuration or removing it entirely.\n"),
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lines[i].tag);
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}
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break;
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case 8: // Sector Parameters
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