mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 09:11:48 +00:00
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into le-fadefof-remove-storedthinker
This commit is contained in:
commit
b8eb282367
61 changed files with 19710 additions and 14374 deletions
1
bin/Mingw/Release/.gitignore
vendored
1
bin/Mingw/Release/.gitignore
vendored
|
@ -1,3 +1,4 @@
|
|||
*.exe
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||||
*.mo
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||||
r_opengl.dll
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||||
*.bat
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||||
|
|
|
@ -1,3 +1,4 @@
|
|||
|
||||
# GNU Make makefile for SRB2
|
||||
#############################################################################
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||||
# Copyright (C) 1998-2000 by DooM Legacy Team.
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||||
|
@ -357,7 +358,8 @@ endif
|
|||
|
||||
ifdef PROFILEMODE
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||||
# build with profiling information
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||||
CFLAGS:=-pg $(CFLAGS)
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||||
CFLAGS+=-pg
|
||||
LDFLAGS+=-pg
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||||
endif
|
||||
|
||||
ifdef ZDEBUG
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||||
|
|
|
@ -275,8 +275,7 @@ void B_RespawnBot(INT32 playernum)
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|||
player->accelstart = sonic->player->accelstart;
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||||
player->thrustfactor = sonic->player->thrustfactor;
|
||||
player->normalspeed = sonic->player->normalspeed;
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||||
player->pflags |= PF_AUTOBRAKE;
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||||
player->pflags &= ~PF_DIRECTIONCHAR;
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player->pflags |= PF_AUTOBRAKE|(sonic->player->pflags & PF_DIRECTIONCHAR);
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||||
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||||
P_TeleportMove(tails, x, y, z);
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if (player->charability == CA_FLY)
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|
|
|
@ -16,7 +16,7 @@
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|||
#define ASSET_HASH_RINGS_DTA "${SRB2_ASSET_rings.dta_HASH}"
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||||
#define ASSET_HASH_ZONES_DTA "${SRB2_ASSET_zones.dta_HASH}"
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#ifdef USE_PATCH_DTA
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||||
#define ASSET_HASH_PATCH_DTA "${SRB2_ASSET_patch.dta_HASH}"
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#define ASSET_HASH_PATCH_PK3 "${SRB2_ASSET_patch.pk3_HASH}"
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#endif
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||||
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#define SRB2_COMP_REVISION "${SRB2_COMP_REVISION}"
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|
@ -36,7 +36,7 @@
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|||
#define ASSET_HASH_PLAYER_DTA "cfca0f1c73023cbbd8f844f45480f799"
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||||
#define ASSET_HASH_RINGS_DTA "85901ad4bf94637e5753d2ac2c03ea26"
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||||
#ifdef USE_PATCH_DTA
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||||
#define ASSET_HASH_PATCH_DTA "dbbf8bc6121618ee3be2d5b14650429b"
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#define ASSET_HASH_PATCH_PK3 "dbbf8bc6121618ee3be2d5b14650429b"
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#endif
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|
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#endif
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||||
|
|
|
@ -312,7 +312,7 @@ static void CON_SetupColormaps(void)
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|||
colset(lgreenmap, 97, 98, 106);
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||||
colset(bluemap, 146, 147, 155);
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||||
colset(redmap, 210, 32, 39);
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||||
colset(graymap, 8, 10, 15);
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colset(graymap, 6, 8, 14);
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||||
colset(orangemap, 51, 52, 57);
|
||||
colset(skymap, 129, 130, 133);
|
||||
colset(purplemap, 160, 161, 163);
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||||
|
|
|
@ -395,8 +395,7 @@ static void ExtraDataTicker(void)
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|||
DEBFILE(va("player %d kicked [gametic=%u] reason as follows:\n", i, gametic));
|
||||
}
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CONS_Alert(CONS_WARNING, M_GetText("Got unknown net command [%s]=%d (max %d)\n"), sizeu1(curpos - bufferstart), *curpos, bufferstart[0]);
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D_FreeTextcmd(gametic);
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return;
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||||
break;
|
||||
}
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}
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||||
}
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||||
|
@ -513,7 +512,8 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
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|||
rsp->powers[j] = (UINT16)SHORT(players[i].powers[j]);
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||||
|
||||
// Score is resynched in the rspfirm resync packet
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rsp->rings = LONG(players[i].rings);
|
||||
rsp->rings = SHORT(players[i].rings);
|
||||
rsp->spheres = SHORT(players[i].spheres);
|
||||
rsp->lives = players[i].lives;
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||||
rsp->continues = players[i].continues;
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rsp->scoreadd = players[i].scoreadd;
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||||
|
@ -643,7 +643,8 @@ static void resynch_read_player(resynch_pak *rsp)
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|||
players[i].powers[j] = (UINT16)SHORT(rsp->powers[j]);
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||||
|
||||
// Score is resynched in the rspfirm resync packet
|
||||
players[i].rings = LONG(rsp->rings);
|
||||
players[i].rings = SHORT(rsp->rings);
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||||
players[i].spheres = SHORT(rsp->spheres);
|
||||
players[i].lives = rsp->lives;
|
||||
players[i].continues = rsp->continues;
|
||||
players[i].scoreadd = rsp->scoreadd;
|
||||
|
@ -2254,7 +2255,7 @@ static void Command_connect(void)
|
|||
// Assume we connect directly.
|
||||
boolean viams = false;
|
||||
|
||||
if (COM_Argc() < 2)
|
||||
if (COM_Argc() < 2 || *COM_Argv(1) == 0)
|
||||
{
|
||||
CONS_Printf(M_GetText(
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||||
"Connect <serveraddress> (port): connect to a server\n"
|
||||
|
@ -2377,11 +2378,11 @@ static void CL_RemovePlayer(INT32 playernum)
|
|||
if (gametype == GT_CTF)
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P_PlayerFlagBurst(&players[playernum], false); // Don't take the flag with you!
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||||
|
||||
// If in a special stage, redistribute the player's rings across
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||||
// If in a special stage, redistribute the player's spheres across
|
||||
// the remaining players.
|
||||
if (G_IsSpecialStage(gamemap))
|
||||
{
|
||||
INT32 i, count, increment, rings;
|
||||
INT32 i, count, increment, spheres;
|
||||
|
||||
for (i = 0, count = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
|
@ -2390,19 +2391,19 @@ static void CL_RemovePlayer(INT32 playernum)
|
|||
}
|
||||
|
||||
count--;
|
||||
rings = players[playernum].rings;
|
||||
increment = rings/count;
|
||||
spheres = players[playernum].spheres;
|
||||
increment = spheres/count;
|
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|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
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if (playeringame[i] && i != playernum)
|
||||
{
|
||||
if (rings < increment)
|
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P_GivePlayerRings(&players[i], rings);
|
||||
if (spheres < increment)
|
||||
P_GivePlayerSpheres(&players[i], spheres);
|
||||
else
|
||||
P_GivePlayerRings(&players[i], increment);
|
||||
P_GivePlayerSpheres(&players[i], increment);
|
||||
|
||||
rings -= increment;
|
||||
spheres -= increment;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3326,7 +3327,7 @@ void SV_StopServer(void)
|
|||
localtextcmd[0] = 0;
|
||||
localtextcmd2[0] = 0;
|
||||
|
||||
for (i = 0; i < BACKUPTICS; i++)
|
||||
for (i = firstticstosend; i < firstticstosend + BACKUPTICS; i++)
|
||||
D_Clearticcmd(i);
|
||||
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consoleplayer = 0;
|
||||
|
|
|
@ -164,7 +164,8 @@ typedef struct
|
|||
UINT16 powers[NUMPOWERS];
|
||||
|
||||
// Score is resynched in the confirm resync packet
|
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INT32 rings;
|
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INT16 rings;
|
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INT16 spheres;
|
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SINT8 lives;
|
||||
SINT8 continues;
|
||||
UINT8 scoreadd;
|
||||
|
|
37
src/d_main.c
37
src/d_main.c
|
@ -734,11 +734,6 @@ void D_StartTitle(void)
|
|||
CON_ToggleOff();
|
||||
|
||||
// Reset the palette
|
||||
#ifdef HWRENDER
|
||||
if (rendermode == render_opengl)
|
||||
HWR_SetPaletteColor(0);
|
||||
else
|
||||
#endif
|
||||
if (rendermode != render_none)
|
||||
V_SetPaletteLump("PLAYPAL");
|
||||
}
|
||||
|
@ -843,7 +838,7 @@ static void IdentifyVersion(void)
|
|||
|
||||
#ifdef USE_PATCH_DTA
|
||||
// Add our crappy patches to fix our bugs
|
||||
D_AddFile(va(pandf,srb2waddir,"patch.dta"));
|
||||
D_AddFile(va(pandf,srb2waddir,"patch.pk3"));
|
||||
#endif
|
||||
|
||||
#if !defined (HAVE_SDL) || defined (HAVE_MIXER)
|
||||
|
@ -1037,19 +1032,10 @@ void D_SRB2Main(void)
|
|||
|
||||
if (M_CheckParm("-password") && M_IsNextParm())
|
||||
D_SetPassword(M_GetNextParm());
|
||||
else
|
||||
{
|
||||
size_t z;
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||||
char junkpw[25];
|
||||
for (z = 0; z < 24; z++)
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||||
junkpw[z] = (char)(rand() & 64)+32;
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junkpw[24] = '\0';
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||||
D_SetPassword(junkpw);
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}
|
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|
||||
// add any files specified on the command line with -file wadfile
|
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// to the wad list
|
||||
if (!(M_CheckParm("-connect")))
|
||||
if (!(M_CheckParm("-connect") && !M_CheckParm("-server")))
|
||||
{
|
||||
if (M_CheckParm("-file"))
|
||||
{
|
||||
|
@ -1129,7 +1115,7 @@ void D_SRB2Main(void)
|
|||
//W_VerifyFileMD5(1, ASSET_HASH_ZONES_DTA); // zones.dta
|
||||
//W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta
|
||||
#ifdef USE_PATCH_DTA
|
||||
W_VerifyFileMD5(3, ASSET_HASH_PATCH_DTA); // patch.dta
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||||
//W_VerifyFileMD5(3, ASSET_HASH_PATCH_PK3); // patch.pk3
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#endif
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||||
|
||||
// don't check music.dta because people like to modify it, and it doesn't matter if they do
|
||||
|
@ -1138,7 +1124,7 @@ void D_SRB2Main(void)
|
|||
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mainwads = 3; // there are 3 wads not to unload
|
||||
#ifdef USE_PATCH_DTA
|
||||
++mainwads; // patch.dta adds one more
|
||||
++mainwads; // patch.pk3 adds one more
|
||||
#endif
|
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#ifdef DEVELOP
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++mainwads; // music_new, too
|
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|
@ -1204,7 +1190,15 @@ void D_SRB2Main(void)
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R_Init();
|
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|
||||
// setting up sound
|
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CONS_Printf("S_Init(): Setting up sound.\n");
|
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if (dedicated)
|
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{
|
||||
nosound = true;
|
||||
nomidimusic = nodigimusic = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
CONS_Printf("S_Init(): Setting up sound.\n");
|
||||
}
|
||||
if (M_CheckParm("-nosound"))
|
||||
nosound = true;
|
||||
if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic
|
||||
|
@ -1316,7 +1310,7 @@ void D_SRB2Main(void)
|
|||
}
|
||||
}
|
||||
|
||||
if (autostart || netgame || M_CheckParm("+connect") || M_CheckParm("-connect"))
|
||||
if (autostart || netgame)
|
||||
{
|
||||
gameaction = ga_nothing;
|
||||
|
||||
|
@ -1350,8 +1344,7 @@ void D_SRB2Main(void)
|
|||
}
|
||||
}
|
||||
|
||||
if (server && !M_CheckParm("+map") && !M_CheckParm("+connect")
|
||||
&& !M_CheckParm("-connect"))
|
||||
if (server && !M_CheckParm("+map"))
|
||||
{
|
||||
// Prevent warping to nonexistent levels
|
||||
if (W_CheckNumForName(G_BuildMapName(pstartmap)) == LUMPERROR)
|
||||
|
|
|
@ -309,8 +309,8 @@ consvar_t cv_overtime = {"overtime", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL,
|
|||
|
||||
consvar_t cv_rollingdemos = {"rollingdemos", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
static CV_PossibleValue_t timetic_cons_t[] = {{0, "Normal"}, {1, "Centiseconds"}, {2, "Mania"}, {3, "Tics"}, {0, NULL}};
|
||||
consvar_t cv_timetic = {"timerres", "Normal", CV_SAVE, timetic_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; // use tics in display
|
||||
static CV_PossibleValue_t timetic_cons_t[] = {{0, "Classic"}, {1, "Centiseconds"}, {2, "Mania"}, {3, "Tics"}, {0, NULL}};
|
||||
consvar_t cv_timetic = {"timerres", "Classic", CV_SAVE, timetic_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
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};
|
||||
|
@ -822,6 +822,7 @@ void D_RegisterClientCommands(void)
|
|||
COM_AddCommand("getallemeralds", Command_Getallemeralds_f);
|
||||
COM_AddCommand("resetemeralds", Command_Resetemeralds_f);
|
||||
COM_AddCommand("setrings", Command_Setrings_f);
|
||||
COM_AddCommand("setspheres", Command_Setspheres_f);
|
||||
COM_AddCommand("setlives", Command_Setlives_f);
|
||||
COM_AddCommand("setcontinues", Command_Setcontinues_f);
|
||||
COM_AddCommand("devmode", Command_Devmode_f);
|
||||
|
@ -2682,8 +2683,7 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum)
|
|||
// Clear player score and rings if a spectator.
|
||||
if (players[playernum].spectator)
|
||||
{
|
||||
players[playernum].score = 0;
|
||||
players[playernum].rings = 0;
|
||||
players[playernum].score = players[playernum].rings = 0;
|
||||
if (players[playernum].mo)
|
||||
players[playernum].mo->health = 1;
|
||||
}
|
||||
|
@ -2725,10 +2725,12 @@ static void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt,
|
|||
|
||||
#define BASESALT "basepasswordstorage"
|
||||
static UINT8 adminpassmd5[16];
|
||||
static boolean adminpasswordset = false;
|
||||
|
||||
void D_SetPassword(const char *pw)
|
||||
{
|
||||
D_MD5PasswordPass((const UINT8 *)pw, strlen(pw), BASESALT, &adminpassmd5);
|
||||
adminpasswordset = true;
|
||||
}
|
||||
|
||||
// Remote Administration
|
||||
|
@ -2800,6 +2802,12 @@ static void Got_Login(UINT8 **cp, INT32 playernum)
|
|||
if (client)
|
||||
return;
|
||||
|
||||
if (!adminpasswordset)
|
||||
{
|
||||
CONS_Printf(M_GetText("Password from %s failed (no password set).\n"), player_names[playernum]);
|
||||
return;
|
||||
}
|
||||
|
||||
// Do the final pass to compare with the sent md5
|
||||
D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", playernum), &finalmd5);
|
||||
|
||||
|
@ -3930,28 +3938,7 @@ static void Command_ExitLevel_f(void)
|
|||
else if (gamestate != GS_LEVEL || demoplayback)
|
||||
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
|
||||
else
|
||||
{
|
||||
if ((netgame || multiplayer)
|
||||
&& ((mapheaderinfo[gamemap-1]->nextlevel <= 0)
|
||||
|| (mapheaderinfo[gamemap-1]->nextlevel > NUMMAPS)
|
||||
|| !(mapvisited[mapheaderinfo[gamemap-1]->nextlevel-1])))
|
||||
{
|
||||
UINT8 i;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i] && players[i].exiting)
|
||||
break;
|
||||
}
|
||||
|
||||
if (i == MAXPLAYERS)
|
||||
{
|
||||
CONS_Printf(M_GetText("Someone must finish the level for you to use this.\n"));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
|
||||
}
|
||||
}
|
||||
|
||||
static void Got_ExitLevelcmd(UINT8 **cp, INT32 playernum)
|
||||
|
@ -4066,7 +4053,7 @@ static void Command_RestartAudio_f(void)
|
|||
I_ShutdownSound();
|
||||
I_StartupSound();
|
||||
I_InitMusic();
|
||||
|
||||
|
||||
// These must be called or no sound and music until manually set.
|
||||
|
||||
I_SetSfxVolume(cv_soundvolume.value);
|
||||
|
@ -4074,7 +4061,7 @@ static void Command_RestartAudio_f(void)
|
|||
I_SetMIDIMusicVolume(cv_midimusicvolume.value);
|
||||
if (Playing()) // Gotta make sure the player is in a level
|
||||
P_RestoreMusic(&players[consoleplayer]);
|
||||
|
||||
|
||||
}
|
||||
|
||||
/** Quits a game and returns to the title screen.
|
||||
|
|
|
@ -950,15 +950,37 @@ filestatus_t checkfilemd5(char *filename, const UINT8 *wantedmd5sum)
|
|||
return FS_FOUND; // will never happen, but makes the compiler shut up
|
||||
}
|
||||
|
||||
// Rewritten by Monster Iestyn to be less stupid
|
||||
// Note: if completepath is true, "filename" is modified, but only if FS_FOUND is going to be returned
|
||||
// (Don't worry about WinCE's version of filesearch, nobody cares about that OS anymore)
|
||||
filestatus_t findfile(char *filename, const UINT8 *wantedmd5sum, boolean completepath)
|
||||
{
|
||||
filestatus_t homecheck = filesearch(filename, srb2home, wantedmd5sum, false, 10);
|
||||
if (homecheck == FS_FOUND)
|
||||
return filesearch(filename, srb2home, wantedmd5sum, completepath, 10);
|
||||
filestatus_t homecheck; // store result of last file search
|
||||
boolean badmd5 = false; // store whether md5 was bad from either of the first two searches (if nothing was found in the third)
|
||||
|
||||
homecheck = filesearch(filename, srb2path, wantedmd5sum, false, 10);
|
||||
if (homecheck == FS_FOUND)
|
||||
return filesearch(filename, srb2path, wantedmd5sum, completepath, 10);
|
||||
// first, check SRB2's "home" directory
|
||||
homecheck = filesearch(filename, srb2home, wantedmd5sum, completepath, 10);
|
||||
|
||||
return filesearch(filename, ".", wantedmd5sum, completepath, 10);
|
||||
if (homecheck == FS_FOUND) // we found the file, so return that we have :)
|
||||
return FS_FOUND;
|
||||
else if (homecheck == FS_MD5SUMBAD) // file has a bad md5; move on and look for a file with the right md5
|
||||
badmd5 = true;
|
||||
// if not found at all, just move on without doing anything
|
||||
|
||||
// next, check SRB2's "path" directory
|
||||
homecheck = filesearch(filename, srb2path, wantedmd5sum, completepath, 10);
|
||||
|
||||
if (homecheck == FS_FOUND) // we found the file, so return that we have :)
|
||||
return FS_FOUND;
|
||||
else if (homecheck == FS_MD5SUMBAD) // file has a bad md5; move on and look for a file with the right md5
|
||||
badmd5 = true;
|
||||
// if not found at all, just move on without doing anything
|
||||
|
||||
// finally check "." directory
|
||||
homecheck = filesearch(filename, ".", wantedmd5sum, completepath, 10);
|
||||
|
||||
if (homecheck != FS_NOTFOUND) // if not found this time, fall back on the below return statement
|
||||
return homecheck; // otherwise return the result we got
|
||||
|
||||
return (badmd5 ? FS_MD5SUMBAD : FS_NOTFOUND); // md5 sum bad or file not found
|
||||
}
|
||||
|
|
|
@ -324,7 +324,8 @@ typedef struct player_s
|
|||
angle_t drawangle;
|
||||
|
||||
// player's ring count
|
||||
INT32 rings;
|
||||
INT16 rings;
|
||||
INT16 spheres;
|
||||
|
||||
SINT8 pity; // i pity the fool.
|
||||
INT32 currentweapon; // current weapon selected.
|
||||
|
@ -460,7 +461,8 @@ typedef struct player_s
|
|||
tic_t marebegunat; // Leveltime when mare begun
|
||||
tic_t startedtime; // Time which you started this mare with.
|
||||
tic_t finishedtime; // Time it took you to finish the mare (used for display)
|
||||
INT16 finishedrings; // The rings you had left upon finishing the mare
|
||||
INT16 finishedspheres; // The spheres you had left upon finishing the mare
|
||||
INT16 finishedrings; // The rings/stars you had left upon finishing the mare
|
||||
UINT32 marescore; // score for this nights stage
|
||||
UINT32 lastmarescore; // score for the last mare
|
||||
UINT8 lastmare; // previous mare
|
||||
|
|
1088
src/dehacked.c
1088
src/dehacked.c
File diff suppressed because it is too large
Load diff
|
@ -46,6 +46,9 @@ enum
|
|||
ML_BLOCKMAP, // LUT, motion clipping, walls/grid element
|
||||
};
|
||||
|
||||
// Extra flag for objects.
|
||||
#define MTF_EXTRA 1
|
||||
|
||||
// Reverse gravity flag for objects.
|
||||
#define MTF_OBJECTFLIP 2
|
||||
|
||||
|
|
|
@ -569,6 +569,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
|
|||
|
||||
/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
|
||||
/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
|
||||
//#define SECTORSPECIALSAFTERTHINK
|
||||
#define SECTORSPECIALSAFTERTHINK
|
||||
|
||||
#endif // __DOOMDEF__
|
||||
|
|
|
@ -126,15 +126,13 @@ extern INT32 secondarydisplayplayer; // for splitscreen
|
|||
|
||||
// Maps of special importance
|
||||
extern INT16 spstage_start;
|
||||
extern INT16 sstage_start;
|
||||
extern INT16 sstage_end;
|
||||
extern INT16 sstage_start, sstage_end, smpstage_start, smpstage_end;
|
||||
|
||||
extern INT16 titlemap;
|
||||
extern boolean hidetitlepics;
|
||||
extern INT16 bootmap; //bootmap for loading a map on startup
|
||||
|
||||
extern boolean looptitle;
|
||||
extern boolean useNightsSS;
|
||||
|
||||
// CTF colors.
|
||||
extern UINT8 skincolor_redteam, skincolor_blueteam, skincolor_redring, skincolor_bluering;
|
||||
|
@ -175,7 +173,7 @@ extern cutscene_t *cutscenes[128];
|
|||
extern INT16 nextmapoverride;
|
||||
extern boolean skipstats;
|
||||
|
||||
extern UINT32 totalrings; // Total # of rings in a level
|
||||
extern UINT32 ssspheres; // Total # of spheres in a level
|
||||
|
||||
// Fun extra stuff
|
||||
extern INT16 lastmap; // Last level you were at (returning from special stages).
|
||||
|
|
|
@ -987,7 +987,6 @@ static const char *credits[] = {
|
|||
"\1Programming",
|
||||
"Alam \"GBC\" Arias",
|
||||
"Logan \"GBA\" Arias",
|
||||
"Colette \"fickle\" Bordelon",
|
||||
"Callum Dickinson",
|
||||
"Scott \"Graue\" Feeney",
|
||||
"Nathan \"Jazz\" Giroux",
|
||||
|
@ -1345,7 +1344,7 @@ void F_GameEvaluationDrawer(void)
|
|||
++timesBeatenUltimate;
|
||||
|
||||
if (M_UpdateUnlockablesAndExtraEmblems())
|
||||
S_StartSound(NULL, sfx_ncitem);
|
||||
S_StartSound(NULL, sfx_s3k68);
|
||||
|
||||
G_SaveGameData();
|
||||
}
|
||||
|
|
46
src/g_game.c
46
src/g_game.c
|
@ -116,20 +116,18 @@ INT32 secondarydisplayplayer; // for splitscreen
|
|||
|
||||
tic_t gametic;
|
||||
tic_t levelstarttic; // gametic at level start
|
||||
UINT32 totalrings; // for intermission
|
||||
UINT32 ssspheres; // old special stage
|
||||
INT16 lastmap; // last level you were at (returning from special stages)
|
||||
tic_t timeinmap; // Ticker for time spent in level (used for levelcard display)
|
||||
|
||||
INT16 spstage_start;
|
||||
INT16 sstage_start;
|
||||
INT16 sstage_end;
|
||||
INT16 sstage_start, sstage_end, smpstage_start, smpstage_end;
|
||||
|
||||
INT16 titlemap = 0;
|
||||
boolean hidetitlepics = false;
|
||||
INT16 bootmap; //bootmap for loading a map on startup
|
||||
|
||||
boolean looptitle = false;
|
||||
boolean useNightsSS = false;
|
||||
|
||||
UINT8 skincolor_redteam = SKINCOLOR_RED;
|
||||
UINT8 skincolor_blueteam = SKINCOLOR_BLUE;
|
||||
|
@ -2201,7 +2199,7 @@ void G_PlayerReborn(INT32 player)
|
|||
p->pflags |= PF_JUMPDOWN;
|
||||
|
||||
p->playerstate = PST_LIVE;
|
||||
p->rings = 0; // 0 rings
|
||||
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
|
||||
|
@ -2796,7 +2794,11 @@ INT32 G_GetGametypeByName(const char *gametypestr)
|
|||
//
|
||||
boolean G_IsSpecialStage(INT32 mapnum)
|
||||
{
|
||||
if (gametype == GT_COOP && modeattacking != ATTACKING_RECORD && mapnum >= sstage_start && mapnum <= sstage_end)
|
||||
if (gametype != GT_COOP || modeattacking == ATTACKING_RECORD)
|
||||
return false;
|
||||
if (mapnum >= sstage_start && mapnum <= sstage_end)
|
||||
return true;
|
||||
if (mapnum >= smpstage_start && mapnum <= smpstage_end)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
|
@ -3021,21 +3023,14 @@ static void G_DoCompleted(void)
|
|||
{
|
||||
token--;
|
||||
|
||||
if (!(emeralds & EMERALD1))
|
||||
nextmap = (INT16)(sstage_start - 1); // Special Stage 1
|
||||
else if (!(emeralds & EMERALD2))
|
||||
nextmap = (INT16)(sstage_start); // Special Stage 2
|
||||
else if (!(emeralds & EMERALD3))
|
||||
nextmap = (INT16)(sstage_start + 1); // Special Stage 3
|
||||
else if (!(emeralds & EMERALD4))
|
||||
nextmap = (INT16)(sstage_start + 2); // Special Stage 4
|
||||
else if (!(emeralds & EMERALD5))
|
||||
nextmap = (INT16)(sstage_start + 3); // Special Stage 5
|
||||
else if (!(emeralds & EMERALD6))
|
||||
nextmap = (INT16)(sstage_start + 4); // Special Stage 6
|
||||
else if (!(emeralds & EMERALD7))
|
||||
nextmap = (INT16)(sstage_start + 5); // Special Stage 7
|
||||
else
|
||||
for (i = 0; i < 7; i++)
|
||||
if (!(emeralds & (1<<i)))
|
||||
{
|
||||
nextmap = ((netgame || multiplayer) ? smpstage_start : sstage_start) + i - 1; // to special stage!
|
||||
break;
|
||||
}
|
||||
|
||||
if (i == 7)
|
||||
gottoken = false;
|
||||
}
|
||||
|
||||
|
@ -3207,9 +3202,9 @@ void G_LoadGameSettings(void)
|
|||
{
|
||||
// defaults
|
||||
spstage_start = 1;
|
||||
sstage_start = 50;
|
||||
sstage_end = 57; // 8 special stages in vanilla SRB2
|
||||
useNightsSS = false; //true;
|
||||
sstage_start = smpstage_start = 50;
|
||||
sstage_end = smpstage_end = 56; // 7 special stages in vanilla SRB2
|
||||
sstage_end++; // plus one weirdo
|
||||
|
||||
// initialize free sfx slots for skin sounds
|
||||
S_InitRuntimeSounds();
|
||||
|
@ -3815,7 +3810,8 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
|
|||
unlocktriggers = 0;
|
||||
|
||||
// clear itemfinder, just in case
|
||||
CV_StealthSetValue(&cv_itemfinder, 0);
|
||||
if (!dedicated) // except in dedicated servers, where it is not registered and can actually I_Error debug builds
|
||||
CV_StealthSetValue(&cv_itemfinder, 0);
|
||||
}
|
||||
|
||||
// internal game map
|
||||
|
|
|
@ -68,7 +68,6 @@ typedef struct gr_vissprite_s
|
|||
struct gr_vissprite_s *prev;
|
||||
struct gr_vissprite_s *next;
|
||||
float x1, x2;
|
||||
float z1, z2;
|
||||
float tz, ty;
|
||||
lumpnum_t patchlumpnum;
|
||||
boolean flip;
|
||||
|
@ -79,6 +78,7 @@ typedef struct gr_vissprite_s
|
|||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||||
UINT8 *colormap;
|
||||
INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
|
||||
float z1, z2;
|
||||
} gr_vissprite_t;
|
||||
|
||||
// --------
|
||||
|
|
|
@ -62,7 +62,7 @@ static dynlights_t *dynlights = &view_dynlights[0];
|
|||
light_t lspr[NUMLIGHTS] =
|
||||
{
|
||||
// type offset x, y coronas color, c_size,light color,l_radius, sqr radius computed at init
|
||||
// UNDEFINED: 0
|
||||
// NOLIGHT: 0
|
||||
{ UNDEFINED_SPR, 0.0f, 0.0f, 0x00000000, 24.0f, 0x00000000, 0.0f, 0.0f},
|
||||
// weapons
|
||||
// RINGSPARK_L
|
||||
|
@ -151,10 +151,9 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_POSS
|
||||
&lspr[NOLIGHT], // SPR_SPOS
|
||||
&lspr[NOLIGHT], // SPR_FISH
|
||||
&lspr[NOLIGHT], // SPR_BUZZ Graue 03-10-2004
|
||||
&lspr[NOLIGHT], // SPR_RBUZ Graue 03-10-2004
|
||||
&lspr[NOLIGHT], // SPR_BUZZ
|
||||
&lspr[NOLIGHT], // SPR_RBUZ
|
||||
&lspr[NOLIGHT], // SPR_JETB
|
||||
&lspr[NOLIGHT], // SPR_JETW
|
||||
&lspr[NOLIGHT], // SPR_JETG
|
||||
&lspr[NOLIGHT], // SPR_CCOM
|
||||
&lspr[NOLIGHT], // SPR_DETN
|
||||
|
@ -162,19 +161,20 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_TRET
|
||||
&lspr[NOLIGHT], // SPR_TURR
|
||||
&lspr[NOLIGHT], // SPR_SHRP
|
||||
&lspr[NOLIGHT], // SPR_CRAB
|
||||
&lspr[NOLIGHT], // SPR_JJAW
|
||||
&lspr[NOLIGHT], // SPR_SNLR
|
||||
&lspr[NOLIGHT], // SPR_VLTR
|
||||
&lspr[NOLIGHT], // SPR_PNTY
|
||||
&lspr[NOLIGHT], // SPR_ARCH
|
||||
&lspr[NOLIGHT], // SPR_CBFS
|
||||
&lspr[JETLIGHT_L], // SPR_STAB
|
||||
&lspr[NOLIGHT], // SPR_SPSH
|
||||
&lspr[NOLIGHT], // SPR_ESHI
|
||||
&lspr[NOLIGHT], // SPR_GSNP
|
||||
&lspr[NOLIGHT], // SPR_MNUS
|
||||
&lspr[NOLIGHT], // SPR_SSHL
|
||||
&lspr[NOLIGHT], // SPR_UNID
|
||||
&lspr[NOLIGHT], // SPR_BBUZ
|
||||
|
||||
// Generic Boos Items
|
||||
&lspr[JETLIGHT_L], // SPR_JETF // Boss jet fumes
|
||||
|
@ -227,18 +227,18 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_RING
|
||||
&lspr[NOLIGHT], // SPR_TRNG
|
||||
&lspr[NOLIGHT], // SPR_TOKE
|
||||
&lspr[REDBALL_L], // SPR_RFLG
|
||||
&lspr[BLUEBALL_L], // SPR_BFLG
|
||||
&lspr[NOLIGHT], // SPR_NWNG
|
||||
&lspr[REDBALL_L], // SPR_RFLG
|
||||
&lspr[BLUEBALL_L], // SPR_BFLG
|
||||
&lspr[NOLIGHT], // SPR_SPHR
|
||||
&lspr[NOLIGHT], // SPR_NCHP
|
||||
&lspr[NOLIGHT], // SPR_NSTR
|
||||
&lspr[NOLIGHT], // SPR_EMBM
|
||||
&lspr[NOLIGHT], // SPR_CEMG
|
||||
&lspr[NOLIGHT], // SPR_EMER
|
||||
&lspr[NOLIGHT], // SPR_SHRD
|
||||
|
||||
// Interactive Objects
|
||||
&lspr[NOLIGHT], // SPR_FANS
|
||||
&lspr[NOLIGHT], // SPR_BBLS
|
||||
&lspr[NOLIGHT], // SPR_SIGN
|
||||
&lspr[NOLIGHT], // SPR_STEM
|
||||
&lspr[NOLIGHT], // SPR_SPIK
|
||||
&lspr[NOLIGHT], // SPR_SFLM
|
||||
&lspr[NOLIGHT], // SPR_USPK
|
||||
|
@ -294,17 +294,19 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_FWR4
|
||||
&lspr[NOLIGHT], // SPR_BUS1
|
||||
&lspr[NOLIGHT], // SPR_BUS2
|
||||
&lspr[NOLIGHT], // SPR_BUS3
|
||||
// Trees (both GFZ and misc)
|
||||
&lspr[NOLIGHT], // SPR_TRE1
|
||||
&lspr[NOLIGHT], // SPR_TRE2
|
||||
&lspr[NOLIGHT], // SPR_TRE3
|
||||
&lspr[NOLIGHT], // SPR_TRE4
|
||||
&lspr[NOLIGHT], // SPR_TRE5
|
||||
&lspr[NOLIGHT], // SPR_TRE6
|
||||
|
||||
// Techno Hill Scenery
|
||||
&lspr[NOLIGHT], // SPR_THZP
|
||||
&lspr[NOLIGHT], // SPR_FWR5
|
||||
&lspr[REDBALL_L], // SPR_ALRM
|
||||
&lspr[REDBALL_L], // SPR_ALRM
|
||||
|
||||
// Deep Sea Scenery
|
||||
&lspr[NOLIGHT], // SPR_GARG
|
||||
|
@ -327,6 +329,15 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_RSPB
|
||||
&lspr[REDBALL_L], // SPR_SFBR
|
||||
&lspr[REDBALL_L], // SPR_BFBR
|
||||
&lspr[NOLIGHT], // SPR_BANR
|
||||
&lspr[NOLIGHT], // SPR_PINE
|
||||
&lspr[NOLIGHT], // SPR_CEZB
|
||||
&lspr[REDBALL_L], // SPR_CNDL
|
||||
&lspr[NOLIGHT], // SPR_FLMH
|
||||
&lspr[REDBALL_L], // SPR_CTRC
|
||||
&lspr[NOLIGHT], // SPR_CFLG
|
||||
&lspr[NOLIGHT], // SPR_CSTA
|
||||
&lspr[NOLIGHT], // SPR_CBBS
|
||||
|
||||
// Arid Canyon Scenery
|
||||
&lspr[NOLIGHT], // SPR_BTBL
|
||||
|
@ -347,12 +358,25 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_XMS3
|
||||
&lspr[NOLIGHT], // SPR_XMS4
|
||||
&lspr[NOLIGHT], // SPR_XMS5
|
||||
&lspr[NOLIGHT], // SPR_FHZI
|
||||
|
||||
// Halloween Scenery
|
||||
&lspr[RINGLIGHT_L], // SPR_PUMK
|
||||
&lspr[NOLIGHT], // SPR_HHPL
|
||||
&lspr[NOLIGHT], // SPR_SHRM
|
||||
&lspr[NOLIGHT], // SPR_HHZM
|
||||
|
||||
// Botanic Serenity Scenery
|
||||
&lspr[NOLIGHT], // SPR_BSZ1
|
||||
&lspr[NOLIGHT], // SPR_BSZ2
|
||||
&lspr[NOLIGHT], // SPR_BSZ3
|
||||
&lspr[NOLIGHT], // SPR_BSZ4
|
||||
//&lspr[NOLIGHT], -- SPR_BSZ4
|
||||
&lspr[NOLIGHT], // SPR_BST1
|
||||
&lspr[NOLIGHT], // SPR_BST2
|
||||
&lspr[NOLIGHT], // SPR_BST3
|
||||
&lspr[NOLIGHT], // SPR_BST4
|
||||
&lspr[NOLIGHT], // SPR_BST5
|
||||
&lspr[NOLIGHT], // SPR_BST6
|
||||
&lspr[NOLIGHT], // SPR_BSZ5
|
||||
&lspr[NOLIGHT], // SPR_BSZ6
|
||||
&lspr[NOLIGHT], // SPR_BSZ7
|
||||
|
@ -375,8 +399,8 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_FIRS
|
||||
&lspr[NOLIGHT], // SPR_BUBS
|
||||
&lspr[NOLIGHT], // SPR_ZAPS
|
||||
&lspr[INVINCIBLE_L], // SPR_IVSP
|
||||
&lspr[SUPERSPARK_L], // SPR_SSPK
|
||||
&lspr[INVINCIBLE_L], // SPR_IVSP
|
||||
&lspr[SUPERSPARK_L], // SPR_SSPK
|
||||
|
||||
&lspr[NOLIGHT], // SPR_GOAL
|
||||
|
||||
|
@ -398,13 +422,20 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_FL14
|
||||
&lspr[NOLIGHT], // SPR_FL15
|
||||
&lspr[NOLIGHT], // SPR_FL16
|
||||
&lspr[NOLIGHT], // SPR_FS01
|
||||
&lspr[NOLIGHT], // SPR_FS02
|
||||
|
||||
// Springs
|
||||
&lspr[NOLIGHT], // SPR_FANS
|
||||
&lspr[NOLIGHT], // SPR_STEM
|
||||
&lspr[NOLIGHT], // SPR_BUMP
|
||||
&lspr[NOLIGHT], // SPR_BLON
|
||||
&lspr[NOLIGHT], // SPR_SPRY
|
||||
&lspr[NOLIGHT], // SPR_SPRR
|
||||
&lspr[NOLIGHT], // SPR_SPRB Graue
|
||||
&lspr[NOLIGHT], // SPR_SPRB
|
||||
&lspr[NOLIGHT], // SPR_YSPR
|
||||
&lspr[NOLIGHT], // SPR_RSPR
|
||||
&lspr[NOLIGHT], // SPR_BSPR
|
||||
&lspr[NOLIGHT], // SPR_SSWY
|
||||
&lspr[NOLIGHT], // SPR_SSWR
|
||||
&lspr[NOLIGHT], // SPR_SSWB
|
||||
|
@ -420,7 +451,7 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_DUST
|
||||
&lspr[NOLIGHT], // SPR_FPRT
|
||||
&lspr[SUPERSPARK_L], // SPR_TFOG
|
||||
&lspr[NIGHTSLIGHT_L], // SPR_SEED // Sonic CD flower seed
|
||||
&lspr[NIGHTSLIGHT_L], // SPR_SEED
|
||||
&lspr[NOLIGHT], // SPR_PRTL
|
||||
|
||||
// Game Indicators
|
||||
|
@ -459,25 +490,43 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_GOOM
|
||||
&lspr[NOLIGHT], // SPR_BGOM
|
||||
&lspr[REDBALL_L], // SPR_FFWR
|
||||
&lspr[SMALLREDBALL_L], // SPR_FBLL
|
||||
&lspr[SMALLREDBALL_L], // SPR_FBLL
|
||||
&lspr[NOLIGHT], // SPR_SHLL
|
||||
&lspr[REDBALL_L], // SPR_PUMA
|
||||
&lspr[REDBALL_L], // SPR_PUMA
|
||||
&lspr[NOLIGHT], // SPR_HAMM
|
||||
&lspr[NOLIGHT], // SPR_KOOP
|
||||
&lspr[REDBALL_L], // SPR_BFLM
|
||||
&lspr[REDBALL_L], // SPR_BFLM
|
||||
&lspr[NOLIGHT], // SPR_MAXE
|
||||
&lspr[NOLIGHT], // SPR_MUS1
|
||||
&lspr[NOLIGHT], // SPR_MUS2
|
||||
&lspr[NOLIGHT], // SPR_TOAD
|
||||
|
||||
// NiGHTS Stuff
|
||||
&lspr[SUPERSONIC_L], // SPR_NDRN // NiGHTS drone
|
||||
&lspr[SUPERSONIC_L], // SPR_NDRN // NiGHTS drone
|
||||
&lspr[NOLIGHT], // SPR_NSPK
|
||||
&lspr[NOLIGHT], // SPR_NBMP
|
||||
&lspr[NOLIGHT], // SPR_HOOP
|
||||
&lspr[NOLIGHT], // SPR_HSCR
|
||||
&lspr[NOLIGHT], // SPR_NPRU
|
||||
&lspr[NOLIGHT], // SPR_CAPS
|
||||
&lspr[INVINCIBLE_L], // SPR_IDYA
|
||||
&lspr[NOLIGHT], // SPR_NTPN
|
||||
&lspr[NOLIGHT], // SPR_SHLP
|
||||
|
||||
// Secret badniks and hazards, shhhh
|
||||
&lspr[NOLIGHT], // SPR_PENG
|
||||
&lspr[NOLIGHT], // SPR_POPH,
|
||||
&lspr[NOLIGHT], // SPR_HIVE
|
||||
&lspr[NOLIGHT], // SPR_BUMB,
|
||||
&lspr[NOLIGHT], // SPR_BBUZ
|
||||
&lspr[NOLIGHT], // SPR_FMCE,
|
||||
&lspr[NOLIGHT], // SPR_HMCE,
|
||||
&lspr[NOLIGHT], // SPR_CACO,
|
||||
&lspr[BLUEBALL_L], // SPR_BAL2,
|
||||
&lspr[NOLIGHT], // SPR_SBOB,
|
||||
&lspr[BLUEBALL_L], // SPR_SBFL,
|
||||
&lspr[BLUEBALL_L], // SPR_SBSK,
|
||||
&lspr[NOLIGHT], // SPR_BATT,
|
||||
|
||||
// Debris
|
||||
&lspr[RINGSPARK_L], // SPR_SPRK
|
||||
|
@ -485,6 +534,7 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[SUPERSPARK_L], // SPR_BOM2
|
||||
&lspr[SUPERSPARK_L], // SPR_BOM3
|
||||
&lspr[NOLIGHT], // SPR_BOM4
|
||||
&lspr[REDBALL_L], // SPR_BMNB
|
||||
|
||||
// Crumbly rocks
|
||||
&lspr[NOLIGHT], // SPR_ROIA
|
||||
|
@ -504,9 +554,6 @@ light_t *t_lspr[NUMSPRITES] =
|
|||
&lspr[NOLIGHT], // SPR_ROIO
|
||||
&lspr[NOLIGHT], // SPR_ROIP
|
||||
|
||||
// Blue Spheres
|
||||
&lspr[NOLIGHT], // SPR_BBAL
|
||||
|
||||
// Gravity Well Objects
|
||||
&lspr[NOLIGHT], // SPR_GWLG
|
||||
&lspr[NOLIGHT], // SPR_GWLR
|
||||
|
|
|
@ -2115,27 +2115,34 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
|
|||
}
|
||||
else
|
||||
{
|
||||
#ifdef ESLOPE // P.S. this is better-organized than the old version
|
||||
fixed_t offs = sides[(newline ? newline : rover->master)->sidenum[0]].rowoffset;
|
||||
grTex = HWR_GetTexture(texnum);
|
||||
|
||||
wallVerts[3].t = (*rover->topheight - h + offs) * grTex->scaleY;
|
||||
wallVerts[2].t = (*rover->topheight - hS + offs) * grTex->scaleY;
|
||||
wallVerts[0].t = (*rover->topheight - l + offs) * grTex->scaleY;
|
||||
wallVerts[1].t = (*rover->topheight - lS + offs) * grTex->scaleY;
|
||||
#else
|
||||
grTex = HWR_GetTexture(texnum);
|
||||
fixed_t texturevpeg;
|
||||
|
||||
// Wow, how was this missing from OpenGL for so long?
|
||||
// ...Oh well, anyway, Lower Unpegged now changes pegging of FOFs like in software
|
||||
// -- Monster Iestyn 26/06/18
|
||||
if (newline)
|
||||
{
|
||||
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset) * grTex->scaleY;
|
||||
wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[newline->sidenum[0]].rowoffset)) * grTex->scaleY;
|
||||
texturevpeg = sides[newline->sidenum[0]].rowoffset;
|
||||
if (newline->flags & ML_DONTPEGBOTTOM)
|
||||
texturevpeg -= *rover->topheight - *rover->bottomheight;
|
||||
}
|
||||
else
|
||||
{
|
||||
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset) * grTex->scaleY;
|
||||
wallVerts[0].t = wallVerts[1].t = (h - l + (*rover->topheight - h + sides[rover->master->sidenum[0]].rowoffset)) * grTex->scaleY;
|
||||
texturevpeg = sides[rover->master->sidenum[0]].rowoffset;
|
||||
if (gr_linedef->flags & ML_DONTPEGBOTTOM)
|
||||
texturevpeg -= *rover->topheight - *rover->bottomheight;
|
||||
}
|
||||
|
||||
grTex = HWR_GetTexture(texnum);
|
||||
|
||||
#ifdef ESLOPE
|
||||
wallVerts[3].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY;
|
||||
wallVerts[2].t = (*rover->topheight - hS + texturevpeg) * grTex->scaleY;
|
||||
wallVerts[0].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY;
|
||||
wallVerts[1].t = (*rover->topheight - lS + texturevpeg) * grTex->scaleY;
|
||||
#else
|
||||
wallVerts[3].t = wallVerts[2].t = (*rover->topheight - h + texturevpeg) * grTex->scaleY;
|
||||
wallVerts[0].t = wallVerts[1].t = (*rover->topheight - l + texturevpeg) * grTex->scaleY;
|
||||
#endif
|
||||
|
||||
wallVerts[0].s = wallVerts[3].s = cliplow * grTex->scaleX;
|
||||
|
@ -3032,8 +3039,8 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord)
|
|||
return gld_clipper_SafeCheckRange(angle2, angle1);
|
||||
#else
|
||||
// check clip list for an open space
|
||||
angle1 = R_PointToAngle(px1, py1) - dup_viewangle;
|
||||
angle2 = R_PointToAngle(px2, py2) - dup_viewangle;
|
||||
angle1 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px1>>1, py1>>1) - dup_viewangle;
|
||||
angle2 = R_PointToAngle2(dup_viewx>>1, dup_viewy>>1, px2>>1, py2>>1) - dup_viewangle;
|
||||
|
||||
span = angle1 - angle2;
|
||||
|
||||
|
@ -4072,7 +4079,7 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
|
|||
angle_t shadowdir;
|
||||
|
||||
// Set direction
|
||||
if (splitscreen && stplyr != &players[displayplayer])
|
||||
if (splitscreen && stplyr == &players[secondarydisplayplayer])
|
||||
shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
|
||||
else
|
||||
shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
|
||||
|
@ -4359,6 +4366,9 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
|
|||
i = 0;
|
||||
temp = FLOAT_TO_FIXED(realtop);
|
||||
|
||||
if (spr->mobj->frame & FF_FULLBRIGHT)
|
||||
lightlevel = 255;
|
||||
|
||||
#ifdef ESLOPE
|
||||
for (i = 1; i < sector->numlights; i++)
|
||||
{
|
||||
|
@ -4366,14 +4376,16 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
|
|||
: sector->lightlist[i].height;
|
||||
if (h <= temp)
|
||||
{
|
||||
lightlevel = *list[i-1].lightlevel;
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = *list[i-1].lightlevel;
|
||||
colormap = list[i-1].extra_colormap;
|
||||
break;
|
||||
}
|
||||
}
|
||||
#else
|
||||
i = R_GetPlaneLight(sector, temp, false);
|
||||
lightlevel = *list[i].lightlevel;
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = *list[i].lightlevel;
|
||||
colormap = list[i].extra_colormap;
|
||||
#endif
|
||||
|
||||
|
@ -4388,7 +4400,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
|
|||
// even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite
|
||||
if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES))
|
||||
{
|
||||
lightlevel = *list[i].lightlevel;
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
lightlevel = *list[i].lightlevel;
|
||||
colormap = list[i].extra_colormap;
|
||||
}
|
||||
|
||||
|
@ -5305,7 +5318,6 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
float tr_x, tr_y;
|
||||
float tz;
|
||||
float x1, x2;
|
||||
float z1, z2;
|
||||
float rightsin, rightcos;
|
||||
float this_scale;
|
||||
float gz, gzt;
|
||||
|
@ -5320,9 +5332,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
INT32 heightsec, phs;
|
||||
const boolean papersprite = (thing->frame & FF_PAPERSPRITE);
|
||||
angle_t mobjangle = (thing->player ? thing->player->drawangle : thing->angle);
|
||||
// float offset;
|
||||
// float ang_scale = 1.0f, ang_scalez = 0.0f;
|
||||
// float z1, z2;
|
||||
float z1, z2;
|
||||
|
||||
if (!thing)
|
||||
return;
|
||||
|
@ -5377,28 +5387,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
I_Error("sprframes NULL for sprite %d\n", thing->sprite);
|
||||
#endif
|
||||
|
||||
if (papersprite)
|
||||
{
|
||||
// Use the actual view angle, rather than the angle formed
|
||||
// between the view point and the thing
|
||||
// this makes sure paper sprites always appear at the right angle!
|
||||
// Note: DO NOT do this in software mode version, it actually
|
||||
// makes papersprites look WORSE there (I know, I've tried)
|
||||
// Monster Iestyn - 13/05/17
|
||||
ang = dup_viewangle - mobjangle;
|
||||
/*
|
||||
ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT));
|
||||
ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT));
|
||||
|
||||
if (ang_scale < 0)
|
||||
{
|
||||
ang_scale = -ang_scale;
|
||||
ang_scalez = -ang_scalez;
|
||||
}
|
||||
*/
|
||||
}
|
||||
else if (sprframe->rotate != SRF_SINGLE)
|
||||
ang = R_PointToAngle (thing->x, thing->y) - mobjangle;
|
||||
ang = R_PointToAngle (thing->x, thing->y) - mobjangle;
|
||||
|
||||
if (sprframe->rotate == SRF_SINGLE)
|
||||
{
|
||||
|
@ -5406,6 +5395,14 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
rot = 0; //Fab: for vis->patch below
|
||||
lumpoff = sprframe->lumpid[0]; //Fab: see note above
|
||||
flip = sprframe->flip; // Will only be 0x00 or 0xFF
|
||||
|
||||
if (papersprite && ang < ANGLE_180)
|
||||
{
|
||||
if (flip)
|
||||
flip = 0;
|
||||
else
|
||||
flip = 255;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -5420,20 +5417,23 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
//Fab: lumpid is the index for spritewidth,spriteoffset... tables
|
||||
lumpoff = sprframe->lumpid[rot];
|
||||
flip = sprframe->flip & (1<<rot);
|
||||
|
||||
if (papersprite && ang < ANGLE_180)
|
||||
{
|
||||
if (flip)
|
||||
flip = 0;
|
||||
else
|
||||
flip = 1<<rot;
|
||||
}
|
||||
}
|
||||
|
||||
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
||||
this_scale = this_scale * FIXED_TO_FLOAT(((skin_t *)thing->skin)->highresscale);
|
||||
|
||||
if (papersprite) // replaces the ang_scale and scalez thing above
|
||||
if (papersprite)
|
||||
{
|
||||
rightsin = FIXED_TO_FLOAT(FINESINE(mobjangle>>ANGLETOFINESHIFT));
|
||||
rightcos = FIXED_TO_FLOAT(FINECOSINE(mobjangle>>ANGLETOFINESHIFT));
|
||||
if (flip) // flip the signs of the above values so you don't end up displaying the sprite backwards
|
||||
{
|
||||
rightsin *= -1.0;
|
||||
rightcos *= -1.0;
|
||||
}
|
||||
rightsin = FIXED_TO_FLOAT(FINESINE((mobjangle)>>ANGLETOFINESHIFT));
|
||||
rightcos = FIXED_TO_FLOAT(FINECOSINE((mobjangle)>>ANGLETOFINESHIFT));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -5487,7 +5487,10 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
}
|
||||
|
||||
heightsec = thing->subsector->sector->heightsec;
|
||||
phs = players[displayplayer].mo->subsector->sector->heightsec;
|
||||
if (viewplayer->mo && viewplayer->mo->subsector)
|
||||
phs = viewplayer->mo->subsector->sector->heightsec;
|
||||
else
|
||||
phs = -1;
|
||||
|
||||
if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
|
||||
{
|
||||
|
@ -5505,13 +5508,13 @@ static void HWR_ProjectSprite(mobj_t *thing)
|
|||
vis = HWR_NewVisSprite();
|
||||
vis->x1 = x1;
|
||||
vis->x2 = x2;
|
||||
vis->z1 = z1;
|
||||
vis->z2 = z2;
|
||||
vis->tz = tz; // Keep tz for the simple sprite sorting that happens
|
||||
vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15: HARDWARE SUPPORT AT LAST
|
||||
vis->patchlumpnum = sprframe->lumppat[rot];
|
||||
vis->flip = flip;
|
||||
vis->mobj = thing;
|
||||
vis->z1 = z1;
|
||||
vis->z2 = z2;
|
||||
|
||||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||||
if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
|
||||
|
|
|
@ -89,7 +89,7 @@ patch_t *tallinfin;
|
|||
// coop hud
|
||||
//-------------------------------------------
|
||||
|
||||
patch_t *emeraldpics[3][7]; // 0 = normal, 1 = tiny, 2 = coinbox
|
||||
patch_t *emeraldpics[3][8]; // 0 = normal, 1 = tiny, 2 = coinbox
|
||||
static patch_t *emblemicon;
|
||||
patch_t *tokenicon;
|
||||
static patch_t *exiticon;
|
||||
|
@ -256,6 +256,7 @@ void HU_LoadGraphics(void)
|
|||
emeraldpics[0][4] = W_CachePatchName("CHAOS5", PU_HUDGFX);
|
||||
emeraldpics[0][5] = W_CachePatchName("CHAOS6", PU_HUDGFX);
|
||||
emeraldpics[0][6] = W_CachePatchName("CHAOS7", PU_HUDGFX);
|
||||
emeraldpics[0][7] = W_CachePatchName("CHAOS8", PU_HUDGFX);
|
||||
|
||||
emeraldpics[1][0] = W_CachePatchName("TEMER1", PU_HUDGFX);
|
||||
emeraldpics[1][1] = W_CachePatchName("TEMER2", PU_HUDGFX);
|
||||
|
@ -264,6 +265,7 @@ void HU_LoadGraphics(void)
|
|||
emeraldpics[1][4] = W_CachePatchName("TEMER5", PU_HUDGFX);
|
||||
emeraldpics[1][5] = W_CachePatchName("TEMER6", PU_HUDGFX);
|
||||
emeraldpics[1][6] = W_CachePatchName("TEMER7", PU_HUDGFX);
|
||||
//emeraldpics[1][7] = W_CachePatchName("TEMER8", PU_HUDGFX); -- unused
|
||||
|
||||
emeraldpics[2][0] = W_CachePatchName("EMBOX1", PU_HUDGFX);
|
||||
emeraldpics[2][1] = W_CachePatchName("EMBOX2", PU_HUDGFX);
|
||||
|
@ -272,6 +274,7 @@ void HU_LoadGraphics(void)
|
|||
emeraldpics[2][4] = W_CachePatchName("EMBOX5", PU_HUDGFX);
|
||||
emeraldpics[2][5] = W_CachePatchName("EMBOX6", PU_HUDGFX);
|
||||
emeraldpics[2][6] = W_CachePatchName("EMBOX7", PU_HUDGFX);
|
||||
//emeraldpics[2][7] = W_CachePatchName("EMBOX8", PU_HUDGFX); -- unused
|
||||
}
|
||||
|
||||
// Initialise Heads up
|
||||
|
|
|
@ -63,7 +63,7 @@ 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 *emeraldpics[3][7];
|
||||
extern patch_t *emeraldpics[3][8];
|
||||
extern patch_t *rflagico;
|
||||
extern patch_t *bflagico;
|
||||
extern patch_t *rmatcico;
|
||||
|
|
3409
src/info.c
3409
src/info.c
File diff suppressed because it is too large
Load diff
740
src/info.h
740
src/info.h
File diff suppressed because it is too large
Load diff
|
@ -768,6 +768,19 @@ static int lib_pCanRunOnWater(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
static int lib_pMaceRotate(lua_State *L)
|
||||
{
|
||||
mobj_t *center = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
|
||||
INT32 baserot = luaL_checkinteger(L, 2);
|
||||
INT32 baseprevrot = luaL_checkinteger(L, 3);
|
||||
NOHUD
|
||||
INLEVEL
|
||||
if (!center)
|
||||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
P_MaceRotate(center, baserot, baseprevrot);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// P_USER
|
||||
////////////
|
||||
|
||||
|
@ -1343,11 +1356,12 @@ static int lib_pRadiusAttack(lua_State *L)
|
|||
mobj_t *spot = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
|
||||
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
|
||||
fixed_t damagedist = luaL_checkfixed(L, 3);
|
||||
UINT8 damagetype = luaL_optinteger(L, 4, 0);
|
||||
NOHUD
|
||||
INLEVEL
|
||||
if (!spot || !source)
|
||||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
P_RadiusAttack(spot, source, damagedist);
|
||||
P_RadiusAttack(spot, source, damagedist, damagetype);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -2517,6 +2531,7 @@ static luaL_Reg lib[] = {
|
|||
{"P_CheckDeathPitCollide",lib_pCheckDeathPitCollide},
|
||||
{"P_CheckSolidLava",lib_pCheckSolidLava},
|
||||
{"P_CanRunOnWater",lib_pCanRunOnWater},
|
||||
{"P_MaceRotate",lib_pMaceRotate},
|
||||
|
||||
// p_user
|
||||
{"P_GetPlayerHeight",lib_pGetPlayerHeight},
|
||||
|
|
|
@ -85,7 +85,9 @@ void Got_Luacmd(UINT8 **cp, INT32 playernum)
|
|||
|
||||
deny:
|
||||
//must be hacked/buggy client
|
||||
lua_settop(gL, 0); // clear stack
|
||||
if (gL) // check if Lua is actually turned on first, you dummmy -- Monster Iestyn 04/07/18
|
||||
lua_settop(gL, 0); // clear stack
|
||||
|
||||
CONS_Alert(CONS_WARNING, M_GetText("Illegal lua command received from %s\n"), player_names[playernum]);
|
||||
if (server)
|
||||
{
|
||||
|
|
|
@ -24,7 +24,7 @@ enum hud {
|
|||
// NiGHTS mode
|
||||
hud_nightslink,
|
||||
hud_nightsdrill,
|
||||
hud_nightsrings,
|
||||
hud_nightsspheres,
|
||||
hud_nightsscore,
|
||||
hud_nightstime,
|
||||
hud_nightsrecords,
|
||||
|
|
|
@ -530,10 +530,22 @@ static int mobj_set(lua_State *L)
|
|||
case mobj_bprev:
|
||||
return UNIMPLEMENTED;
|
||||
case mobj_hnext:
|
||||
mo->hnext = luaL_checkudata(L, 3, META_MOBJ);
|
||||
if (lua_isnil(L, 3))
|
||||
P_SetTarget(&mo->hnext, NULL);
|
||||
else
|
||||
{
|
||||
mobj_t *hnext = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
|
||||
P_SetTarget(&mo->hnext, hnext);
|
||||
}
|
||||
break;
|
||||
case mobj_hprev:
|
||||
mo->hprev = luaL_checkudata(L, 3, META_MOBJ);
|
||||
if (lua_isnil(L, 3))
|
||||
P_SetTarget(&mo->hprev, NULL);
|
||||
else
|
||||
{
|
||||
mobj_t *hprev = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
|
||||
P_SetTarget(&mo->hprev, hprev);
|
||||
}
|
||||
break;
|
||||
case mobj_type: // yeah sure, we'll let you change the mobj's type.
|
||||
{
|
||||
|
|
|
@ -130,6 +130,8 @@ static int player_get(lua_State *L)
|
|||
lua_pushangle(L, plr->drawangle);
|
||||
else if (fastcmp(field,"rings"))
|
||||
lua_pushinteger(L, plr->rings);
|
||||
else if (fastcmp(field,"spheres"))
|
||||
lua_pushinteger(L, plr->spheres);
|
||||
else if (fastcmp(field,"pity"))
|
||||
lua_pushinteger(L, plr->pity);
|
||||
else if (fastcmp(field,"currentweapon"))
|
||||
|
@ -294,6 +296,8 @@ static int player_get(lua_State *L)
|
|||
lua_pushinteger(L, plr->startedtime);
|
||||
else if (fastcmp(field,"finishedtime"))
|
||||
lua_pushinteger(L, plr->finishedtime);
|
||||
else if (fastcmp(field,"finishedspheres"))
|
||||
lua_pushinteger(L, plr->finishedspheres);
|
||||
else if (fastcmp(field,"finishedrings"))
|
||||
lua_pushinteger(L, plr->finishedrings);
|
||||
else if (fastcmp(field,"marescore"))
|
||||
|
@ -396,6 +400,8 @@ static int player_set(lua_State *L)
|
|||
plr->drawangle = luaL_checkangle(L, 3);
|
||||
else if (fastcmp(field,"rings"))
|
||||
plr->rings = (INT32)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"spheres"))
|
||||
plr->spheres = (INT32)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"pity"))
|
||||
plr->pity = (SINT8)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"currentweapon"))
|
||||
|
@ -448,7 +454,7 @@ static int player_set(lua_State *L)
|
|||
else if (fastcmp(field,"followitem"))
|
||||
plr->followitem = luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"followmobj"))
|
||||
plr->followmobj = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
|
||||
P_SetTarget(&plr->followmobj, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)));
|
||||
else if (fastcmp(field,"actionspd"))
|
||||
plr->actionspd = (INT32)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"mindash"))
|
||||
|
@ -570,6 +576,8 @@ static int player_set(lua_State *L)
|
|||
plr->startedtime = (tic_t)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"finishedtime"))
|
||||
plr->finishedtime = (tic_t)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"finishedspheres"))
|
||||
plr->finishedspheres = (INT16)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"finishedrings"))
|
||||
plr->finishedrings = (INT16)luaL_checkinteger(L, 3);
|
||||
else if (fastcmp(field,"marescore"))
|
||||
|
|
|
@ -572,9 +572,23 @@ static UINT8 ArchiveValue(int TABLESINDEX, int myindex)
|
|||
break;
|
||||
}
|
||||
case LUA_TSTRING:
|
||||
{
|
||||
UINT16 len = (UINT16)lua_objlen(gL, myindex); // get length of string, including embedded zeros
|
||||
const char *s = lua_tostring(gL, myindex);
|
||||
UINT16 i = 0;
|
||||
WRITEUINT8(save_p, ARCH_STRING);
|
||||
WRITESTRING(save_p, lua_tostring(gL, myindex));
|
||||
// if you're wondering why we're writing a string to save_p this way,
|
||||
// it turns out that Lua can have embedded zeros ('\0') in the strings,
|
||||
// so we can't use WRITESTRING as that cuts off when it finds a '\0'.
|
||||
// Saving the size of the string also allows us to get the size of the string on the other end,
|
||||
// fixing the awful crashes previously encountered for reading strings longer than 1024
|
||||
// (yes I know that's kind of a stupid thing to care about, but it'd be evil to trim or ignore them?)
|
||||
// -- Monster Iestyn 05/08/18
|
||||
WRITEUINT16(save_p, len); // save size of string
|
||||
while (i < len)
|
||||
WRITECHAR(save_p, s[i++]); // write chars individually, including the embedded zeros
|
||||
break;
|
||||
}
|
||||
case LUA_TTABLE:
|
||||
{
|
||||
boolean found = false;
|
||||
|
@ -905,9 +919,19 @@ static UINT8 UnArchiveValue(int TABLESINDEX)
|
|||
break;
|
||||
case ARCH_STRING:
|
||||
{
|
||||
char value[1024];
|
||||
READSTRING(save_p, value);
|
||||
lua_pushstring(gL, value);
|
||||
UINT16 len = READUINT16(save_p); // length of string, including embedded zeros
|
||||
char *value;
|
||||
UINT16 i = 0;
|
||||
// See my comments in the ArchiveValue function;
|
||||
// it's much the same for reading strings as writing them!
|
||||
// (i.e. we can't use READSTRING either)
|
||||
// -- Monster Iestyn 05/08/18
|
||||
value = malloc(len); // make temp buffer of size len
|
||||
// now read the actual string
|
||||
while (i < len)
|
||||
value[i++] = READCHAR(save_p); // read chars individually, including the embedded zeros
|
||||
lua_pushlstring(gL, value, len); // push the string (note: this function supports embedded zeros)
|
||||
free(value); // free the buffer
|
||||
break;
|
||||
}
|
||||
case ARCH_TABLE:
|
||||
|
|
278
src/m_cheat.c
278
src/m_cheat.c
|
@ -499,56 +499,211 @@ void Command_Teleport_f(void)
|
|||
REQUIRE_INLEVEL;
|
||||
REQUIRE_SINGLEPLAYER;
|
||||
|
||||
if (COM_Argc() < 3 || COM_Argc() > 7)
|
||||
if (COM_Argc() < 3 || COM_Argc() > 11)
|
||||
{
|
||||
CONS_Printf(M_GetText("teleport -x <value> -y <value> -z <value>: teleport to a location\n"));
|
||||
CONS_Printf(M_GetText("teleport -x <value> -y <value> -z <value> -ang <value> -aim <value>: teleport to a location\nteleport -sp <sequence> <placement>: teleport to specified checkpoint\n"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (!p->mo)
|
||||
return;
|
||||
|
||||
i = COM_CheckParm("-x");
|
||||
if (i)
|
||||
intx = atoi(COM_Argv(i + 1));
|
||||
else
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified\n"), "X");
|
||||
return;
|
||||
}
|
||||
|
||||
i = COM_CheckParm("-y");
|
||||
if (i)
|
||||
inty = atoi(COM_Argv(i + 1));
|
||||
else
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified\n"), "Y");
|
||||
return;
|
||||
}
|
||||
|
||||
ss = R_PointInSubsector(intx*FRACUNIT, inty*FRACUNIT);
|
||||
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
|
||||
return;
|
||||
}
|
||||
i = COM_CheckParm("-z");
|
||||
i = COM_CheckParm("-sp");
|
||||
if (i)
|
||||
{
|
||||
intz = atoi(COM_Argv(i + 1));
|
||||
intz <<= FRACBITS;
|
||||
if (intz < ss->sector->floorheight)
|
||||
intz = ss->sector->floorheight;
|
||||
if (intz > ss->sector->ceilingheight - p->mo->height)
|
||||
intz = ss->sector->ceilingheight - p->mo->height;
|
||||
INT32 starpostnum = atoi(COM_Argv(i + 1)); // starpost number
|
||||
INT32 starpostpath = atoi(COM_Argv(i + 2)); // quick, dirty way to distinguish between paths
|
||||
|
||||
if (starpostnum < 0 || starpostpath < 0)
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("Negative starpost indexing is not valid.\n"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (!starpostnum) // spawnpoints...
|
||||
{
|
||||
mapthing_t *mt;
|
||||
|
||||
if (starpostpath >= numcoopstarts)
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("Player %d spawnpoint not found (%d max).\n"), starpostpath+1, numcoopstarts-1);
|
||||
return;
|
||||
}
|
||||
|
||||
mt = playerstarts[starpostpath]; // Given above check, should never be NULL.
|
||||
intx = mt->x<<FRACBITS;
|
||||
inty = mt->y<<FRACBITS;
|
||||
|
||||
ss = R_IsPointInSubsector(intx, inty);
|
||||
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("Spawnpoint not in a valid location.\n"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Flagging a player's ambush will make them start on the ceiling
|
||||
// Objectflip inverts
|
||||
if (!!(mt->options & MTF_AMBUSH) ^ !!(mt->options & MTF_OBJECTFLIP))
|
||||
{
|
||||
intz = ss->sector->ceilingheight - p->mo->height;
|
||||
if (mt->options >> ZSHIFT)
|
||||
intz -= ((mt->options >> ZSHIFT) << FRACBITS);
|
||||
}
|
||||
else
|
||||
{
|
||||
intz = ss->sector->floorheight;
|
||||
if (mt->options >> ZSHIFT)
|
||||
intz += ((mt->options >> ZSHIFT) << FRACBITS);
|
||||
}
|
||||
|
||||
if (mt->options & MTF_OBJECTFLIP) // flip the player!
|
||||
{
|
||||
p->mo->eflags |= MFE_VERTICALFLIP;
|
||||
p->mo->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
else
|
||||
{
|
||||
p->mo->eflags &= ~MFE_VERTICALFLIP;
|
||||
p->mo->flags2 &= ~MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
localangle = p->mo->angle = p->drawangle = FixedAngle(mt->angle<<FRACBITS);
|
||||
}
|
||||
else // scan the thinkers to find starposts...
|
||||
{
|
||||
mobj_t *mo2;
|
||||
thinker_t *th;
|
||||
|
||||
INT32 starpostmax = 0;
|
||||
intz = starpostpath; // variable reuse - counting down for selection purposes
|
||||
|
||||
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (mo2->type != MT_STARPOST)
|
||||
continue;
|
||||
|
||||
if (mo2->health != starpostnum)
|
||||
{
|
||||
if (mo2->health > starpostmax)
|
||||
starpostmax = mo2->health;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (intz--)
|
||||
continue;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if (th == &thinkercap)
|
||||
{
|
||||
if (intz == starpostpath)
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("No starpost of position %d found (%d max).\n"), starpostnum, starpostmax);
|
||||
else
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("Starpost of position %d, %d not found (%d, %d max).\n"), starpostnum, starpostpath, starpostmax, (starpostpath-intz)-1);
|
||||
return;
|
||||
}
|
||||
|
||||
ss = R_IsPointInSubsector(mo2->x, mo2->y);
|
||||
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("Starpost not in a valid location.\n"));
|
||||
return;
|
||||
}
|
||||
|
||||
intx = mo2->x;
|
||||
inty = mo2->y;
|
||||
intz = mo2->z;
|
||||
|
||||
if (mo2->flags2 & MF2_OBJECTFLIP) // flip the player!
|
||||
{
|
||||
p->mo->eflags |= MFE_VERTICALFLIP;
|
||||
p->mo->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
else
|
||||
{
|
||||
p->mo->eflags &= ~MFE_VERTICALFLIP;
|
||||
p->mo->flags2 &= ~MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
localangle = p->mo->angle = p->drawangle = mo2->angle;
|
||||
}
|
||||
|
||||
CONS_Printf(M_GetText("Teleporting to checkpoint %d, %d...\n"), starpostnum, starpostpath);
|
||||
}
|
||||
else
|
||||
intz = ss->sector->floorheight;
|
||||
{
|
||||
i = COM_CheckParm("-nop"); // undocumented stupid addition to allow pivoting on the spot with -ang and -aim
|
||||
if (i)
|
||||
{
|
||||
intx = p->mo->x;
|
||||
inty = p->mo->y;
|
||||
}
|
||||
else
|
||||
{
|
||||
i = COM_CheckParm("-x");
|
||||
if (i)
|
||||
intx = atoi(COM_Argv(i + 1))<<FRACBITS;
|
||||
else
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified.\n"), "X");
|
||||
return;
|
||||
}
|
||||
|
||||
CONS_Printf(M_GetText("Teleporting to %d, %d, %d...\n"), intx, inty, FixedInt(intz));
|
||||
i = COM_CheckParm("-y");
|
||||
if (i)
|
||||
inty = atoi(COM_Argv(i + 1))<<FRACBITS;
|
||||
else
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("%s value not specified.\n"), "Y");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
ss = R_IsPointInSubsector(intx, inty);
|
||||
if (!ss || ss->sector->ceilingheight - ss->sector->floorheight < p->mo->height)
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("Not a valid location.\n"));
|
||||
return;
|
||||
}
|
||||
i = COM_CheckParm("-z");
|
||||
if (i)
|
||||
{
|
||||
intz = atoi(COM_Argv(i + 1))<<FRACBITS;
|
||||
if (intz < ss->sector->floorheight)
|
||||
intz = ss->sector->floorheight;
|
||||
if (intz > ss->sector->ceilingheight - p->mo->height)
|
||||
intz = ss->sector->ceilingheight - p->mo->height;
|
||||
}
|
||||
else
|
||||
intz = ((p->mo->eflags & MFE_VERTICALFLIP) ? ss->sector->ceilingheight : ss->sector->floorheight);
|
||||
|
||||
i = COM_CheckParm("-ang");
|
||||
if (i)
|
||||
localangle = p->drawangle = p->mo->angle = FixedAngle(atoi(COM_Argv(i + 1))<<FRACBITS);
|
||||
|
||||
i = COM_CheckParm("-aim");
|
||||
if (i)
|
||||
{
|
||||
angle_t aim = FixedAngle(atoi(COM_Argv(i + 1))<<FRACBITS);
|
||||
if (aim >= ANGLE_90 && aim <= ANGLE_270)
|
||||
{
|
||||
CONS_Alert(CONS_NOTICE, M_GetText("Not a valid aiming angle (between +/-90).\n"));
|
||||
return;
|
||||
}
|
||||
localaiming = p->aiming = aim;
|
||||
}
|
||||
|
||||
CONS_Printf(M_GetText("Teleporting to %d, %d, %d...\n"), FixedInt(intx), FixedInt(inty), FixedInt(intz));
|
||||
}
|
||||
|
||||
P_MapStart();
|
||||
if (!P_TeleportMove(p->mo, intx*FRACUNIT, inty*FRACUNIT, intz))
|
||||
if (!P_TeleportMove(p->mo, intx, inty, intz))
|
||||
CONS_Alert(CONS_WARNING, M_GetText("Unable to teleport to that spot!\n"));
|
||||
else
|
||||
S_StartSound(p->mo, sfx_mixup);
|
||||
|
@ -728,13 +883,30 @@ void Command_Setrings_f(void)
|
|||
// P_GivePlayerRings does value clamping
|
||||
players[consoleplayer].rings = 0;
|
||||
P_GivePlayerRings(&players[consoleplayer], atoi(COM_Argv(1)));
|
||||
if (!G_IsSpecialStage(gamemap) || !useNightsSS)
|
||||
if (!G_IsSpecialStage(gamemap) || !(maptol & TOL_NIGHTS))
|
||||
players[consoleplayer].totalring -= atoi(COM_Argv(1)); //undo totalring addition done in P_GivePlayerRings
|
||||
|
||||
G_SetGameModified(multiplayer);
|
||||
}
|
||||
}
|
||||
|
||||
void Command_Setspheres_f(void)
|
||||
{
|
||||
REQUIRE_INLEVEL;
|
||||
REQUIRE_SINGLEPLAYER;
|
||||
REQUIRE_NOULTIMATE;
|
||||
REQUIRE_PANDORA;
|
||||
|
||||
if (COM_Argc() > 1)
|
||||
{
|
||||
// P_GivePlayerRings does value clamping
|
||||
players[consoleplayer].spheres = 0;
|
||||
P_GivePlayerSpheres(&players[consoleplayer], atoi(COM_Argv(1)));
|
||||
|
||||
G_SetGameModified(multiplayer);
|
||||
}
|
||||
}
|
||||
|
||||
void Command_Setlives_f(void)
|
||||
{
|
||||
REQUIRE_INLEVEL;
|
||||
|
@ -744,9 +916,15 @@ void Command_Setlives_f(void)
|
|||
|
||||
if (COM_Argc() > 1)
|
||||
{
|
||||
// P_GivePlayerLives does value clamping
|
||||
players[consoleplayer].lives = 0;
|
||||
P_GivePlayerLives(&players[consoleplayer], atoi(COM_Argv(1)));
|
||||
SINT8 lives = atoi(COM_Argv(1));
|
||||
if (lives == -1)
|
||||
players[consoleplayer].lives = 0x7f; // infinity!
|
||||
else
|
||||
{
|
||||
// P_GivePlayerLives does value clamping
|
||||
players[consoleplayer].lives = 0;
|
||||
P_GivePlayerLives(&players[consoleplayer], atoi(COM_Argv(1)));
|
||||
}
|
||||
|
||||
G_SetGameModified(multiplayer);
|
||||
}
|
||||
|
@ -1010,7 +1188,7 @@ void OP_NightsObjectplace(player_t *player)
|
|||
mt->options = (UINT16)((player->mo->z - fheight)>>FRACBITS);
|
||||
mt->angle = (INT16)(mt->angle+(INT16)((FixedInt(FixedDiv(temp*FRACUNIT, 360*(FRACUNIT/256))))<<8));
|
||||
|
||||
P_SpawnHoopsAndRings(mt);
|
||||
P_SpawnHoopsAndRings(mt, false);
|
||||
}
|
||||
|
||||
// This places a bumper!
|
||||
|
@ -1024,26 +1202,26 @@ void OP_NightsObjectplace(player_t *player)
|
|||
P_SpawnMapThing(mt);
|
||||
}
|
||||
|
||||
// This places a ring!
|
||||
// This places a sphere!
|
||||
if (cmd->buttons & BT_WEAPONNEXT)
|
||||
{
|
||||
player->pflags |= PF_ATTACKDOWN;
|
||||
if (!OP_HeightOkay(player, false))
|
||||
return;
|
||||
|
||||
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_RING].doomednum, false);
|
||||
P_SpawnHoopsAndRings(mt);
|
||||
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_BLUESPHERE].doomednum, false);
|
||||
P_SpawnHoopsAndRings(mt, false);
|
||||
}
|
||||
|
||||
// This places a wing item!
|
||||
// This places a ring!
|
||||
if (cmd->buttons & BT_WEAPONPREV)
|
||||
{
|
||||
player->pflags |= PF_ATTACKDOWN;
|
||||
if (!OP_HeightOkay(player, false))
|
||||
return;
|
||||
|
||||
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_NIGHTSWING].doomednum, false);
|
||||
P_SpawnHoopsAndRings(mt);
|
||||
mt = OP_CreateNewMapThing(player, (UINT16)mobjinfo[MT_RING].doomednum, false);
|
||||
P_SpawnHoopsAndRings(mt, false);
|
||||
}
|
||||
|
||||
// This places a custom object as defined in the console cv_mapthingnum.
|
||||
|
@ -1077,12 +1255,12 @@ void OP_NightsObjectplace(player_t *player)
|
|||
|
||||
if (mt->type == 300 // Ring
|
||||
|| mt->type == 308 || mt->type == 309 // Team Rings
|
||||
|| mt->type == 1706 // Nights Wing
|
||||
|| mt->type == 1706 // Sphere
|
||||
|| (mt->type >= 600 && mt->type <= 609) // Placement patterns
|
||||
|| mt->type == 1705 || mt->type == 1713 // NiGHTS Hoops
|
||||
|| mt->type == 1800) // Mario Coin
|
||||
{
|
||||
P_SpawnHoopsAndRings(mt);
|
||||
P_SpawnHoopsAndRings(mt, false);
|
||||
}
|
||||
else
|
||||
P_SpawnMapThing(mt);
|
||||
|
@ -1227,7 +1405,7 @@ void OP_ObjectplaceMovement(player_t *player)
|
|||
|| mt->type == 1705 || mt->type == 1713 // NiGHTS Hoops
|
||||
|| mt->type == 1800) // Mario Coin
|
||||
{
|
||||
P_SpawnHoopsAndRings(mt);
|
||||
P_SpawnHoopsAndRings(mt, false);
|
||||
}
|
||||
else
|
||||
P_SpawnMapThing(mt);
|
||||
|
|
|
@ -51,6 +51,7 @@ void Command_Savecheckpoint_f(void);
|
|||
void Command_Getallemeralds_f(void);
|
||||
void Command_Resetemeralds_f(void);
|
||||
void Command_Setrings_f(void);
|
||||
void Command_Setspheres_f(void);
|
||||
void Command_Setlives_f(void);
|
||||
void Command_Setcontinues_f(void);
|
||||
void Command_Devmode_f(void);
|
||||
|
|
|
@ -33,7 +33,9 @@
|
|||
*/
|
||||
fixed_t FixedMul(fixed_t a, fixed_t b)
|
||||
{
|
||||
return (fixed_t)((((INT64)a * b) ) / FRACUNIT);
|
||||
// Need to cast to unsigned before shifting to avoid undefined behaviour
|
||||
// for negative integers
|
||||
return (fixed_t)(((UINT64)((INT64)a * b)) >> FRACBITS);
|
||||
}
|
||||
|
||||
#endif //__USE_C_FIXEDMUL__
|
||||
|
|
44
src/m_menu.c
44
src/m_menu.c
|
@ -458,7 +458,7 @@ consvar_t cv_ghost_guest = {"ghost_guest", "Show", CV_SAVE, ghost2_cons_
|
|||
static CV_PossibleValue_t dummyteam_cons_t[] = {{0, "Spectator"}, {1, "Red"}, {2, "Blue"}, {0, NULL}};
|
||||
static CV_PossibleValue_t dummyscramble_cons_t[] = {{0, "Random"}, {1, "Points"}, {0, NULL}};
|
||||
static CV_PossibleValue_t ringlimit_cons_t[] = {{0, "MIN"}, {9999, "MAX"}, {0, NULL}};
|
||||
static CV_PossibleValue_t liveslimit_cons_t[] = {{0, "MIN"}, {99, "MAX"}, {0, NULL}};
|
||||
static CV_PossibleValue_t liveslimit_cons_t[] = {{-1, "MIN"}, {99, "MAX"}, {0, NULL}};
|
||||
static CV_PossibleValue_t dummymares_cons_t[] = {
|
||||
{-1, "END"}, {0,"Overall"}, {1,"Mare 1"}, {2,"Mare 2"}, {3,"Mare 3"}, {4,"Mare 4"}, {5,"Mare 5"}, {6,"Mare 6"}, {7,"Mare 7"}, {8,"Mare 8"}, {0,NULL}
|
||||
};
|
||||
|
@ -4938,6 +4938,7 @@ static void M_DrawAddons(void)
|
|||
{
|
||||
INT32 x, y;
|
||||
ssize_t i, max;
|
||||
const char* topstr;
|
||||
|
||||
// hack - need to refresh at end of frame to handle addfile...
|
||||
if (refreshdirmenu & M_AddonsRefresh())
|
||||
|
@ -4949,9 +4950,16 @@ static void M_DrawAddons(void)
|
|||
if (addonsresponselimit)
|
||||
addonsresponselimit--;
|
||||
|
||||
V_DrawCenteredString(BASEVIDWIDTH/2, 4+offs, 0, (Playing()
|
||||
? "\x85""Adding files mid-game may cause problems."
|
||||
: LOCATIONSTRING));
|
||||
if (Playing())
|
||||
topstr = "\x85""Adding files mid-game may cause problems.";
|
||||
else if (savemoddata)
|
||||
topstr = "\x83""Add-on has its own data, saving enabled.";
|
||||
else if (modifiedgame)
|
||||
topstr = "\x87""Game is modified, saving is disabled.";
|
||||
else
|
||||
topstr = LOCATIONSTRING;
|
||||
|
||||
V_DrawCenteredString(BASEVIDWIDTH/2, 4+offs, 0, topstr);
|
||||
|
||||
if (numwadfiles <= mainwads+1)
|
||||
y = 0;
|
||||
|
@ -5222,7 +5230,7 @@ static void M_HandleAddons(INT32 choice)
|
|||
case EXT_SOC:
|
||||
case EXT_WAD:
|
||||
case EXT_PK3:
|
||||
COM_BufAddText(va("addfile %s%s", menupath, dirmenu[dir_on[menudepthleft]]+DIR_STRING));
|
||||
COM_BufAddText(va("addfile \"%s%s\"", menupath, dirmenu[dir_on[menudepthleft]]+DIR_STRING));
|
||||
addonsresponselimit = 5;
|
||||
break;
|
||||
default:
|
||||
|
@ -5265,8 +5273,14 @@ static void M_HandleAddons(INT32 choice)
|
|||
static void M_PandorasBox(INT32 choice)
|
||||
{
|
||||
(void)choice;
|
||||
CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].rings, 0));
|
||||
CV_StealthSetValue(&cv_dummylives, players[consoleplayer].lives);
|
||||
if (maptol & TOL_NIGHTS)
|
||||
CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].spheres, 0));
|
||||
else
|
||||
CV_StealthSetValue(&cv_dummyrings, max(players[consoleplayer].rings, 0));
|
||||
if (players[consoleplayer].lives == 0x7f)
|
||||
CV_StealthSetValue(&cv_dummylives, -1);
|
||||
else
|
||||
CV_StealthSetValue(&cv_dummylives, players[consoleplayer].lives);
|
||||
CV_StealthSetValue(&cv_dummycontinues, players[consoleplayer].continues);
|
||||
SR_PandorasBox[6].status = ((players[consoleplayer].charflags & SF_SUPER)
|
||||
#ifndef DEVELOP
|
||||
|
@ -5280,7 +5294,12 @@ static void M_PandorasBox(INT32 choice)
|
|||
static boolean M_ExitPandorasBox(void)
|
||||
{
|
||||
if (cv_dummyrings.value != max(players[consoleplayer].rings, 0))
|
||||
COM_ImmedExecute(va("setrings %d", cv_dummyrings.value));
|
||||
{
|
||||
if (maptol & TOL_NIGHTS)
|
||||
COM_ImmedExecute(va("setspheres %d", cv_dummyrings.value));
|
||||
else
|
||||
COM_ImmedExecute(va("setrings %d", cv_dummyrings.value));
|
||||
}
|
||||
if (cv_dummylives.value != players[consoleplayer].lives)
|
||||
COM_ImmedExecute(va("setlives %d", cv_dummylives.value));
|
||||
if (cv_dummycontinues.value != players[consoleplayer].continues)
|
||||
|
@ -8441,6 +8460,13 @@ Update the maxplayers label...
|
|||
static void M_ConnectIP(INT32 choice)
|
||||
{
|
||||
(void)choice;
|
||||
|
||||
if (*setupm_ip == 0)
|
||||
{
|
||||
M_StartMessage("You must specify an IP address.\n", NULL, MM_NOTHING);
|
||||
return;
|
||||
}
|
||||
|
||||
COM_BufAddText(va("connect \"%s\"\n", setupm_ip));
|
||||
|
||||
// A little "please wait" message.
|
||||
|
@ -8822,7 +8848,7 @@ static void M_HandleSetupMultiPlayer(INT32 choice)
|
|||
break;
|
||||
S_StartSound(NULL,sfx_menu1); // Tails
|
||||
l = strlen(setupm_name);
|
||||
if (l < MAXPLAYERNAME-1)
|
||||
if (l < MAXPLAYERNAME)
|
||||
{
|
||||
setupm_name[l] = (char)choice;
|
||||
setupm_name[l+1] = 0;
|
||||
|
|
|
@ -56,7 +56,9 @@ typedef off_t off64_t;
|
|||
#endif
|
||||
#endif
|
||||
|
||||
#if defined (_WIN32)
|
||||
#if defined(__MINGW32__) && ((__GNUC__ > 7) || (__GNUC__ == 6 && __GNUC_MINOR__ >= 3))
|
||||
#define PRIdS "u"
|
||||
#elif defined (_WIN32)
|
||||
#define PRIdS "Iu"
|
||||
#elif defined (DJGPP)
|
||||
#define PRIdS "u"
|
||||
|
|
22258
src/p_enemy.c
22258
src/p_enemy.c
File diff suppressed because it is too large
Load diff
|
@ -2144,6 +2144,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
|
|||
boolean floortouch = false;
|
||||
fixed_t bottomheight, topheight;
|
||||
msecnode_t *node;
|
||||
ffloor_t *rover;
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
|
@ -2191,6 +2192,19 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
|
|||
{
|
||||
targetsec = §ors[targetsecnum];
|
||||
|
||||
// Find the FOF corresponding to the control linedef
|
||||
for (rover = targetsec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (rover->master == sec->lines[i])
|
||||
break;
|
||||
}
|
||||
|
||||
if (!rover) // This should be impossible, but don't complain if it is the case somehow
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there
|
||||
continue;
|
||||
|
||||
for (j = 0; j < MAXPLAYERS; j++)
|
||||
{
|
||||
if (!playeringame[j])
|
||||
|
@ -3304,7 +3318,7 @@ INT32 EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher)
|
|||
P_SetThingPosition(thing);
|
||||
if (thing->flags & MF_SHOOTABLE)
|
||||
P_DamageMobj(thing, puncher, puncher, 1, 0);
|
||||
else if (thing->type == MT_RING || thing->type == MT_COIN)
|
||||
else if (thing->type == MT_RING || thing->type == MT_COIN || thing->type == MT_TOKEN)
|
||||
{
|
||||
thing->momz = FixedMul(3*FRACUNIT, thing->scale);
|
||||
P_TouchSpecialThing(thing, puncher, false);
|
||||
|
|
840
src/p_inter.c
840
src/p_inter.c
File diff suppressed because it is too large
Load diff
|
@ -146,6 +146,7 @@ void P_SpawnShieldOrb(player_t *player);
|
|||
void P_SwitchShield(player_t *player, UINT16 shieldtype);
|
||||
mobj_t *P_SpawnGhostMobj(mobj_t *mobj);
|
||||
void P_GivePlayerRings(player_t *player, INT32 num_rings);
|
||||
void P_GivePlayerSpheres(player_t *player, INT32 num_spheres);
|
||||
void P_GivePlayerLives(player_t *player, INT32 numlives);
|
||||
void P_GiveCoopLives(player_t *player, INT32 numlives, boolean sound);
|
||||
UINT8 P_GetNextEmerald(void);
|
||||
|
@ -256,6 +257,7 @@ 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);
|
||||
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);
|
||||
|
||||
|
@ -280,6 +282,8 @@ mobj_t *P_GetClosestAxis(mobj_t *source);
|
|||
|
||||
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover);
|
||||
|
||||
void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot);
|
||||
|
||||
void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration);
|
||||
#define PAL_WHITE 1
|
||||
#define PAL_MIXUP 2
|
||||
|
@ -360,7 +364,7 @@ void P_DelPrecipSeclist(mprecipsecnode_t *node);
|
|||
void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y);
|
||||
void P_Initsecnode(void);
|
||||
|
||||
void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist);
|
||||
void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist, UINT8 damagetype);
|
||||
|
||||
fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height);
|
||||
boolean PIT_PushableMoved(mobj_t *thing);
|
||||
|
@ -410,6 +414,8 @@ typedef struct BasicFF_s
|
|||
#define DMG_DEATHPIT 0x80+3
|
||||
#define DMG_CRUSHED 0x80+4
|
||||
#define DMG_SPECTATOR 0x80+5
|
||||
// Masks
|
||||
#define DMG_CANHURTSELF 0x40 // Flag - can hurt self/team indirectly, such as through mines
|
||||
#define DMG_DEATHMASK DMG_INSTAKILL // if bit 7 is set, this is a death type instead of a damage type
|
||||
|
||||
void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period);
|
||||
|
|
502
src/p_map.c
502
src/p_map.c
|
@ -109,21 +109,148 @@ boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
|
|||
// MOVEMENT ITERATOR FUNCTIONS
|
||||
// =========================================================================
|
||||
|
||||
// P_DoSpring
|
||||
//
|
||||
// MF_SPRING does some weird, mildly hacky stuff sometimes.
|
||||
// mass = vertical speed
|
||||
// damage = horizontal speed
|
||||
// raisestate = state to change spring to on collision
|
||||
// reactiontime = number of times it can give 10 points (0 is standard)
|
||||
// painchance = spring mode:
|
||||
// 0 = standard vanilla spring behaviour
|
||||
// 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
|
||||
// Negative spring modes are mildly-related gimmicks with customisation.
|
||||
// -1 = pinball bumper
|
||||
// Any other spring mode defaults to standard vanilla spring behaviour,
|
||||
// ****** but forward compatibility is not guaranteed for these. ******
|
||||
//
|
||||
|
||||
boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
||||
{
|
||||
INT32 pflags;
|
||||
fixed_t offx, offy;
|
||||
fixed_t vertispeed = spring->info->mass;
|
||||
fixed_t horizspeed = spring->info->damage;
|
||||
UINT8 secondjump;
|
||||
boolean final;
|
||||
|
||||
if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
|
||||
// Object was already sprung this tic
|
||||
if (object->eflags & MFE_SPRUNG)
|
||||
return false;
|
||||
|
||||
// Spectators don't trigger springs.
|
||||
if (object->player && object->player->spectator)
|
||||
return false;
|
||||
|
||||
// "Even in Death" is a song from Volume 8, not a command.
|
||||
if (!spring->health || !object->health)
|
||||
return false;
|
||||
|
||||
if (spring->info->painchance == -1) // Pinball bumper mode.
|
||||
{
|
||||
// The first of the entirely different spring modes!
|
||||
// Some of the attributes mean different things here.
|
||||
// mass = default strength (can be controlled by mapthing's spawnangle)
|
||||
// damage = unused
|
||||
angle_t horizangle, vertiangle;
|
||||
|
||||
if (!vertispeed)
|
||||
return false;
|
||||
|
||||
if (object->player && object->player->homing) // Sonic Heroes and Shadow the Hedgehog are the only games to contain homing-attackable bumpers!
|
||||
{
|
||||
horizangle = 0;
|
||||
vertiangle = ((object->eflags & MFE_VERTICALFLIP) ? ANGLE_270 : ANGLE_90) >> ANGLETOFINESHIFT;
|
||||
object->player->pflags &= ~PF_THOKKED;
|
||||
if (spring->eflags & MFE_VERTICALFLIP)
|
||||
object->z = spring->z - object->height - 1;
|
||||
else
|
||||
object->z = spring->z + spring->height + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
horizangle = R_PointToAngle2(spring->x, spring->y, object->x, object->y);
|
||||
vertiangle = (R_PointToAngle2(
|
||||
0,
|
||||
spring->z + spring->height/2,
|
||||
FixedHypot(object->x - spring->x, object->y - spring->y),
|
||||
object->z + object->height/2)
|
||||
>> ANGLETOFINESHIFT) & FINEMASK;
|
||||
}
|
||||
|
||||
if (spring->spawnpoint && spring->spawnpoint->angle > 0)
|
||||
vertispeed = (spring->spawnpoint->angle<<(FRACBITS-1))/5;
|
||||
vertispeed = FixedMul(vertispeed, FixedMul(object->scale, spring->scale));
|
||||
|
||||
if (object->player)
|
||||
{
|
||||
fixed_t playervelocity;
|
||||
|
||||
if (!(object->player->pflags & PF_THOKKED) && !(object->player->homing)
|
||||
&& ((playervelocity = FixedDiv(9*FixedHypot(object->player->speed, object->momz), 10<<FRACBITS)) > vertispeed))
|
||||
vertispeed = playervelocity;
|
||||
|
||||
if (object->player->powers[pw_carry] == CR_NIGHTSMODE) // THIS has NiGHTS support, at least...
|
||||
{
|
||||
angle_t nightsangle = 0;
|
||||
|
||||
if (object->player->bumpertime >= TICRATE/4)
|
||||
return false;
|
||||
|
||||
if ((object->player->pflags & PF_TRANSFERTOCLOSEST) && object->player->axis1 && object->player->axis2)
|
||||
{
|
||||
nightsangle = R_PointToAngle2(object->player->axis1->x, object->player->axis1->y, object->player->axis2->x, object->player->axis2->y);
|
||||
nightsangle += ANGLE_90;
|
||||
}
|
||||
else if (object->target)
|
||||
{
|
||||
if (object->target->flags2 & MF2_AMBUSH)
|
||||
nightsangle = R_PointToAngle2(object->target->x, object->target->y, object->x, object->y);
|
||||
else
|
||||
nightsangle = R_PointToAngle2(object->x, object->y, object->target->x, object->target->y);
|
||||
}
|
||||
|
||||
object->player->flyangle = AngleFixed(R_PointToAngle2(
|
||||
0,
|
||||
spring->z + spring->height/2,
|
||||
FixedMul(
|
||||
FINESINE(((nightsangle - horizangle) >> ANGLETOFINESHIFT) & FINEMASK),
|
||||
FixedHypot(object->x - spring->x, object->y - spring->y)),
|
||||
object->z + object->height/2))>>FRACBITS;
|
||||
|
||||
object->player->bumpertime = TICRATE/2;
|
||||
}
|
||||
else
|
||||
{
|
||||
INT32 pflags = object->player->pflags & (PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // Not identical to below...
|
||||
UINT8 secondjump = object->player->secondjump;
|
||||
if (object->player->pflags & PF_GLIDING)
|
||||
P_SetPlayerMobjState(object, S_PLAY_FALL);
|
||||
P_ResetPlayer(object->player);
|
||||
object->player->pflags |= pflags;
|
||||
object->player->secondjump = secondjump;
|
||||
}
|
||||
}
|
||||
|
||||
if (!P_IsObjectOnGround(object)) // prevents uncurling when spinning due to "landing"
|
||||
object->momz = FixedMul(vertispeed, FINESINE(vertiangle));
|
||||
P_InstaThrust(object, horizangle, FixedMul(vertispeed, FINECOSINE(vertiangle)));
|
||||
|
||||
object->eflags |= MFE_SPRUNG; // apply this flag asap!
|
||||
|
||||
goto springstate;
|
||||
}
|
||||
|
||||
// Does nothing?
|
||||
if (!vertispeed && !horizspeed)
|
||||
return false;
|
||||
|
||||
#ifdef ESLOPE
|
||||
object->standingslope = NULL; // Okay, now we know it's not going to be relevant - no launching off at silly angles for you.
|
||||
#endif
|
||||
|
||||
if (spring->eflags & MFE_VERTICALFLIP)
|
||||
vertispeed *= -1;
|
||||
|
||||
if (object->player && (object->player->powers[pw_carry] == CR_NIGHTSMODE))
|
||||
{
|
||||
/*Someone want to make these work like bumpers?*/
|
||||
|
@ -135,48 +262,51 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
|| (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2)))
|
||||
{
|
||||
S_StartSound(object, sfx_s3k8b);
|
||||
horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3);
|
||||
vertispeed = FixedMul(vertispeed, (6*FRACUNIT)/5); // aprox square root of above
|
||||
if (horizspeed)
|
||||
horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3);
|
||||
if (vertispeed)
|
||||
vertispeed = FixedMul(vertispeed, (6*FRACUNIT)/5); // aprox square root of above
|
||||
}
|
||||
|
||||
object->eflags |= MFE_SPRUNG; // apply this flag asap!
|
||||
spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify
|
||||
spring->flags &= ~(MF_SPRING|MF_SPECIAL); // De-solidify
|
||||
|
||||
if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
|
||||
if (spring->info->painchance != 2)
|
||||
{
|
||||
object->momx = object->momy = 0;
|
||||
P_TryMove(object, spring->x, spring->y, true);
|
||||
}
|
||||
if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
|
||||
{
|
||||
object->momx = object->momy = 0;
|
||||
P_TryMove(object, spring->x, spring->y, true);
|
||||
}
|
||||
|
||||
if (spring->eflags & MFE_VERTICALFLIP)
|
||||
vertispeed *= -1;
|
||||
if (vertispeed > 0)
|
||||
object->z = spring->z + spring->height + 1;
|
||||
else if (vertispeed < 0)
|
||||
object->z = spring->z - object->height - 1;
|
||||
else
|
||||
{
|
||||
fixed_t offx, offy;
|
||||
// Horizontal springs teleport you in FRONT of them.
|
||||
object->momx = object->momy = 0;
|
||||
|
||||
if (vertispeed > 0)
|
||||
object->z = spring->z + spring->height + 1;
|
||||
else if (vertispeed < 0)
|
||||
object->z = spring->z - object->height - 1;
|
||||
else
|
||||
{
|
||||
// Horizontal springs teleport you in FRONT of them.
|
||||
object->momx = object->momy = 0;
|
||||
// Overestimate the distance to position you at
|
||||
offx = P_ReturnThrustX(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
|
||||
offy = P_ReturnThrustY(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
|
||||
|
||||
// Overestimate the distance to position you at
|
||||
offx = P_ReturnThrustX(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
|
||||
offy = P_ReturnThrustY(spring, spring->angle, (spring->radius + object->radius + 1) * 2);
|
||||
// Make it square by clipping
|
||||
if (offx > (spring->radius + object->radius + 1))
|
||||
offx = spring->radius + object->radius + 1;
|
||||
else if (offx < -(spring->radius + object->radius + 1))
|
||||
offx = -(spring->radius + object->radius + 1);
|
||||
|
||||
// Make it square by clipping
|
||||
if (offx > (spring->radius + object->radius + 1))
|
||||
offx = spring->radius + object->radius + 1;
|
||||
else if (offx < -(spring->radius + object->radius + 1))
|
||||
offx = -(spring->radius + object->radius + 1);
|
||||
if (offy > (spring->radius + object->radius + 1))
|
||||
offy = spring->radius + object->radius + 1;
|
||||
else if (offy < -(spring->radius + object->radius + 1))
|
||||
offy = -(spring->radius + object->radius + 1);
|
||||
|
||||
if (offy > (spring->radius + object->radius + 1))
|
||||
offy = spring->radius + object->radius + 1;
|
||||
else if (offy < -(spring->radius + object->radius + 1))
|
||||
offy = -(spring->radius + object->radius + 1);
|
||||
|
||||
// Set position!
|
||||
P_TryMove(object, spring->x + offx, spring->y + offy, true);
|
||||
// Set position!
|
||||
P_TryMove(object, spring->x + offx, spring->y + offy, true);
|
||||
}
|
||||
}
|
||||
|
||||
if (vertispeed)
|
||||
|
@ -186,12 +316,14 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
P_InstaThrustEvenIn2D(object, spring->angle, FixedMul(horizspeed,FixedSqrt(FixedMul(object->scale, spring->scale))));
|
||||
|
||||
// Re-solidify
|
||||
spring->flags |= (spring->info->flags & (MF_SPECIAL|MF_SOLID));
|
||||
|
||||
P_SetMobjState(spring, spring->info->raisestate);
|
||||
spring->flags |= (spring->info->flags & (MF_SPRING|MF_SPECIAL));
|
||||
|
||||
if (object->player)
|
||||
{
|
||||
INT32 pflags;
|
||||
UINT8 secondjump;
|
||||
boolean washoming;
|
||||
|
||||
if (spring->flags & MF_ENEMY) // Spring shells
|
||||
P_SetTarget(&spring->target, object);
|
||||
|
||||
|
@ -212,19 +344,28 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
}
|
||||
}
|
||||
|
||||
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_SHIELDABILITY|PF_BOUNCING); // I still need these.
|
||||
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)
|
||||
if (spring->info->painchance == 1) // For all those ancient, SOC'd abilities.
|
||||
{
|
||||
object->player->pflags |= P_GetJumpFlags(object->player);
|
||||
P_SetPlayerMobjState(object, S_PLAY_JUMP);
|
||||
}
|
||||
else if (!vertispeed || (pflags & PF_BOUNCING)) // horizontal spring or bouncing
|
||||
else if ((spring->info->painchance == 2) || (pflags & PF_BOUNCING)) // Adding momentum only.
|
||||
{
|
||||
if ((pflags & PF_BOUNCING)
|
||||
|| (pflags & (PF_JUMPED|PF_SPINNING) && (object->player->panim == PA_ROLL || object->player->panim == PA_JUMP || object->player->panim == PA_FALL)))
|
||||
object->player->pflags |= (pflags &~ PF_STARTJUMP);
|
||||
object->player->secondjump = secondjump;
|
||||
if (washoming)
|
||||
object->player->pflags &= ~PF_THOKKED;
|
||||
}
|
||||
else if (!vertispeed)
|
||||
{
|
||||
if (pflags & (PF_JUMPED|PF_SPINNING))
|
||||
{
|
||||
object->player->pflags |= pflags;
|
||||
object->player->secondjump = secondjump;
|
||||
|
@ -239,10 +380,25 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
}
|
||||
|
||||
#ifdef ESLOPE
|
||||
object->standingslope = NULL; // Okay, now we know it's not going to be relevant - no launching off at silly angles for you.
|
||||
object->standingslope = NULL; // And again.
|
||||
#endif
|
||||
|
||||
return true;
|
||||
final = true;
|
||||
|
||||
springstate:
|
||||
if ((statenum_t)(spring->state-states) < spring->info->raisestate)
|
||||
{
|
||||
P_SetMobjState(spring, spring->info->raisestate);
|
||||
if (object->player && spring->reactiontime && !(spring->info->flags & MF_ENEMY))
|
||||
{
|
||||
if (object->player->powers[pw_carry] != CR_NIGHTSMODE) // don't make graphic in NiGHTS
|
||||
P_SetMobjState(P_SpawnMobj(spring->x, spring->y, spring->z + (spring->height/2), MT_SCORE), mobjinfo[MT_SCORE].spawnstate+11);
|
||||
P_AddPlayerScore(object->player, 10);
|
||||
spring->reactiontime--;
|
||||
}
|
||||
}
|
||||
|
||||
return final;
|
||||
}
|
||||
|
||||
static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
|
||||
|
@ -398,7 +554,6 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails)
|
|||
static boolean PIT_CheckThing(mobj_t *thing)
|
||||
{
|
||||
fixed_t blockdist;
|
||||
boolean iwassprung = false;
|
||||
|
||||
// don't clip against self
|
||||
if (thing == tmthing)
|
||||
|
@ -514,7 +669,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
return true;
|
||||
}
|
||||
|
||||
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE)))
|
||||
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
|
||||
return true;
|
||||
|
||||
// Don't collide with your buddies while NiGHTS-flying.
|
||||
|
@ -622,6 +777,54 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
}
|
||||
#endif
|
||||
|
||||
// Billiards mines!
|
||||
if (thing->type == MT_BIGMINE)
|
||||
{
|
||||
if (tmthing->type == MT_BIGMINE)
|
||||
{
|
||||
if (!tmthing->momx && !tmthing->momy)
|
||||
return true;
|
||||
if ((statenum_t)(thing->state-states) >= thing->info->meleestate)
|
||||
return true;
|
||||
if (thing->z > tmthing->z + tmthing->height)
|
||||
return true; // overhead
|
||||
if (thing->z + thing->height < tmthing->z)
|
||||
return true; // underneath
|
||||
|
||||
thing->momx = tmthing->momx/3;
|
||||
thing->momy = tmthing->momy/3;
|
||||
thing->momz = tmthing->momz/3;
|
||||
tmthing->momx /= -8;
|
||||
tmthing->momy /= -8;
|
||||
tmthing->momz /= -8;
|
||||
if (thing->info->activesound)
|
||||
S_StartSound(thing, thing->info->activesound);
|
||||
P_SetMobjState(thing, thing->info->meleestate);
|
||||
P_SetTarget(&thing->tracer, tmthing->tracer);
|
||||
return true;
|
||||
}
|
||||
else if (tmthing->type == MT_CRUSHCLAW)
|
||||
{
|
||||
if (tmthing->extravalue1 <= 0)
|
||||
return true;
|
||||
if ((statenum_t)(thing->state-states) >= thing->info->meleestate)
|
||||
return true;
|
||||
if (thing->z > tmthing->z + tmthing->height)
|
||||
return true; // overhead
|
||||
if (thing->z + thing->height < tmthing->z)
|
||||
return true; // underneath
|
||||
|
||||
thing->momx = P_ReturnThrustX(tmthing, tmthing->angle, 2*tmthing->extravalue1*tmthing->scale/3);
|
||||
thing->momy = P_ReturnThrustY(tmthing, tmthing->angle, 2*tmthing->extravalue1*tmthing->scale/3);
|
||||
if (thing->info->activesound)
|
||||
S_StartSound(thing, thing->info->activesound);
|
||||
P_SetMobjState(thing, thing->info->meleestate);
|
||||
if (tmthing->tracer)
|
||||
P_SetTarget(&thing->tracer, tmthing->tracer->target);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// When solid spikes move, assume they just popped up and teleport things on top of them to hurt.
|
||||
if (tmthing->type == MT_SPIKE && tmthing->flags & MF_SOLID)
|
||||
{
|
||||
|
@ -639,35 +842,37 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
return true;
|
||||
}
|
||||
|
||||
if (thing->flags & MF_PAIN)
|
||||
if (thing->flags & MF_PAIN && tmthing->player)
|
||||
{ // Player touches painful thing sitting on the floor
|
||||
// see if it went over / under
|
||||
if (thing->z > tmthing->z + tmthing->height)
|
||||
return true; // overhead
|
||||
if (thing->z + thing->height < tmthing->z)
|
||||
return true; // underneath
|
||||
if (tmthing->player && tmthing->flags & MF_SHOOTABLE && thing->health > 0)
|
||||
if (tmthing->flags & MF_SHOOTABLE && thing->health > 0)
|
||||
{
|
||||
UINT8 damagetype = 0;
|
||||
if (thing->flags & MF_FIRE) // BURN!
|
||||
UINT8 damagetype = (thing->info->mass & 0xFF);
|
||||
if (!damagetype && thing->flags & MF_FIRE) // BURN!
|
||||
damagetype = DMG_FIRE;
|
||||
P_DamageMobj(tmthing, thing, thing, 1, damagetype);
|
||||
if (P_DamageMobj(tmthing, thing, thing, 1, damagetype) && (damagetype = (thing->info->mass>>8)))
|
||||
S_StartSound(thing, damagetype);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else if (tmthing->flags & MF_PAIN)
|
||||
else if (tmthing->flags & MF_PAIN && thing->player)
|
||||
{ // Painful thing splats player in the face
|
||||
// see if it went over / under
|
||||
if (tmthing->z > thing->z + thing->height)
|
||||
return true; // overhead
|
||||
if (tmthing->z + tmthing->height < thing->z)
|
||||
return true; // underneath
|
||||
if (thing->player && thing->flags & MF_SHOOTABLE && tmthing->health > 0)
|
||||
if (thing->flags & MF_SHOOTABLE && tmthing->health > 0)
|
||||
{
|
||||
UINT8 damagetype = 0;
|
||||
if (tmthing->flags & MF_FIRE) // BURN!
|
||||
UINT8 damagetype = (tmthing->info->mass & 0xFF);
|
||||
if (!damagetype && tmthing->flags & MF_FIRE) // BURN!
|
||||
damagetype = DMG_FIRE;
|
||||
P_DamageMobj(thing, tmthing, tmthing, 1, damagetype);
|
||||
if (P_DamageMobj(thing, tmthing, tmthing, 1, damagetype) && (damagetype = (tmthing->info->mass>>8)))
|
||||
S_StartSound(tmthing, damagetype);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
@ -714,6 +919,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
else if (tmz > thzh - sprarea && tmz < thzh) // Don't damage people springing up / down
|
||||
return true;
|
||||
}
|
||||
|
||||
// missiles can hit other things
|
||||
if (tmthing->flags & MF_MISSILE || tmthing->type == MT_SHELL)
|
||||
{
|
||||
|
@ -768,30 +974,11 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
|
||||
if (thing->type == MT_EGGSHIELD)
|
||||
{
|
||||
fixed_t touchx, touchy;
|
||||
angle_t angle;
|
||||
angle_t angle = (R_PointToAngle2(thing->x, thing->y, tmthing->x - tmthing->momx, tmthing->y - tmthing->momy) - thing->angle) - ANGLE_90;
|
||||
|
||||
if (P_AproxDistance(tmthing->x-thing->x, tmthing->y-thing->y) >
|
||||
P_AproxDistance((tmthing->x-tmthing->momx)-thing->x, (tmthing->y-tmthing->momy)-thing->y))
|
||||
{
|
||||
touchx = tmthing->x + tmthing->momx;
|
||||
touchy = tmthing->y + tmthing->momy;
|
||||
}
|
||||
else
|
||||
{
|
||||
touchx = tmthing->x;
|
||||
touchy = tmthing->y;
|
||||
}
|
||||
|
||||
angle = R_PointToAngle2(thing->x, thing->y, touchx, touchy) - thing->angle;
|
||||
|
||||
if (!(angle > ANGLE_90 && angle < ANGLE_270)) // hit front of shield, didn't destroy it
|
||||
return false;
|
||||
else // hit shield from behind, shield is destroyed!
|
||||
{
|
||||
if (angle < ANGLE_180) // hit shield from behind, shield is destroyed!
|
||||
P_KillMobj(thing, tmthing, tmthing, 0);
|
||||
return false;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// damage / explode
|
||||
|
@ -835,7 +1022,12 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
P_SetThingPosition(tmthing);
|
||||
}
|
||||
else if (!(tmthing->type == MT_SHELL && thing->player)) // player collision handled in touchspecial
|
||||
P_DamageMobj(thing, tmthing, tmthing->target, 1, 0);
|
||||
{
|
||||
UINT8 damagetype = tmthing->info->mass;
|
||||
if (!damagetype && tmthing->flags & MF_FIRE) // BURN!
|
||||
damagetype = DMG_FIRE;
|
||||
P_DamageMobj(thing, tmthing, tmthing->target, 1, damagetype);
|
||||
}
|
||||
|
||||
// don't traverse any more
|
||||
|
||||
|
@ -917,14 +1109,14 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
// not (your direction) xor (stored direction)
|
||||
// In other words, you can't u-turn and respawn rings near the drone.
|
||||
if (pl->bonustime && (pl->powers[pw_carry] == CR_NIGHTSMODE) && (INT32)leveltime > droneobj->extravalue2 && (
|
||||
!(pl->anotherflyangle >= 90 && pl->anotherflyangle <= 270)
|
||||
^ (droneobj->extravalue1 >= 90 && droneobj->extravalue1 <= 270)
|
||||
!(pl->flyangle > 90 && pl->flyangle < 270)
|
||||
^ (droneobj->extravalue1 > 90 && droneobj->extravalue1 < 270)
|
||||
))
|
||||
{
|
||||
// Reload all the fancy ring stuff!
|
||||
P_ReloadRings();
|
||||
}
|
||||
droneobj->extravalue1 = pl->anotherflyangle;
|
||||
droneobj->extravalue1 = pl->flyangle;
|
||||
droneobj->extravalue2 = (INT32)leveltime + TICRATE;
|
||||
}
|
||||
|
||||
|
@ -1030,15 +1222,28 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
if (tmthing->flags & MF_PUSHABLE)
|
||||
{
|
||||
if (thing->type == MT_FAN || thing->type == MT_STEAM)
|
||||
{
|
||||
P_DoFanAndGasJet(thing, tmthing);
|
||||
return true;
|
||||
}
|
||||
else if (thing->flags & MF_SPRING)
|
||||
{
|
||||
if ( thing->z <= tmthing->z + tmthing->height
|
||||
&& tmthing->z <= thing->z + thing->height)
|
||||
iwassprung = P_DoSpring(thing, tmthing);
|
||||
if (P_DoSpring(thing, tmthing))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// thanks to sal for solidenemies dot lua
|
||||
if (thing->flags & (MF_ENEMY|MF_BOSS) && tmthing->flags & (MF_ENEMY|MF_BOSS))
|
||||
{
|
||||
if ((thing->z + thing->height >= tmthing->z)
|
||||
&& (tmthing->z + tmthing->height >= thing->z))
|
||||
return false;
|
||||
}
|
||||
|
||||
// Damage other players when invincible
|
||||
if (tmthing->player && thing->player
|
||||
// Make sure they aren't able to damage you ANYWHERE along the Z axis, you have to be TOUCHING the person.
|
||||
|
@ -1103,7 +1308,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
{
|
||||
// Objects kill you if it falls from above.
|
||||
if (thing != tmthing->target)
|
||||
P_DamageMobj(thing, tmthing, tmthing->target, 1, DMG_INSTAKILL);
|
||||
P_DamageMobj(thing, tmthing, tmthing->target, 1, DMG_CRUSHED);
|
||||
|
||||
tmthing->momz = -tmthing->momz/2; // Bounce, just for fun!
|
||||
// The tmthing->target allows the pusher of the object
|
||||
|
@ -1126,75 +1331,62 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
{
|
||||
if ( thing->z <= tmthing->z + tmthing->height
|
||||
&& tmthing->z <= thing->z + thing->height)
|
||||
iwassprung = P_DoSpring(thing, tmthing);
|
||||
if (P_DoSpring(thing, tmthing))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
// Are you touching the side of the object you're interacting with?
|
||||
else if (thing->z - FixedMul(FRACUNIT, thing->scale) <= tmthing->z + tmthing->height
|
||||
&& thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) >= tmthing->z)
|
||||
// Monitor?
|
||||
else if (thing->flags & MF_MONITOR
|
||||
&& !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2)))
|
||||
{
|
||||
// 0 = none, 1 = elemental pierce, 2 = bubble bounce
|
||||
UINT8 elementalpierce = (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (tmthing->player->pflags & PF_SHIELDABILITY)
|
||||
? (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2)
|
||||
: 0);
|
||||
if (thing->flags & MF_MONITOR
|
||||
&& (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))
|
||||
|| elementalpierce))
|
||||
if (!(thing->flags & MF_SOLID)
|
||||
|| 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))
|
||||
|| elementalpierce)
|
||||
{
|
||||
player_t *player = tmthing->player;
|
||||
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed.
|
||||
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;;
|
||||
fixed_t *z = &tmthing->z; // aau.
|
||||
P_DamageMobj(thing, tmthing, tmthing, 1, 0); // break the monitor
|
||||
// Going down? Then bounce back up.
|
||||
if ((P_MobjWasRemoved(thing) // Monitor was removed
|
||||
|| !thing->health) // or otherwise popped
|
||||
&& (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up
|
||||
&& (elementalpierce != 1)) // you're not piercing through the monitor...
|
||||
if (thing->z - thing->scale <= tmthing->z + tmthing->height
|
||||
&& thing->z + thing->height + thing->scale >= tmthing->z)
|
||||
{
|
||||
if (elementalpierce == 2)
|
||||
P_DoBubbleBounce(player);
|
||||
else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
|
||||
*momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
|
||||
player_t *player = tmthing->player;
|
||||
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed.
|
||||
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;;
|
||||
fixed_t *z = &tmthing->z; // aau.
|
||||
// Going down? Then bounce back up.
|
||||
if (P_DamageMobj(thing, tmthing, tmthing, 1, 0) // break the monitor
|
||||
&& (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up
|
||||
&& (elementalpierce != 1)) // you're not piercing through the monitor...
|
||||
{
|
||||
if (elementalpierce == 2)
|
||||
P_DoBubbleBounce(player);
|
||||
else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
|
||||
*momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
|
||||
}
|
||||
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
|
||||
{
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
P_DoAbilityBounce(player, false);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
*z -= *momz; // to ensure proper collision.
|
||||
}
|
||||
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
|
||||
{
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
P_DoAbilityBounce(player, false);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
*z -= *momz; // to ensure proper collision.
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!(tmthing->player) && (thing->player))
|
||||
if ((!tmthing->player) && (thing->player))
|
||||
; // no solid thing should ever be able to step up onto a player
|
||||
else if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE))
|
||||
{
|
||||
if (iwassprung) // this spring caused you to gain MFE_SPRUNG just now...
|
||||
return false; // "cancel" P_TryMove via blocking so you keep your current position
|
||||
}
|
||||
else if (tmthing->flags & MF_SPRING && (thing->flags & MF_PUSHABLE))
|
||||
; // Fix a few nasty spring-jumping bugs that happen sometimes.
|
||||
// Monitors are not treated as solid to players who are jumping, spinning or gliding,
|
||||
// unless it's a CTF team monitor and you're on the wrong team
|
||||
else if (thing->flags & MF_MONITOR && tmthing->player
|
||||
&& (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)))
|
||||
&& !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2)))
|
||||
;
|
||||
// z checking at last
|
||||
// Treat noclip things as non-solid!
|
||||
else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID
|
||||
|
@ -1221,16 +1413,14 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
|
||||
topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
|
||||
|
||||
if (thing->flags & MF_SPRING)
|
||||
;
|
||||
// block only when jumping not high enough,
|
||||
// (dont climb max. 24units while already in air)
|
||||
// since return false doesn't handle momentum properly,
|
||||
// we lie to P_TryMove() so it's always too high
|
||||
else if (tmthing->player && tmthing->z + tmthing->height > topz
|
||||
if (tmthing->player && tmthing->z + tmthing->height > topz
|
||||
&& tmthing->z + tmthing->height < tmthing->ceilingz)
|
||||
{
|
||||
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->flags2 & MF2_STANDONME)) // Gold monitor hack...
|
||||
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->info->flags & MF_MONITOR)) // Gold monitor hack...
|
||||
return false;
|
||||
|
||||
tmfloorz = tmceilingz = topz; // block while in air
|
||||
|
@ -1267,16 +1457,14 @@ static boolean PIT_CheckThing(mobj_t *thing)
|
|||
|
||||
topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
|
||||
|
||||
if (thing->flags & MF_SPRING)
|
||||
;
|
||||
// block only when jumping not high enough,
|
||||
// (dont climb max. 24units while already in air)
|
||||
// since return false doesn't handle momentum properly,
|
||||
// we lie to P_TryMove() so it's always too high
|
||||
else if (tmthing->player && tmthing->z < topz
|
||||
if (tmthing->player && tmthing->z < topz
|
||||
&& tmthing->z > tmthing->floorz)
|
||||
{
|
||||
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->flags2 & MF2_STANDONME)) // Gold monitor hack...
|
||||
if (thing->flags & MF_GRENADEBOUNCE && (thing->flags & MF_MONITOR || thing->info->flags & MF_MONITOR)) // Gold monitor hack...
|
||||
return false;
|
||||
|
||||
tmfloorz = tmceilingz = topz; // block while in air
|
||||
|
@ -3498,6 +3686,7 @@ bounceback:
|
|||
static fixed_t bombdamage;
|
||||
static mobj_t *bombsource;
|
||||
static mobj_t *bombspot;
|
||||
static UINT8 bombdamagetype;
|
||||
|
||||
//
|
||||
// PIT_RadiusAttack
|
||||
|
@ -3508,17 +3697,13 @@ static boolean PIT_RadiusAttack(mobj_t *thing)
|
|||
{
|
||||
fixed_t dx, dy, dz, dist;
|
||||
|
||||
if (thing == bombspot // ignore the bomb itself (Deton fix)
|
||||
|| (bombsource && thing->type == bombsource->type)) // ignore the type of guys who dropped the bomb (Jetty-Syn Bomber or Skim can bomb eachother, but not themselves.)
|
||||
if (thing == bombspot) // ignore the bomb itself (Deton fix)
|
||||
return true;
|
||||
|
||||
if (!(thing->flags & MF_SHOOTABLE))
|
||||
if ((thing->flags & (MF_MONITOR|MF_SHOOTABLE)) != MF_SHOOTABLE)
|
||||
return true;
|
||||
|
||||
if (thing->flags & MF_BOSS)
|
||||
return true;
|
||||
|
||||
if (thing->flags & MF_MONITOR)
|
||||
if (bombsource && thing->type == bombsource->type && !(bombdamagetype & DMG_CANHURTSELF)) // ignore the type of guys who dropped the bomb (Jetty-Syn Bomber or Skim can bomb eachother, but not themselves.)
|
||||
return true;
|
||||
|
||||
dx = abs(thing->x - bombspot->x);
|
||||
|
@ -3542,7 +3727,7 @@ static boolean PIT_RadiusAttack(mobj_t *thing)
|
|||
|
||||
if (P_CheckSight(thing, bombspot))
|
||||
{ // must be in direct path
|
||||
P_DamageMobj(thing, bombspot, bombsource, 1, 0); // Tails 01-11-2001
|
||||
P_DamageMobj(thing, bombspot, bombsource, 1, bombdamagetype); // Tails 01-11-2001
|
||||
}
|
||||
|
||||
return true;
|
||||
|
@ -3552,7 +3737,7 @@ static boolean PIT_RadiusAttack(mobj_t *thing)
|
|||
// P_RadiusAttack
|
||||
// Source is the creature that caused the explosion at spot.
|
||||
//
|
||||
void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist)
|
||||
void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist, UINT8 damagetype)
|
||||
{
|
||||
INT32 x, y;
|
||||
INT32 xl, xh, yl, yh;
|
||||
|
@ -3569,6 +3754,7 @@ void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist)
|
|||
bombspot = spot;
|
||||
bombsource = source;
|
||||
bombdamage = FixedMul(damagedist, spot->scale);
|
||||
bombdamagetype = damagetype;
|
||||
|
||||
for (y = yl; y <= yh; y++)
|
||||
for (x = xl; x <= xh; x++)
|
||||
|
|
2706
src/p_mobj.c
2706
src/p_mobj.c
File diff suppressed because it is too large
Load diff
10
src/p_mobj.h
10
src/p_mobj.h
|
@ -175,8 +175,8 @@ typedef enum
|
|||
MF2_SCATTER = 1<<8, // Thrown ring has scatter properties
|
||||
MF2_BEYONDTHEGRAVE = 1<<9, // Source of this missile has died and has since respawned.
|
||||
MF2_SLIDEPUSH = 1<<10, // MF_PUSHABLE that pushes continuously.
|
||||
MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative Z.
|
||||
MF2_STANDONME = 1<<12, // While not pushable, stand on me anyway.
|
||||
MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative momz.
|
||||
MF2_INVERTAIMABLE = 1<<12, // Flips whether it's targetable by A_LookForEnemies (enemies no, decoys yes)
|
||||
MF2_INFLOAT = 1<<13, // Floating to a height for a move, don't auto float to target's height.
|
||||
MF2_DEBRIS = 1<<14, // Splash ring from explosion ring
|
||||
MF2_NIGHTSPULL = 1<<15, // Attracted from a paraloop
|
||||
|
@ -194,7 +194,6 @@ typedef enum
|
|||
MF2_AMBUSH = 1<<27, // Alternate behaviour typically set by MTF_AMBUSH
|
||||
MF2_LINKDRAW = 1<<28, // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
|
||||
MF2_SHIELD = 1<<29, // Thinker calls P_AddShield/P_ShieldLook (must be partnered with MF_SCENERY to use)
|
||||
MF2_MACEROTATE = 1<<30, // Thinker calls P_MaceRotate around tracer
|
||||
// free: to and including 1<<31
|
||||
} mobjflag2_t;
|
||||
|
||||
|
@ -315,7 +314,7 @@ typedef struct mobj_s
|
|||
mobjtype_t type;
|
||||
const mobjinfo_t *info; // &mobjinfo[mobj->type]
|
||||
|
||||
INT32 health; // for player this is rings + 1
|
||||
INT32 health; // for player this is rings + 1 -- no it isn't, not any more!!
|
||||
|
||||
// Movement direction, movement generation (zig-zagging).
|
||||
angle_t movedir; // dirtype_t 0-7; also used by Deton for up/down angle
|
||||
|
@ -389,6 +388,7 @@ typedef struct precipmobj_s
|
|||
angle_t angle; // orientation
|
||||
spritenum_t sprite; // used to find patch_t and flip value
|
||||
UINT32 frame; // frame number, plus bits see p_pspr.h
|
||||
UINT8 sprite2; // player sprites
|
||||
UINT16 anim_duration; // for FF_ANIMATE states
|
||||
|
||||
struct mprecipsecnode_s *touching_sectorlist; // a linked list of sectors where this object appears
|
||||
|
@ -436,7 +436,7 @@ void P_MovePlayerToStarpost(INT32 playernum);
|
|||
void P_AfterPlayerSpawn(INT32 playernum);
|
||||
|
||||
void P_SpawnMapThing(mapthing_t *mthing);
|
||||
void P_SpawnHoopsAndRings(mapthing_t *mthing);
|
||||
void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime);
|
||||
void P_SpawnHoopOfSomething(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle);
|
||||
void P_SpawnPrecipitation(void);
|
||||
void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, statenum_t nstate, angle_t rotangle, boolean spawncenter);
|
||||
|
|
|
@ -116,7 +116,8 @@ static void P_NetArchivePlayers(void)
|
|||
WRITEANGLE(save_p, players[i].drawangle);
|
||||
WRITEANGLE(save_p, players[i].awayviewaiming);
|
||||
WRITEINT32(save_p, players[i].awayviewtics);
|
||||
WRITEINT32(save_p, players[i].rings);
|
||||
WRITEINT16(save_p, players[i].rings);
|
||||
WRITEINT16(save_p, players[i].spheres);
|
||||
|
||||
WRITESINT8(save_p, players[i].pity);
|
||||
WRITEINT32(save_p, players[i].currentweapon);
|
||||
|
@ -201,6 +202,7 @@ static void P_NetArchivePlayers(void)
|
|||
WRITEUINT32(save_p, players[i].marebegunat);
|
||||
WRITEUINT32(save_p, players[i].startedtime);
|
||||
WRITEUINT32(save_p, players[i].finishedtime);
|
||||
WRITEINT16(save_p, players[i].finishedspheres);
|
||||
WRITEINT16(save_p, players[i].finishedrings);
|
||||
WRITEUINT32(save_p, players[i].marescore);
|
||||
WRITEUINT32(save_p, players[i].lastmarescore);
|
||||
|
@ -303,7 +305,8 @@ static void P_NetUnArchivePlayers(void)
|
|||
players[i].drawangle = READANGLE(save_p);
|
||||
players[i].awayviewaiming = READANGLE(save_p);
|
||||
players[i].awayviewtics = READINT32(save_p);
|
||||
players[i].rings = READINT32(save_p);
|
||||
players[i].rings = READINT16(save_p);
|
||||
players[i].spheres = READINT16(save_p);
|
||||
|
||||
players[i].pity = READSINT8(save_p);
|
||||
players[i].currentweapon = READINT32(save_p);
|
||||
|
@ -388,6 +391,7 @@ static void P_NetUnArchivePlayers(void)
|
|||
players[i].marebegunat = READUINT32(save_p);
|
||||
players[i].startedtime = READUINT32(save_p);
|
||||
players[i].finishedtime = READUINT32(save_p);
|
||||
players[i].finishedspheres = READINT16(save_p);
|
||||
players[i].finishedrings = READINT16(save_p);
|
||||
players[i].marescore = READUINT32(save_p);
|
||||
players[i].lastmarescore = READUINT32(save_p);
|
||||
|
@ -2011,7 +2015,7 @@ static void LoadMobjThinker(actionf_p1 thinker)
|
|||
|
||||
if (mapthings[spawnpointnum].type == 1705 || mapthings[spawnpointnum].type == 1713) // NiGHTS Hoop special case
|
||||
{
|
||||
P_SpawnHoopsAndRings(&mapthings[spawnpointnum]);
|
||||
P_SpawnHoopsAndRings(&mapthings[spawnpointnum], false);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -3315,7 +3319,7 @@ static void P_NetArchiveMisc(void)
|
|||
WRITEUINT32(save_p, tokenlist);
|
||||
|
||||
WRITEUINT32(save_p, leveltime);
|
||||
WRITEUINT32(save_p, totalrings);
|
||||
WRITEUINT32(save_p, ssspheres);
|
||||
WRITEINT16(save_p, lastmap);
|
||||
|
||||
WRITEUINT16(save_p, emeralds);
|
||||
|
@ -3392,7 +3396,7 @@ static inline boolean P_NetUnArchiveMisc(void)
|
|||
|
||||
// get the time
|
||||
leveltime = READUINT32(save_p);
|
||||
totalrings = READUINT32(save_p);
|
||||
ssspheres = READUINT32(save_p);
|
||||
lastmap = READINT16(save_p);
|
||||
|
||||
emeralds = READUINT16(save_p);
|
||||
|
|
177
src/p_setup.c
177
src/p_setup.c
|
@ -809,7 +809,7 @@ void P_ReloadRings(void)
|
|||
mapthing_t *hoopsToRespawn[4096];
|
||||
mapthing_t *mt = mapthings;
|
||||
|
||||
// scan the thinkers to find rings/wings/hoops to unset
|
||||
// scan the thinkers to find rings/spheres/hoops to unset
|
||||
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
|
@ -827,7 +827,9 @@ void P_ReloadRings(void)
|
|||
}
|
||||
continue;
|
||||
}
|
||||
if (!(mo->type == MT_RING || mo->type == MT_NIGHTSWING || mo->type == MT_COIN || mo->type == MT_BLUEBALL))
|
||||
if (!(mo->type == MT_RING || mo->type == MT_COIN
|
||||
|| mo->type == MT_BLUESPHERE || mo->type == MT_BOMBSPHERE
|
||||
|| mo->type == MT_NIGHTSCHIP || mo->type == MT_NIGHTSSTAR))
|
||||
continue;
|
||||
|
||||
// Don't auto-disintegrate things being pulled to us
|
||||
|
@ -841,9 +843,10 @@ void P_ReloadRings(void)
|
|||
for (i = 0; i < nummapthings; i++, mt++)
|
||||
{
|
||||
// Notice an omission? We handle hoops differently.
|
||||
if (mt->type == 300 || mt->type == 308 || mt->type == 309
|
||||
|| mt->type == 1706 || (mt->type >= 600 && mt->type <= 609)
|
||||
|| mt->type == 1800)
|
||||
if (mt->type == mobjinfo[MT_RING].doomednum || mt->type == mobjinfo[MT_COIN].doomednum
|
||||
|| mt->type == mobjinfo[MT_REDTEAMRING].doomednum || mt->type == mobjinfo[MT_BLUETEAMRING].doomednum
|
||||
|| mt->type == mobjinfo[MT_BLUESPHERE].doomednum || mt->type == mobjinfo[MT_BOMBSPHERE].doomednum
|
||||
|| (mt->type >= 600 && mt->type <= 609)) // circles and diagonals
|
||||
{
|
||||
mt->mobj = NULL;
|
||||
|
||||
|
@ -851,12 +854,46 @@ void P_ReloadRings(void)
|
|||
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
|
||||
->sector->floorheight>>FRACBITS);
|
||||
|
||||
P_SpawnHoopsAndRings (mt);
|
||||
P_SpawnHoopsAndRings(mt,
|
||||
#ifdef MANIASPHERES
|
||||
true);
|
||||
#else
|
||||
!G_IsSpecialStage(gamemap)); // prevent flashing spheres in special stages
|
||||
#endif
|
||||
}
|
||||
}
|
||||
for (i = 0; i < numHoops; i++)
|
||||
{
|
||||
P_SpawnHoopsAndRings(hoopsToRespawn[i]);
|
||||
P_SpawnHoopsAndRings(hoopsToRespawn[i], false);
|
||||
}
|
||||
}
|
||||
|
||||
void P_SwitchSpheresBonusMode(boolean bonustime)
|
||||
{
|
||||
mobj_t *mo;
|
||||
thinker_t *th;
|
||||
|
||||
#ifndef MANIASPHERES
|
||||
if (G_IsSpecialStage(gamemap)) // prevent flashing spheres in special stages
|
||||
return;
|
||||
#endif
|
||||
|
||||
// scan the thinkers to find spheres to switch
|
||||
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
||||
{
|
||||
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
||||
continue;
|
||||
|
||||
mo = (mobj_t *)th;
|
||||
|
||||
if (mo->type != MT_BLUESPHERE && mo->type != MT_NIGHTSCHIP
|
||||
&& mo->type != MT_FLINGBLUESPHERE && mo->type != MT_FLINGNIGHTSCHIP)
|
||||
continue;
|
||||
|
||||
if (!mo->health)
|
||||
continue;
|
||||
|
||||
P_SetMobjState(mo, ((bonustime) ? mo->info->raisestate : mo->info->spawnstate));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1026,20 +1063,22 @@ static void P_LoadThings(void)
|
|||
}
|
||||
|
||||
//decrement spawn values to the actual number because zero is valid.
|
||||
if (emer1)
|
||||
P_SpawnMobj(huntemeralds[emer1 - 1]->x<<FRACBITS,
|
||||
huntemeralds[emer1 - 1]->y<<FRACBITS,
|
||||
huntemeralds[emer1 - 1]->z<<FRACBITS, MT_EMERHUNT);
|
||||
if (emer1--)
|
||||
P_SpawnMobj(huntemeralds[emer1]->x<<FRACBITS,
|
||||
huntemeralds[emer1]->y<<FRACBITS,
|
||||
huntemeralds[emer1]->z<<FRACBITS, MT_EMERHUNT);
|
||||
|
||||
if (emer2)
|
||||
P_SpawnMobj(huntemeralds[emer2 - 1]->x<<FRACBITS,
|
||||
huntemeralds[emer2 - 1]->y<<FRACBITS,
|
||||
huntemeralds[emer2 - 1]->z<<FRACBITS, MT_EMERHUNT);
|
||||
if (emer2--)
|
||||
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer2]->x<<FRACBITS,
|
||||
huntemeralds[emer2]->y<<FRACBITS,
|
||||
huntemeralds[emer2]->z<<FRACBITS, MT_EMERHUNT),
|
||||
mobjinfo[MT_EMERHUNT].spawnstate+1);
|
||||
|
||||
if (emer3)
|
||||
P_SpawnMobj(huntemeralds[emer3 - 1]->x<<FRACBITS,
|
||||
huntemeralds[emer3 - 1]->y<<FRACBITS,
|
||||
huntemeralds[emer3 - 1]->z<<FRACBITS, MT_EMERHUNT);
|
||||
if (emer3--)
|
||||
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer3]->x<<FRACBITS,
|
||||
huntemeralds[emer3]->y<<FRACBITS,
|
||||
huntemeralds[emer3]->z<<FRACBITS, MT_EMERHUNT),
|
||||
mobjinfo[MT_EMERHUNT].spawnstate+2);
|
||||
}
|
||||
|
||||
if (metalrecording) // Metal Sonic gets no rings to distract him.
|
||||
|
@ -1049,9 +1088,11 @@ static void P_LoadThings(void)
|
|||
mt = mapthings;
|
||||
for (i = 0; i < nummapthings; i++, mt++)
|
||||
{
|
||||
if (mt->type == 300 || mt->type == 308 || mt->type == 309
|
||||
|| mt->type == 1706 || (mt->type >= 600 && mt->type <= 609)
|
||||
|| mt->type == 1705 || mt->type == 1713 || mt->type == 1800)
|
||||
if (mt->type == mobjinfo[MT_RING].doomednum || mt->type == mobjinfo[MT_COIN].doomednum
|
||||
|| mt->type == mobjinfo[MT_REDTEAMRING].doomednum || mt->type == mobjinfo[MT_BLUETEAMRING].doomednum
|
||||
|| mt->type == mobjinfo[MT_BLUESPHERE].doomednum || mt->type == mobjinfo[MT_BOMBSPHERE].doomednum
|
||||
|| (mt->type >= 600 && mt->type <= 609) // circles and diagonals
|
||||
|| mt->type == 1705 || mt->type == 1713 || mt->type == 1800) // hoops
|
||||
{
|
||||
mt->mobj = NULL;
|
||||
|
||||
|
@ -1059,7 +1100,7 @@ static void P_LoadThings(void)
|
|||
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
|
||||
->sector->floorheight>>FRACBITS);
|
||||
|
||||
P_SpawnHoopsAndRings (mt);
|
||||
P_SpawnHoopsAndRings(mt, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2299,7 +2340,7 @@ static void P_LevelInitStuff(void)
|
|||
// circuit, race and competition stuff
|
||||
circuitmap = false;
|
||||
numstarposts = 0;
|
||||
totalrings = timeinmap = 0;
|
||||
ssspheres = timeinmap = 0;
|
||||
|
||||
// special stage
|
||||
stagefailed = false;
|
||||
|
@ -2321,6 +2362,8 @@ static void P_LevelInitStuff(void)
|
|||
}
|
||||
}
|
||||
|
||||
countdown = countdown2 = 0;
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (canresetlives && (netgame || multiplayer) && playeringame[i] && (gametype == GT_COMPETITION || players[i].lives <= 0))
|
||||
|
@ -2329,41 +2372,37 @@ static void P_LevelInitStuff(void)
|
|||
players[i].lives = cv_startinglives.value;
|
||||
}
|
||||
|
||||
players[i].realtime = countdown = countdown2 = 0;
|
||||
// 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].marebegunat = players[i].textvar =\
|
||||
players[i].texttimer = players[i].linkcount =\
|
||||
players[i].linktimer = players[i].flyangle =\
|
||||
players[i].anotherflyangle = players[i].nightstime =\
|
||||
players[i].mare = players[i].realtime =\
|
||||
players[i].exiting = 0;
|
||||
|
||||
// i guess this could be part of the above but i feel mildly uncomfortable implicitly casting
|
||||
players[i].gotcontinue = false;
|
||||
|
||||
players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0;
|
||||
players[i].rings = 0;
|
||||
players[i].aiming = 0;
|
||||
players[i].pflags &= ~PF_GAMETYPEOVER;
|
||||
|
||||
players[i].losstime = 0;
|
||||
players[i].timeshit = 0;
|
||||
|
||||
players[i].marescore = players[i].lastmarescore = players[i].maxlink = 0;
|
||||
players[i].startedtime = players[i].finishedtime = players[i].finishedrings = 0;
|
||||
players[i].lastmare = players[i].marebegunat = 0;
|
||||
|
||||
// Don't show anything
|
||||
players[i].textvar = players[i].texttimer = 0;
|
||||
|
||||
players[i].linkcount = players[i].linktimer = 0;
|
||||
players[i].flyangle = players[i].anotherflyangle = 0;
|
||||
players[i].nightstime = players[i].mare = 0;
|
||||
P_SetTarget(&players[i].capsule, NULL);
|
||||
// aha, the first evidence this shouldn't be a memset!
|
||||
players[i].drillmeter = 40*20;
|
||||
|
||||
players[i].exiting = 0;
|
||||
P_ResetPlayer(&players[i]);
|
||||
// hit these too
|
||||
players[i].pflags &= ~(PF_GAMETYPEOVER|PF_TRANSFERTOCLOSEST);
|
||||
|
||||
players[i].mo = NULL;
|
||||
|
||||
// we must unset axis details too
|
||||
players[i].axis1 = players[i].axis2 = NULL;
|
||||
|
||||
// and this stupid flag as a result
|
||||
players[i].pflags &= ~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 = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2403,7 +2442,17 @@ void P_LoadThingsOnly(void)
|
|||
|
||||
P_LevelInitStuff();
|
||||
|
||||
P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
|
||||
if (W_IsLumpWad(lastloadedmaplumpnum)) // welp it's a map wad in a pk3
|
||||
{ // HACK: Open wad file rather quickly so we can use the things lump
|
||||
UINT8 *wadData = W_CacheLumpNum(lastloadedmaplumpnum, PU_STATIC);
|
||||
filelump_t *fileinfo = (filelump_t *)(wadData + ((wadinfo_t *)wadData)->infotableofs);
|
||||
fileinfo += ML_THINGS; // we only need the THINGS lump
|
||||
P_PrepareRawThings(wadData + fileinfo->filepos, fileinfo->size);
|
||||
Z_Free(wadData); // we're done with this now
|
||||
}
|
||||
else // phew it's just a WAD
|
||||
P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
|
||||
|
||||
P_LoadThings();
|
||||
|
||||
|
||||
|
@ -2676,11 +2725,6 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
|
||||
|
||||
// Reset the palette
|
||||
#ifdef HWRENDER
|
||||
if (rendermode == render_opengl)
|
||||
HWR_SetPaletteColor(0);
|
||||
else
|
||||
#endif
|
||||
if (rendermode != render_none)
|
||||
V_SetPaletteLump("PLAYPAL");
|
||||
|
||||
|
@ -2738,6 +2782,7 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
{
|
||||
tic_t starttime = I_GetTime();
|
||||
tic_t endtime = starttime + (3*TICRATE)/2;
|
||||
tic_t nowtime;
|
||||
|
||||
S_StartSound(NULL, sfx_s3kaf);
|
||||
|
||||
|
@ -2747,9 +2792,17 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
F_WipeEndScreen();
|
||||
F_RunWipe(wipedefs[wipe_speclevel_towhite], false);
|
||||
|
||||
nowtime = lastwipetic;
|
||||
// Hold on white for extra effect.
|
||||
while (I_GetTime() < endtime)
|
||||
I_Sleep();
|
||||
while (nowtime < endtime)
|
||||
{
|
||||
// wait loop
|
||||
while (!((nowtime = I_GetTime()) - lastwipetic))
|
||||
I_Sleep();
|
||||
lastwipetic = nowtime;
|
||||
if (moviemode) // make sure we save frames for the white hold too
|
||||
M_SaveFrame();
|
||||
}
|
||||
|
||||
ranspecialwipe = 1;
|
||||
}
|
||||
|
@ -3337,7 +3390,7 @@ boolean P_AddWadFile(const char *wadfilename)
|
|||
if ((numlumps = W_InitFile(wadfilename)) == INT16_MAX)
|
||||
{
|
||||
refreshdirmenu |= REFRESHDIR_NOTLOADED;
|
||||
CONS_Printf(M_GetText("Errors occured while loading %s; not added.\n"), wadfilename);
|
||||
CONS_Printf(M_GetText("Errors occurred while loading %s; not added.\n"), wadfilename);
|
||||
return false;
|
||||
}
|
||||
else
|
||||
|
@ -3351,7 +3404,7 @@ boolean P_AddWadFile(const char *wadfilename)
|
|||
for (i = 0; i < numlumps; i++, lumpinfo++)
|
||||
{
|
||||
// lumpinfo = FindFolder("Lua/", &luaPos, &luaNum, lumpinfo, &numlumps, &i);
|
||||
// lumpinfo = FindFolder("SOCs/", &socPos, &socNum, lumpinfo, &numlumps, &i);
|
||||
// lumpinfo = FindFolder("SOC/", &socPos, &socNum, lumpinfo, &numlumps, &i);
|
||||
lumpinfo = FindFolder("Sounds/", &sfxPos, &sfxNum, lumpinfo, &numlumps, &i);
|
||||
lumpinfo = FindFolder("Music/", &musPos, &musNum, lumpinfo, &numlumps, &i);
|
||||
// lumpinfo = FindFolder("Sprites/", &sprPos, &sprNum, lumpinfo, &numlumps, &i);
|
||||
|
|
|
@ -72,6 +72,7 @@ void P_DeleteFlickies(INT16 i);
|
|||
|
||||
// Needed for NiGHTS
|
||||
void P_ReloadRings(void);
|
||||
void P_SwitchSpheresBonusMode(boolean bonustime);
|
||||
void P_DeleteGrades(INT16 i);
|
||||
void P_AddGradesForMare(INT16 i, UINT8 mare, char *gtext);
|
||||
UINT8 P_GetGrade(UINT32 pscore, INT16 map, UINT8 mare);
|
||||
|
|
92
src/p_spec.c
92
src/p_spec.c
|
@ -2876,7 +2876,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
// Unlocked something?
|
||||
if (M_UpdateUnlockablesAndExtraEmblems())
|
||||
{
|
||||
S_StartSound(NULL, sfx_ncitem);
|
||||
S_StartSound(NULL, sfx_s3k68);
|
||||
G_SaveGameData(); // only save if unlocked something
|
||||
}
|
||||
}
|
||||
|
@ -3577,7 +3577,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
|
|||
if (player->exiting || player->bot) // Don't do anything for bots or players who have just finished
|
||||
break;
|
||||
|
||||
if (!(player->powers[pw_shield] || player->rings > 0)) // Don't do anything if no shield or rings anyway
|
||||
if (!(player->powers[pw_shield] || player->spheres > 0)) // Don't do anything if no shield or spheres anyway
|
||||
break;
|
||||
|
||||
P_SpecialStageDamage(player, NULL, NULL);
|
||||
|
@ -3825,8 +3825,8 @@ DoneSection2:
|
|||
case 2: // Special stage GOAL sector / Exit Sector / CTF Flag Return
|
||||
if (player->bot)
|
||||
break;
|
||||
if (!useNightsSS && G_IsSpecialStage(gamemap) && sstimer > 6)
|
||||
sstimer = 6; // Just let P_Ticker take care of the rest.
|
||||
if (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap) && player->nightstime > 6)
|
||||
player->nightstime = 6; // Just let P_Ticker take care of the rest.
|
||||
|
||||
// Exit (for FOF exits; others are handled in P_PlayerThink in p_user.c)
|
||||
{
|
||||
|
@ -4693,7 +4693,7 @@ static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
|
|||
switch(GETSECSPECIAL(sector->special, 4))
|
||||
{
|
||||
case 2: // Level Exit / GOAL Sector / Flag Return
|
||||
if (!useNightsSS && G_IsSpecialStage(gamemap))
|
||||
if (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap))
|
||||
{
|
||||
// Special stage GOAL sector
|
||||
// requires touching floor.
|
||||
|
@ -5552,7 +5552,7 @@ void P_InitSpecials(void)
|
|||
|
||||
// Defaults in case levels don't have them set.
|
||||
sstimer = 90*TICRATE + 6;
|
||||
totalrings = 1;
|
||||
ssspheres = 1;
|
||||
|
||||
CheckForBustableBlocks = CheckForBouncySector = CheckForQuicksand = CheckForMarioBlocks = CheckForFloatBob = CheckForReverseGravity = false;
|
||||
|
||||
|
@ -5577,6 +5577,30 @@ void P_InitSpecials(void)
|
|||
P_InitTagLists(); // Create xref tables for tags
|
||||
}
|
||||
|
||||
static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flatangle, fixed_t xoffs, fixed_t yoffs)
|
||||
{
|
||||
if (!(master->flags & ML_NOSONIC)) // Modify floor flat alignment unless NOSONIC flag is set
|
||||
{
|
||||
sector->spawn_flrpic_angle = sector->floorpic_angle = flatangle;
|
||||
sector->floor_xoffs += xoffs;
|
||||
sector->floor_yoffs += yoffs;
|
||||
// saved for netgames
|
||||
sector->spawn_flr_xoffs = sector->floor_xoffs;
|
||||
sector->spawn_flr_yoffs = sector->floor_yoffs;
|
||||
}
|
||||
|
||||
if (!(master->flags & ML_NOTAILS)) // Modify ceiling flat alignment unless NOTAILS flag is set
|
||||
{
|
||||
sector->spawn_ceilpic_angle = sector->ceilingpic_angle = flatangle;
|
||||
sector->ceiling_xoffs += xoffs;
|
||||
sector->ceiling_yoffs += yoffs;
|
||||
// saved for netgames
|
||||
sector->spawn_ceil_xoffs = sector->ceiling_xoffs;
|
||||
sector->spawn_ceil_yoffs = sector->ceiling_yoffs;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/** After the map has loaded, scans for specials that spawn 3Dfloors and
|
||||
* thinkers.
|
||||
*
|
||||
|
@ -5622,7 +5646,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
|
|||
{
|
||||
case 10: // Time for special stage
|
||||
sstimer = (sector->floorheight>>FRACBITS) * TICRATE + 6; // Time to finish
|
||||
totalrings = sector->ceilingheight>>FRACBITS; // Ring count for special stage
|
||||
ssspheres = sector->ceilingheight>>FRACBITS; // Ring count for special stage
|
||||
break;
|
||||
|
||||
case 11: // Custom global gravity!
|
||||
|
@ -5780,27 +5804,13 @@ void P_SpawnSpecials(INT32 fromnetsave)
|
|||
yoffs = lines[i].v1->y;
|
||||
}
|
||||
|
||||
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
||||
//If no tag is given, apply to front sector
|
||||
if (lines[i].tag == 0)
|
||||
P_ApplyFlatAlignment(lines + i, lines[i].frontsector, flatangle, xoffs, yoffs);
|
||||
else
|
||||
{
|
||||
if (!(lines[i].flags & ML_NOSONIC)) // Modify floor flat alignment unless NOSONIC flag is set
|
||||
{
|
||||
sectors[s].spawn_flrpic_angle = sectors[s].floorpic_angle = flatangle;
|
||||
sectors[s].floor_xoffs += xoffs;
|
||||
sectors[s].floor_yoffs += yoffs;
|
||||
// saved for netgames
|
||||
sectors[s].spawn_flr_xoffs = sectors[s].floor_xoffs;
|
||||
sectors[s].spawn_flr_yoffs = sectors[s].floor_yoffs;
|
||||
}
|
||||
|
||||
if (!(lines[i].flags & ML_NOTAILS)) // Modify ceiling flat alignment unless NOTAILS flag is set
|
||||
{
|
||||
sectors[s].spawn_ceilpic_angle = sectors[s].ceilingpic_angle = flatangle;
|
||||
sectors[s].ceiling_xoffs += xoffs;
|
||||
sectors[s].ceiling_yoffs += yoffs;
|
||||
// saved for netgames
|
||||
sectors[s].spawn_ceil_xoffs = sectors[s].ceiling_xoffs;
|
||||
sectors[s].spawn_ceil_yoffs = sectors[s].ceiling_yoffs;
|
||||
}
|
||||
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0;)
|
||||
P_ApplyFlatAlignment(lines + i, sectors + s, flatangle, xoffs, yoffs);
|
||||
}
|
||||
}
|
||||
else // Otherwise, print a helpful warning. Can I do no less?
|
||||
|
@ -6739,6 +6749,7 @@ void T_Scroll(scroll_t *s)
|
|||
line_t *line;
|
||||
size_t i;
|
||||
INT32 sect;
|
||||
ffloor_t *rover;
|
||||
|
||||
case sc_side: // scroll wall texture
|
||||
side = sides + s->affectee;
|
||||
|
@ -6780,6 +6791,19 @@ void T_Scroll(scroll_t *s)
|
|||
sector_t *psec;
|
||||
psec = sectors + sect;
|
||||
|
||||
// Find the FOF corresponding to the control linedef
|
||||
for (rover = psec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (rover->master == sec->lines[i])
|
||||
break;
|
||||
}
|
||||
|
||||
if (!rover) // This should be impossible, but don't complain if it is the case somehow
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there
|
||||
continue;
|
||||
|
||||
for (node = psec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
@ -6843,6 +6867,19 @@ void T_Scroll(scroll_t *s)
|
|||
sector_t *psec;
|
||||
psec = sectors + sect;
|
||||
|
||||
// Find the FOF corresponding to the control linedef
|
||||
for (rover = psec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (rover->master == sec->lines[i])
|
||||
break;
|
||||
}
|
||||
|
||||
if (!rover) // This should be impossible, but don't complain if it is the case somehow
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there
|
||||
continue;
|
||||
|
||||
for (node = psec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
@ -7939,7 +7976,6 @@ void T_Pusher(pusher_t *p)
|
|||
thing->player->pflags |= jumped;
|
||||
|
||||
thing->player->pflags |= PF_SLIDING;
|
||||
P_SetPlayerMobjState (thing, thing->info->painstate); // Whee!
|
||||
thing->angle = R_PointToAngle2 (0, 0, xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR));
|
||||
|
||||
if (!demoplayback || P_AnalogMove(thing->player))
|
||||
|
|
93
src/p_tick.c
93
src/p_tick.c
|
@ -424,7 +424,7 @@ void P_DoTeamscrambling(void)
|
|||
|
||||
static inline void P_DoSpecialStageStuff(void)
|
||||
{
|
||||
boolean inwater = false;
|
||||
boolean stillalive = false;
|
||||
INT32 i;
|
||||
|
||||
// Can't drown in a special stage
|
||||
|
@ -436,68 +436,60 @@ static inline void P_DoSpecialStageStuff(void)
|
|||
players[i].powers[pw_underwater] = players[i].powers[pw_spacetime] = 0;
|
||||
}
|
||||
|
||||
if (sstimer < 15*TICRATE+6 && sstimer > 7 && (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC))
|
||||
S_SpeedMusic(1.4f);
|
||||
//if (sstimer < 15*TICRATE+6 && sstimer > 7 && (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC))
|
||||
//S_SpeedMusic(1.4f);
|
||||
|
||||
if (sstimer < 7 && sstimer > 0) // The special stage time is up!
|
||||
if (sstimer && !objectplacing)
|
||||
{
|
||||
sstimer = 0;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
{
|
||||
if (playeringame[i])
|
||||
{
|
||||
players[i].exiting = (14*TICRATE)/5 + 1;
|
||||
players[i].pflags &= ~PF_GLIDING;
|
||||
}
|
||||
|
||||
if (i == consoleplayer)
|
||||
S_StartSound(NULL, sfx_lose);
|
||||
}
|
||||
|
||||
if (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC)
|
||||
S_SpeedMusic(1.0f);
|
||||
|
||||
stagefailed = true;
|
||||
}
|
||||
|
||||
if (sstimer > 1) // As long as time isn't up...
|
||||
{
|
||||
UINT32 ssrings = 0;
|
||||
UINT16 countspheres = 0;
|
||||
// Count up the rings of all the players and see if
|
||||
// they've collected the required amount.
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
{
|
||||
ssrings += players[i].rings;
|
||||
tic_t oldnightstime = players[i].nightstime;
|
||||
countspheres += players[i].spheres;
|
||||
|
||||
// If in water, deplete timer 6x as fast.
|
||||
if ((players[i].mo->eflags & MFE_TOUCHWATER)
|
||||
|| (players[i].mo->eflags & MFE_UNDERWATER))
|
||||
inwater = true;
|
||||
if (players[i].mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER))
|
||||
players[i].nightstime -= 5;
|
||||
if (--players[i].nightstime > 6)
|
||||
{
|
||||
if (P_IsLocalPlayer(&players[i]) && oldnightstime > 10*TICRATE && players[i].nightstime <= 10*TICRATE)
|
||||
S_ChangeMusicInternal("_drown", false);
|
||||
stillalive = true;
|
||||
}
|
||||
else if (!players[i].exiting)
|
||||
{
|
||||
players[i].exiting = (14*TICRATE)/5 + 1;
|
||||
players[i].pflags &= ~(PF_GLIDING|PF_BOUNCING);
|
||||
players[i].nightstime = 0;
|
||||
if (P_IsLocalPlayer(&players[i]))
|
||||
S_StartSound(NULL, sfx_s3k66);
|
||||
}
|
||||
}
|
||||
|
||||
if (ssrings >= totalrings && totalrings > 0)
|
||||
if (stillalive)
|
||||
{
|
||||
// Halt all the players
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
{
|
||||
players[i].mo->momx = players[i].mo->momy = 0;
|
||||
players[i].exiting = (14*TICRATE)/5 + 1;
|
||||
}
|
||||
if (countspheres >= ssspheres)
|
||||
{
|
||||
// Halt all the players
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
{
|
||||
players[i].mo->momx = players[i].mo->momy = 0;
|
||||
players[i].exiting = (14*TICRATE)/5 + 1;
|
||||
}
|
||||
|
||||
sstimer = 0;
|
||||
|
||||
P_GiveEmerald(true);
|
||||
sstimer = 0;
|
||||
P_GiveEmerald(true);
|
||||
P_RestoreMusic(&players[consoleplayer]);
|
||||
}
|
||||
}
|
||||
|
||||
// Decrement the timer
|
||||
if (!objectplacing)
|
||||
else
|
||||
{
|
||||
if (inwater)
|
||||
sstimer -= 6;
|
||||
else
|
||||
sstimer--;
|
||||
sstimer = 0;
|
||||
stagefailed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -606,9 +598,10 @@ void P_Ticker(boolean run)
|
|||
}
|
||||
|
||||
// Keep track of how long they've been playing!
|
||||
totalplaytime++;
|
||||
if (!demoplayback) // Don't increment if a demo is playing.
|
||||
totalplaytime++;
|
||||
|
||||
if (!useNightsSS && G_IsSpecialStage(gamemap))
|
||||
if (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap))
|
||||
P_DoSpecialStageStuff();
|
||||
|
||||
if (runemeraldmanager)
|
||||
|
|
599
src/p_user.c
599
src/p_user.c
|
@ -283,22 +283,11 @@ boolean P_PlayerMoving(INT32 pnum)
|
|||
//
|
||||
UINT8 P_GetNextEmerald(void)
|
||||
{
|
||||
if (!useNightsSS) // In order
|
||||
{
|
||||
if (!(emeralds & EMERALD1)) return 0;
|
||||
if (!(emeralds & EMERALD2)) return 1;
|
||||
if (!(emeralds & EMERALD3)) return 2;
|
||||
if (!(emeralds & EMERALD4)) return 3;
|
||||
if (!(emeralds & EMERALD5)) return 4;
|
||||
if (!(emeralds & EMERALD6)) return 5;
|
||||
return 6;
|
||||
}
|
||||
else // Depends on stage
|
||||
{
|
||||
if (gamemap < sstage_start || gamemap > sstage_end)
|
||||
return 0;
|
||||
if (gamemap >= sstage_start && gamemap <= sstage_end)
|
||||
return (UINT8)(gamemap - sstage_start);
|
||||
}
|
||||
if (gamemap >= smpstage_start || gamemap <= smpstage_end)
|
||||
return (UINT8)(gamemap - smpstage_start);
|
||||
return 0;
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -309,20 +298,19 @@ UINT8 P_GetNextEmerald(void)
|
|||
//
|
||||
void P_GiveEmerald(boolean spawnObj)
|
||||
{
|
||||
INT32 i;
|
||||
UINT8 em;
|
||||
UINT8 em = P_GetNextEmerald();
|
||||
|
||||
S_StartSound(NULL, sfx_cgot); // Got the emerald!
|
||||
em = P_GetNextEmerald();
|
||||
emeralds |= (1 << em);
|
||||
|
||||
if (spawnObj)
|
||||
if (spawnObj && playeringame[consoleplayer])
|
||||
{
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i])
|
||||
P_SetMobjState(P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_GOTEMERALD),
|
||||
mobjinfo[MT_GOTEMERALD].spawnstate + em);
|
||||
|
||||
// The Chaos Emerald begins to orbit us!
|
||||
// Only give it to ONE person!
|
||||
mobj_t *emmo = P_SpawnMobjFromMobj(players[consoleplayer].mo, 0, 0, players[consoleplayer].mo->height, MT_GOTEMERALD);
|
||||
P_SetTarget(&emmo->target, players[consoleplayer].mo);
|
||||
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
|
||||
P_SetTarget(&players[consoleplayer].mo->tracer, emmo);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -602,8 +590,9 @@ static void P_DeNightserizePlayer(player_t *player)
|
|||
else if (player == &players[secondarydisplayplayer])
|
||||
localaiming2 = 0;
|
||||
|
||||
// If you screwed up, kiss your score goodbye.
|
||||
// If you screwed up, kiss your score and ring bonus goodbye.
|
||||
player->marescore = 0;
|
||||
player->rings = 0;
|
||||
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
||||
|
||||
|
@ -692,9 +681,10 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
|
|||
|
||||
oldmare = player->mare;
|
||||
|
||||
if (P_TransferToNextMare(player) == false)
|
||||
if (!P_TransferToNextMare(player))
|
||||
{
|
||||
INT32 i;
|
||||
INT32 total_spheres = 0;
|
||||
INT32 total_rings = 0;
|
||||
|
||||
P_SetTarget(&player->mo->target, NULL);
|
||||
|
@ -703,7 +693,10 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
|
|||
{
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i]/* && players[i].powers[pw_carry] == CR_NIGHTSMODE*/)
|
||||
{
|
||||
total_spheres += players[i].spheres;
|
||||
total_rings += players[i].rings;
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
@ -716,13 +709,15 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
|
|||
players[i].lastmare = players[i].mare;
|
||||
if (G_IsSpecialStage(gamemap))
|
||||
{
|
||||
players[i].finishedspheres = (INT16)total_spheres;
|
||||
players[i].finishedrings = (INT16)total_rings;
|
||||
P_AddPlayerScore(player, total_rings * 50);
|
||||
P_AddPlayerScore(player, total_spheres * 50);
|
||||
}
|
||||
else
|
||||
{
|
||||
players[i].finishedspheres = (INT16)(players[i].spheres);
|
||||
players[i].finishedrings = (INT16)(players[i].rings);
|
||||
P_AddPlayerScore(&players[i], (players[i].rings) * 50);
|
||||
P_AddPlayerScore(&players[i], (players[i].spheres) * 50);
|
||||
}
|
||||
|
||||
// Add score to leaderboards now
|
||||
|
@ -733,20 +728,20 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
|
|||
players[i].lastmarescore = players[i].marescore;
|
||||
players[i].marescore = 0;
|
||||
|
||||
players[i].rings = 0;
|
||||
players[i].spheres = players[i].rings = 0;
|
||||
P_DoPlayerExit(&players[i]);
|
||||
}
|
||||
}
|
||||
else if (oldmare != player->mare)
|
||||
{
|
||||
/// \todo Handle multi-mare special stages.
|
||||
// Ring bonus
|
||||
P_AddPlayerScore(player, (player->rings) * 50);
|
||||
// Spheres bonus
|
||||
P_AddPlayerScore(player, (player->spheres) * 50);
|
||||
|
||||
player->lastmare = (UINT8)oldmare;
|
||||
player->texttimer = 4*TICRATE;
|
||||
player->textvar = 4; // Score and grades
|
||||
player->finishedrings = (INT16)(player->rings);
|
||||
player->finishedspheres = (INT16)(player->spheres);
|
||||
|
||||
// Add score to temp leaderboards
|
||||
if (!(netgame||multiplayer) && P_IsLocalPlayer(player))
|
||||
|
@ -757,7 +752,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
|
|||
player->marescore = 0;
|
||||
player->marebegunat = leveltime;
|
||||
|
||||
player->rings = 0;
|
||||
player->spheres = player->rings = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -857,7 +852,7 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
|
|||
}
|
||||
else
|
||||
{
|
||||
ang = R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0);
|
||||
ang = ((player->mo->momx || player->mo->momy) ? R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0) : player->drawangle);
|
||||
fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale);
|
||||
}
|
||||
|
||||
|
@ -923,8 +918,7 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings)
|
|||
|
||||
player->rings += num_rings;
|
||||
|
||||
if (!G_IsSpecialStage(gamemap) || !useNightsSS)
|
||||
player->totalring += num_rings;
|
||||
player->totalring += num_rings;
|
||||
|
||||
// Can only get up to 9999 rings, sorry!
|
||||
if (player->rings > 9999)
|
||||
|
@ -956,6 +950,26 @@ void P_GivePlayerRings(player_t *player, INT32 num_rings)
|
|||
}
|
||||
}
|
||||
|
||||
void P_GivePlayerSpheres(player_t *player, INT32 num_spheres)
|
||||
{
|
||||
if (!player)
|
||||
return;
|
||||
|
||||
if (player->bot)
|
||||
player = &players[consoleplayer];
|
||||
|
||||
if (!player->mo)
|
||||
return;
|
||||
|
||||
player->spheres += num_spheres;
|
||||
|
||||
// Can only get up to 9999 spheres, sorry!
|
||||
if (player->spheres > 9999)
|
||||
player->spheres = 9999;
|
||||
else if (player->spheres < 0)
|
||||
player->spheres = 0;
|
||||
}
|
||||
|
||||
//
|
||||
// P_GivePlayerLives
|
||||
//
|
||||
|
@ -1035,12 +1049,11 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
|
|||
|
||||
S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi
|
||||
|
||||
player->mo->momx = player->mo->momy = player->mo->momz = player->cmomx = player->cmomy = player->rmomx = player->rmomy = 0;
|
||||
|
||||
// Transformation animation
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_TRANS1);
|
||||
|
||||
player->mo->momx = player->mo->momy = player->mo->momz = 0;
|
||||
player->pflags |= PF_NOJUMPDAMAGE; // just to avoid recurling but still allow thok
|
||||
|
||||
if (giverings)
|
||||
player->rings = 50;
|
||||
|
||||
|
@ -1796,6 +1809,9 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
|
|||
|
||||
for (rover = sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL)
|
||||
continue;
|
||||
#ifdef ESLOPE
|
||||
|
@ -2156,6 +2172,12 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue; // FOFs should not be bouncy if they don't even "exist"
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != 15)
|
||||
continue; // this sector type is required for FOFs to be bouncy
|
||||
|
||||
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
|
||||
|
@ -2169,7 +2191,6 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
&& oldz + player->mo->height > P_GetFOFBottomZ(player->mo, node->m_sector, rover, oldx, oldy, NULL))
|
||||
top = false;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, 1) == 15)
|
||||
{
|
||||
fixed_t linedist;
|
||||
|
||||
|
@ -3484,194 +3505,198 @@ static void P_SetWeaponDelay(player_t *player, INT32 delay)
|
|||
static void P_DoFiring(player_t *player, ticcmd_t *cmd)
|
||||
{
|
||||
INT32 i;
|
||||
mobj_t *mo = NULL;
|
||||
|
||||
I_Assert(player != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(player->mo));
|
||||
|
||||
if (cmd->buttons & BT_ATTACK || cmd->buttons & BT_FIRENORMAL)
|
||||
if (!(cmd->buttons & (BT_ATTACK|BT_FIRENORMAL)))
|
||||
{
|
||||
if (!(player->pflags & PF_ATTACKDOWN) && (player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER && !player->climbing)
|
||||
{
|
||||
player->pflags |= PF_ATTACKDOWN;
|
||||
P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
|
||||
S_StartSound(player->mo, sfx_mario7);
|
||||
}
|
||||
else if (G_RingSlingerGametype() && (!G_TagGametype() || player->pflags & PF_TAGIT)
|
||||
&& !player->weapondelay && !player->climbing
|
||||
&& !(player->pflags & PF_ATTACKDOWN))
|
||||
{
|
||||
mobj_t *mo = NULL;
|
||||
player->pflags |= PF_ATTACKDOWN;
|
||||
|
||||
#define TAKE_AMMO(player, power) \
|
||||
player->powers[power]--; \
|
||||
if (player->rings < 1) \
|
||||
{ \
|
||||
if (player->powers[power] > 0) \
|
||||
player->powers[power]--; \
|
||||
} \
|
||||
else \
|
||||
player->rings--;
|
||||
|
||||
if (cmd->buttons & BT_FIRENORMAL) // No powers, just a regular ring.
|
||||
goto firenormal; //code repetition sucks.
|
||||
// Bounce ring
|
||||
else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering])
|
||||
{
|
||||
TAKE_AMMO(player, pw_bouncering);
|
||||
P_SetWeaponDelay(player, TICRATE/4);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
|
||||
|
||||
if (mo)
|
||||
mo->fuse = 3*TICRATE; // Bounce Ring time
|
||||
}
|
||||
// Rail ring
|
||||
else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
|
||||
{
|
||||
TAKE_AMMO(player, pw_railring);
|
||||
P_SetWeaponDelay(player, (3*TICRATE)/2);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW);
|
||||
|
||||
// Rail has no unique thrown object, therefore its sound plays here.
|
||||
S_StartSound(player->mo, sfx_rail1);
|
||||
}
|
||||
// Automatic
|
||||
else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
|
||||
{
|
||||
TAKE_AMMO(player, pw_automaticring);
|
||||
player->pflags &= ~PF_ATTACKDOWN;
|
||||
P_SetWeaponDelay(player, 2);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC);
|
||||
}
|
||||
// Explosion
|
||||
else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
|
||||
{
|
||||
TAKE_AMMO(player, pw_explosionring);
|
||||
P_SetWeaponDelay(player, (3*TICRATE)/2);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
|
||||
}
|
||||
// Grenade
|
||||
else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
|
||||
{
|
||||
TAKE_AMMO(player, pw_grenadering);
|
||||
P_SetWeaponDelay(player, TICRATE/3);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNGRENADE, MF2_EXPLOSION);
|
||||
|
||||
if (mo)
|
||||
{
|
||||
//P_InstaThrust(mo, player->mo->angle, FixedMul(mo->info->speed, player->mo->scale));
|
||||
mo->fuse = mo->info->mass;
|
||||
}
|
||||
}
|
||||
// Scatter
|
||||
// Note: Ignores MF2_RAILRING
|
||||
else if (player->currentweapon == WEP_SCATTER && player->powers[pw_scatterring])
|
||||
{
|
||||
fixed_t oldz = player->mo->z;
|
||||
angle_t shotangle = player->mo->angle;
|
||||
angle_t oldaiming = player->aiming;
|
||||
|
||||
TAKE_AMMO(player, pw_scatterring);
|
||||
P_SetWeaponDelay(player, (2*TICRATE)/3);
|
||||
|
||||
// Center
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNSCATTER, MF2_SCATTER);
|
||||
if (mo)
|
||||
shotangle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y);
|
||||
|
||||
// Left
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle-ANG2, true, MF2_SCATTER);
|
||||
|
||||
// Right
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle+ANG2, true, MF2_SCATTER);
|
||||
|
||||
// Down
|
||||
player->mo->z += FixedMul(12*FRACUNIT, player->mo->scale);
|
||||
player->aiming += ANG1;
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
|
||||
|
||||
// Up
|
||||
player->mo->z -= FixedMul(24*FRACUNIT, player->mo->scale);
|
||||
player->aiming -= ANG2;
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
|
||||
|
||||
player->mo->z = oldz;
|
||||
player->aiming = oldaiming;
|
||||
return;
|
||||
}
|
||||
// No powers, just a regular ring.
|
||||
else
|
||||
{
|
||||
firenormal:
|
||||
// Infinity ring was selected.
|
||||
// Mystic wants this ONLY to happen specifically if it's selected,
|
||||
// and to not be able to get around it EITHER WAY with firenormal.
|
||||
|
||||
// Infinity Ring
|
||||
if (player->currentweapon == 0
|
||||
&& player->powers[pw_infinityring])
|
||||
{
|
||||
P_SetWeaponDelay(player, TICRATE/4);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNINFINITY, 0);
|
||||
|
||||
player->powers[pw_infinityring]--;
|
||||
}
|
||||
// Red Ring
|
||||
else
|
||||
{
|
||||
if (player->rings <= 0)
|
||||
return;
|
||||
P_SetWeaponDelay(player, TICRATE/4);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, 0);
|
||||
|
||||
if (mo)
|
||||
P_ColorTeamMissile(mo, player);
|
||||
|
||||
player->rings--;
|
||||
}
|
||||
}
|
||||
|
||||
#undef TAKE_AMMO
|
||||
|
||||
if (mo)
|
||||
{
|
||||
if (mo->flags & MF_MISSILE && mo->flags2 & MF2_RAILRING)
|
||||
{
|
||||
const boolean nblockmap = !(mo->flags & MF_NOBLOCKMAP);
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
if (nblockmap)
|
||||
{
|
||||
P_UnsetThingPosition(mo);
|
||||
mo->flags |= MF_NOBLOCKMAP;
|
||||
P_SetThingPosition(mo);
|
||||
}
|
||||
|
||||
if (i&1)
|
||||
P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
|
||||
|
||||
if (P_RailThinker(mo))
|
||||
break; // mobj was removed (missile hit a wall) or couldn't move
|
||||
}
|
||||
|
||||
// Other rail sound plays at contact point.
|
||||
S_StartSound(mo, sfx_rail2);
|
||||
}
|
||||
}
|
||||
}
|
||||
// Not holding any firing buttons anymore.
|
||||
// Release the grenade / whatever.
|
||||
player->pflags &= ~PF_ATTACKDOWN;
|
||||
return;
|
||||
}
|
||||
|
||||
// Not holding any firing buttons anymore.
|
||||
// Release the grenade / whatever.
|
||||
player->pflags &= ~PF_ATTACKDOWN;
|
||||
if (player->pflags & PF_ATTACKDOWN || player->climbing || (G_TagGametype() && !(player->pflags & PF_TAGIT)))
|
||||
return;
|
||||
|
||||
if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
|
||||
{
|
||||
player->pflags |= PF_ATTACKDOWN;
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
|
||||
P_InstaThrust(mo, player->mo->angle, ((mo->info->speed>>FRACBITS)*player->mo->scale) + player->speed);
|
||||
S_StartSound(player->mo, sfx_mario7);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!G_RingSlingerGametype() || player->weapondelay)
|
||||
return;
|
||||
|
||||
player->pflags |= PF_ATTACKDOWN;
|
||||
|
||||
#define TAKE_AMMO(player, power) \
|
||||
player->powers[power]--; \
|
||||
if (player->rings < 1) \
|
||||
{ \
|
||||
if (player->powers[power] > 0) \
|
||||
player->powers[power]--; \
|
||||
} \
|
||||
else \
|
||||
player->rings--;
|
||||
|
||||
if (cmd->buttons & BT_FIRENORMAL) // No powers, just a regular ring.
|
||||
goto firenormal; //code repetition sucks.
|
||||
// Bounce ring
|
||||
else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering])
|
||||
{
|
||||
TAKE_AMMO(player, pw_bouncering);
|
||||
P_SetWeaponDelay(player, TICRATE/4);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
|
||||
|
||||
if (mo)
|
||||
mo->fuse = 3*TICRATE; // Bounce Ring time
|
||||
}
|
||||
// Rail ring
|
||||
else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
|
||||
{
|
||||
TAKE_AMMO(player, pw_railring);
|
||||
P_SetWeaponDelay(player, (3*TICRATE)/2);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW);
|
||||
|
||||
// Rail has no unique thrown object, therefore its sound plays here.
|
||||
S_StartSound(player->mo, sfx_rail1);
|
||||
}
|
||||
// Automatic
|
||||
else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
|
||||
{
|
||||
TAKE_AMMO(player, pw_automaticring);
|
||||
player->pflags &= ~PF_ATTACKDOWN;
|
||||
P_SetWeaponDelay(player, 2);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC);
|
||||
}
|
||||
// Explosion
|
||||
else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
|
||||
{
|
||||
TAKE_AMMO(player, pw_explosionring);
|
||||
P_SetWeaponDelay(player, (3*TICRATE)/2);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
|
||||
}
|
||||
// Grenade
|
||||
else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
|
||||
{
|
||||
TAKE_AMMO(player, pw_grenadering);
|
||||
P_SetWeaponDelay(player, TICRATE/3);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNGRENADE, MF2_EXPLOSION);
|
||||
|
||||
if (mo)
|
||||
{
|
||||
//P_InstaThrust(mo, player->mo->angle, FixedMul(mo->info->speed, player->mo->scale));
|
||||
mo->fuse = mo->info->reactiontime;
|
||||
}
|
||||
}
|
||||
// Scatter
|
||||
// Note: Ignores MF2_RAILRING
|
||||
else if (player->currentweapon == WEP_SCATTER && player->powers[pw_scatterring])
|
||||
{
|
||||
fixed_t oldz = player->mo->z;
|
||||
angle_t shotangle = player->mo->angle;
|
||||
angle_t oldaiming = player->aiming;
|
||||
|
||||
TAKE_AMMO(player, pw_scatterring);
|
||||
P_SetWeaponDelay(player, (2*TICRATE)/3);
|
||||
|
||||
// Center
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNSCATTER, MF2_SCATTER);
|
||||
if (mo)
|
||||
shotangle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y);
|
||||
|
||||
// Left
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle-ANG2, true, MF2_SCATTER);
|
||||
|
||||
// Right
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle+ANG2, true, MF2_SCATTER);
|
||||
|
||||
// Down
|
||||
player->mo->z += FixedMul(12*FRACUNIT, player->mo->scale);
|
||||
player->aiming += ANG1;
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
|
||||
|
||||
// Up
|
||||
player->mo->z -= FixedMul(24*FRACUNIT, player->mo->scale);
|
||||
player->aiming -= ANG2;
|
||||
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
|
||||
|
||||
player->mo->z = oldz;
|
||||
player->aiming = oldaiming;
|
||||
return;
|
||||
}
|
||||
// No powers, just a regular ring.
|
||||
else
|
||||
{
|
||||
firenormal:
|
||||
// Infinity ring was selected.
|
||||
// Mystic wants this ONLY to happen specifically if it's selected,
|
||||
// and to not be able to get around it EITHER WAY with firenormal.
|
||||
|
||||
// Infinity Ring
|
||||
if (player->currentweapon == 0
|
||||
&& player->powers[pw_infinityring])
|
||||
{
|
||||
P_SetWeaponDelay(player, TICRATE/4);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNINFINITY, 0);
|
||||
|
||||
player->powers[pw_infinityring]--;
|
||||
}
|
||||
// Red Ring
|
||||
else
|
||||
{
|
||||
if (player->rings <= 0)
|
||||
return;
|
||||
P_SetWeaponDelay(player, TICRATE/4);
|
||||
|
||||
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, 0);
|
||||
|
||||
if (mo)
|
||||
P_ColorTeamMissile(mo, player);
|
||||
|
||||
player->rings--;
|
||||
}
|
||||
}
|
||||
|
||||
#undef TAKE_AMMO
|
||||
|
||||
if (mo)
|
||||
{
|
||||
if (mo->flags & MF_MISSILE && mo->flags2 & MF2_RAILRING)
|
||||
{
|
||||
const boolean nblockmap = !(mo->flags & MF_NOBLOCKMAP);
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
if (nblockmap)
|
||||
{
|
||||
P_UnsetThingPosition(mo);
|
||||
mo->flags |= MF_NOBLOCKMAP;
|
||||
P_SetThingPosition(mo);
|
||||
}
|
||||
|
||||
if (i&1)
|
||||
P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
|
||||
|
||||
if (P_RailThinker(mo))
|
||||
break; // mobj was removed (missile hit a wall) or couldn't move
|
||||
}
|
||||
|
||||
// Other rail sound plays at contact point.
|
||||
S_StartSound(mo, sfx_rail2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
@ -3793,12 +3818,15 @@ static void P_DoSuperStuff(player_t *player)
|
|||
//
|
||||
boolean P_SuperReady(player_t *player)
|
||||
{
|
||||
if ((ALL7EMERALDS(emeralds) && player->rings >= 50) && !player->powers[pw_super] && !player->powers[pw_tailsfly]
|
||||
&& !(player->powers[pw_shield] & SH_NOSTACK)
|
||||
if (!player->powers[pw_super]
|
||||
&& !player->powers[pw_invulnerability]
|
||||
&& !(maptol & TOL_NIGHTS || (player->powers[pw_carry] == CR_NIGHTSMODE)) // don't turn 'regular super' in nights levels
|
||||
&& player->pflags & PF_JUMPED
|
||||
&& player->charflags & SF_SUPER)
|
||||
&& !player->powers[pw_tailsfly]
|
||||
&& (player->charflags & SF_SUPER)
|
||||
&& (player->pflags & PF_JUMPED)
|
||||
&& !(player->powers[pw_shield] & SH_NOSTACK)
|
||||
&& !(maptol & TOL_NIGHTS)
|
||||
&& ALL7EMERALDS(emeralds)
|
||||
&& (player->rings >= 50))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
|
@ -4484,12 +4512,12 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
|
|||
}
|
||||
else if (player->pflags & PF_SLIDING || (gametype == GT_CTF && player->gotflag))
|
||||
;
|
||||
else if (P_SuperReady(player))
|
||||
/*else if (P_SuperReady(player))
|
||||
{
|
||||
// If you can turn super and aren't already,
|
||||
// and you don't have a shield, do it!
|
||||
P_DoSuperTransformation(player, false);
|
||||
}
|
||||
}*/
|
||||
else if (player->pflags & PF_JUMPED)
|
||||
{
|
||||
#ifdef HAVE_BLUA
|
||||
|
@ -5953,10 +5981,10 @@ static void P_DoNiGHTSCapsule(player_t *player)
|
|||
if (G_IsSpecialStage(gamemap))
|
||||
{ // In special stages, share rings. Everyone gives up theirs to the capsule player always, because we can't have any individualism here!
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && (&players[i] != player) && players[i].rings > 0)
|
||||
if (playeringame[i] && (&players[i] != player) && players[i].spheres > 0)
|
||||
{
|
||||
player->rings += players[i].rings;
|
||||
players[i].rings = 0;
|
||||
player->spheres += players[i].spheres;
|
||||
players[i].spheres = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5965,9 +5993,9 @@ static void P_DoNiGHTSCapsule(player_t *player)
|
|||
&& player->mo->y == player->capsule->y
|
||||
&& player->mo->z == player->capsule->z+(player->capsule->height/3))
|
||||
{
|
||||
if (player->rings > 0)
|
||||
if (player->spheres > 0)
|
||||
{
|
||||
player->rings--;
|
||||
player->spheres--;
|
||||
player->capsule->health--;
|
||||
player->capsule->extravalue1++;
|
||||
|
||||
|
@ -5999,9 +6027,6 @@ static void P_DoNiGHTSCapsule(player_t *player)
|
|||
|
||||
if (G_IsSpecialStage(gamemap))
|
||||
{
|
||||
// The Chaos Emerald begins to orbit us!
|
||||
mobj_t *emmo;
|
||||
UINT8 em = P_GetNextEmerald();
|
||||
tic_t lowest_time;
|
||||
|
||||
/*for (i = 0; i < MAXPLAYERS; i++)
|
||||
|
@ -6016,8 +6041,10 @@ static void P_DoNiGHTSCapsule(player_t *player)
|
|||
|
||||
if (player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
{
|
||||
// The Chaos Emerald begins to orbit us!
|
||||
UINT8 em = P_GetNextEmerald();
|
||||
// Only give it to ONE person, and THAT player has to get to the goal!
|
||||
emmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->info->height, MT_GOTEMERALD);
|
||||
mobj_t *emmo = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height, MT_GOTEMERALD);
|
||||
P_SetTarget(&emmo->target, player->mo);
|
||||
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
|
||||
P_SetTarget(&player->mo->tracer, emmo);
|
||||
|
@ -6035,18 +6062,24 @@ static void P_DoNiGHTSCapsule(player_t *player)
|
|||
}
|
||||
else
|
||||
{
|
||||
for (i = 0; i < 16; i++)
|
||||
/*for (i = 0; i < 16; i++)
|
||||
{
|
||||
mobj_t *flicky = P_InternalFlickySpawn(player->capsule, 0, ((i%4) + 1)*2*FRACUNIT, true);
|
||||
flicky->z += player->capsule->height/2;
|
||||
flicky->angle = (i*(ANGLE_MAX/16));
|
||||
P_InstaThrust(flicky, flicky->angle, 8*FRACUNIT);
|
||||
}
|
||||
}*/
|
||||
mobj_t *idya = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height, MT_GOTEMERALD);
|
||||
idya->extravalue2 = player->mare/5;
|
||||
P_SetTarget(&idya->target, player->mo);
|
||||
P_SetMobjState(idya, mobjinfo[MT_GOTEMERALD].missilestate + ((player->mare + 1) % 5));
|
||||
P_SetTarget(&player->mo->tracer, idya);
|
||||
}
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].mare == player->mare)
|
||||
P_SetTarget(&players[i].capsule, NULL); // Remove capsule from everyone now that it is dead!
|
||||
S_StartScreamSound(player->mo, sfx_ngdone);
|
||||
P_SwitchSpheresBonusMode(true);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -6139,7 +6172,7 @@ static void P_NiGHTSMovement(player_t *player)
|
|||
}
|
||||
else if (P_IsLocalPlayer(player) && player->nightstime == 10*TICRATE)
|
||||
// S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS. Dummied out, as some on the dev team thought it wasn't Sonic-y enough (Mystic, notably). Uncomment to restore. -SH
|
||||
S_ChangeMusicInternal("_drown",false);
|
||||
S_ChangeMusicInternal((((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) ? "_ntime" : "_drown"), false);
|
||||
|
||||
|
||||
if (player->mo->z < player->mo->floorz)
|
||||
|
@ -6938,12 +6971,17 @@ static void P_MovePlayer(player_t *player)
|
|||
if ((player->powers[pw_carry] == CR_NIGHTSMODE)
|
||||
&& (player->exiting
|
||||
|| !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
|
||||
&& player->mo->state < &states[S_PLAY_NIGHTS_TRANS6])))
|
||||
&& player->mo->state < &states[S_PLAY_NIGHTS_TRANS6]))) // Note the < instead of <=
|
||||
{
|
||||
skin_t *skin = ((skin_t *)(player->mo->skin));
|
||||
if (skin->flags & SF_SUPER && player->mo->color < MAXSKINCOLORS)
|
||||
if (skin->flags & SF_SUPER)
|
||||
{
|
||||
player->mo->color = skin->supercolor
|
||||
+ ((player->nightstime == player->startedtime)
|
||||
? 4
|
||||
: abs((((signed)leveltime >> 1) % 9) - 4)); // This is where super flashing is handled.
|
||||
G_GhostAddColor(GHC_SUPER);
|
||||
player->mo->color = (skin->flags & SF_SUPER) ? skin->supercolor + abs((((signed)(player->startedtime - player->nightstime) >> 1) % 9) - 4) : player->mo->color; // This is where super flashing is handled.
|
||||
}
|
||||
}
|
||||
|
||||
if (!player->capsule && !player->bonustime)
|
||||
|
@ -6992,7 +7030,7 @@ static void P_MovePlayer(player_t *player)
|
|||
if (playeringame[i])
|
||||
players[i].exiting = (14*TICRATE)/5 + 1;
|
||||
}
|
||||
else if (player->rings > 0)
|
||||
else if (player->spheres > 0)
|
||||
P_DamageMobj(player->mo, NULL, NULL, 1, 0);
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
}
|
||||
|
@ -7477,7 +7515,7 @@ static void P_MovePlayer(player_t *player)
|
|||
#endif
|
||||
{
|
||||
if (!(player->pflags & (PF_USEDOWN|PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player is not holding down BT_USE, or having used an ability previously
|
||||
&& (!(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX))) // thokked is optional if you're bubblewrapped
|
||||
&& (!(player->powers[pw_shield] & SH_NOSTACK) || !(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX))) // thokked is optional if you're bubblewrapped/turning super
|
||||
{
|
||||
// Force shield activation
|
||||
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
|
||||
|
@ -7490,6 +7528,11 @@ static void P_MovePlayer(player_t *player)
|
|||
{
|
||||
switch (player->powers[pw_shield] & SH_NOSTACK)
|
||||
{
|
||||
// Super!
|
||||
case SH_NONE:
|
||||
if (P_SuperReady(player))
|
||||
P_DoSuperTransformation(player, false);
|
||||
break;
|
||||
// Whirlwind/Thundercoin shield activation
|
||||
case SH_WHIRLWIND:
|
||||
case SH_THUNDERCOIN:
|
||||
|
@ -7941,17 +7984,18 @@ static void P_DoRopeHang(player_t *player)
|
|||
|
||||
if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope
|
||||
{
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
||||
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
player->powers[pw_carry] = CR_NONE;
|
||||
|
||||
if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED)
|
||||
&& !(player->panim == PA_JUMP))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
||||
return;
|
||||
}
|
||||
|
||||
if (player->mo->state-states != S_PLAY_RIDE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
||||
|
||||
// If not allowed to move, we're done here.
|
||||
if (!speed)
|
||||
return;
|
||||
|
@ -8042,10 +8086,7 @@ static void P_DoRopeHang(player_t *player)
|
|||
if (player->mo->tracer->flags & MF_SLIDEME)
|
||||
{
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
|
||||
if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED)
|
||||
&& !(player->panim == PA_JUMP))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
||||
}
|
||||
|
||||
P_SetTarget(&player->mo->tracer, NULL);
|
||||
|
@ -8163,7 +8204,6 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
|
|||
mobj_t *mo;
|
||||
thinker_t *think;
|
||||
mobj_t *closestmo = NULL;
|
||||
const UINT32 targetmask = (MF_ENEMY|MF_BOSS|(nonenemies ? (MF_MONITOR|MF_SPRING) : 0));
|
||||
const fixed_t maxdist = FixedMul((bullet ? RING_DIST*2 : RING_DIST), player->mo->scale);
|
||||
const angle_t span = (bullet ? ANG30 : ANGLE_90);
|
||||
fixed_t dist, closestdist = 0;
|
||||
|
@ -8174,9 +8214,7 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
|
|||
continue; // not a mobj thinker
|
||||
|
||||
mo = (mobj_t *)think;
|
||||
if (!(mo->flags & targetmask
|
||||
|| mo->type == MT_FAKEMOBILE // hehehehe
|
||||
|| mo->type == MT_EGGSHIELD))
|
||||
if (!(mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR|MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag
|
||||
continue; // not a valid target
|
||||
|
||||
if (mo->health <= 0) // dead
|
||||
|
@ -8191,6 +8229,9 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
|
|||
if ((mo->flags & (MF_ENEMY|MF_BOSS)) && !(mo->flags & MF_SHOOTABLE)) // don't aim at something you can't shoot at anyway (see Egg Guard or Minus)
|
||||
continue;
|
||||
|
||||
if (!nonenemies && mo->flags & (MF_MONITOR|MF_SPRING))
|
||||
continue;
|
||||
|
||||
if (!bullet && mo->type == MT_DETON) // Don't be STUPID, Sonic!
|
||||
continue;
|
||||
|
||||
|
@ -8228,7 +8269,7 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
|
|||
if (closestmo && dist > closestdist)
|
||||
continue;
|
||||
|
||||
if ((R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y) - player->mo->angle + span) > span*2)
|
||||
if ((R_PointToAngle2(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius), mo->x, mo->y) - player->mo->angle + span) > span*2)
|
||||
continue; // behind back
|
||||
|
||||
if (!P_CheckSight(player->mo, mo))
|
||||
|
@ -9563,11 +9604,8 @@ void P_PlayerThink(player_t *player)
|
|||
|
||||
// If 11 seconds are left on the timer,
|
||||
// begin the drown music for countdown!
|
||||
if (countdown == 11*TICRATE - 1)
|
||||
{
|
||||
if (P_IsLocalPlayer(player))
|
||||
S_ChangeMusicInternal("_drown", false);
|
||||
}
|
||||
if (countdown == 11*TICRATE - 1 && P_IsLocalPlayer(player))
|
||||
S_ChangeMusicInternal("_drown", false);
|
||||
|
||||
// If you've hit the countdown and you haven't made
|
||||
// it to the exit, you're a goner!
|
||||
|
@ -9667,7 +9705,7 @@ void P_PlayerThink(player_t *player)
|
|||
if (gametype != GT_COOP)
|
||||
player->score = 0;
|
||||
player->mo->health = 1;
|
||||
player->rings = 0;
|
||||
player->rings = player->spheres = 0;
|
||||
}
|
||||
else if ((netgame || multiplayer) && player->lives <= 0 && gametype != GT_COOP)
|
||||
{
|
||||
|
@ -9720,8 +9758,9 @@ void P_PlayerThink(player_t *player)
|
|||
|
||||
mo2 = (mobj_t *)th;
|
||||
|
||||
if (!(mo2->type == MT_NIGHTSWING || mo2->type == MT_RING || mo2->type == MT_COIN
|
||||
|| mo2->type == MT_BLUEBALL))
|
||||
if (!(mo2->type == MT_RING || mo2->type == MT_COIN
|
||||
|| mo2->type == MT_BLUESPHERE || mo2->type == MT_BOMBSPHERE
|
||||
|| mo2->type == MT_NIGHTSCHIP || mo2->type == MT_NIGHTSSTAR))
|
||||
continue;
|
||||
|
||||
if (P_AproxDistance(P_AproxDistance(mo2->x - x, mo2->y - y), mo2->z - z) > FixedMul(128*FRACUNIT, player->mo->scale))
|
||||
|
@ -9757,8 +9796,6 @@ void P_PlayerThink(player_t *player)
|
|||
ticmiss++;
|
||||
|
||||
P_DoRopeHang(player);
|
||||
if (player->mo->state-states != S_PLAY_RIDE)
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
||||
P_DoJumpStuff(player, &player->cmd);
|
||||
}
|
||||
else //if (player->powers[pw_carry] == CR_ZOOMTUBE)
|
||||
|
@ -9874,7 +9911,8 @@ void P_PlayerThink(player_t *player)
|
|||
if (!player->powers[pw_carry]
|
||||
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
|
||||
&& !(cmd->forwardmove || cmd->sidemove)
|
||||
&& (player->rmomx || player->rmomy))
|
||||
&& (player->rmomx || player->rmomy)
|
||||
&& (!player->capsule || (player->capsule->reactiontime != (player-players)+1)))
|
||||
{
|
||||
fixed_t acceleration = (player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration) * player->thrustfactor * 20;
|
||||
angle_t moveAngle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
|
||||
|
@ -9896,7 +9934,7 @@ void P_PlayerThink(player_t *player)
|
|||
|| player->climbing
|
||||
|| player->pflags & (PF_SPINNING|PF_SLIDING))
|
||||
player->pflags &= ~PF_APPLYAUTOBRAKE;
|
||||
else if (currentlyonground)
|
||||
else if (currentlyonground || player->powers[pw_tailsfly])
|
||||
player->pflags |= PF_APPLYAUTOBRAKE;
|
||||
}
|
||||
}
|
||||
|
@ -10210,7 +10248,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
if (player->followmobj)
|
||||
{
|
||||
P_RemoveMobj(player->followmobj);
|
||||
player->followmobj = NULL;
|
||||
P_SetTarget(&player->followmobj, NULL);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -10328,7 +10366,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon)
|
||||
S_StartSound(NULL, sfx_wepchg);
|
||||
|
||||
if (player->pflags & PF_SLIDING)
|
||||
if ((player->pflags & PF_SLIDING) && ((player->pflags & (PF_JUMPED|PF_NOJUMPDAMAGE)) != PF_JUMPED))
|
||||
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
|
||||
|
||||
/* if (player->powers[pw_carry] == CR_NONE && player->mo->tracer && !player->homing)
|
||||
|
@ -10444,21 +10482,10 @@ void P_PlayerAfterThink(player_t *player)
|
|||
player->secondjump = 0;
|
||||
player->pflags &= ~PF_THOKKED;
|
||||
|
||||
if (cmd->forwardmove > 0)
|
||||
{
|
||||
if ((player->mo->tracer->tracer->lastlook += 2) > player->mo->tracer->tracer->friction)
|
||||
player->mo->tracer->tracer->lastlook = player->mo->tracer->tracer->friction;
|
||||
}
|
||||
else if (cmd->forwardmove < 0)
|
||||
{
|
||||
if ((player->mo->tracer->tracer->lastlook -= 2) < player->mo->tracer->tracer->movecount)
|
||||
player->mo->tracer->tracer->lastlook = player->mo->tracer->tracer->movecount;
|
||||
}
|
||||
|
||||
if ((player->mo->tracer->tracer->flags & MF_SLIDEME) // Noclimb on chain parameters gives this
|
||||
&& !(twodlevel || player->mo->flags2 & MF2_TWOD)) // why on earth would you want to turn them in 2D mode?
|
||||
{
|
||||
player->mo->tracer->tracer->health += cmd->sidemove;
|
||||
player->mo->tracer->tracer->angle += cmd->sidemove<<ANGLETOFINESHIFT;
|
||||
player->mo->angle += cmd->sidemove<<ANGLETOFINESHIFT; // 2048 --> ANGLE_MAX
|
||||
|
||||
if (!demoplayback || P_AnalogMove(player))
|
||||
|
@ -10506,14 +10533,14 @@ void P_PlayerAfterThink(player_t *player)
|
|||
if (player->followmobj && (player->spectator || player->mo->health <= 0 || player->followmobj->type != player->followitem))
|
||||
{
|
||||
P_RemoveMobj(player->followmobj);
|
||||
player->followmobj = NULL;
|
||||
P_SetTarget(&player->followmobj, NULL);
|
||||
}
|
||||
|
||||
if (!player->spectator && player->mo->health && player->followitem)
|
||||
{
|
||||
if (!player->followmobj || P_MobjWasRemoved(player->followmobj))
|
||||
{
|
||||
player->followmobj = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, player->followitem);
|
||||
P_SetTarget(&player->followmobj, P_SpawnMobjFromMobj(player->mo, 0, 0, 0, player->followitem));
|
||||
P_SetTarget(&player->followmobj->tracer, player->mo);
|
||||
player->followmobj->flags2 |= MF2_LINKDRAW;
|
||||
}
|
||||
|
|
|
@ -257,7 +257,7 @@ const UINT8 Color_Index[MAXTRANSLATIONS-1][16] = {
|
|||
{0x00, 0x50, 0x50, 0x51, 0x51, 0x52, 0x52, 0x52, 0x54, 0x54, 0x54, 0x54, 0x55, 0x56, 0x57, 0xf5}, // SKINCOLOR_SUPERTAN2
|
||||
{0x50, 0x51, 0x51, 0x52, 0x52, 0x52, 0x54, 0x54, 0x54, 0x54, 0x55, 0x56, 0x57, 0xf5, 0xf7, 0xf9}, // SKINCOLOR_SUPERTAN3
|
||||
{0x51, 0x52, 0x52, 0x52, 0x52, 0x54, 0x54, 0x54, 0x55, 0x56, 0x57, 0xf5, 0xf7, 0xf9, 0xfb, 0xed}, // SKINCOLOR_SUPERTAN4
|
||||
{0x52, 0x52, 0x54, 0x54, 0x54, 0x55, 0x56, 0x57, 0xf5, 0xf7, 0xf9, 0xfb, 0xed, 0xee, 0xef, 0xef} // SKINCOLOR_SUPERTAN5
|
||||
{0x52, 0x52, 0x54, 0x54, 0x54, 0x55, 0x56, 0x57, 0xf5, 0xf7, 0xf9, 0xfb, 0xed, 0xee, 0xef, 0xef} // SKINCOLOR_SUPERTAN5
|
||||
};
|
||||
|
||||
// See also the enum skincolors_t
|
||||
|
|
|
@ -394,7 +394,7 @@ void R_DrawTranslucentColumn_8(void)
|
|||
// Re-map color indices from wall texture column
|
||||
// using a lighting/special effects LUT.
|
||||
// heightmask is the Tutti-Frutti fix
|
||||
*dest = colormap[*(transmap + (source[frac>>FRACBITS]<<8) + (*dest))];
|
||||
*dest = *(transmap + (colormap[source[frac>>FRACBITS]]<<8) + (*dest));
|
||||
dest += vid.width;
|
||||
if ((frac += fracstep) >= heightmask)
|
||||
frac -= heightmask;
|
||||
|
@ -405,15 +405,15 @@ void R_DrawTranslucentColumn_8(void)
|
|||
{
|
||||
while ((count -= 2) >= 0) // texture height is a power of 2
|
||||
{
|
||||
*dest = colormap[*(transmap + ((source[(frac>>FRACBITS)&heightmask]<<8)) + (*dest))];
|
||||
*dest = *(transmap + (colormap[source[(frac>>FRACBITS)&heightmask]]<<8) + (*dest));
|
||||
dest += vid.width;
|
||||
frac += fracstep;
|
||||
*dest = colormap[*(transmap + ((source[(frac>>FRACBITS)&heightmask]<<8)) + (*dest))];
|
||||
*dest = *(transmap + (colormap[source[(frac>>FRACBITS)&heightmask]]<<8) + (*dest));
|
||||
dest += vid.width;
|
||||
frac += fracstep;
|
||||
}
|
||||
if (count & 1)
|
||||
*dest = colormap[*(transmap + ((source[(frac>>FRACBITS)&heightmask]<<8)) + (*dest))];
|
||||
*dest = *(transmap + (colormap[source[(frac>>FRACBITS)&heightmask]]<<8) + (*dest));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -464,8 +464,7 @@ void R_DrawTranslatedTranslucentColumn_8(void)
|
|||
// using a lighting/special effects LUT.
|
||||
// heightmask is the Tutti-Frutti fix
|
||||
|
||||
*dest = dc_colormap[*(dc_transmap
|
||||
+ (dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]<<8) + (*dest))];
|
||||
*dest = *(dc_transmap + (dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]<<8) + (*dest));
|
||||
|
||||
dest += vid.width;
|
||||
if ((frac += fracstep) >= heightmask)
|
||||
|
@ -477,17 +476,15 @@ void R_DrawTranslatedTranslucentColumn_8(void)
|
|||
{
|
||||
while ((count -= 2) >= 0) // texture height is a power of 2
|
||||
{
|
||||
*dest = dc_colormap[*(dc_transmap
|
||||
+ (dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]<<8) + (*dest))];
|
||||
*dest = *(dc_transmap + (dc_colormap[dc_translation[dc_source[(frac>>FRACBITS)&heightmask]]]<<8) + (*dest));
|
||||
dest += vid.width;
|
||||
frac += fracstep;
|
||||
*dest = dc_colormap[*(dc_transmap
|
||||
+ (dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]]<<8) + (*dest))];
|
||||
*dest = *(dc_transmap + (dc_colormap[dc_translation[dc_source[(frac>>FRACBITS)&heightmask]]]<<8) + (*dest));
|
||||
dest += vid.width;
|
||||
frac += fracstep;
|
||||
}
|
||||
if (count & 1)
|
||||
*dest = dc_colormap[*(dc_transmap + (dc_colormap[dc_translation[dc_source[frac>>FRACBITS]]] <<8) + (*dest))];
|
||||
*dest = *(dc_transmap + (dc_colormap[dc_translation[dc_source[(frac>>FRACBITS)&heightmask]]]<<8) + (*dest));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -835,8 +832,7 @@ void R_DrawTiltedTranslucentSpan_8(void)
|
|||
v = (INT64)(vz*z) + viewy;
|
||||
|
||||
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
|
||||
|
||||
*dest = colormap[*(ds_transmap + (source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)] << 8) + dest[0])];
|
||||
*dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dest);
|
||||
dest++;
|
||||
iz += ds_sz.x;
|
||||
uz += ds_su.x;
|
||||
|
@ -873,7 +869,7 @@ void R_DrawTiltedTranslucentSpan_8(void)
|
|||
for (i = SPANSIZE-1; i >= 0; i--)
|
||||
{
|
||||
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
|
||||
*dest = colormap[*(ds_transmap + (source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)] << 8) + dest[0])];
|
||||
*dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dest);
|
||||
dest++;
|
||||
u += stepu;
|
||||
v += stepv;
|
||||
|
@ -889,7 +885,7 @@ void R_DrawTiltedTranslucentSpan_8(void)
|
|||
u = (INT64)(startu);
|
||||
v = (INT64)(startv);
|
||||
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
|
||||
*dest = colormap[*(ds_transmap + (source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)] << 8) + dest[0])];
|
||||
*dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dest);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -910,7 +906,7 @@ void R_DrawTiltedTranslucentSpan_8(void)
|
|||
for (; width != 0; width--)
|
||||
{
|
||||
colormap = planezlight[tiltlighting[ds_x1++]] + (ds_colormap - colormaps);
|
||||
*dest = colormap[*(ds_transmap + (source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)] << 8) + dest[0])];
|
||||
*dest = *(ds_transmap + (colormap[source[((v >> nflatyshift) & nflatmask) | (u >> nflatxshift)]] << 8) + *dest);
|
||||
dest++;
|
||||
u += stepu;
|
||||
v += stepv;
|
||||
|
@ -1221,49 +1217,49 @@ void R_DrawTranslucentSplat_8 (void)
|
|||
// need!
|
||||
val = source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)];
|
||||
if (val != TRANSPARENTPIXEL)
|
||||
dest[0] = colormap[*(ds_transmap + (val << 8) + dest[0])];
|
||||
dest[0] = *(ds_transmap + (colormap[val] << 8) + dest[0]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
val = source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)];
|
||||
if (val != TRANSPARENTPIXEL)
|
||||
dest[1] = colormap[*(ds_transmap + (val << 8) + dest[1])];
|
||||
dest[1] = *(ds_transmap + (colormap[val] << 8) + dest[1]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
val = source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)];
|
||||
if (val != TRANSPARENTPIXEL)
|
||||
dest[2] = colormap[*(ds_transmap + (val << 8) + dest[2])];
|
||||
dest[2] = *(ds_transmap + (colormap[val] << 8) + dest[2]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
val = source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)];
|
||||
if (val != TRANSPARENTPIXEL)
|
||||
dest[3] = colormap[*(ds_transmap + (val << 8) + dest[3])];
|
||||
dest[3] = *(ds_transmap + (colormap[val] << 8) + dest[3]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
val = source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)];
|
||||
if (val != TRANSPARENTPIXEL)
|
||||
dest[4] = colormap[*(ds_transmap + (val << 8) + dest[4])];
|
||||
dest[4] = *(ds_transmap + (colormap[val] << 8) + dest[4]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
val = source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)];
|
||||
if (val != TRANSPARENTPIXEL)
|
||||
dest[5] = colormap[*(ds_transmap + (val << 8) + dest[5])];
|
||||
dest[5] = *(ds_transmap + (colormap[val] << 8) + dest[5]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
val = source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)];
|
||||
if (val != TRANSPARENTPIXEL)
|
||||
dest[6] = colormap[*(ds_transmap + (val << 8) + dest[6])];
|
||||
dest[6] = *(ds_transmap + (colormap[val] << 8) + dest[6]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
val = source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)];
|
||||
if (val != TRANSPARENTPIXEL)
|
||||
dest[7] = colormap[*(ds_transmap + (val << 8) + dest[7])];
|
||||
dest[7] = *(ds_transmap + (colormap[val] << 8) + dest[7]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
|
@ -1274,7 +1270,7 @@ void R_DrawTranslucentSplat_8 (void)
|
|||
{
|
||||
val = source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)];
|
||||
if (val != TRANSPARENTPIXEL)
|
||||
*dest = colormap[*(ds_transmap + (val << 8) + *dest)];
|
||||
*dest = *(ds_transmap + (colormap[val] << 8) + *dest);
|
||||
|
||||
dest++;
|
||||
xposition += xstep;
|
||||
|
@ -1317,35 +1313,35 @@ void R_DrawTranslucentSpan_8 (void)
|
|||
// SoM: Why didn't I see this earlier? the spot variable is a waste now because we don't
|
||||
// have the uber complicated math to calculate it now, so that was a memory write we didn't
|
||||
// need!
|
||||
dest[0] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + dest[0])];
|
||||
dest[0] = *(ds_transmap + (colormap[source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)]] << 8) + dest[0]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
dest[1] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + dest[1])];
|
||||
dest[1] = *(ds_transmap + (colormap[source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)]] << 8) + dest[1]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
dest[2] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + dest[2])];
|
||||
dest[2] = *(ds_transmap + (colormap[source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)]] << 8) + dest[2]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
dest[3] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + dest[3])];
|
||||
dest[3] = *(ds_transmap + (colormap[source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)]] << 8) + dest[3]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
dest[4] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + dest[4])];
|
||||
dest[4] = *(ds_transmap + (colormap[source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)]] << 8) + dest[4]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
dest[5] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + dest[5])];
|
||||
dest[5] = *(ds_transmap + (colormap[source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)]] << 8) + dest[5]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
dest[6] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + dest[6])];
|
||||
dest[6] = *(ds_transmap + (colormap[source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)]] << 8) + dest[6]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
dest[7] = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + dest[7])];
|
||||
dest[7] = *(ds_transmap + (colormap[source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)]] << 8) + dest[7]);
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
||||
|
@ -1354,7 +1350,7 @@ void R_DrawTranslucentSpan_8 (void)
|
|||
}
|
||||
while (count--)
|
||||
{
|
||||
*dest = colormap[*(ds_transmap + (source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)] << 8) + *dest)];
|
||||
*dest = *(ds_transmap + (colormap[source[((yposition >> nflatyshift) & nflatmask) | (xposition >> nflatxshift)]] << 8) + *dest);
|
||||
dest++;
|
||||
xposition += xstep;
|
||||
yposition += ystep;
|
||||
|
|
|
@ -717,7 +717,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
|
|||
|
||||
colfunc = basecolfunc; // hack: this isn't resetting properly somewhere.
|
||||
dc_colormap = vis->colormap;
|
||||
if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
|
||||
if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
|
||||
{
|
||||
// translate certain pixels to white
|
||||
colfunc = transcolfunc;
|
||||
|
@ -2673,7 +2673,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
|
|||
if (player->followmobj)
|
||||
{
|
||||
P_RemoveMobj(player->followmobj);
|
||||
player->followmobj = NULL;
|
||||
P_SetTarget(&player->followmobj, NULL);
|
||||
}
|
||||
|
||||
if (player->mo)
|
||||
|
|
|
@ -446,10 +446,11 @@ void SCR_ClosedCaptions(void)
|
|||
{
|
||||
if (splitscreen)
|
||||
basey -= 8;
|
||||
else if (((maptol & TOL_NIGHTS) && (modeattacking == ATTACKING_NIGHTS))
|
||||
|| (cv_powerupdisplay.value == 2)
|
||||
else if ((modeattacking == ATTACKING_NIGHTS)
|
||||
|| (!(maptol & TOL_NIGHTS)
|
||||
&& ((cv_powerupdisplay.value == 2)
|
||||
|| (cv_powerupdisplay.value == 1 && ((stplyr == &players[displayplayer] && !camera.chase)
|
||||
|| ((splitscreen && stplyr == &players[secondarydisplayplayer]) && !camera2.chase))))
|
||||
|| ((splitscreen && stplyr == &players[secondarydisplayplayer]) && !camera2.chase))))))
|
||||
basey -= 16;
|
||||
}
|
||||
|
||||
|
|
|
@ -658,6 +658,14 @@ static void Impl_HandleMouseButtonEvent(SDL_MouseButtonEvent evt, Uint32 type)
|
|||
|
||||
SDL_memset(&event, 0, sizeof(event_t));
|
||||
|
||||
// Ignore the event if the mouse is not actually focused on the window.
|
||||
// This can happen if you used the mouse to restore keyboard focus;
|
||||
// this apparently makes a mouse button down event but not a mouse button up event,
|
||||
// resulting in whatever key was pressed down getting "stuck" if we don't ignore it.
|
||||
// -- Monster Iestyn (28/05/18)
|
||||
if (SDL_GetMouseFocus() != window)
|
||||
return;
|
||||
|
||||
/// \todo inputEvent.button.which
|
||||
if (USE_MOUSEINPUT)
|
||||
{
|
||||
|
|
|
@ -66,6 +66,7 @@ static boolean midimode;
|
|||
static Mix_Music *music;
|
||||
static UINT8 music_volume, midi_volume, sfx_volume;
|
||||
static float loop_point;
|
||||
static boolean songpaused;
|
||||
|
||||
#ifdef HAVE_LIBGME
|
||||
static Music_Emu *gme;
|
||||
|
@ -102,6 +103,7 @@ void I_StartupSound(void)
|
|||
}
|
||||
|
||||
sound_started = true;
|
||||
songpaused = false;
|
||||
Mix_AllocateChannels(256);
|
||||
}
|
||||
|
||||
|
@ -450,7 +452,7 @@ static void mix_gme(void *udata, Uint8 *stream, int len)
|
|||
(void)udata;
|
||||
|
||||
// no gme? no music.
|
||||
if (!gme || gme_track_ended(gme))
|
||||
if (!gme || gme_track_ended(gme) || songpaused)
|
||||
return;
|
||||
|
||||
// play gme into stream
|
||||
|
@ -458,7 +460,7 @@ static void mix_gme(void *udata, Uint8 *stream, int len)
|
|||
|
||||
// apply volume to stream
|
||||
for (i = 0, p = (short *)stream; i < len/2; i++, p++)
|
||||
*p = ((INT32)*p) * music_volume / 31;
|
||||
*p = ((INT32)*p) * music_volume*2 / 42;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -476,12 +478,14 @@ void I_PauseSong(INT32 handle)
|
|||
{
|
||||
(void)handle;
|
||||
Mix_PauseMusic();
|
||||
songpaused = true;
|
||||
}
|
||||
|
||||
void I_ResumeSong(INT32 handle)
|
||||
{
|
||||
(void)handle;
|
||||
Mix_ResumeMusic();
|
||||
songpaused = false;
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
@ -1180,12 +1180,6 @@ void I_StartupSound(void)
|
|||
audio.callback = I_UpdateStream;
|
||||
audio.userdata = &localdata;
|
||||
|
||||
if (dedicated)
|
||||
{
|
||||
nosound = nomidimusic = nodigimusic = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// Configure sound device
|
||||
CONS_Printf("I_StartupSound:\n");
|
||||
|
||||
|
@ -1481,9 +1475,6 @@ void I_InitMusic(void)
|
|||
I_AddExitFunc(I_ShutdownGMEMusic);
|
||||
#endif
|
||||
|
||||
if ((nomidimusic && nodigimusic) || dedicated)
|
||||
return;
|
||||
|
||||
#ifdef HAVE_MIXER
|
||||
MIX_VERSION(&MIXcompiled)
|
||||
MIXlinked = Mix_Linked_Version();
|
||||
|
|
68
src/sounds.c
68
src/sounds.c
|
@ -65,7 +65,7 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"buzz1", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Electric zap"},
|
||||
{"buzz2", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Electric zap"},
|
||||
{"buzz3", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Wacky worksurface"},
|
||||
{"buzz4", false, 8, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Buzz"},
|
||||
{"buzz4", true, 8, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Buzz"},
|
||||
{"crumbl", true, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Crumbling"}, // Platform Crumble Tails 03-16-2001
|
||||
{"fire", false, 8, 32, -1, NULL, 0, -1, -1, LUMPERROR, "Flamethrower"},
|
||||
{"grind", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Metallic grinding"},
|
||||
|
@ -76,6 +76,8 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"steam1", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Steam jet"}, // Tails 06-19-2001
|
||||
{"steam2", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Steam jet"}, // Tails 06-19-2001
|
||||
{"wbreak", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Wood breaking"},
|
||||
{"ambmac", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Machinery"},
|
||||
{"spsmsh", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Heavy impact"},
|
||||
|
||||
{"rainin", true, 24, 4, -1, NULL, 0, -1, -1, LUMPERROR, "Rain"},
|
||||
{"litng1", false, 16, 2, -1, NULL, 0, -1, -1, LUMPERROR, "Lightning"},
|
||||
|
@ -139,14 +141,14 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"bnce1", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bounce"}, // Boing!
|
||||
{"bnce2", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Scatter"}, // Boing!
|
||||
{"cannon", false, 64, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Powerful shot"},
|
||||
{"cgot" , true, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got Chaos Emerald"}, // Got Emerald! Tails 09-02-2001
|
||||
{"cgot" , true, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got Emerald"}, // Got Emerald! Tails 09-02-2001
|
||||
{"cybdth", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Explosion"},
|
||||
{"deton", true, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous beeping"},
|
||||
{"deton", true, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Threatening beeping"},
|
||||
{"ding", false, 127, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Ding"},
|
||||
{"dmpain", false, 96, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Machine damage"},
|
||||
{"drown", false, 192, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Drowning"},
|
||||
{"fizzle", false, 127, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Electric fizzle"},
|
||||
{"gbeep", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous beeping"}, // Grenade beep
|
||||
{"gbeep", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Threatening beeping"}, // Grenade beep
|
||||
{"wepfir", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing weapon"}, // defaults to thok
|
||||
{"ghit" , false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Goop splash"},
|
||||
{"gloop", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Splash"},
|
||||
|
@ -177,15 +179,17 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"spring", false, 112, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Spring"},
|
||||
{"statu1", true, 64, 2, -1, NULL, 0, -1, -1, LUMPERROR, "Pushing a statue"},
|
||||
{"statu2", true, 64, 2, -1, NULL, 0, -1, -1, LUMPERROR, "Pushing a statue"},
|
||||
{"strpst", true, 192, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Starpost"}, // Starpost Sound Tails 07-04-2002
|
||||
{"strpst", true, 192, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Starpost"},
|
||||
{"supert", true, 127, 2, -1, NULL, 0, -1, -1, LUMPERROR, "Transformation"},
|
||||
{"telept", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Dash"},
|
||||
{"tink" , false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Tink"},
|
||||
{"token" , true, 224, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got Token"}, // SS token
|
||||
{"token" , true, 224, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got Token"},
|
||||
{"trfire", true, 60, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Laser fired"},
|
||||
{"trpowr", true, 127, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Powering up"},
|
||||
{"turhit", false, 40, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Laser hit"},
|
||||
{"wdjump", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Whirlwind jump"},
|
||||
{"shrpsp", true, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Spincushion"},
|
||||
{"shrpgo", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Launch"},
|
||||
{"mswarp", false, 60, 16, -1, NULL, 0, -1, -1, LUMPERROR, "Spinning out"},
|
||||
{"mspogo", false, 60, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Breaking through"},
|
||||
{"boingf", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bouncing"},
|
||||
|
@ -210,11 +214,12 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"xideya", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Success"}, // Xmas
|
||||
{"nbmper", false, 96, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bumper"},
|
||||
{"nxbump", false, 96, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bumper"}, // Xmas
|
||||
{"ncchip", false, 204, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got chip"},
|
||||
{"ncitem", false, 204, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got special"},
|
||||
{"nxitem", false, 204, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got special"}, // Xmas
|
||||
{"ngdone", true, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bonus time start"},
|
||||
{"nxdone", true, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bonus time start"}, // Xmas
|
||||
{"drill1", false, 48, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Drill start"},
|
||||
{"drill1", false, 48, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Drill"},
|
||||
{"drill2", false, 48, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Drill"},
|
||||
{"ncspec", false, 204, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Power-up"}, // Tails 12-15-2003
|
||||
{"nghurt", false, 96, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Hurt"},
|
||||
|
@ -224,19 +229,26 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"hoop3", false, 192, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Hoop++"},
|
||||
{"hidden", false, 204, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Discovery"},
|
||||
{"prloop", false, 104, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Gust of wind"},
|
||||
{"timeup", true, 256, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous Countdown"},
|
||||
{"ngjump", false, 96, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Jump"},
|
||||
{"peww", false, 96, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Pew"},
|
||||
|
||||
// Halloween
|
||||
{"lntsit", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cacolantern awake"},
|
||||
{"lntdie", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cacolantern death"},
|
||||
{"pumpkn", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Pumpkin smash"}, // idspispopd
|
||||
{"ghosty", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Laughter"},
|
||||
|
||||
// Mario
|
||||
{"koopfr" , true, 127, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Fire"},
|
||||
{"mario1", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Hitting a ceiling"},
|
||||
{"mario2", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Koopa shell"},
|
||||
{"mario1", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Hit"},
|
||||
{"mario2", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bonk"},
|
||||
{"mario3", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Power-up"},
|
||||
{"mario4", true, 78, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got coin"},
|
||||
{"mario5", false, 78, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Boot"},
|
||||
{"mario5", false, 78, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Boot-stomp"},
|
||||
{"mario6", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Jump"},
|
||||
{"mario7", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Fire"},
|
||||
{"mario8", false, 48, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Hurt"},
|
||||
{"mario9", true, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Emerging"},
|
||||
{"mario9", true, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Emerging power-up"},
|
||||
{"marioa", true, 192, 0, -1, NULL, 0, -1, -1, LUMPERROR, "One-up"},
|
||||
{"thwomp", true, 127, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Thwomp"},
|
||||
|
||||
|
@ -287,7 +299,7 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"s3k3d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Pop"},
|
||||
{"s3k3e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame Shield"},
|
||||
{"s3k3f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bubble Shield"},
|
||||
{"s3k40", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Attraction shot"},
|
||||
{"s3k40", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Attraction blast"},
|
||||
{"s3k41", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Lightning Shield"},
|
||||
{"s3k42", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Twinspin"},
|
||||
{"s3k43", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame burst"},
|
||||
|
@ -295,22 +307,22 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"s3k45", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Lightning zap"},
|
||||
{"s3k46", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Transformation"},
|
||||
{"s3k47", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Rising dust"},
|
||||
{"s3k48", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Metallic clink"},
|
||||
{"s3k49", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Falling rock"},
|
||||
{"s3k48", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Pulse"},
|
||||
{"s3k49", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Impact"},
|
||||
{"s3k4a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Grab"},
|
||||
{"s3k4b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Water splash"},
|
||||
{"s3k4c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Heavy hit"},
|
||||
{"s3k4d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing bullet"},
|
||||
{"s3k4e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bomb explosion"},
|
||||
{"s3k4e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Big explosion"},
|
||||
{"s3k4f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flamethrower"},
|
||||
{"s3k50", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Siren"},
|
||||
{"s3k51", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Falling bomb"},
|
||||
{"s3k51", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Falling hazard"},
|
||||
{"s3k52", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Spike"},
|
||||
{"s3k53", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Powering up"},
|
||||
{"s3k54", false, 64, 64, -1, NULL, 0, -1, -1, LUMPERROR, "Firing"}, // MetalSonic shot fire
|
||||
{"s3k55", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Mechanical movement"},
|
||||
{"s3k56", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Heavy landing"},
|
||||
{"s3k57", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Splash"},
|
||||
{"s3k57", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Burst"},
|
||||
{"s3k58", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Mechanical movement"},
|
||||
{"s3k59", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Crumbling"},
|
||||
{"s3k5a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Aiming"},
|
||||
|
@ -324,13 +336,13 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"s3k62", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Jump"},
|
||||
{"s3k63", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Starpost"},
|
||||
{"s3k64", false, 64, 2, -1, NULL, 0, -1, -1, LUMPERROR, "Clatter"},
|
||||
{"s3k65", false, 255, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got blue sphere"}, // Blue Spheres
|
||||
{"s3k66", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Special stage clear"},
|
||||
{"s3k65", false, 255, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Got sphere"}, // Blue Spheres
|
||||
{"s3k66", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Special stage end"},
|
||||
{"s3k67", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing missile"},
|
||||
{"s3k68", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Unknown possibilities"},
|
||||
{"s3k68", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Discovery"},
|
||||
{"s3k69", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Switch click"},
|
||||
{"s3k6a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Special stage clear"},
|
||||
{"s3k6b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"s3k6b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Punch"},
|
||||
{"s3k6c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Burst"},
|
||||
{"s3k6d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"s3k6e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Mechanical damage"},
|
||||
|
@ -363,16 +375,16 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"s3k89", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Advanced technology"},
|
||||
{"s3k8a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Boing"},
|
||||
{"s3k8b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Powerful hit"},
|
||||
{"s3k8c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"s3k8c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Humming power"},
|
||||
{"s3k8d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"s3k8e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"s3k8e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Accelerating"},
|
||||
{"s3k8f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Opening"},
|
||||
{"s3k90", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Impact"},
|
||||
{"s3k91", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Closed"},
|
||||
{"s3k92", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ghost"},
|
||||
{"s3k93", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Rebuilding"},
|
||||
{"s3k94", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Spike"},
|
||||
{"s3k95", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Rising from lava"},
|
||||
{"s3k95", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Lava burst"},
|
||||
{"s3k96", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Falling object"},
|
||||
{"s3k97", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Wind"},
|
||||
{"s3k98", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Falling spike"},
|
||||
|
@ -429,8 +441,8 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"s3kc3l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Levitation"}, // ditto
|
||||
{"s3kc4s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"},
|
||||
{"s3kc4l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"}, // ditto
|
||||
{"s3kc5s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"s3kc5l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // ditto
|
||||
{"s3kc5s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Revving up"},
|
||||
{"s3kc5l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Revving up"}, // ditto
|
||||
{"s3kc6s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Orbiting"},
|
||||
{"s3kc6l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Orbiting"}, // ditto
|
||||
{"s3kc7", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Aiming"},
|
||||
|
@ -455,7 +467,7 @@ sfxinfo_t S_sfx[NUMSFX] =
|
|||
{"s3kd1s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"s3kd1l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // ditto
|
||||
{"s3kd2s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turning"},
|
||||
{"s3kd2l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turning"}, // ditto
|
||||
{"s3kd2l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Moving chain"}, // ditto
|
||||
{"s3kd3s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
|
||||
{"s3kd3l", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // ditto
|
||||
{"s3kd4s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Engine"},
|
||||
|
|
14
src/sounds.h
14
src/sounds.h
|
@ -142,6 +142,8 @@ typedef enum
|
|||
sfx_steam1,
|
||||
sfx_steam2,
|
||||
sfx_wbreak,
|
||||
sfx_ambmac,
|
||||
sfx_spsmsh,
|
||||
|
||||
sfx_rainin,
|
||||
sfx_litng1,
|
||||
|
@ -252,6 +254,8 @@ typedef enum
|
|||
sfx_trpowr,
|
||||
sfx_turhit,
|
||||
sfx_wdjump,
|
||||
sfx_shrpsp,
|
||||
sfx_shrpgo,
|
||||
sfx_mswarp,
|
||||
sfx_mspogo,
|
||||
sfx_boingf,
|
||||
|
@ -276,6 +280,7 @@ typedef enum
|
|||
sfx_xideya, // Xmas
|
||||
sfx_nbmper,
|
||||
sfx_nxbump, // Xmas
|
||||
sfx_ncchip,
|
||||
sfx_ncitem,
|
||||
sfx_nxitem, // Xmas
|
||||
sfx_ngdone,
|
||||
|
@ -290,7 +295,14 @@ typedef enum
|
|||
sfx_hoop3,
|
||||
sfx_hidden,
|
||||
sfx_prloop,
|
||||
sfx_timeup, // Was gonna be played when less than ten seconds are on the clock; uncomment uses of this to see it in-context
|
||||
sfx_ngjump,
|
||||
sfx_peww,
|
||||
|
||||
// Halloween
|
||||
sfx_lntsit,
|
||||
sfx_lntdie,
|
||||
sfx_pumpkn,
|
||||
sfx_ghosty,
|
||||
|
||||
// Mario
|
||||
sfx_koopfr,
|
||||
|
|
246
src/st_stuff.c
246
src/st_stuff.c
|
@ -27,6 +27,8 @@
|
|||
#include "i_system.h"
|
||||
#include "m_menu.h"
|
||||
#include "m_cheat.h"
|
||||
#include "m_misc.h" // moviemode
|
||||
#include "m_anigif.h" // cv_gif_downscale
|
||||
#include "p_setup.h" // NiGHTS grading
|
||||
|
||||
//random index
|
||||
|
@ -110,6 +112,8 @@ static patch_t *yelstat;
|
|||
static patch_t *nbracket;
|
||||
static patch_t *nhud[12];
|
||||
static patch_t *nsshud;
|
||||
static patch_t *nbon[12];
|
||||
static patch_t *nssbon;
|
||||
static patch_t *narrow[9];
|
||||
static patch_t *nredar[8]; // Red arrow
|
||||
static patch_t *drillbar;
|
||||
|
@ -200,17 +204,17 @@ void ST_doPaletteStuff(void)
|
|||
else
|
||||
palette = 0;
|
||||
|
||||
#ifdef HWRENDER
|
||||
if (rendermode == render_opengl)
|
||||
palette = 0; // No flashpals here in OpenGL
|
||||
#endif
|
||||
|
||||
palette = min(max(palette, 0), 13);
|
||||
|
||||
if (palette != st_palette)
|
||||
{
|
||||
st_palette = palette;
|
||||
|
||||
#ifdef HWRENDER
|
||||
if (rendermode == render_opengl)
|
||||
HWR_SetPaletteColor(0);
|
||||
else
|
||||
#endif
|
||||
if (rendermode != render_none)
|
||||
{
|
||||
V_SetPaletteLump(GetPalette()); // Reset the palette
|
||||
|
@ -307,8 +311,12 @@ void ST_LoadGraphics(void)
|
|||
yelstat = W_CachePatchName("YELSTAT", PU_HUDGFX);
|
||||
nbracket = W_CachePatchName("NBRACKET", PU_HUDGFX);
|
||||
for (i = 0; i < 12; ++i)
|
||||
{
|
||||
nhud[i] = W_CachePatchName(va("NHUD%d", i+1), PU_HUDGFX);
|
||||
nbon[i] = W_CachePatchName(va("NBON%d", i+1), PU_HUDGFX);
|
||||
}
|
||||
nsshud = W_CachePatchName("NSSHUD", PU_HUDGFX);
|
||||
nssbon = W_CachePatchName("NSSBON", PU_HUDGFX);
|
||||
minicaps = W_CachePatchName("MINICAPS", PU_HUDGFX);
|
||||
|
||||
for (i = 0; i < 8; ++i)
|
||||
|
@ -460,7 +468,7 @@ static void ST_drawDebugInfo(void)
|
|||
|
||||
#define VFLAGS V_MONOSPACE|V_SNAPTOTOP|V_SNAPTORIGHT
|
||||
|
||||
if (vid.dupx == 1)
|
||||
if ((moviemode == MM_GIF && cv_gif_downscale.value) || vid.dupx == 1)
|
||||
{
|
||||
if (cv_debug & DBG_BASIC)
|
||||
{
|
||||
|
@ -657,9 +665,9 @@ static void ST_drawTime(void)
|
|||
else
|
||||
{
|
||||
// Counting down the hidetime?
|
||||
if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (leveltime <= (hidetime*TICRATE)))
|
||||
if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (stplyr->realtime <= (hidetime*TICRATE)))
|
||||
{
|
||||
tics = (hidetime*TICRATE - leveltime);
|
||||
tics = (hidetime*TICRATE - stplyr->realtime);
|
||||
if (tics < 3*TICRATE)
|
||||
ST_drawRaceNum(tics);
|
||||
downwards = true;
|
||||
|
@ -667,15 +675,15 @@ static void ST_drawTime(void)
|
|||
else
|
||||
{
|
||||
// Hidetime finish!
|
||||
if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (leveltime < ((hidetime+1)*TICRATE)))
|
||||
ST_drawRaceNum(hidetime*TICRATE - leveltime);
|
||||
if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (stplyr->realtime < ((hidetime+1)*TICRATE)))
|
||||
ST_drawRaceNum(hidetime*TICRATE - stplyr->realtime);
|
||||
|
||||
// Time limit?
|
||||
if (gametype != GT_RACE && gametype != GT_COMPETITION && gametype != GT_COOP && cv_timelimit.value && timelimitintics > 0)
|
||||
if (gametype != GT_COOP && gametype != GT_RACE && gametype != GT_COMPETITION && cv_timelimit.value && timelimitintics > 0)
|
||||
{
|
||||
if (timelimitintics >= leveltime)
|
||||
if (timelimitintics >= stplyr->realtime)
|
||||
{
|
||||
tics = (timelimitintics - leveltime);
|
||||
tics = (timelimitintics - stplyr->realtime);
|
||||
if (tics < 3*TICRATE)
|
||||
ST_drawRaceNum(tics);
|
||||
}
|
||||
|
@ -733,18 +741,7 @@ static inline void ST_drawRings(void)
|
|||
|
||||
ST_DrawPatchFromHud(HUD_RINGS, ((!stplyr->spectator && stplyr->rings <= 0 && leveltime/5 & 1) ? sboredrings : sborings), ((stplyr->spectator) ? V_HUDTRANSHALF : V_HUDTRANS));
|
||||
|
||||
if (objectplacing)
|
||||
ringnum = op_currentdoomednum;
|
||||
else if (!useNightsSS && G_IsSpecialStage(gamemap))
|
||||
{
|
||||
INT32 i;
|
||||
ringnum = 0;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && players[i].mo && players[i].rings > 0)
|
||||
ringnum += players[i].rings;
|
||||
}
|
||||
else
|
||||
ringnum = max(stplyr->rings, 0);
|
||||
ringnum = ((objectplacing) ? op_currentdoomednum : max(stplyr->rings, 0));
|
||||
|
||||
if (cv_timetic.value == 2) // Yes, even in modeattacking
|
||||
ST_DrawNumFromHud(HUD_RINGSNUMTICS, ringnum, V_PERPLAYER|((stplyr->spectator) ? V_HUDTRANSHALF : V_HUDTRANS));
|
||||
|
@ -1096,7 +1093,8 @@ static void ST_drawInput(void)
|
|||
((!stplyr->powers[pw_carry]
|
||||
&& (stplyr->pflags & PF_APPLYAUTOBRAKE)
|
||||
&& !(stplyr->cmd.sidemove || stplyr->cmd.forwardmove)
|
||||
&& (stplyr->rmomx || stplyr->rmomy))
|
||||
&& (stplyr->rmomx || stplyr->rmomy)
|
||||
&& (!stplyr->capsule || (stplyr->capsule->reactiontime != (stplyr-players)+1)))
|
||||
? 0 : V_GRAYMAP),
|
||||
"AUTOBRAKE");
|
||||
y -= 8;
|
||||
|
@ -1392,17 +1390,17 @@ static void ST_drawNightsRecords(void)
|
|||
V_DrawCenteredString(BASEVIDWIDTH/2, 60, aflag,
|
||||
va(M_GetText("\x80GET\x82 %d\x80 %s%s%s!"), stplyr->capsule->health,
|
||||
(stplyr->textvar == 3) ? M_GetText("MORE ") : "",
|
||||
(G_IsSpecialStage(gamemap)) ? "SPHERE" : "RING",
|
||||
(G_IsSpecialStage(gamemap)) ? "SPHERE" : "CHIP",
|
||||
(stplyr->capsule->health > 1) ? "S" : ""));
|
||||
}
|
||||
|
||||
// End Bonus
|
||||
else if (stplyr->textvar == 4)
|
||||
{
|
||||
V_DrawString(BASEVIDWIDTH/2 - 56, 140, aflag, (G_IsSpecialStage(gamemap)) ? "SPHERES:" : "RINGS:");
|
||||
V_DrawString(BASEVIDWIDTH/2 - 56, 140, aflag, (G_IsSpecialStage(gamemap)) ? "SPHERES:" : "CHIPS:");
|
||||
V_DrawString(BASEVIDWIDTH/2 - 56, 148, aflag, "BONUS:");
|
||||
V_DrawRightAlignedString(BASEVIDWIDTH/2 + 56, 140, V_ORANGEMAP|aflag, va("%d", stplyr->finishedrings));
|
||||
V_DrawRightAlignedString(BASEVIDWIDTH/2 + 56, 140, V_ORANGEMAP|aflag, va("%d", stplyr->finishedrings * 50));
|
||||
V_DrawRightAlignedString(BASEVIDWIDTH/2 + 56, 140, V_ORANGEMAP|aflag, va("%d", stplyr->finishedspheres));
|
||||
V_DrawRightAlignedString(BASEVIDWIDTH/2 + 56, 148, V_ORANGEMAP|aflag, va("%d", stplyr->finishedspheres * 50));
|
||||
ST_DrawNightsOverlayNum((BASEVIDWIDTH/2 + 56)<<FRACBITS, 160<<FRACBITS, FRACUNIT, aflag, stplyr->lastmarescore, nightsnum, SKINCOLOR_AZURE);
|
||||
|
||||
// If new record, say so!
|
||||
|
@ -1460,15 +1458,15 @@ static void ST_drawNiGHTSHUD(void)
|
|||
{
|
||||
INT32 origamount;
|
||||
INT32 minlink = 1;
|
||||
INT32 total_ringcount;
|
||||
|
||||
// When debugging, show "0 Link".
|
||||
if (cv_debug & DBG_NIGHTSBASIC)
|
||||
minlink = 0;
|
||||
INT32 total_spherecount;
|
||||
const boolean oldspecialstage = (G_IsSpecialStage(gamemap) && !(maptol & TOL_NIGHTS));
|
||||
|
||||
// Cheap hack: don't display when the score is showing (it popping up for a split second when exiting a map is intentional)
|
||||
if (stplyr->texttimer && stplyr->textvar == 4)
|
||||
if (oldspecialstage || (stplyr->texttimer && stplyr->textvar == 4))
|
||||
minlink = INT32_MAX;
|
||||
// When debugging, show "0 Link".
|
||||
else if (cv_debug & DBG_NIGHTSBASIC)
|
||||
minlink = 0;
|
||||
|
||||
// Drill meter
|
||||
if (
|
||||
|
@ -1574,25 +1572,37 @@ static void ST_drawNiGHTSHUD(void)
|
|||
|
||||
// Begin drawing brackets/chip display
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_HudEnabled(hud_nightsrings))
|
||||
if (LUA_HudEnabled(hud_nightsspheres))
|
||||
{
|
||||
#endif
|
||||
ST_DrawTopLeftOverlayPatch(16, 8, nbracket);
|
||||
if (G_IsSpecialStage(gamemap))
|
||||
ST_DrawTopLeftOverlayPatch(24, 16, nsshud);
|
||||
ST_DrawTopLeftOverlayPatch(24, 16, (
|
||||
#ifdef MANIASPHERES
|
||||
(stplyr->bonustime && (leveltime & 4)) ? nssbon :
|
||||
#endif
|
||||
nsshud));
|
||||
else
|
||||
ST_DrawTopLeftOverlayPatch(24, 16, nhud[(leveltime/2)%12]);
|
||||
ST_DrawTopLeftOverlayPatch(24, 16, *(((stplyr->bonustime) ? nbon : nhud)+((leveltime/2)%12)));
|
||||
|
||||
if (G_IsSpecialStage(gamemap))
|
||||
{
|
||||
INT32 i;
|
||||
total_ringcount = 0;
|
||||
total_spherecount = 0;
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] /*&& players[i].powers[pw_carry] == CR_NIGHTSMODE*/ && players[i].rings)
|
||||
total_ringcount += players[i].rings;
|
||||
if (playeringame[i] /*&& players[i].powers[pw_carry] == CR_NIGHTSMODE*/ && players[i].spheres)
|
||||
total_spherecount += players[i].spheres;
|
||||
}
|
||||
else
|
||||
total_ringcount = stplyr->rings;
|
||||
total_spherecount = stplyr->spheres;
|
||||
|
||||
/*if (oldspecialstage)
|
||||
{
|
||||
if (total_spherecount < ssspheres)
|
||||
total_spherecount = ssspheres - total_spherecount;
|
||||
else
|
||||
total_spherecount = 0;
|
||||
}*/
|
||||
|
||||
if (stplyr->capsule)
|
||||
{
|
||||
|
@ -1648,28 +1658,48 @@ static void ST_drawNiGHTSHUD(void)
|
|||
amount = (origamount - stplyr->capsule->health);
|
||||
amount = (amount * length)/origamount;
|
||||
|
||||
for (cfill = 0; cfill < amount && cfill < 88; ++cfill)
|
||||
for (cfill = 0; cfill < amount && cfill < length; ++cfill)
|
||||
V_DrawScaledPatch(15 + cfill + 1, 8 + 35, V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOTOP|V_HUDTRANS, capsulefill);
|
||||
}
|
||||
|
||||
if (total_ringcount >= stplyr->capsule->health)
|
||||
ST_DrawTopLeftOverlayPatch(40, 8 + 5, nredar[leveltime%8]);
|
||||
if (total_spherecount >= stplyr->capsule->health)
|
||||
ST_DrawTopLeftOverlayPatch(40, 8 + 5, nredar[leveltime&7]);
|
||||
else
|
||||
ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[(leveltime/2)%8]);
|
||||
ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[(leveltime/2)&7]);
|
||||
}
|
||||
else if (oldspecialstage && total_spherecount < (INT32)ssspheres)
|
||||
{
|
||||
INT32 cfill, amount;
|
||||
const INT32 length = 88;
|
||||
UINT8 em = P_GetNextEmerald();
|
||||
ST_DrawTopLeftOverlayPatch(72, 8, nbracket);
|
||||
|
||||
if (em <= 7)
|
||||
ST_DrawTopLeftOverlayPatch(80, 8 + 8, emeraldpics[0][em]);
|
||||
|
||||
ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[(leveltime/2)&7]);
|
||||
|
||||
// Lil' white box!
|
||||
V_DrawScaledPatch(15, 8 + 34, V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOTOP|V_HUDTRANS, capsulebar);
|
||||
|
||||
amount = (total_spherecount * length)/ssspheres;
|
||||
|
||||
for (cfill = 0; cfill < amount && cfill < length; ++cfill)
|
||||
V_DrawScaledPatch(15 + cfill + 1, 8 + 35, V_PERPLAYER|V_SNAPTOLEFT|V_SNAPTOTOP|V_HUDTRANS, capsulefill);
|
||||
}
|
||||
else
|
||||
ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[8]);
|
||||
|
||||
if (total_ringcount >= 100)
|
||||
V_DrawTallNum((total_ringcount >= 1000) ? 76 : 72, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, total_ringcount);
|
||||
if (total_spherecount >= 100)
|
||||
V_DrawTallNum((total_spherecount >= 1000) ? 76 : 72, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, total_spherecount);
|
||||
else
|
||||
V_DrawTallNum(68, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, total_ringcount);
|
||||
V_DrawTallNum(68, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, total_spherecount);
|
||||
#ifdef HAVE_BLUA
|
||||
}
|
||||
#endif
|
||||
|
||||
// Score
|
||||
if (!stplyr->exiting
|
||||
if (!stplyr->exiting && !oldspecialstage
|
||||
#ifdef HAVE_BLUA
|
||||
&& LUA_HudEnabled(hud_nightsscore)
|
||||
#endif
|
||||
|
@ -1712,6 +1742,7 @@ static void ST_drawNiGHTSHUD(void)
|
|||
{
|
||||
INT32 realnightstime = stplyr->nightstime/TICRATE;
|
||||
INT32 numbersize;
|
||||
UINT8 col = ((realnightstime < 10) ? SKINCOLOR_RED : SKINCOLOR_SUPERGOLD4);
|
||||
|
||||
if (G_IsSpecialStage(gamemap))
|
||||
{
|
||||
|
@ -1742,46 +1773,66 @@ static void ST_drawNiGHTSHUD(void)
|
|||
else
|
||||
numbersize = 48/2;
|
||||
|
||||
ST_DrawNightsOverlayNum((160 + numbersize)<<FRACBITS, 14<<FRACBITS, FRACUNIT, V_PERPLAYER|V_SNAPTOTOP, realnightstime, nightsnum,
|
||||
((realnightstime < 10) ? SKINCOLOR_RED : SKINCOLOR_SUPERGOLD4));
|
||||
if ((oldspecialstage && leveltime & 2)
|
||||
&& (stplyr->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)))
|
||||
col = SKINCOLOR_ORANGE;
|
||||
|
||||
ST_DrawNightsOverlayNum((160 + numbersize)<<FRACBITS, 14<<FRACBITS, FRACUNIT, V_PERPLAYER|V_SNAPTOTOP, realnightstime, nightsnum, col);
|
||||
|
||||
// Show exact time in debug
|
||||
if (cv_debug & DBG_NIGHTSBASIC)
|
||||
V_DrawString(160 + numbersize + 8, 24, V_SNAPTOTOP|((realnightstime < 10) ? V_REDMAP : V_YELLOWMAP), va("%02d", G_TicsToCentiseconds(stplyr->nightstime)));
|
||||
}
|
||||
|
||||
// Show pickup durations
|
||||
if (cv_debug & DBG_NIGHTSBASIC)
|
||||
if (oldspecialstage)
|
||||
{
|
||||
UINT16 pwr;
|
||||
|
||||
if (stplyr->powers[pw_nights_superloop])
|
||||
if (leveltime < 5*TICRATE)
|
||||
{
|
||||
pwr = stplyr->powers[pw_nights_superloop];
|
||||
V_DrawSmallScaledPatch(110, 44, 0, W_CachePatchName("NPRUA0",PU_CACHE));
|
||||
V_DrawThinString(106, 52, V_MONOSPACE, va("%2d.%02d", pwr/TICRATE, G_TicsToCentiseconds(pwr)));
|
||||
}
|
||||
|
||||
if (stplyr->powers[pw_nights_helper])
|
||||
{
|
||||
pwr = stplyr->powers[pw_nights_helper];
|
||||
V_DrawSmallScaledPatch(150, 44, 0, W_CachePatchName("NPRUC0",PU_CACHE));
|
||||
V_DrawThinString(146, 52, V_MONOSPACE, va("%2d.%02d", pwr/TICRATE, G_TicsToCentiseconds(pwr)));
|
||||
}
|
||||
|
||||
if (stplyr->powers[pw_nights_linkfreeze])
|
||||
{
|
||||
pwr = stplyr->powers[pw_nights_linkfreeze];
|
||||
V_DrawSmallScaledPatch(190, 44, 0, W_CachePatchName("NPRUE0",PU_CACHE));
|
||||
V_DrawThinString(186, 52, V_MONOSPACE, va("%2d.%02d", pwr/TICRATE, G_TicsToCentiseconds(pwr)));
|
||||
INT32 aflag = V_PERPLAYER;
|
||||
tic_t drawtime = (5*TICRATE) - leveltime;
|
||||
if (drawtime < TICRATE/2)
|
||||
aflag |= (9 - 9*drawtime/(TICRATE/2)) << V_ALPHASHIFT;
|
||||
// This one, not quite as much so.
|
||||
V_DrawCenteredString(BASEVIDWIDTH/2, 60, aflag,
|
||||
va(M_GetText("\x80GET\x82 %d\x80 SPHERE%s!"), ssspheres,
|
||||
(ssspheres > 1) ? "S" : ""));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show pickup durations
|
||||
if (cv_debug & DBG_NIGHTSBASIC)
|
||||
{
|
||||
UINT16 pwr;
|
||||
|
||||
// Records/extra text
|
||||
if (stplyr->powers[pw_nights_superloop])
|
||||
{
|
||||
pwr = stplyr->powers[pw_nights_superloop];
|
||||
V_DrawSmallScaledPatch(110, 44, 0, W_CachePatchName("NPRUA0",PU_CACHE));
|
||||
V_DrawThinString(106, 52, V_MONOSPACE, va("%2d.%02d", pwr/TICRATE, G_TicsToCentiseconds(pwr)));
|
||||
}
|
||||
|
||||
if (stplyr->powers[pw_nights_helper])
|
||||
{
|
||||
pwr = stplyr->powers[pw_nights_helper];
|
||||
V_DrawSmallScaledPatch(150, 44, 0, W_CachePatchName("NPRUC0",PU_CACHE));
|
||||
V_DrawThinString(146, 52, V_MONOSPACE, va("%2d.%02d", pwr/TICRATE, G_TicsToCentiseconds(pwr)));
|
||||
}
|
||||
|
||||
if (stplyr->powers[pw_nights_linkfreeze])
|
||||
{
|
||||
pwr = stplyr->powers[pw_nights_linkfreeze];
|
||||
V_DrawSmallScaledPatch(190, 44, 0, W_CachePatchName("NPRUE0",PU_CACHE));
|
||||
V_DrawThinString(186, 52, V_MONOSPACE, va("%2d.%02d", pwr/TICRATE, G_TicsToCentiseconds(pwr)));
|
||||
}
|
||||
}
|
||||
|
||||
// Records/extra text
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_HudEnabled(hud_nightsrecords))
|
||||
if (LUA_HudEnabled(hud_nightsrecords))
|
||||
#endif
|
||||
ST_drawNightsRecords();
|
||||
ST_drawNightsRecords();
|
||||
}
|
||||
}
|
||||
|
||||
static inline void ST_drawWeaponSelect(INT32 xoffs, INT32 y)
|
||||
|
@ -1950,7 +2001,7 @@ static void ST_drawTextHUD(void)
|
|||
}
|
||||
else if (stplyr->spectator && (gametype != GT_COOP || stplyr->playerstate == PST_LIVE))
|
||||
{
|
||||
if (G_IsSpecialStage(gamemap) && useNightsSS)
|
||||
if (G_IsSpecialStage(gamemap) && (maptol & TOL_NIGHTS))
|
||||
textHUDdraw(M_GetText("\x82""Wait for the stage to end..."))
|
||||
else if (gametype == GT_COOP)
|
||||
{
|
||||
|
@ -2068,22 +2119,22 @@ num:
|
|||
#undef SEP
|
||||
}
|
||||
|
||||
static void ST_drawSpecialStageHUD(void)
|
||||
/*static void ST_drawSpecialStageHUD(void)
|
||||
{
|
||||
if (totalrings > 0)
|
||||
if (ssspheres > 0)
|
||||
{
|
||||
if (hudinfo[HUD_SS_TOTALRINGS].x)
|
||||
ST_DrawNumFromHud(HUD_SS_TOTALRINGS, totalrings, V_HUDTRANS);
|
||||
ST_DrawNumFromHud(HUD_SS_TOTALRINGS, ssspheres, V_HUDTRANS);
|
||||
else if (cv_timetic.value == 2)
|
||||
V_DrawTallNum(hudinfo[HUD_RINGSNUMTICS].x, hudinfo[HUD_SS_TOTALRINGS].y, hudinfo[HUD_RINGSNUMTICS].f|V_PERPLAYER|V_HUDTRANS, totalrings);
|
||||
V_DrawTallNum(hudinfo[HUD_RINGSNUMTICS].x, hudinfo[HUD_SS_TOTALRINGS].y, hudinfo[HUD_RINGSNUMTICS].f|V_PERPLAYER|V_HUDTRANS, ssspheres);
|
||||
else
|
||||
V_DrawTallNum(hudinfo[HUD_RINGSNUM].x, hudinfo[HUD_SS_TOTALRINGS].y, hudinfo[HUD_RINGSNUM].f|V_PERPLAYER|V_HUDTRANS, totalrings);
|
||||
V_DrawTallNum(hudinfo[HUD_RINGSNUM].x, hudinfo[HUD_SS_TOTALRINGS].y, hudinfo[HUD_RINGSNUM].f|V_PERPLAYER|V_HUDTRANS, ssspheres);
|
||||
}
|
||||
|
||||
if (leveltime < 5*TICRATE && totalrings > 0)
|
||||
if (leveltime < 5*TICRATE && ssspheres > 0)
|
||||
{
|
||||
ST_DrawPatchFromHud(HUD_GETRINGS, getall, V_HUDTRANS);
|
||||
ST_DrawNumFromHud(HUD_GETRINGSNUM, totalrings, V_HUDTRANS);
|
||||
ST_DrawNumFromHud(HUD_GETRINGSNUM, ssspheres, V_HUDTRANS);
|
||||
}
|
||||
|
||||
if (sstimer)
|
||||
|
@ -2093,7 +2144,7 @@ static void ST_drawSpecialStageHUD(void)
|
|||
}
|
||||
else
|
||||
ST_DrawPatchFromHud(HUD_TIMEUP, timeup, V_HUDTRANS);
|
||||
}
|
||||
}*/
|
||||
|
||||
static INT32 ST_drawEmeraldHuntIcon(mobj_t *hunt, patch_t **patches, INT32 offset)
|
||||
{
|
||||
|
@ -2229,7 +2280,7 @@ static void ST_overlayDrawer(void)
|
|||
//hu_showscores = auto hide score/time/rings when tab rankings are shown
|
||||
if (!(hu_showscores && (netgame || multiplayer)))
|
||||
{
|
||||
if (maptol & TOL_NIGHTS)
|
||||
if (maptol & TOL_NIGHTS || G_IsSpecialStage(gamemap))
|
||||
ST_drawNiGHTSHUD();
|
||||
else
|
||||
{
|
||||
|
@ -2338,10 +2389,6 @@ static void ST_overlayDrawer(void)
|
|||
if (gametype == GT_RACE || gametype == GT_COMPETITION)
|
||||
ST_drawRaceHUD();
|
||||
|
||||
// Special Stage HUD
|
||||
if (!useNightsSS && G_IsSpecialStage(gamemap) && stplyr == &players[displayplayer])
|
||||
ST_drawSpecialStageHUD();
|
||||
|
||||
// Emerald Hunt Indicators
|
||||
if (cv_itemfinder.value && M_SecretUnlocked(SECRET_ITEMFINDER))
|
||||
ST_doItemFinderIconsAndSound();
|
||||
|
@ -2360,15 +2407,18 @@ static void ST_overlayDrawer(void)
|
|||
}
|
||||
|
||||
// This is where we draw all the fun cheese if you have the chasecam off!
|
||||
if ((stplyr == &players[displayplayer] && !camera.chase)
|
||||
|| ((splitscreen && stplyr == &players[secondarydisplayplayer]) && !camera2.chase))
|
||||
if (!(maptol & TOL_NIGHTS))
|
||||
{
|
||||
ST_drawFirstPersonHUD();
|
||||
if (cv_powerupdisplay.value)
|
||||
if ((stplyr == &players[displayplayer] && !camera.chase)
|
||||
|| ((splitscreen && stplyr == &players[secondarydisplayplayer]) && !camera2.chase))
|
||||
{
|
||||
ST_drawFirstPersonHUD();
|
||||
if (cv_powerupdisplay.value)
|
||||
ST_drawPowerupHUD();
|
||||
}
|
||||
else if (cv_powerupdisplay.value == 2)
|
||||
ST_drawPowerupHUD();
|
||||
}
|
||||
else if (cv_powerupdisplay.value == 2)
|
||||
ST_drawPowerupHUD();
|
||||
}
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
|
|
|
@ -1624,7 +1624,7 @@ void V_DrawString(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
{
|
||||
INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth, center = 0, left = 0;
|
||||
const char *ch = string;
|
||||
INT32 charflags = 0;
|
||||
INT32 charflags = (option & V_CHARCOLORMASK);
|
||||
const UINT8 *colormap = NULL;
|
||||
INT32 spacewidth = 4, charwidth = 0;
|
||||
|
||||
|
@ -1644,8 +1644,6 @@ void V_DrawString(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
left = (scrwidth - BASEVIDWIDTH)/2;
|
||||
}
|
||||
|
||||
charflags = (option & V_CHARCOLORMASK);
|
||||
|
||||
switch (option & V_SPACINGMASK)
|
||||
{
|
||||
case V_MONOSPACE:
|
||||
|
@ -2154,8 +2152,10 @@ INT32 V_CreditStringWidth(const char *string)
|
|||
//
|
||||
void V_DrawLevelTitle(INT32 x, INT32 y, INT32 option, const char *string)
|
||||
{
|
||||
INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth = BASEVIDWIDTH;
|
||||
INT32 w, c, cx = x, cy = y, dupx, dupy, scrwidth, left = 0;
|
||||
const char *ch = string;
|
||||
INT32 charflags = (option & V_CHARCOLORMASK);
|
||||
const UINT8 *colormap = NULL;
|
||||
|
||||
if (option & V_NOSCALESTART)
|
||||
{
|
||||
|
@ -2164,21 +2164,31 @@ void V_DrawLevelTitle(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
scrwidth = vid.width;
|
||||
}
|
||||
else
|
||||
dupx = dupy = 1;
|
||||
|
||||
for (;;)
|
||||
{
|
||||
c = *ch++;
|
||||
if (!c)
|
||||
dupx = dupy = 1;
|
||||
scrwidth = vid.width/vid.dupx;
|
||||
left = (scrwidth - BASEVIDWIDTH)/2;
|
||||
}
|
||||
|
||||
for (;;ch++)
|
||||
{
|
||||
if (!*ch)
|
||||
break;
|
||||
if (c == '\n')
|
||||
if (*ch & 0x80) //color parsing -x 2.16.09
|
||||
{
|
||||
// manually set flags override color codes
|
||||
if (!(option & V_CHARCOLORMASK))
|
||||
charflags = ((*ch & 0x7f) << V_CHARCOLORSHIFT) & V_CHARCOLORMASK;
|
||||
continue;
|
||||
}
|
||||
if (*ch == '\n')
|
||||
{
|
||||
cx = x;
|
||||
cy += 12*dupy;
|
||||
continue;
|
||||
}
|
||||
|
||||
c = toupper(c) - LT_FONTSTART;
|
||||
c = toupper(*ch) - LT_FONTSTART;
|
||||
if (c < 0 || c >= LT_FONTSIZE || !lt_font[c])
|
||||
{
|
||||
cx += 16*dupx;
|
||||
|
@ -2186,17 +2196,19 @@ void V_DrawLevelTitle(INT32 x, INT32 y, INT32 option, const char *string)
|
|||
}
|
||||
|
||||
w = SHORT(lt_font[c]->width) * dupx;
|
||||
if (cx + w > scrwidth)
|
||||
break;
|
||||
|
||||
if (cx+left > scrwidth)
|
||||
break;
|
||||
//left boundary check
|
||||
if (cx < 0)
|
||||
if (cx+left + w < 0)
|
||||
{
|
||||
cx += w;
|
||||
continue;
|
||||
}
|
||||
|
||||
V_DrawScaledPatch(cx, cy, option, lt_font[c]);
|
||||
colormap = V_GetStringColormap(charflags);
|
||||
V_DrawFixedPatch(cx<<FRACBITS, cy<<FRACBITS, FRACUNIT, option, lt_font[c], colormap);
|
||||
|
||||
cx += w;
|
||||
}
|
||||
}
|
||||
|
@ -2210,6 +2222,8 @@ INT32 V_LevelNameWidth(const char *string)
|
|||
|
||||
for (i = 0; i < strlen(string); i++)
|
||||
{
|
||||
if (string[i] & 0x80)
|
||||
continue;
|
||||
c = toupper(string[i]) - LT_FONTSTART;
|
||||
if (c < 0 || c >= LT_FONTSIZE || !lt_font[c])
|
||||
w += 16;
|
||||
|
@ -2265,11 +2279,9 @@ INT32 V_StringWidth(const char *string, INT32 option)
|
|||
|
||||
for (i = 0; i < strlen(string); i++)
|
||||
{
|
||||
c = string[i];
|
||||
if ((UINT8)c >= 0x80 && (UINT8)c <= 0x89) //color parsing! -Inuyasha 2.16.09
|
||||
if (string[i] & 0x80)
|
||||
continue;
|
||||
|
||||
c = toupper(c) - HU_FONTSTART;
|
||||
c = toupper(string[i]) - HU_FONTSTART;
|
||||
if (c < 0 || c >= HU_FONTSIZE || !hu_font[c])
|
||||
w += spacewidth;
|
||||
else
|
||||
|
@ -2307,11 +2319,9 @@ INT32 V_SmallStringWidth(const char *string, INT32 option)
|
|||
|
||||
for (i = 0; i < strlen(string); i++)
|
||||
{
|
||||
c = string[i];
|
||||
if ((UINT8)c >= 0x80 && (UINT8)c <= 0x89) //color parsing! -Inuyasha 2.16.09
|
||||
if (string[i] & 0x80)
|
||||
continue;
|
||||
|
||||
c = toupper(c) - HU_FONTSTART;
|
||||
c = toupper(string[i]) - HU_FONTSTART;
|
||||
if (c < 0 || c >= HU_FONTSIZE || !hu_font[c])
|
||||
w += spacewidth;
|
||||
else
|
||||
|
@ -2346,11 +2356,9 @@ INT32 V_ThinStringWidth(const char *string, INT32 option)
|
|||
|
||||
for (i = 0; i < strlen(string); i++)
|
||||
{
|
||||
c = string[i];
|
||||
if ((UINT8)c >= 0x80 && (UINT8)c <= 0x89) //color parsing! -Inuyasha 2.16.09
|
||||
if (string[i] & 0x80)
|
||||
continue;
|
||||
|
||||
c = toupper(c) - HU_FONTSTART;
|
||||
c = toupper(string[i]) - HU_FONTSTART;
|
||||
if (c < 0 || c >= HU_FONTSIZE || !tny_font[c])
|
||||
w += spacewidth;
|
||||
else
|
||||
|
|
|
@ -194,11 +194,11 @@ static inline void W_LoadDehackedLumpsPK3(UINT16 wadnum)
|
|||
for (; posStart < posEnd; posStart++)
|
||||
LUA_LoadLump(wadnum, posStart);
|
||||
}
|
||||
posStart = W_CheckNumForFolderStartPK3("SOCs/", wadnum, 0);
|
||||
posStart = W_CheckNumForFolderStartPK3("SOC/", wadnum, 0);
|
||||
if (posStart != INT16_MAX)
|
||||
{
|
||||
posEnd = W_CheckNumForFolderEndPK3("SOCs/", wadnum, posStart);
|
||||
posStart++; // first "lump" will be "SOCs/" folder itself, so ignore it
|
||||
posEnd = W_CheckNumForFolderEndPK3("SOC/", wadnum, posStart);
|
||||
posStart++; // first "lump" will be "SOC/" folder itself, so ignore it
|
||||
for(; posStart < posEnd; posStart++)
|
||||
{
|
||||
lumpinfo_t *lump_p = &wadfiles[wadnum]->lumpinfo[posStart];
|
||||
|
|
174
src/y_inter.c
174
src/y_inter.c
|
@ -77,8 +77,8 @@ typedef union
|
|||
|
||||
struct
|
||||
{
|
||||
char passed1[29]; // KNUCKLES GOT / CRAWLA HONCHO
|
||||
char passed2[17]; // A CHAOS EMERALD / GOT THEM ALL!
|
||||
char passed1[29]; // KNUCKLES GOT / CRAWLA HONCHO
|
||||
char passed2[17]; // A CHAOS EMERALD? / GOT THEM ALL!
|
||||
char passed3[15]; // CAN NOW BECOME
|
||||
char passed4[SKINNAMESIZE+7]; // SUPER CRAWLA HONCHO
|
||||
INT32 passedx1;
|
||||
|
@ -315,6 +315,9 @@ void Y_IntermissionDrawer(void)
|
|||
INT32 xoffset1 = 0; // Line 1 x offset
|
||||
INT32 xoffset2 = 0; // Line 2 x offset
|
||||
INT32 xoffset3 = 0; // Line 3 x offset
|
||||
INT32 xoffset4 = 0; // Line 4 x offset
|
||||
INT32 xoffset5 = 0; // Line 5 x offset
|
||||
INT32 xoffset6 = 0; // Line 6 x offset
|
||||
UINT8 drawsection = 0;
|
||||
|
||||
if (gottoken) // first to be behind everything else
|
||||
|
@ -324,71 +327,130 @@ void Y_IntermissionDrawer(void)
|
|||
if (intertic <= 2*TICRATE)
|
||||
animatetic = 0;
|
||||
else if (!animatetic && data.spec.bonus.points == 0 && data.spec.passed3[0] != '\0')
|
||||
animatetic = intertic;
|
||||
animatetic = intertic + TICRATE;
|
||||
|
||||
if (animatetic)
|
||||
if (animatetic && (tic_t)intertic >= animatetic)
|
||||
{
|
||||
const INT32 scradjust = (vid.width/vid.dupx)>>3; // 40 for BASEVIDWIDTH
|
||||
INT32 animatetimer = (intertic - animatetic);
|
||||
if (animatetimer <= 8)
|
||||
if (animatetimer <= 14)
|
||||
{
|
||||
xoffset1 = -(animatetimer * 40);
|
||||
xoffset2 = -((animatetimer-2) * 40);
|
||||
xoffset1 = -(animatetimer * scradjust);
|
||||
xoffset2 = -((animatetimer-2) * scradjust);
|
||||
xoffset3 = -((animatetimer-4) * scradjust);
|
||||
xoffset4 = -((animatetimer-6) * scradjust);
|
||||
xoffset5 = -((animatetimer-8) * scradjust);
|
||||
if (xoffset2 > 0) xoffset2 = 0;
|
||||
if (xoffset3 > 0) xoffset3 = 0;
|
||||
if (xoffset4 > 0) xoffset4 = 0;
|
||||
if (xoffset5 > 0) xoffset5 = 0;
|
||||
}
|
||||
else if (animatetimer <= 19)
|
||||
else if (animatetimer < 32)
|
||||
{
|
||||
drawsection = 1;
|
||||
xoffset1 = (16-animatetimer) * 40;
|
||||
xoffset2 = (18-animatetimer) * 40;
|
||||
xoffset3 = (20-animatetimer) * 40;
|
||||
xoffset1 = (22-animatetimer) * scradjust;
|
||||
xoffset2 = (24-animatetimer) * scradjust;
|
||||
xoffset3 = (26-animatetimer) * scradjust;
|
||||
xoffset4 = (28-animatetimer) * scradjust;
|
||||
xoffset5 = (30-animatetimer) * scradjust;
|
||||
xoffset6 = (32-animatetimer) * scradjust;
|
||||
if (xoffset1 < 0) xoffset1 = 0;
|
||||
if (xoffset2 < 0) xoffset2 = 0;
|
||||
if (xoffset3 < 0) xoffset3 = 0;
|
||||
if (xoffset4 < 0) xoffset4 = 0;
|
||||
if (xoffset5 < 0) xoffset5 = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
drawsection = 1;
|
||||
if (animatetimer == 32)
|
||||
S_StartSound(NULL, sfx_s3k68);
|
||||
}
|
||||
}
|
||||
|
||||
if (drawsection == 1)
|
||||
{
|
||||
const char *ringtext = "\x86" "50 RINGS, NO SHIELD";
|
||||
const char *tut1text = "\x86" "PRESS " "\x82" "SPIN";
|
||||
const char *tut2text = "\x86" "MID-" "\x82" "JUMP";
|
||||
ttheight = 16;
|
||||
V_DrawLevelTitle(data.spec.passedx1 + xoffset1, ttheight, 0, data.spec.passed1);
|
||||
ttheight += V_LevelNameHeight(data.spec.passed3) + 2;
|
||||
V_DrawLevelTitle(data.spec.passedx3 + xoffset2, ttheight, 0, data.spec.passed3);
|
||||
ttheight += V_LevelNameHeight(data.spec.passed4) + 2;
|
||||
V_DrawLevelTitle(data.spec.passedx4 + xoffset3, ttheight, 0, data.spec.passed4);
|
||||
}
|
||||
else if (data.spec.passed1[0] != '\0')
|
||||
{
|
||||
ttheight = 24;
|
||||
V_DrawLevelTitle(data.spec.passedx1 + xoffset1, ttheight, 0, data.spec.passed1);
|
||||
ttheight += V_LevelNameHeight(data.spec.passed2) + 2;
|
||||
V_DrawLevelTitle(data.spec.passedx2 + xoffset2, ttheight, 0, data.spec.passed2);
|
||||
|
||||
ttheight = 108;
|
||||
V_DrawLevelTitle(BASEVIDWIDTH/2 + xoffset4 - (V_LevelNameWidth(ringtext)/2), ttheight, 0, ringtext);
|
||||
ttheight += V_LevelNameHeight(ringtext) + 2;
|
||||
V_DrawLevelTitle(BASEVIDWIDTH/2 + xoffset5 - (V_LevelNameWidth(tut1text)/2), ttheight, 0, tut1text);
|
||||
ttheight += V_LevelNameHeight(tut1text) + 2;
|
||||
V_DrawLevelTitle(BASEVIDWIDTH/2 + xoffset6 - (V_LevelNameWidth(tut2text)/2), ttheight, 0, tut2text);
|
||||
}
|
||||
else
|
||||
{
|
||||
ttheight = 24 + (V_LevelNameHeight(data.spec.passed2)/2) + 2;
|
||||
V_DrawLevelTitle(data.spec.passedx2 + xoffset1, ttheight, 0, data.spec.passed2);
|
||||
if (data.spec.passed1[0] != '\0')
|
||||
{
|
||||
ttheight = 24;
|
||||
V_DrawLevelTitle(data.spec.passedx1 + xoffset1, ttheight, 0, data.spec.passed1);
|
||||
ttheight += V_LevelNameHeight(data.spec.passed2) + 2;
|
||||
V_DrawLevelTitle(data.spec.passedx2 + xoffset2, ttheight, 0, data.spec.passed2);
|
||||
}
|
||||
else
|
||||
{
|
||||
ttheight = 24 + (V_LevelNameHeight(data.spec.passed2)/2) + 2;
|
||||
V_DrawLevelTitle(data.spec.passedx2 + xoffset1, ttheight, 0, data.spec.passed2);
|
||||
}
|
||||
|
||||
V_DrawScaledPatch(152 + xoffset3, 108, 0, data.spec.bonuspatch);
|
||||
V_DrawTallNum(BASEVIDWIDTH + xoffset3 - 68, 109, 0, data.spec.bonus.points);
|
||||
V_DrawScaledPatch(152 + xoffset4, 124, 0, data.spec.pscore);
|
||||
V_DrawTallNum(BASEVIDWIDTH + xoffset4 - 68, 125, 0, data.spec.score);
|
||||
|
||||
// Draw continues!
|
||||
if (!multiplayer /* && (data.spec.continues & 0x80) */) // Always draw outside of netplay
|
||||
{
|
||||
UINT8 continues = data.spec.continues & 0x7F;
|
||||
|
||||
V_DrawScaledPatch(152 + xoffset5, 150, 0, data.spec.pcontinues);
|
||||
for (i = 0; i < continues; ++i)
|
||||
{
|
||||
if ((data.spec.continues & 0x80) && i == continues-1 && (endtic < 0 || intertic%20 < 10))
|
||||
break;
|
||||
V_DrawContinueIcon(246 + xoffset5 - (i*12), 162, 0, *data.spec.playerchar, *data.spec.playercolor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// draw the emeralds
|
||||
//if (intertic & 1)
|
||||
{
|
||||
boolean drawthistic = !(ALL7EMERALDS(emeralds) && (intertic & 1));
|
||||
INT32 emeraldx = 152 - 3*28;
|
||||
INT32 em = (gamemap - sstage_start);
|
||||
INT32 em = P_GetNextEmerald();
|
||||
|
||||
for (i = 0; i < 7; ++i)
|
||||
if (em == 7)
|
||||
{
|
||||
if ((i != em) && !(intertic & 1) && (emeralds & (1 << i)))
|
||||
V_DrawScaledPatch(emeraldx, 74, 0, emeraldpics[0][i]);
|
||||
emeraldx += 28;
|
||||
if (!stagefailed)
|
||||
{
|
||||
fixed_t adjust = 2*(FINESINE(FixedAngle((intertic + 1)<<(FRACBITS-4)) & FINEMASK));
|
||||
V_DrawFixedPatch(152<<FRACBITS, (74<<FRACBITS) - adjust, FRACUNIT, 0, emeraldpics[0][em], NULL);
|
||||
}
|
||||
}
|
||||
|
||||
if (em < 7)
|
||||
else if (em < 7)
|
||||
{
|
||||
static UINT8 emeraldbounces = 0;
|
||||
static INT32 emeraldmomy = 20;
|
||||
static INT32 emeraldy = -40;
|
||||
|
||||
if (drawthistic)
|
||||
for (i = 0; i < 7; ++i)
|
||||
{
|
||||
if ((i != em) && (emeralds & (1 << i)))
|
||||
V_DrawScaledPatch(emeraldx, 74, 0, emeraldpics[0][i]);
|
||||
emeraldx += 28;
|
||||
}
|
||||
|
||||
emeraldx = 152 + (em-3)*28;
|
||||
|
||||
if (intertic <= 1)
|
||||
|
@ -399,7 +461,7 @@ void Y_IntermissionDrawer(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (emeralds & (1 << em))
|
||||
if (!stagefailed)
|
||||
{
|
||||
if (emeraldbounces < 3)
|
||||
{
|
||||
|
@ -427,29 +489,11 @@ void Y_IntermissionDrawer(void)
|
|||
emeraldy = 74;
|
||||
}
|
||||
}
|
||||
V_DrawScaledPatch(emeraldx, emeraldy, 0, emeraldpics[0][em]);
|
||||
if (drawthistic)
|
||||
V_DrawScaledPatch(emeraldx, emeraldy, 0, emeraldpics[0][em]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
V_DrawScaledPatch(152, 108, 0, data.spec.bonuspatch);
|
||||
V_DrawTallNum(BASEVIDWIDTH - 68, 109, 0, data.spec.bonus.points);
|
||||
V_DrawScaledPatch(152, 124, 0, data.spec.pscore);
|
||||
V_DrawTallNum(BASEVIDWIDTH - 68, 125, 0, data.spec.score);
|
||||
|
||||
// Draw continues!
|
||||
if (!multiplayer /* && (data.spec.continues & 0x80) */) // Always draw outside of netplay
|
||||
{
|
||||
UINT8 continues = data.spec.continues & 0x7F;
|
||||
|
||||
V_DrawScaledPatch(152, 150, 0, data.spec.pcontinues);
|
||||
for (i = 0; i < continues; ++i)
|
||||
{
|
||||
if ((data.spec.continues & 0x80) && i == continues-1 && (endtic < 0 || intertic%20 < 10))
|
||||
break;
|
||||
V_DrawContinueIcon(246 - (i*12), 162, 0, *data.spec.playerchar, *data.spec.playercolor);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (intertype == int_match || intertype == int_race)
|
||||
{
|
||||
|
@ -831,7 +875,7 @@ void Y_Ticker(void)
|
|||
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && !demoplayback)
|
||||
{
|
||||
if (M_UpdateUnlockablesAndExtraEmblems())
|
||||
S_StartSound(NULL, sfx_ncitem);
|
||||
S_StartSound(NULL, sfx_s3k68);
|
||||
|
||||
G_SaveGameData();
|
||||
}
|
||||
|
@ -850,7 +894,7 @@ void Y_Ticker(void)
|
|||
{
|
||||
INT32 i;
|
||||
UINT32 oldscore = data.spec.score;
|
||||
boolean skip = false;
|
||||
boolean skip = false, super = false;
|
||||
|
||||
if (!intertic) // first time only
|
||||
{
|
||||
|
@ -862,15 +906,22 @@ void Y_Ticker(void)
|
|||
return;
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; i++)
|
||||
if (playeringame[i] && (players[i].cmd.buttons & BT_USE))
|
||||
skip = true;
|
||||
if (playeringame[i])
|
||||
{
|
||||
if (players[i].cmd.buttons & BT_USE)
|
||||
skip = true;
|
||||
if (players[i].charflags & SF_SUPER)
|
||||
super = true;
|
||||
}
|
||||
|
||||
if ((data.spec.continues & 0x80) && tallydonetic != -1)
|
||||
if (tallydonetic != -1 && ((data.spec.continues & 0x80) || (super && ALL7EMERALDS(emeralds))))
|
||||
{
|
||||
if ((intertic - tallydonetic) > (3*TICRATE)/2)
|
||||
{
|
||||
endtic = intertic + 4*TICRATE; // 4 second pause after end of tally
|
||||
S_StartSound(NULL, sfx_s3kac); // bingly-bingly-bing!
|
||||
if (data.spec.continues & 0x80)
|
||||
S_StartSound(NULL, sfx_s3kac); // bingly-bingly-bing!
|
||||
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -887,7 +938,7 @@ void Y_Ticker(void)
|
|||
if (!data.spec.bonus.points)
|
||||
{
|
||||
tallydonetic = intertic;
|
||||
if (!(data.spec.continues & 0x80)) // don't set endtic yet!
|
||||
if (!((data.spec.continues & 0x80) || (super && ALL7EMERALDS(emeralds)))) // don't set endtic yet!
|
||||
endtic = intertic + 4*TICRATE; // 4 second pause after end of tally
|
||||
|
||||
S_StartSound(NULL, (gottoken ? sfx_token : sfx_chchng)); // cha-ching!
|
||||
|
@ -896,7 +947,7 @@ void Y_Ticker(void)
|
|||
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer) && !demoplayback)
|
||||
{
|
||||
if (M_UpdateUnlockablesAndExtraEmblems())
|
||||
S_StartSound(NULL, sfx_ncitem);
|
||||
S_StartSound(NULL, sfx_s3k68);
|
||||
|
||||
G_SaveGameData();
|
||||
}
|
||||
|
@ -1286,7 +1337,7 @@ void Y_StartIntermission(void)
|
|||
data.spec.passed1[sizeof data.spec.passed1 - 1] = '\0';
|
||||
strcpy(data.spec.passed2, "GOT THEM ALL!");
|
||||
|
||||
if (skins[players[consoleplayer].skin].flags & SF_SUPER)
|
||||
if (players[consoleplayer].charflags & SF_SUPER)
|
||||
{
|
||||
strcpy(data.spec.passed3, "CAN NOW BECOME");
|
||||
snprintf(data.spec.passed4,
|
||||
|
@ -1307,6 +1358,11 @@ void Y_StartIntermission(void)
|
|||
else
|
||||
strcpy(data.spec.passed1, "YOU GOT");
|
||||
strcpy(data.spec.passed2, "A CHAOS EMERALD");
|
||||
if (P_GetNextEmerald() > 6)
|
||||
{
|
||||
data.spec.passed2[15] = '?';
|
||||
data.spec.passed2[16] = '\0';
|
||||
}
|
||||
}
|
||||
data.spec.passedx1 = (BASEVIDWIDTH - V_LevelNameWidth(data.spec.passed1))/2;
|
||||
data.spec.passedx2 = (BASEVIDWIDTH - V_LevelNameWidth(data.spec.passed2))/2;
|
||||
|
@ -1745,7 +1801,7 @@ static void Y_SetPerfectBonus(player_t *player, y_bonus_t *bstruct)
|
|||
if (!playeringame[i]) continue;
|
||||
sharedringtotal += players[i].rings;
|
||||
}
|
||||
if (!sharedringtotal || sharedringtotal < nummaprings)
|
||||
if (!sharedringtotal || nummaprings == -1 || sharedringtotal < nummaprings)
|
||||
data.coop.gotperfbonus = 0;
|
||||
else
|
||||
data.coop.gotperfbonus = 1;
|
||||
|
@ -1857,7 +1913,7 @@ static void Y_AwardSpecialStageBonus(void)
|
|||
|
||||
if (!playeringame[i] || players[i].lives < 1) // not active or game over
|
||||
Y_SetNullBonus(&players[i], &localbonus);
|
||||
else if (useNightsSS) // Link instead of Score
|
||||
else if (maptol & TOL_NIGHTS) // Link instead of Rings
|
||||
Y_SetLinkBonus(&players[i], &localbonus);
|
||||
else
|
||||
Y_SetRingBonus(&players[i], &localbonus);
|
||||
|
|
Loading…
Reference in a new issue