diff --git a/.travis.yml b/.travis.yml index e3408cf6f..d728758ed 100644 --- a/.travis.yml +++ b/.travis.yml @@ -98,7 +98,7 @@ matrix: - p7zip-full - gcc-6 compiler: gcc-6 - env: WFLAGS="-Wno-error=tautological-compare" + env: WFLAGS="-Wno-tautological-compare" #gcc-6 (Ubuntu 6.1.1-3ubuntu11~14.04.1) 6.1.1 20160511 - os: linux compiler: clang @@ -213,7 +213,7 @@ before_script: - 7z x $HOME/srb2_cache/SRB2-v2115-assets-2.7z -oassets - mkdir build - cd build - - export CFLAGS="-Wall -W $WFLAGS" + - export CFLAGS="-Wall -W -Werror $WFLAGS" - export CCACHE_COMPRESS=true - cmake .. -DCMAKE_BUILD_TYPE=Release diff --git a/src/blua/lvm.c b/src/blua/lvm.c index a921d4437..b654613f4 100644 --- a/src/blua/lvm.c +++ b/src/blua/lvm.c @@ -732,7 +732,8 @@ void luaV_execute (lua_State *L, int nexeccalls) { luaG_runerror(L, LUA_QL("for") " limit must be a number"); else if (!tonumber(pstep, ra+2)) luaG_runerror(L, LUA_QL("for") " step must be a number"); - setnvalue(ra, luai_numsub(nvalue(ra), nvalue(pstep))); + if (ra && pstep) + setnvalue(ra, luai_numsub(nvalue(ra), nvalue(pstep))); dojump(L, pc, GETARG_sBx(i)); continue; } diff --git a/src/command.c b/src/command.c index 44454ce50..6534fed3d 100644 --- a/src/command.c +++ b/src/command.c @@ -966,9 +966,11 @@ void CV_RegisterVar(consvar_t *variable) // check net variables if (variable->flags & CV_NETVAR) { + const consvar_t *netvar; variable->netid = CV_ComputeNetid(variable->name); - if (CV_FindNetVar(variable->netid)) - I_Error("Variables %s and %s have same netid\n", variable->name, CV_FindNetVar(variable->netid)->name); + netvar = CV_FindNetVar(variable->netid); + if (netvar) + I_Error("Variables %s and %s have same netid\n", variable->name, netvar->name); } // link the variable in diff --git a/src/d_clisrv.c b/src/d_clisrv.c index f5a063875..e49f37e2a 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -531,6 +531,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i) rsp->deadtimer = players[i].deadtimer; rsp->exiting = (tic_t)LONG(players[i].exiting); rsp->homing = players[i].homing; + rsp->dashmode = (tic_t)LONG(players[i].dashmode); rsp->skidtime = (tic_t)LONG(players[i].skidtime); rsp->cmomx = (fixed_t)LONG(players[i].cmomx); rsp->cmomy = (fixed_t)LONG(players[i].cmomy); @@ -657,6 +658,7 @@ static void resynch_read_player(resynch_pak *rsp) players[i].deadtimer = rsp->deadtimer; players[i].exiting = (tic_t)LONG(rsp->exiting); players[i].homing = rsp->homing; + players[i].dashmode = (tic_t)LONG(rsp->dashmode); players[i].skidtime = (tic_t)LONG(rsp->skidtime); players[i].cmomx = (fixed_t)LONG(rsp->cmomx); players[i].cmomy = (fixed_t)LONG(rsp->cmomy); diff --git a/src/d_clisrv.h b/src/d_clisrv.h index 14b590926..f9e33dc4c 100644 --- a/src/d_clisrv.h +++ b/src/d_clisrv.h @@ -191,6 +191,7 @@ typedef struct INT32 deadtimer; tic_t exiting; UINT8 homing; + tic_t dashmode; tic_t skidtime; fixed_t cmomx; fixed_t cmomy; diff --git a/src/d_main.h b/src/d_main.h index 88387a579..6dc273b15 100644 --- a/src/d_main.h +++ b/src/d_main.h @@ -41,7 +41,7 @@ void D_SRB2Main(void); // Called by IO functions when input is detected. void D_PostEvent(const event_t *ev); #ifndef DOXYGEN -void D_PostEvent_end(void); // delimiter for locking memory +FUNCMATH void D_PostEvent_end(void); // delimiter for locking memory #endif void D_ProcessEvents(void); diff --git a/src/d_player.h b/src/d_player.h index f2f14e886..b01edc8f5 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -63,6 +63,7 @@ typedef enum CA_JUMPBOOST, CA_AIRDRILL, CA_JUMPTHOK, + CA_DASHMODE, CA_TWINSPIN } charability_t; @@ -170,6 +171,7 @@ typedef enum PA_EDGE, PA_WALK, PA_RUN, + PA_PEEL, PA_PAIN, PA_ROLL, PA_JUMP, @@ -358,6 +360,7 @@ typedef struct player_s tic_t exiting; // Exitlevel timer UINT8 homing; // Are you homing? + tic_t dashmode; // counter for dashmode ability tic_t skidtime; // Skid timer diff --git a/src/dehacked.c b/src/dehacked.c index 59d75946a..8b7879939 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -3771,6 +3771,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_PLAY_WAIT", "S_PLAY_WALK", "S_PLAY_RUN", + "S_PLAY_PEEL", "S_PLAY_PAIN", "S_PLAY_DEAD", "S_PLAY_DRWN", @@ -3800,6 +3801,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_PLAY_SUPER_STND", "S_PLAY_SUPER_WALK", "S_PLAY_SUPER_RUN", + "S_PLAY_SUPER_PEEL", "S_PLAY_SUPER_PAIN", "S_PLAY_SUPER_STUN", "S_PLAY_SUPER_DEAD", @@ -6695,12 +6697,14 @@ static const char *const MOBJEFLAG_LIST[] = { NULL }; +#ifdef HAVE_BLUA static const char *const MAPTHINGFLAG_LIST[4] = { NULL, "OBJECTFLIP", // Reverse gravity flag for objects. "OBJECTSPECIAL", // Special flag used with certain objects. "AMBUSH" // Deaf monsters/do not react to sound. }; +#endif static const char *const PLAYERFLAG_LIST[] = { // Flip camera angle with gravity flip prefrence. @@ -6773,6 +6777,7 @@ static const char *const PLAYERFLAG_LIST[] = { NULL // stop loop here. }; +#ifdef HAVE_BLUA // Linedef flags static const char *const ML_LIST[16] = { "IMPASSIBLE", @@ -6792,6 +6797,7 @@ static const char *const ML_LIST[16] = { "BOUNCY", "TFERLINE" }; +#endif // This DOES differ from r_draw's Color_Names, unfortunately. // Also includes Super colors @@ -7125,6 +7131,7 @@ struct { {"CA_JUMPBOOST",CA_JUMPBOOST}, {"CA_AIRDRILL",CA_AIRDRILL}, {"CA_JUMPTHOK",CA_JUMPTHOK}, + {"CA_DASHMODE",CA_DASHMODE}, {"CA_TWINSPIN",CA_TWINSPIN}, // Secondary {"CA2_NONE",CA2_NONE}, // now slot 0! @@ -7176,6 +7183,7 @@ struct { {"PA_EDGE",PA_EDGE}, {"PA_WALK",PA_WALK}, {"PA_RUN",PA_RUN}, + {"PA_PEEL",PA_PEEL}, {"PA_PAIN",PA_PAIN}, {"PA_ROLL",PA_ROLL}, {"PA_JUMP",PA_JUMP}, @@ -7757,7 +7765,7 @@ fixed_t get_number(const char *word) #endif } -void DEH_Check(void) +void FUNCMATH DEH_Check(void) { #if defined(_DEBUG) || defined(PARANOIA) const size_t dehstates = sizeof(STATE_LIST)/sizeof(const char*); diff --git a/src/doomdef.h b/src/doomdef.h index 70ec8c0d1..4428ef617 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -213,7 +213,7 @@ extern FILE *logstream; // it's only for detection of the version the player is using so the MS can alert them of an update. // Only set it higher, not lower, obviously. // Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1". -#define MODVERSION 20 +#define MODVERSION 21 // ========================================================================= @@ -435,6 +435,12 @@ extern const char *compdate, *comptime, *comprevision, *compbranch; /// Kalaron/Eternity Engine slope code (SRB2CB ported) #define ESLOPE +#ifdef ESLOPE +/// Backwards compatibility with SRB2CB's slope linedef types. +/// \note A simple shim that prints a warning. +#define ESLOPE_TYPESHIM +#endif + /// Delete file while the game is running. /// \note EXTREMELY buggy, tends to crash game. //#define DELFILE diff --git a/src/f_finale.h b/src/f_finale.h index 8ee02bdf3..1f23643be 100644 --- a/src/f_finale.h +++ b/src/f_finale.h @@ -35,7 +35,7 @@ void F_CutsceneTicker(void); void F_TitleDemoTicker(void); // Called by main loop. -void F_GameEndDrawer(void); +FUNCMATH void F_GameEndDrawer(void); void F_IntroDrawer(void); void F_TitleScreenDrawer(void); diff --git a/src/hardware/hw_dll.h b/src/hardware/hw_dll.h index d9620be02..6b9f4d538 100644 --- a/src/hardware/hw_dll.h +++ b/src/hardware/hw_dll.h @@ -54,7 +54,7 @@ #endif #endif -typedef void (*I_Error_t) (const char *error, ...); +typedef void (*I_Error_t) (const char *error, ...) FUNCIERROR; // ========================================================================== // MATHS diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index ccb94aed3..a83960177 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4529,7 +4529,8 @@ static void HWR_SortVisSprites(void) // Fix first and last. ds still points to the last one after the loop dsfirst->prev = &unsorted; unsorted.next = dsfirst; - ds->next = &unsorted; + if (ds) + ds->next = &unsorted; unsorted.prev = ds; // pull the vissprites out by scale @@ -4552,10 +4553,13 @@ static void HWR_SortVisSprites(void) best = ds; } } - best->next->prev = best->prev; - best->prev->next = best->next; - best->next = &gr_vsprsortedhead; - best->prev = gr_vsprsortedhead.prev; + if (best) + { + best->next->prev = best->prev; + best->prev->next = best->next; + best->next = &gr_vsprsortedhead; + best->prev = gr_vsprsortedhead.prev; + } gr_vsprsortedhead.prev->next = best; gr_vsprsortedhead.prev = best; } diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 1a81fe796..54dd94854 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -1836,10 +1836,7 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value) } } -// -----------------+ -// HWRAPI DrawMD2 : Draw an MD2 model with glcommands -// -----------------+ -EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration, UINT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color) +static inline void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration, UINT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color) { INT32 val, count, pindex; GLfloat s, t; @@ -1931,7 +1928,7 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d //pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency // Remove depth mask when the model is transparent so it doesn't cut thorugh sprites // SRB2CBTODO: For all stuff too?! - if (color[3] < 255) + if (color && color[3] < 255) { pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency pglDepthMask(GL_FALSE); @@ -2007,11 +2004,20 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d pglDisable(GL_CULL_FACE); } +// -----------------+ +// HWRAPI DrawMD2 : Draw an MD2 model with glcommands +// -----------------+ +EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration, UINT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color) +{ + DrawMD2Ex(gl_cmd_buffer, frame, duration, tics, nextframe, pos, scale, flipped, color); +} + EXPORT void HWRAPI(DrawMD2) (INT32 *gl_cmd_buffer, md2_frame_t *frame, FTransform *pos, float scale) { - DrawMD2i(gl_cmd_buffer, frame, 0, 0, NULL, pos, scale, false, NULL); + DrawMD2Ex(gl_cmd_buffer, frame, 0, 0, NULL, pos, scale, false, NULL); } + // -----------------+ // SetTransform : // -----------------+ diff --git a/src/hu_stuff.h b/src/hu_stuff.h index f0dd40096..7b22f33f1 100644 --- a/src/hu_stuff.h +++ b/src/hu_stuff.h @@ -87,7 +87,7 @@ void HU_Init(void); void HU_LoadGraphics(void); // reset heads up when consoleplayer respawns. -void HU_Start(void); +FUNCMATH void HU_Start(void); boolean HU_Responder(event_t *ev); diff --git a/src/info.c b/src/info.c index c5ebc8531..3e868e335 100644 --- a/src/info.c +++ b/src/info.c @@ -62,6 +62,7 @@ char spr2names[NUMPLAYERSPRITES][5] = "WAIT", "WALK", "RUN_", + "PEEL", "PAIN", "DEAD", "DRWN", @@ -91,6 +92,7 @@ char spr2names[NUMPLAYERSPRITES][5] = "SSTD", "SWLK", "SRUN", + "SPEE", "SPAN", "SMSL", "SDTH", @@ -135,6 +137,7 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT {SPR_PLAY, SPR2_WALK|FF_MIDDLESTARTCHANCE, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK {SPR_PLAY, SPR2_RUN |FF_MIDDLESTARTCHANCE, 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN + {SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL {SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN {SPR_PLAY, SPR2_DEAD, 4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD {SPR_PLAY, SPR2_DRWN, 4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN @@ -164,6 +167,7 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND {SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK {SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN + {SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL {SPR_PLAY, SPR2_SPAN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN {SPR_PLAY, SPR2_SMSL, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN {SPR_PLAY, SPR2_SDTH, 4, {NULL}, 0, 0, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD diff --git a/src/info.h b/src/info.h index 809901aa7..63b589ed7 100644 --- a/src/info.h +++ b/src/info.h @@ -581,6 +581,7 @@ enum playersprite SPR2_WAIT, SPR2_WALK, SPR2_RUN , + SPR2_PEEL, SPR2_PAIN, SPR2_DEAD, SPR2_DRWN, @@ -610,6 +611,7 @@ enum playersprite SPR2_SSTD, SPR2_SWLK, SPR2_SRUN, + SPR2_SPEE, SPR2_SPAN, SPR2_SMSL, SPR2_SDTH, @@ -648,6 +650,7 @@ typedef enum state S_PLAY_WAIT, S_PLAY_WALK, S_PLAY_RUN, + S_PLAY_PEEL, S_PLAY_PAIN, S_PLAY_DEAD, S_PLAY_DRWN, @@ -677,6 +680,7 @@ typedef enum state S_PLAY_SUPER_STND, S_PLAY_SUPER_WALK, S_PLAY_SUPER_RUN, + S_PLAY_SUPER_PEEL, S_PLAY_SUPER_PAIN, S_PLAY_SUPER_STUN, S_PLAY_SUPER_DEAD, diff --git a/src/lua_baselib.c b/src/lua_baselib.c index 1bacf9102..bbcec06d3 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -429,6 +429,16 @@ static int lib_pMobjFlip(lua_State *L) return 1; } +static int lib_pGetMobjGravity(lua_State *L) +{ + mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + //HUDSAFE + if (!mobj) + return LUA_ErrInvalid(L, "mobj_t"); + lua_pushfixed(L, P_GetMobjGravity(mobj)); + return 1; +} + static int lib_pWeaponOrPanel(lua_State *L) { mobjtype_t type = luaL_checkinteger(L, 1); @@ -2003,6 +2013,7 @@ static luaL_Reg lib[] = { {"P_SPMAngle",lib_pSPMAngle}, {"P_SpawnPlayerMissile",lib_pSpawnPlayerMissile}, {"P_MobjFlip",lib_pMobjFlip}, + {"P_GetMobjGravity",lib_pGetMobjGravity}, {"P_WeaponOrPanel",lib_pWeaponOrPanel}, {"P_FlashPal",lib_pFlashPal}, {"P_GetClosestAxis",lib_pGetClosestAxis}, diff --git a/src/lua_playerlib.c b/src/lua_playerlib.c index bd5605f23..60119deae 100644 --- a/src/lua_playerlib.c +++ b/src/lua_playerlib.c @@ -202,6 +202,8 @@ static int player_get(lua_State *L) lua_pushinteger(L, plr->exiting); else if (fastcmp(field,"homing")) lua_pushinteger(L, plr->homing); + else if (fastcmp(field,"dashmode")) + lua_pushinteger(L, plr->dashmode); else if (fastcmp(field,"skidtime")) lua_pushinteger(L, plr->skidtime); else if (fastcmp(field,"cmomx")) @@ -459,6 +461,8 @@ static int player_set(lua_State *L) plr->exiting = (tic_t)luaL_checkinteger(L, 3); else if (fastcmp(field,"homing")) plr->homing = (UINT8)luaL_checkinteger(L, 3); + else if (fastcmp(field,"dashmode")) + plr->dashmode = (tic_t)luaL_checkinteger(L, 3); else if (fastcmp(field,"skidtime")) plr->skidtime = (tic_t)luaL_checkinteger(L, 3); else if (fastcmp(field,"cmomx")) diff --git a/src/p_floor.c b/src/p_floor.c index af6274f28..8f51698cc 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -1163,7 +1163,7 @@ void T_SpikeSector(levelspecthink_t *spikes) node = spikes->sector->touching_thinglist; // things touching this sector - for (; node; node = node->m_snext) + for (; node; node = node->m_thinglist_next) { thing = node->m_thing; if (!thing->player) @@ -1314,7 +1314,7 @@ void T_BridgeThinker(levelspecthink_t *bridge) controlsec = §ors[k]; // Is a player standing on me? - for (node = sector->touching_thinglist; node; node = node->m_snext) + for (node = sector->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; @@ -1737,7 +1737,7 @@ wegotit: static mobj_t *SearchMarioNode(msecnode_t *node) { mobj_t *thing = NULL; - for (; node; node = node->m_snext) + for (; node; node = node->m_thinglist_next) { // Things which should NEVER be ejected from a MarioBlock, by type. switch (node->m_thing->type) @@ -2009,7 +2009,7 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies) && thing->z < upperbound && thing->z+thing->height > lowerbound) return; - node = node->m_snext; + node = node->m_thinglist_next; } } } @@ -2027,7 +2027,7 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies) && thing->z < upperbound && thing->z+thing->height > lowerbound) return; - node = node->m_snext; + node = node->m_thinglist_next; } } } @@ -2306,7 +2306,7 @@ void T_RaiseSector(levelspecthink_t *raise) sector = §ors[i]; // Is a player standing on me? - for (node = sector->touching_thinglist; node; node = node->m_snext) + for (node = sector->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; diff --git a/src/p_inter.c b/src/p_inter.c index eb733a1c6..76391705f 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -3664,7 +3664,7 @@ void P_PlayerFlagBurst(player_t *player, boolean toss) // Flag text { char plname[MAXPLAYERNAME+4]; - char *flagtext; + const char *flagtext; char flagcolor; snprintf(plname, sizeof(plname), "%s%s%s", diff --git a/src/p_local.h b/src/p_local.h index 7b662ef23..8a451566f 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -252,7 +252,8 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype #endif void P_ColorTeamMissile(mobj_t *missile, player_t *source); SINT8 P_MobjFlip(mobj_t *mobj); -boolean P_WeaponOrPanel(mobjtype_t type); +fixed_t P_GetMobjGravity(mobj_t *mo); +FUNCMATH boolean P_WeaponOrPanel(mobjtype_t type); boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled); diff --git a/src/p_map.c b/src/p_map.c index 05cb03c22..c534ee137 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -448,6 +448,35 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; } + // Dashmode users destroy spikes and monitors. + if ((tmthing->player) && (tmthing->player->charability == CA_DASHMODE) && (tmthing->player->dashmode >= 3*TICRATE) + && (thing->flags & (MF_MONITOR) || thing->type == MT_SPIKE)) + { + if ((thing->flags & (MF_MONITOR)) && (thing->health <= 0 || !(thing->flags & MF_SHOOTABLE))) + return true; + blockdist = thing->radius + tmthing->radius; + if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist) + return true; // didn't hit it + // 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->type == MT_SPIKE) + { + S_StartSound(tmthing, thing->info->deathsound); + for (thing = thing->subsector->sector->thinglist; thing; thing = thing->snext) + if (thing->type == MT_SPIKE && thing->health > 0 && thing->flags & MF_SOLID && P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < FixedMul(56*FRACUNIT, thing->scale)) + P_KillMobj(thing, tmthing, tmthing, 0); + } + else + { + thing->health = 0; + P_KillMobj(thing, tmthing, tmthing, 0); + } + return true; + } + if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE))) return true; @@ -2438,6 +2467,8 @@ isblocking: // // P_IsClimbingValid // +// Unlike P_DoClimbing, don't use when up against a one-sided linedef. +// static boolean P_IsClimbingValid(player_t *player, angle_t angle) { fixed_t platx, platy; @@ -2662,6 +2693,7 @@ isblocking: // see about climbing on the wall if (!(checkline->flags & ML_NOCLIMB)) { + boolean canclimb; // FUCK C90 angle_t climbangle, climbline; INT32 whichside = P_PointOnLineSide(slidemo->x, slidemo->y, li); @@ -2672,9 +2704,11 @@ isblocking: climbangle += (ANGLE_90 * (whichside ? -1 : 1)); + canclimb = (li->backsector ? P_IsClimbingValid(slidemo->player, climbangle) : true); + if (((!slidemo->player->climbing && abs((signed)(slidemo->angle - ANGLE_90 - climbline)) < ANGLE_45) || (slidemo->player->climbing == 1 && abs((signed)(slidemo->angle - climbline)) < ANGLE_135)) - && P_IsClimbingValid(slidemo->player, climbangle)) + && canclimb) { slidemo->angle = climbangle; if (!demoplayback || P_AnalogMove(slidemo->player)) @@ -3373,7 +3407,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) for (i = 0; i < sector->numattached; i++) { sec = §ors[sector->attached[i]]; - for (n = sec->touching_thinglist; n; n = n->m_snext) + for (n = sec->touching_thinglist; n; n = n->m_thinglist_next) n->visited = false; sec->moved = true; @@ -3385,7 +3419,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) do { - for (n = sec->touching_thinglist; n; n = n->m_snext) + for (n = sec->touching_thinglist; n; n = n->m_thinglist_next) if (!n->visited) { n->visited = true; @@ -3406,12 +3440,12 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) // Mark all things invalid sector->moved = true; - for (n = sector->touching_thinglist; n; n = n->m_snext) + for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) n->visited = false; do { - for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list + for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list if (!n->visited) // unprocessed thing found { n->visited = true; // mark thing as processed @@ -3435,7 +3469,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) for (i = 0; i < sector->numattached; i++) { sec = §ors[sector->attached[i]]; - for (n = sec->touching_thinglist; n; n = n->m_snext) + for (n = sec->touching_thinglist; n; n = n->m_thinglist_next) n->visited = false; sec->moved = true; @@ -3447,7 +3481,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) do { - for (n = sec->touching_thinglist; n; n = n->m_snext) + for (n = sec->touching_thinglist; n; n = n->m_thinglist_next) if (!n->visited) { n->visited = true; @@ -3465,12 +3499,12 @@ boolean P_CheckSector(sector_t *sector, boolean crunch) // Mark all things invalid sector->moved = true; - for (n = sector->touching_thinglist; n; n = n->m_snext) + for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) n->visited = false; do { - for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list + for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list if (!n->visited) // unprocessed thing found { n->visited = true; // mark thing as processed @@ -3510,7 +3544,7 @@ static msecnode_t *P_GetSecnode(void) if (headsecnode) { node = headsecnode; - headsecnode = headsecnode->m_snext; + headsecnode = headsecnode->m_thinglist_next; } else node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL); @@ -3524,7 +3558,7 @@ static mprecipsecnode_t *P_GetPrecipSecnode(void) if (headprecipsecnode) { node = headprecipsecnode; - headprecipsecnode = headprecipsecnode->m_snext; + headprecipsecnode = headprecipsecnode->m_thinglist_next; } else node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL); @@ -3535,14 +3569,14 @@ static mprecipsecnode_t *P_GetPrecipSecnode(void) static inline void P_PutSecnode(msecnode_t *node) { - node->m_snext = headsecnode; + node->m_thinglist_next = headsecnode; headsecnode = node; } // Tails 08-25-2002 static inline void P_PutPrecipSecnode(mprecipsecnode_t *node) { - node->m_snext = headprecipsecnode; + node->m_thinglist_next = headprecipsecnode; headprecipsecnode = node; } @@ -3563,7 +3597,7 @@ static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode node->m_thing = thing; // Yes. Setting m_thing says 'keep it'. return nextnode; } - node = node->m_tnext; + node = node->m_sectorlist_next; } // Couldn't find an existing node for this sector. Add one at the head @@ -3576,17 +3610,17 @@ static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode node->m_sector = s; // sector node->m_thing = thing; // mobj - node->m_tprev = NULL; // prev node on Thing thread - node->m_tnext = nextnode; // next node on Thing thread + node->m_sectorlist_prev = NULL; // prev node on Thing thread + node->m_sectorlist_next = nextnode; // next node on Thing thread if (nextnode) - nextnode->m_tprev = node; // set back link on Thing + nextnode->m_sectorlist_prev = node; // set back link on Thing // Add new node at head of sector thread starting at s->touching_thinglist - node->m_sprev = NULL; // prev node on sector thread - node->m_snext = s->touching_thinglist; // next node on sector thread + node->m_thinglist_prev = NULL; // prev node on sector thread + node->m_thinglist_next = s->touching_thinglist; // next node on sector thread if (s->touching_thinglist) - node->m_snext->m_sprev = node; + node->m_thinglist_next->m_thinglist_prev = node; s->touching_thinglist = node; return node; } @@ -3604,7 +3638,7 @@ static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mp node->m_thing = thing; // Yes. Setting m_thing says 'keep it'. return nextnode; } - node = node->m_tnext; + node = node->m_sectorlist_next; } // Couldn't find an existing node for this sector. Add one at the head @@ -3617,17 +3651,17 @@ static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mp node->m_sector = s; // sector node->m_thing = thing; // mobj - node->m_tprev = NULL; // prev node on Thing thread - node->m_tnext = nextnode; // next node on Thing thread + node->m_sectorlist_prev = NULL; // prev node on Thing thread + node->m_sectorlist_next = nextnode; // next node on Thing thread if (nextnode) - nextnode->m_tprev = node; // set back link on Thing + nextnode->m_sectorlist_prev = node; // set back link on Thing // Add new node at head of sector thread starting at s->touching_thinglist - node->m_sprev = NULL; // prev node on sector thread - node->m_snext = s->touching_preciplist; // next node on sector thread + node->m_thinglist_prev = NULL; // prev node on sector thread + node->m_thinglist_next = s->touching_preciplist; // next node on sector thread if (s->touching_preciplist) - node->m_snext->m_sprev = node; + node->m_thinglist_next->m_thinglist_prev = node; s->touching_preciplist = node; return node; } @@ -3649,24 +3683,24 @@ static msecnode_t *P_DelSecnode(msecnode_t *node) // Unlink from the Thing thread. The Thing thread begins at // sector_list and not from mobj_t->touching_sectorlist. - tp = node->m_tprev; - tn = node->m_tnext; + tp = node->m_sectorlist_prev; + tn = node->m_sectorlist_next; if (tp) - tp->m_tnext = tn; + tp->m_sectorlist_next = tn; if (tn) - tn->m_tprev = tp; + tn->m_sectorlist_prev = tp; // Unlink from the sector thread. This thread begins at // sector_t->touching_thinglist. - sp = node->m_sprev; - sn = node->m_snext; + sp = node->m_thinglist_prev; + sn = node->m_thinglist_next; if (sp) - sp->m_snext = sn; + sp->m_thinglist_next = sn; else node->m_sector->touching_thinglist = sn; if (sn) - sn->m_sprev = sp; + sn->m_thinglist_prev = sp; // Return this node to the freelist @@ -3688,24 +3722,24 @@ static mprecipsecnode_t *P_DelPrecipSecnode(mprecipsecnode_t *node) // Unlink from the Thing thread. The Thing thread begins at // sector_list and not from mobj_t->touching_sectorlist. - tp = node->m_tprev; - tn = node->m_tnext; + tp = node->m_sectorlist_prev; + tn = node->m_sectorlist_next; if (tp) - tp->m_tnext = tn; + tp->m_sectorlist_next = tn; if (tn) - tn->m_tprev = tp; + tn->m_sectorlist_prev = tp; // Unlink from the sector thread. This thread begins at // sector_t->touching_thinglist. - sp = node->m_sprev; - sn = node->m_snext; + sp = node->m_thinglist_prev; + sn = node->m_thinglist_next; if (sp) - sp->m_snext = sn; + sp->m_thinglist_next = sn; else node->m_sector->touching_preciplist = sn; if (sn) - sn->m_sprev = sp; + sn->m_thinglist_prev = sp; // Return this node to the freelist @@ -3820,7 +3854,7 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y) while (node) { node->m_thing = NULL; - node = node->m_tnext; + node = node->m_sectorlist_next; } P_SetTarget(&tmthing, thing); @@ -3858,11 +3892,11 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y) if (!node->m_thing) { if (node == sector_list) - sector_list = node->m_tnext; + sector_list = node->m_sectorlist_next; node = P_DelSecnode(node); } else - node = node->m_tnext; + node = node->m_sectorlist_next; } /* cph - @@ -3903,7 +3937,7 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y) while (node) { node->m_thing = NULL; - node = node->m_tnext; + node = node->m_sectorlist_next; } tmprecipthing = thing; @@ -3937,11 +3971,11 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y) if (!node->m_thing) { if (node == precipsector_list) - precipsector_list = node->m_tnext; + precipsector_list = node->m_sectorlist_next; node = P_DelPrecipSecnode(node); } else - node = node->m_tnext; + node = node->m_sectorlist_next; } /* cph - diff --git a/src/p_mobj.c b/src/p_mobj.c index 22d06e34d..7740e5f28 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -185,6 +185,8 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_WALK); case S_PLAY_RUN: return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_RUN); + case S_PLAY_PEEL: + return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_PEEL); case S_PLAY_PAIN: return P_SetPlayerMobjState(mobj, S_PLAY_SUPER_PAIN); case S_PLAY_DEAD: @@ -241,6 +243,10 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) case S_PLAY_SUPER_RUN: player->panim = PA_RUN; break; + case S_PLAY_PEEL: + case S_PLAY_SUPER_PEEL: + player->panim = PA_PEEL; + break; case S_PLAY_PAIN: case S_PLAY_SUPER_PAIN: case S_PLAY_SUPER_STUN: @@ -330,7 +336,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) else mobj->tics = 4; } - else if (player->panim == PA_RUN) + else if ((player->panim == PA_RUN) || (player->panim == PA_PEEL)) { if (speed > 52<tics = 1; @@ -356,6 +362,9 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) { switch(spr2) { + case SPR2_PEEL: + spr2 = SPR2_RUN; + break; case SPR2_RUN: spr2 = SPR2_WALK; break; @@ -412,6 +421,9 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) case SPR2_SRUN: spr2 = SPR2_RUN; break; + case SPR2_SPEE: + spr2 = SPR2_PEEL; + break; case SPR2_SPAN: spr2 = SPR2_PAIN; break; @@ -1501,13 +1513,12 @@ static void P_PlayerFlip(mobj_t *mo) } // -// P_CheckGravity +// P_GetMobjGravity // -// Checks the current gravity state -// of the object. If affect is true, -// a gravity force will be applied. +// Returns the current gravity +// value of the object. // -void P_CheckGravity(mobj_t *mo, boolean affect) +fixed_t P_GetMobjGravity(mobj_t *mo) { fixed_t gravityadd = 0; boolean no3dfloorgrav = true; // Custom gravity @@ -1566,9 +1577,6 @@ void P_CheckGravity(mobj_t *mo, boolean affect) if (mo->eflags & MFE_UNDERWATER && !goopgravity) gravityadd = gravityadd/3; - if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity! - gravityadd <<= 1; - if (mo->player) { if (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly] @@ -1649,12 +1657,31 @@ void P_CheckGravity(mobj_t *mo, boolean affect) if (goopgravity) gravityadd = -gravityadd/5; - if (affect) - mo->momz += FixedMul(gravityadd, mo->scale); - if (mo->player && !!(mo->eflags & MFE_VERTICALFLIP) != wasflip) P_PlayerFlip(mo); + gravityadd = FixedMul(gravityadd, mo->scale); + + return gravityadd; +} + +// +// P_CheckGravity +// +// Checks the current gravity state +// of the object. If affect is true, +// a gravity force will be applied. +// +void P_CheckGravity(mobj_t *mo, boolean affect) +{ + fixed_t gravityadd = P_GetMobjGravity(mo); + + if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity! + gravityadd <<= 1; + + if (affect) + mo->momz += gravityadd; + if (mo->type == MT_SKIM && mo->z + mo->momz <= mo->watertop && mo->z >= mo->watertop) { mo->momz = 0; @@ -1729,7 +1756,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy) && abs(player->rmomy) < FixedMul(STOPSPEED, mo->scale) && (!(player->cmd.forwardmove && !(twodlevel || mo->flags2 & MF2_TWOD)) && !player->cmd.sidemove && !(player->pflags & PF_SPINNING)) #ifdef ESLOPE - && !(player->mo->standingslope && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2) + && !(player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && (abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)) #endif ) { @@ -1779,7 +1806,7 @@ static void P_PushableCheckBustables(mobj_t *mo) mo->y += mo->momy; P_SetThingPosition(mo); - for (node = mo->touching_sectorlist; node; node = node->m_snext) + for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (!node->m_sector) break; @@ -2262,12 +2289,14 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp delta1 = mo->z - (bottomheight + ((topheight - bottomheight)/2)); delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2)); if (topheight > mo->floorz && abs(delta1) < abs(delta2) - && !(rover->flags & FF_REVERSEPLATFORM)) + && !(rover->flags & FF_REVERSEPLATFORM) + && ((P_MobjFlip(mo)*mo->momz > 0) || (!(rover->flags & FF_PLATFORM)))) // In reverse gravity, only clip for FOFs that are intangible from their bottom (the "top" you're falling through) if you're coming from above ("below" in your frame of reference) { mo->floorz = topheight; } if (bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2) - && !(rover->flags & FF_PLATFORM)) + && !(rover->flags & FF_PLATFORM) + && ((P_MobjFlip(mo)*mo->momz > 0) || (!(rover->flags & FF_REVERSEPLATFORM)))) // In normal gravity, only clip for FOFs that are intangible from the top if you're coming from below { mo->ceilingz = bottomheight; } @@ -2401,16 +2430,6 @@ static boolean P_ZMovement(mobj_t *mo) I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); -#ifdef ESLOPE - if (mo->standingslope) - { - if (mo->flags & MF_NOCLIPHEIGHT) - mo->standingslope = NULL; - else if (!P_IsObjectOnGround(mo)) - P_SlopeLaunch(mo); - } -#endif - // Intercept the stupid 'fall through 3dfloors' bug if (mo->subsector->sector->ffloors) P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0); @@ -2425,6 +2444,16 @@ static boolean P_ZMovement(mobj_t *mo) } mo->z += mo->momz; +#ifdef ESLOPE + if (mo->standingslope) + { + if (mo->flags & MF_NOCLIPHEIGHT) + mo->standingslope = NULL; + else if (!P_IsObjectOnGround(mo)) + P_SlopeLaunch(mo); + } +#endif + switch (mo->type) { case MT_THROWNBOUNCE: @@ -2611,10 +2640,7 @@ static boolean P_ZMovement(mobj_t *mo) if ((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) { mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope; - // Reverse quantizing might could use its own function later - mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle; - P_QuantizeMomentumToSlope(&mom, mo->standingslope); - mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle; + P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope); } #endif @@ -2952,7 +2978,7 @@ static void P_PlayerZMovement(mobj_t *mo) msecnode_t *node; boolean stopmovecut = false; - for (node = mo->touching_sectorlist; node; node = node->m_snext) + for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { sector_t *sec = node->m_sector; subsector_t *newsubsec; @@ -3029,7 +3055,9 @@ static void P_PlayerZMovement(mobj_t *mo) { if (mo->player->cmomx || mo->player->cmomy) { - if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN) + if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL) + P_SetPlayerMobjState(mo, S_PLAY_PEEL); + else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN) P_SetPlayerMobjState(mo, S_PLAY_RUN); else if ((mo->player->rmomx || mo->player->rmomy) && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_SUPER_FLOAT)) P_SetPlayerMobjState(mo, S_PLAY_WALK); @@ -3038,6 +3066,8 @@ static void P_PlayerZMovement(mobj_t *mo) } else { + if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL) + P_SetPlayerMobjState(mo, S_PLAY_PEEL); if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN) P_SetPlayerMobjState(mo, S_PLAY_RUN); else if ((mo->momx || mo->momy) && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_SUPER_FLOAT)) @@ -3129,7 +3159,7 @@ nightsdone: if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch { // Search the touching sectors, from side-to-side... - for (node = mo->touching_sectorlist; node; node = node->m_snext) + for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { ffloor_t *rover; if (!node->m_sector->ffloors) @@ -3897,7 +3927,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) if (!(netgame && mobj->player->spectator)) { // Crumbling platforms - for (node = mobj->touching_sectorlist; node; node = node->m_snext) + for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next) { fixed_t topheight, bottomheight; ffloor_t *rover; @@ -3922,7 +3952,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) { boolean thereiswater = false; - for (node = mobj->touching_sectorlist; node; node = node->m_snext) + for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next) { if (node->m_sector->ffloors) { @@ -3943,7 +3973,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) } if (thereiswater) { - for (node = mobj->touching_sectorlist; node; node = node->m_snext) + for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next) { if (node->m_sector->ffloors) { @@ -4056,7 +4086,7 @@ void P_RecalcPrecipInSector(sector_t *sector) sector->moved = true; // Recalc lighting and things too, maybe - for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_snext) + for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_thinglist_next) CalculatePrecipFloor(psecnode->m_thing); } diff --git a/src/p_mobj.h b/src/p_mobj.h index ad650ef0d..b6592cb3d 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -442,7 +442,7 @@ boolean P_SupermanLook4Players(mobj_t *actor); void P_DestroyRobots(void); void P_SnowThinker(precipmobj_t *mobj); void P_RainThinker(precipmobj_t *mobj); -void P_NullPrecipThinker(precipmobj_t *mobj); +FUNCMATH void P_NullPrecipThinker(precipmobj_t *mobj); void P_RemovePrecipMobj(precipmobj_t *mobj); void P_SetScale(mobj_t *mobj, fixed_t newscale); void P_XYMovement(mobj_t *mo); diff --git a/src/p_saveg.c b/src/p_saveg.c index 48f283bd3..964e8b774 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -162,6 +162,7 @@ static void P_NetArchivePlayers(void) WRITEINT32(save_p, players[i].deadtimer); WRITEUINT32(save_p, players[i].exiting); WRITEUINT8(save_p, players[i].homing); + WRITEUINT32(save_p, players[i].dashmode); WRITEUINT32(save_p, players[i].skidtime); //////////////////////////// @@ -337,6 +338,7 @@ static void P_NetUnArchivePlayers(void) players[i].deadtimer = READINT32(save_p); // End game if game over lasts too long players[i].exiting = READUINT32(save_p); // Exitlevel timer players[i].homing = READUINT8(save_p); // Are you homing? + players[i].dashmode = READUINT32(save_p); // counter for dashmode ability players[i].skidtime = READUINT32(save_p); // Skid timer //////////////////////////// diff --git a/src/p_setup.c b/src/p_setup.c index b36bf0b80..e56c44c70 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -1931,10 +1931,18 @@ static void P_GroupLines(void) // allocate linebuffers for each sector for (i = 0, sector = sectors; i < numsectors; i++, sector++) { - sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL); + if (sector->linecount == 0) // no lines found? + { + sector->lines = NULL; + CONS_Debug(DBG_SETUP, "P_GroupLines: sector %s has no lines\n", sizeu1(i)); + } + else + { + sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL); - // zero the count, since we'll later use this to track how many we've recorded - sector->linecount = 0; + // zero the count, since we'll later use this to track how many we've recorded + sector->linecount = 0; + } } // iterate through lines, assigning them to sectors' linebuffers, @@ -1952,11 +1960,14 @@ static void P_GroupLines(void) { M_ClearBox(bbox); - for (j = 0; j < sector->linecount; j++) + if (sector->linecount != 0) { - li = sector->lines[j]; - M_AddToBox(bbox, li->v1->x, li->v1->y); - M_AddToBox(bbox, li->v2->x, li->v2->y); + for (j = 0; j < sector->linecount; j++) + { + li = sector->lines[j]; + M_AddToBox(bbox, li->v1->x, li->v1->y); + M_AddToBox(bbox, li->v2->x, li->v2->y); + } } // set the degenmobj_t to the middle of the bounding box @@ -1966,6 +1977,35 @@ static void P_GroupLines(void) } } +// +// P_LoadReject +// +// Detect if the REJECT lump is valid, +// if not, rejectmatrix will be NULL +static void P_LoadReject(lumpnum_t lumpnum) +{ + size_t count; + const char *lumpname = W_CheckNameForNum(lumpnum); + + // Check if the lump exists, and if it's named "REJECT" + if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0) + { + rejectmatrix = NULL; + CONS_Debug(DBG_SETUP, "P_LoadReject: No valid REJECT lump found\n"); + return; + } + + count = W_LumpLength(lumpnum); + + if (!count) // zero length, someone probably used ZDBSP + { + rejectmatrix = NULL; + CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n"); + } + else + rejectmatrix = W_CacheLumpNum(lumpnum, PU_LEVEL); +} + #if 0 static char *levellumps[] = { @@ -2574,7 +2614,7 @@ boolean P_SetupLevel(boolean skipprecip) P_LoadSubsectors(lastloadedmaplumpnum + ML_SSECTORS); P_LoadNodes(lastloadedmaplumpnum + ML_NODES); P_LoadSegs(lastloadedmaplumpnum + ML_SEGS); - rejectmatrix = W_CacheLumpNum(lastloadedmaplumpnum + ML_REJECT, PU_LEVEL); + P_LoadReject(lastloadedmaplumpnum + ML_REJECT); P_GroupLines(); numdmstarts = numredctfstarts = numbluectfstarts = 0; diff --git a/src/p_sight.c b/src/p_sight.c index 14c1c945f..bd6ab4d73 100644 --- a/src/p_sight.c +++ b/src/p_sight.c @@ -325,9 +325,12 @@ boolean P_CheckSight(mobj_t *t1, mobj_t *t2) s2 = t2->subsector->sector; pnum = (s1-sectors)*numsectors + (s2-sectors); - // Check in REJECT table. - if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected - return false; + if (rejectmatrix != NULL) + { + // Check in REJECT table. + if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected + return false; + } // killough 11/98: shortcut for melee situations // same subsector? obviously visible diff --git a/src/p_slopes.c b/src/p_slopes.c index 6393ca4b5..d939fee98 100644 --- a/src/p_slopes.c +++ b/src/p_slopes.c @@ -199,7 +199,6 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line) // Find furthest vertex from the reference line. It, along with the two ends // of the line, will define the plane. - // SRB2CBTODO: Use a formula to get the slope to slide objects depending on how steep for(i = 0; i < sector->linecount; i++) { line_t *li = sector->lines[i]; @@ -231,7 +230,6 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line) // // Creates one or more slopes based on the given line type and front/back // sectors. -// Kalaron: Check if dynamic slopes need recalculation // void P_SpawnSlope_Line(int linenum) { @@ -276,7 +274,6 @@ void P_SpawnSlope_Line(int linenum) ny = -FixedDiv(line->dx, len); } - // SRB2CBTODO: Transform origin relative to the bounds of an individual FOF origin.x = line->v1->x + (line->v2->x - line->v1->x)/2; origin.y = line->v1->y + (line->v2->y - line->v1->y)/2; @@ -327,7 +324,7 @@ void P_SpawnSlope_Line(int linenum) // fslope->normal is a 3D line perpendicular to the 3D vector // Sync the linedata of the line that started this slope - // SRB2CBTODO: Anything special for remote(control sector)-based slopes later? + // TODO: Anything special for control sector based slopes later? fslope->sourceline = line; // To find the real highz/lowz of a slope, you need to check all the vertexes @@ -379,7 +376,7 @@ void P_SpawnSlope_Line(int linenum) cslope->refpos = 2; // Sync the linedata of the line that started this slope - // SRB2CBTODO: Anything special for remote(control sector)-based slopes later? + // TODO: Anything special for control sector based slopes later? cslope->sourceline = line; // Remember the way the slope is formed @@ -445,7 +442,7 @@ void P_SpawnSlope_Line(int linenum) fslope->refpos = 3; // Sync the linedata of the line that started this slope - // SRB2CBTODO: Anything special for remote(control sector)-based slopes later? + // TODO: Anything special for control sector based slopes later? fslope->sourceline = line; // Remember the way the slope is formed @@ -488,7 +485,7 @@ void P_SpawnSlope_Line(int linenum) cslope->refpos = 4; // Sync the linedata of the line that started this slope - // SRB2CBTODO: Anything special for remote(control sector)-based slopes later? + // TODO: Anything special for control sector based slopes later? cslope->sourceline = line; // Remember the way the slope is formed @@ -554,16 +551,11 @@ static pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flag ret->vertices[2] = mt; } - if (!ret->vertices[0]) - CONS_Printf("PANIC 0\n"); - if (!ret->vertices[1]) - CONS_Printf("PANIC 1\n"); - if (!ret->vertices[2]) - CONS_Printf("PANIC 2\n"); - // Now set heights for each vertex, because they haven't been set yet for (i = 0; i < 3; i++) { mt = ret->vertices[i]; + if (!mt) // If a vertex wasn't found, it's game over. There's nothing you can do to recover (except maybe try and kill the slope instead - TODO?) + I_Error("P_NewVertexSlope: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1); if (mt->extrainfo) mt->z = mt->options; else @@ -623,265 +615,10 @@ pslope_t *P_SlopeById(UINT16 id) return ret; } -#ifdef SPRINGCLEAN -#include "byteptr.h" - -#include "p_setup.h" -#include "p_local.h" - -//========================================================================== -// -// P_SetSlopesFromVertexHeights -// -//========================================================================== -void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum) -{ - mapthing_t *mt; - boolean vt_found = false; - size_t i, j, k, l, q; - - //size_t i; - //mapthing_t *mt; - char *data; - char *datastart; - - // SRB2CBTODO: WHAT IS (5 * sizeof (short))?! It = 10 - // anything else seems to make a map not load properly, - // but this hard-coded value MUST have some reason for being what it is - size_t snummapthings = W_LumpLength(lumpnum) / (5 * sizeof (short)); - mapthing_t *smapthings = Z_Calloc(snummapthings * sizeof (*smapthings), PU_LEVEL, NULL); - fixed_t x, y; - sector_t *sector; - // Spawn axis points first so they are - // at the front of the list for fast searching. - data = datastart = W_CacheLumpNum(lumpnum, PU_LEVEL); - mt = smapthings; - for (i = 0; i < snummapthings; i++, mt++) - { - mt->x = READINT16(data); - mt->y = READINT16(data); - mt->angle = READINT16(data); - mt->type = READINT16(data); - mt->options = READINT16(data); - // mt->z hasn't been set yet! - //mt->extrainfo = (byte)(mt->type >> 12); // slope things are special, they have a bigger range of types - - //mt->type &= 4095; // SRB2CBTODO: WHAT IS THIS???? Mobj type limits?!!!! - x = mt->x*FRACUNIT; - y = mt->y*FRACUNIT; - sector = R_PointInSubsector(x, y)->sector; - // Z for objects -#ifdef ESLOPE - if (sector->f_slope) - mt->z = (short)(P_GetZAt(sector->f_slope, x, y)>>FRACBITS); - else -#endif - mt->z = (short)(sector->floorheight>>FRACBITS); - - mt->z = mt->z + (mt->options >> ZSHIFT); - - if (mt->type == THING_VertexFloorZ || mt->type == THING_VertexCeilingZ) // THING_VertexFloorZ - { - for(l = 0; l < numvertexes; l++) - { - if (vertexes[l].x == mt->x*FRACUNIT && vertexes[l].y == mt->y*FRACUNIT) - { - if (mt->type == THING_VertexFloorZ) - { - vertexes[l].z = mt->z*FRACUNIT; - //I_Error("Z value: %i", vertexes[l].z/FRACUNIT); - - } - else - { - vertexes[l].z = mt->z*FRACUNIT; // celing floor - } - vt_found = true; - } - } - //mt->type = 0; // VPHYSICS: Dynamic slopes - - - - - - - if (vt_found) - { - for (k = 0; k < numsectors; k++) - { - sector_t *sec = §ors[k]; - if (sec->linecount != 3) continue; // only works with triangular sectors - - v3float_t vt1, vt2, vt3; // cross = ret->normalf - v3float_t vec1, vec2; - - int vi1, vi2, vi3; - - vi1 = (int)(sec->lines[0]->v1 - vertexes); - vi2 = (int)(sec->lines[0]->v2 - vertexes); - vi3 = (sec->lines[1]->v1 == sec->lines[0]->v1 || sec->lines[1]->v1 == sec->lines[0]->v2)? - (int)(sec->lines[1]->v2 - vertexes) : (int)(sec->lines[1]->v1 - vertexes); - - //if (vertexes[vi1].z) - // I_Error("OSNAP %i", vertexes[vi1].z/FRACUNIT); - //if (vertexes[vi2].z) - // I_Error("OSNAP %i", vertexes[vi2].z/FRACUNIT); - //if (vertexes[vi3].z) - // I_Error("OSNAP %i", vertexes[vi3].z/FRACUNIT); - - //I_Error("%i, %i", mt->z*FRACUNIT, vertexes[vi1].z); - - //I_Error("%i, %i, %i", mt->x, mt->y, mt->z); - //P_SpawnMobj(mt->x*FRACUNIT, mt->y*FRACUNIT, mt->z*FRACUNIT, MT_RING); - - // TODO: Make sure not to spawn in the same place 2x! (we need an object in every vertex of the - // triangle sector to setup the real vertex slopes - // Check for the vertexes of all sectors - for(q = 0; q < numvertexes; q++) - { - if (vertexes[q].x == mt->x*FRACUNIT && vertexes[q].y == mt->y*FRACUNIT) - { - //I_Error("yeah %i", vertexes[q].z); - P_SpawnMobj(vertexes[q].x, vertexes[q].y, vertexes[q].z, MT_RING); -#if 0 - if ((mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z) - && !(mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z) - && !(mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z)) - P_SpawnMobj(vertexes[vi1].x, vertexes[vi1].y, vertexes[vi1].z, MT_RING); - else if ((mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z) - && !(mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z) - && !(mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z)) - P_SpawnMobj(vertexes[vi2].x, vertexes[vi2].y, vertexes[vi2].z, MT_BOUNCETV); - else if ((mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z) - && !(mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z) - && !(mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z)) - P_SpawnMobj(vertexes[vi3].x, vertexes[vi3].y, vertexes[vi3].z, MT_GFZFLOWER1); - else -#endif - continue; - } - } - - vt1.x = FIXED_TO_FLOAT(vertexes[vi1].x); - vt1.y = FIXED_TO_FLOAT(vertexes[vi1].y); - vt2.x = FIXED_TO_FLOAT(vertexes[vi2].x); - vt2.y = FIXED_TO_FLOAT(vertexes[vi2].y); - vt3.x = FIXED_TO_FLOAT(vertexes[vi3].x); - vt3.y = FIXED_TO_FLOAT(vertexes[vi3].y); - - for(j = 0; j < 2; j++) - { - - fixed_t z3; - //I_Error("Lo hicimos"); - - vt1.z = mt->z;//FIXED_TO_FLOAT(j==0 ? sec->floorheight : sec->ceilingheight); - vt2.z = mt->z;//FIXED_TO_FLOAT(j==0? sec->floorheight : sec->ceilingheight); - z3 = mt->z;//j==0? sec->floorheight : sec->ceilingheight; // Destination height - vt3.z = FIXED_TO_FLOAT(z3); - - if (P_PointOnLineSide(vertexes[vi3].x, vertexes[vi3].y, sec->lines[0]) == 0) - { - vec1.x = vt2.x - vt3.x; - vec1.y = vt2.y - vt3.y; - vec1.z = vt2.z - vt3.z; - - vec2.x = vt1.x - vt3.x; - vec2.y = vt1.y - vt3.y; - vec2.z = vt1.z - vt3.z; - } - else - { - vec1.x = vt1.x - vt3.x; - vec1.y = vt1.y - vt3.y; - vec1.z = vt1.z - vt3.z; - - vec2.x = vt2.x - vt3.x; - vec2.y = vt2.y - vt3.y; - vec2.z = vt2.z - vt3.z; - } - - - pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL); - memset(ret, 0, sizeof(*ret)); - - { - M_CrossProduct3f(&ret->normalf, &vec1, &vec2); - - // Cross product length - float len = (float)sqrt(ret->normalf.x * ret->normalf.x + - ret->normalf.y * ret->normalf.y + - ret->normalf.z * ret->normalf.z); - - if (len == 0) - { - // Only happens when all vertices in this sector are on the same line. - // Let's just ignore this case. - //CONS_Printf("Slope thing at (%d,%d) lies directly on its target line.\n", (int)(x>>16), (int)(y>>16)); - return; - } - // cross/len - ret->normalf.x /= len; - ret->normalf.y /= len; - ret->normalf.z /= len; - - // ZDoom cross = ret->normalf - // Fix backward normals - if ((ret->normalf.z < 0 && j == 0) || (ret->normalf.z > 0 && j == 1)) - { - // cross = -cross - ret->normalf.x = -ret->normalf.x; - ret->normalf.y = -ret->normalf.x; - ret->normalf.z = -ret->normalf.x; - } - } - - secplane_t *srcplane = Z_Calloc(sizeof(*srcplane), PU_LEVEL, NULL); - - srcplane->a = FLOAT_TO_FIXED (ret->normalf.x); - srcplane->b = FLOAT_TO_FIXED (ret->normalf.y); - srcplane->c = FLOAT_TO_FIXED (ret->normalf.z); - //srcplane->ic = FixedDiv(FRACUNIT, srcplane->c); - srcplane->d = -TMulScale16 (srcplane->a, vertexes[vi3].x, - srcplane->b, vertexes[vi3].y, - srcplane->c, z3); - - if (j == 0) - { - sec->f_slope = ret; - sec->f_slope->secplane = *srcplane; - } - else if (j == 1) - { - sec->c_slope = ret; - sec->c_slope->secplane = *srcplane; - } - } - } - } - - - - - - - - - } - } - Z_Free(datastart); - - - - -} -#endif - // Reset the dynamic slopes pointer, and read all of the fancy schmancy slopes void P_ResetDynamicSlopes(void) { size_t i; -#if 1 // Rewrite old specials to new ones, and give a console warning +#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning boolean warned = false; #endif @@ -894,7 +631,7 @@ void P_ResetDynamicSlopes(void) { { switch (lines[i].special) { -#if 1 // Rewrite old specials to new ones, and give a console warning +#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning #define WARNME if (!warned) {warned = true; CONS_Alert(CONS_WARNING, "This level uses old slope specials.\nA conversion will be needed before 2.2's release.\n");} case 386: case 387: @@ -1018,7 +755,11 @@ fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y) // When given a vector, rotates it and aligns it to a slope void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope) { - vector3_t axis; + vector3_t axis; // Fuck you, C90. + + if (slope->flags & SL_NOPHYSICS) + return; // No physics, no quantizing. + axis.x = -slope->d.y; axis.y = slope->d.x; axis.z = 0; @@ -1026,24 +767,38 @@ void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope) FV3_Rotate(momentum, &axis, slope->zangle >> ANGLETOFINESHIFT); } +// +// P_ReverseQuantizeMomentumToSlope +// +// When given a vector, rotates and aligns it to a flat surface (from being relative to a given slope) +void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope) +{ + slope->zangle = InvAngle(slope->zangle); + P_QuantizeMomentumToSlope(momentum, slope); + slope->zangle = InvAngle(slope->zangle); +} + // // P_SlopeLaunch // // Handles slope ejection for objects void P_SlopeLaunch(mobj_t *mo) { - // Double the pre-rotation Z, then halve the post-rotation Z. This reduces the - // vertical launch given from slopes while increasing the horizontal launch - // given. Good for SRB2's gravity and horizontal speeds. - vector3_t slopemom; - slopemom.x = mo->momx; - slopemom.y = mo->momy; - slopemom.z = mo->momz*2; - P_QuantizeMomentumToSlope(&slopemom, mo->standingslope); + if (!(mo->standingslope->flags & SL_NOPHYSICS)) // If there's physics, time for launching. + { + // Double the pre-rotation Z, then halve the post-rotation Z. This reduces the + // vertical launch given from slopes while increasing the horizontal launch + // given. Good for SRB2's gravity and horizontal speeds. + vector3_t slopemom; + slopemom.x = mo->momx; + slopemom.y = mo->momy; + slopemom.z = mo->momz*2; + P_QuantizeMomentumToSlope(&slopemom, mo->standingslope); - mo->momx = slopemom.x; - mo->momy = slopemom.y; - mo->momz = slopemom.z/2; + mo->momx = slopemom.x; + mo->momy = slopemom.y; + mo->momz = slopemom.z/2; + } //CONS_Printf("Launched off of slope.\n"); mo->standingslope = NULL; @@ -1052,17 +807,21 @@ void P_SlopeLaunch(mobj_t *mo) // Function to help handle landing on slopes void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope) { - vector3_t mom; + vector3_t mom; // Ditto. + + if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated. + if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope + thing->momz = -P_MobjFlip(thing); + thing->standingslope = slope; + } + return; + } + mom.x = thing->momx; mom.y = thing->momy; mom.z = thing->momz*2; - //CONS_Printf("langing on slope\n"); - - // Reverse quantizing might could use its own function later - slope->zangle = ANGLE_MAX-slope->zangle; - P_QuantizeMomentumToSlope(&mom, slope); - slope->zangle = ANGLE_MAX-slope->zangle; + P_ReverseQuantizeMomentumToSlope(&mom, slope); if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope thing->momx = mom.x; @@ -1082,6 +841,9 @@ void P_ButteredSlope(mobj_t *mo) if (!mo->standingslope) return; + if (mo->standingslope->flags & SL_NOPHYSICS) + return; // No physics, no butter. + if (mo->flags & (MF_NOCLIPHEIGHT|MF_NOGRAVITY)) return; // don't slide down slopes if you can't touch them or you're not affected by gravity @@ -1106,8 +868,6 @@ void P_ButteredSlope(mobj_t *mo) mult = FINECOSINE(angle >> ANGLETOFINESHIFT); } - //CONS_Printf("%d\n", mult); - thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8); } @@ -1115,10 +875,11 @@ void P_ButteredSlope(mobj_t *mo) thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16); // This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down - // Multiply by gravity - thrust = FixedMul(thrust, gravity); // TODO account for per-sector gravity etc - // Multiply by scale (gravity strength depends on mobj scale) - thrust = FixedMul(thrust, mo->scale); + // Let's get the gravity strength for the object... + thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo))); + + // ... and its friction against the ground for good measure (divided by original friction to keep behaviour for normal slopes the same). + thrust = FixedMul(thrust, FixedDiv(mo->friction, ORIG_FRICTION)); P_Thrust(mo, mo->standingslope->xydirection, thrust); } diff --git a/src/p_slopes.h b/src/p_slopes.h index 80921a84b..de38f1d9e 100644 --- a/src/p_slopes.h +++ b/src/p_slopes.h @@ -21,26 +21,6 @@ void P_RunDynamicSlopes(void); // sectors. void P_SpawnSlope_Line(int linenum); -#ifdef SPRINGCLEAN -// Loads just map objects that make slopes, -// terrain affecting objects have to be spawned first -void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum); - -typedef enum -{ - THING_SlopeFloorPointLine = 9500, - THING_SlopeCeilingPointLine = 9501, - THING_SetFloorSlope = 9502, - THING_SetCeilingSlope = 9503, - THING_CopyFloorPlane = 9510, - THING_CopyCeilingPlane = 9511, - THING_VavoomFloor=1500, - THING_VavoomCeiling=1501, - THING_VertexFloorZ=1504, - THING_VertexCeilingZ=1505, -} slopething_e; -#endif - // // P_CopySectorSlope // @@ -55,6 +35,7 @@ fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y); // Lots of physics-based bullshit void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope); +void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope); void P_SlopeLaunch(mobj_t *mo); void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope); void P_ButteredSlope(mobj_t *mo); diff --git a/src/p_spec.c b/src/p_spec.c index 36df3de36..b3ac3876a 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -1642,7 +1642,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller mo = node->m_thing; if (mo->flags & MF_PUSHABLE) numpush++; - node = node->m_snext; + node = node->m_thinglist_next; } if (triggerline->flags & ML_NOCLIMB) // Need at least or more @@ -3145,7 +3145,7 @@ void P_SetupSignExit(player_t *player) thinker_t *think; INT32 numfound = 0; - for (; node; node = node->m_snext) + for (; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->type != MT_SIGN) @@ -3309,7 +3309,7 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n return rover->master->frontsector; } - for (node = player->mo->touching_sectorlist; node; node = node->m_snext) + for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (GETSECSPECIAL(node->m_sector->special, section) == number) { @@ -4658,7 +4658,7 @@ void P_PlayerInSpecialSector(player_t *player) P_RunSpecialSectorCheck(player, sector); // Iterate through touching_sectorlist - for (node = player->mo->touching_sectorlist; node; node = node->m_snext) + for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { sector = node->m_sector; @@ -5309,7 +5309,7 @@ void T_LaserFlash(laserthink_t *flash) S_StartSound(§or->soundorg, sfx_laser); // Seek out objects to DESTROY! MUAHAHHAHAHAA!!!*cough* - for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_snext) + for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_thinglist_next) { thing = node->m_thing; @@ -6580,7 +6580,7 @@ void T_Scroll(scroll_t *s) sector_t *psec; psec = sectors + sect; - for (node = psec->touching_thinglist; node; node = node->m_snext) + for (node = psec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; @@ -6602,7 +6602,7 @@ void T_Scroll(scroll_t *s) if (!is3dblock) { - for (node = sec->touching_thinglist; node; node = node->m_snext) + for (node = sec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; @@ -6643,7 +6643,7 @@ void T_Scroll(scroll_t *s) sector_t *psec; psec = sectors + sect; - for (node = psec->touching_thinglist; node; node = node->m_snext) + for (node = psec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; @@ -6665,7 +6665,7 @@ void T_Scroll(scroll_t *s) if (!is3dblock) { - for (node = sec->touching_thinglist; node; node = node->m_snext) + for (node = sec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; @@ -7015,7 +7015,7 @@ void T_Friction(friction_t *f) { if (thing->floorz != P_GetSpecialTopZ(thing, referrer, sec)) { - node = node->m_snext; + node = node->m_thinglist_next; continue; } @@ -7033,7 +7033,7 @@ void T_Friction(friction_t *f) thing->movefactor = f->movefactor; } } - node = node->m_snext; + node = node->m_thinglist_next; } } @@ -7373,7 +7373,7 @@ void T_Pusher(pusher_t *p) // constant pushers p_wind and p_current node = sec->touching_thinglist; // things touching this sector - for (; node; node = node->m_snext) + for (; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->flags & (MF_NOGRAVITY | MF_NOCLIP) diff --git a/src/p_user.c b/src/p_user.c index 99d2c2fb1..5a3d952a3 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -1696,7 +1696,7 @@ static void P_CheckBustableBlocks(player_t *player) player->mo->y += player->mo->momy; P_SetThingPosition(player->mo); - for (node = player->mo->touching_sectorlist; node; node = node->m_snext) + for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (!node->m_sector) break; @@ -1813,7 +1813,7 @@ static void P_CheckBouncySectors(player_t *player) player->mo->z += player->mo->momz; P_SetThingPosition(player->mo); - for (node = player->mo->touching_sectorlist; node; node = node->m_snext) + for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (!node->m_sector) break; @@ -1863,12 +1863,8 @@ static void P_CheckBouncySectors(player_t *player) momentum.y = player->mo->momy; momentum.z = player->mo->momz*2; - if (slope) { - // Reverse quantizing might could use its own function later - slope->zangle = ANGLE_MAX-slope->zangle; - P_QuantizeMomentumToSlope(&momentum, slope); - slope->zangle = ANGLE_MAX-slope->zangle; - } + if (slope) + P_ReverseQuantizeMomentumToSlope(&momentum, slope); newmom = momentum.z = -FixedMul(momentum.z,linedist)/2; #else @@ -2268,9 +2264,9 @@ static void P_DoClimbing(player_t *player) platx = P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale)); platy = P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale)); - glidesector = R_PointInSubsector(player->mo->x + platx, player->mo->y + platy); + glidesector = R_IsPointInSubsector(player->mo->x + platx, player->mo->y + platy); - if (glidesector->sector != player->mo->subsector->sector) + if (!glidesector || glidesector->sector != player->mo->subsector->sector) { boolean floorclimb; boolean thrust; @@ -2282,299 +2278,304 @@ static void P_DoClimbing(player_t *player) boostup = false; skyclimber = false; -#ifdef ESLOPE - floorheight = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y) - : glidesector->sector->floorheight; - ceilingheight = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y) - : glidesector->sector->ceilingheight; -#else - floorheight = glidesector->sector->floorheight; - ceilingheight = glidesector->sector->ceilingheight; -#endif - - if (glidesector->sector->ffloors) + if (glidesector) { - ffloor_t *rover; - fixed_t topheight, bottomheight; // ESLOPE +#ifdef ESLOPE + floorheight = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y) + : glidesector->sector->floorheight; + ceilingheight = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y) + : glidesector->sector->ceilingheight; +#else + floorheight = glidesector->sector->floorheight; + ceilingheight = glidesector->sector->ceilingheight; +#endif - for (rover = glidesector->sector->ffloors; rover; rover = rover->next) + if (glidesector->sector->ffloors) { - if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP)) - continue; + ffloor_t *rover; + fixed_t topheight, bottomheight; // ESLOPE - floorclimb = true; + for (rover = glidesector->sector->ffloors; rover; rover = rover->next) + { + if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP)) + continue; + + floorclimb = true; #ifdef ESLOPE - bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight; - topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight; + bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight; + topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight; #else - bottomheight = *rover->bottomheight; - topheight = *rover->topheight; + bottomheight = *rover->bottomheight; + topheight = *rover->topheight; #endif - // Only supports rovers that are moving like an 'elevator', not just the top or bottom. - if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42) - { - if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height) - && (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))) - || ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z) - && (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)))) + // Only supports rovers that are moving like an 'elevator', not just the top or bottom. + if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42) { - if (cmd->forwardmove != 0) - player->mo->momz += rover->master->frontsector->floorspeed; - else + if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height) + && (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))) + || ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z) + && (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)))) { - player->mo->momz = rover->master->frontsector->floorspeed; - climb = false; + if (cmd->forwardmove != 0) + player->mo->momz += rover->master->frontsector->floorspeed; + else + { + player->mo->momz = rover->master->frontsector->floorspeed; + climb = false; + } } } - } - // Gravity is flipped, so the comments are, too. - if (player->mo->eflags & MFE_VERTICALFLIP) - { - // Trying to climb down past the bottom of the FOF - if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight)) + // Gravity is flipped, so the comments are, too. + if (player->mo->eflags & MFE_VERTICALFLIP) { - fixed_t bottomheight2; - ffloor_t *roverbelow; - boolean foundfof = false; - floorclimb = true; - boostup = false; - - // Is there a FOF directly below this one that we can move onto? - for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next) + // Trying to climb down past the bottom of the FOF + if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight)) { - if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP)) - continue; + fixed_t bottomheight2; + ffloor_t *roverbelow; + boolean foundfof = false; + floorclimb = true; + boostup = false; - if (roverbelow == rover) - continue; + // Is there a FOF directly below this one that we can move onto? + for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next) + { + if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP)) + continue; + + if (roverbelow == rover) + continue; #ifdef ESLOPE - bottomheight2 = *roverbelow->b_slope ? P_GetZAt(*roverbelow->b_slope, player->mo->x, player->mo->y) : *roverbelow->bottomheight; + bottomheight2 = *roverbelow->b_slope ? P_GetZAt(*roverbelow->b_slope, player->mo->x, player->mo->y) : *roverbelow->bottomheight; #else - bottomheight2 = *roverbelow->bottomheight; + bottomheight2 = *roverbelow->bottomheight; #endif - if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale)) - foundfof = true; + if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale)) + foundfof = true; + } + + if (!foundfof) + player->mo->momz = 0; } - if (!foundfof) - player->mo->momz = 0; - } - - // Below the FOF - if (topheight <= player->mo->z) - { - floorclimb = false; - boostup = false; - thrust = false; - } - - // Above the FOF - if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)) - { - floorclimb = false; - thrust = true; - boostup = true; - } - } - else - { - // Trying to climb down past the bottom of a FOF - if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight)) - { - fixed_t topheight2; - ffloor_t *roverbelow; - boolean foundfof = false; - floorclimb = true; - boostup = false; - - // Is there a FOF directly below this one that we can move onto? - for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next) + // Below the FOF + if (topheight <= player->mo->z) { - if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP)) - continue; + floorclimb = false; + boostup = false; + thrust = false; + } - if (roverbelow == rover) - continue; + // Above the FOF + if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)) + { + floorclimb = false; + thrust = true; + boostup = true; + } + } + else + { + // Trying to climb down past the bottom of a FOF + if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight)) + { + fixed_t topheight2; + ffloor_t *roverbelow; + boolean foundfof = false; + floorclimb = true; + boostup = false; + + // Is there a FOF directly below this one that we can move onto? + for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next) + { + if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP)) + continue; + + if (roverbelow == rover) + continue; #ifdef ESLOPE - topheight2 = *roverbelow->t_slope ? P_GetZAt(*roverbelow->t_slope, player->mo->x, player->mo->y) : *roverbelow->topheight; + topheight2 = *roverbelow->t_slope ? P_GetZAt(*roverbelow->t_slope, player->mo->x, player->mo->y) : *roverbelow->topheight; #else - topheight2 = *roverbelow->topheight; + topheight2 = *roverbelow->topheight; #endif - if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale)) - foundfof = true; + if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale)) + foundfof = true; + } + + if (!foundfof) + player->mo->momz = 0; } - if (!foundfof) - player->mo->momz = 0; + // Below the FOF + if (bottomheight >= player->mo->z + player->mo->height) + { + floorclimb = false; + boostup = false; + thrust = false; + } + + // Above the FOF + if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)) + { + floorclimb = false; + thrust = true; + boostup = true; + } } - // Below the FOF - if (bottomheight >= player->mo->z + player->mo->height) + if (floorclimb) { - floorclimb = false; - boostup = false; - thrust = false; + if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator)) + EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN)); + break; } - - // Above the FOF - if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)) - { - floorclimb = false; - thrust = true; - boostup = true; - } - } - - if (floorclimb) - { - if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator)) - EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN)); - break; } } - } - // Gravity is flipped, so are comments. - if (player->mo->eflags & MFE_VERTICALFLIP) - { - // Trying to climb down past the upper texture area - if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight)) + // Gravity is flipped, so are comments. + if (player->mo->eflags & MFE_VERTICALFLIP) { - boolean foundfof = false; - floorclimb = true; - - // Is there a FOF directly below that we can move onto? - if (glidesector->sector->ffloors) + // Trying to climb down past the upper texture area + if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight)) { - fixed_t bottomheight; - ffloor_t *rover; - for (rover = glidesector->sector->ffloors; rover; rover = rover->next) + boolean foundfof = false; + floorclimb = true; + + // Is there a FOF directly below that we can move onto? + if (glidesector->sector->ffloors) { - if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP)) - continue; + fixed_t bottomheight; + ffloor_t *rover; + for (rover = glidesector->sector->ffloors; rover; rover = rover->next) + { + if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP)) + continue; #ifdef ESLOPE - bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight; + bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight; #else - bottomheight = *rover->bottomheight; + bottomheight = *rover->bottomheight; #endif - if (bottomheight < floorheight + FixedMul(16*FRACUNIT, player->mo->scale)) - { - foundfof = true; - break; + if (bottomheight < floorheight + FixedMul(16*FRACUNIT, player->mo->scale)) + { + foundfof = true; + break; + } } } + + if (!foundfof) + player->mo->momz = 0; } - if (!foundfof) - player->mo->momz = 0; + // Reached the top of the lower texture area + if (!floorclimb && ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) + && (glidesector->sector->ceilingpic == skyflatnum || floorheight < (player->mo->z - FixedMul(8*FRACUNIT, player->mo->scale)))) + { + thrust = true; + boostup = true; + // Play climb-up animation here + } + } + else + { + // Trying to climb down past the upper texture area + if ((ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= ceilingheight)) + { + boolean foundfof = false; + floorclimb = true; + + // Is there a FOF directly below that we can move onto? + if (glidesector->sector->ffloors) + { + ffloor_t *rover; + for (rover = glidesector->sector->ffloors; rover; rover = rover->next) + { + if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP)) + continue; + + if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale)) + { + foundfof = true; + break; + } + } + } + + if (!foundfof) + player->mo->momz = 0; + } + + // Allow climbing from a FOF or lower texture onto the upper texture and vice versa. + if (player->mo->z > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale)) + { + floorclimb = true; + thrust = false; + boostup = false; + } + + // Reached the top of the lower texture area + if (!floorclimb && floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) + && (glidesector->sector->ceilingpic == skyflatnum || ceilingheight > (player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale)))) + { + thrust = true; + boostup = true; + // Play climb-up animation here + } } - // Reached the top of the lower texture area - if (!floorclimb && ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) - && (glidesector->sector->ceilingpic == skyflatnum || floorheight < (player->mo->z - FixedMul(8*FRACUNIT, player->mo->scale)))) + // Trying to climb on the sky + if ((ceilingheight < player->mo->z) && glidesector->sector->ceilingpic == skyflatnum) { - thrust = true; - boostup = true; - // Play climb-up animation here + skyclimber = true; + } + + // Climbing on the lower texture area? + if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) < floorheight) + || ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= floorheight)) + { + floorclimb = true; + + if (glidesector->sector->floorspeed) + { + if (cmd->forwardmove != 0) + player->mo->momz += glidesector->sector->floorspeed; + else + { + player->mo->momz = glidesector->sector->floorspeed; + climb = false; + } + } + } + // Climbing on the upper texture area? + else if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z >= ceilingheight) + || ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > ceilingheight)) + { + floorclimb = true; + + if (glidesector->sector->ceilspeed) + { + if (cmd->forwardmove != 0) + player->mo->momz += glidesector->sector->ceilspeed; + else + { + player->mo->momz = glidesector->sector->ceilspeed; + climb = false; + } + } } } else - { - // Trying to climb down past the upper texture area - if ((ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= ceilingheight)) - { - boolean foundfof = false; - floorclimb = true; - - // Is there a FOF directly below that we can move onto? - if (glidesector->sector->ffloors) - { - ffloor_t *rover; - for (rover = glidesector->sector->ffloors; rover; rover = rover->next) - { - if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP)) - continue; - - if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale)) - { - foundfof = true; - break; - } - } - } - - if (!foundfof) - player->mo->momz = 0; - } - - // Allow climbing from a FOF or lower texture onto the upper texture and vice versa. - if (player->mo->z > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale)) - { - floorclimb = true; - thrust = false; - boostup = false; - } - - // Reached the top of the lower texture area - if (!floorclimb && floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) - && (glidesector->sector->ceilingpic == skyflatnum || ceilingheight > (player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale)))) - { - thrust = true; - boostup = true; - // Play climb-up animation here - } - } - - // Trying to climb on the sky - if ((ceilingheight < player->mo->z) && glidesector->sector->ceilingpic == skyflatnum) - { - skyclimber = true; - } - - // Climbing on the lower texture area? - if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) < floorheight) - || ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= floorheight)) - { floorclimb = true; - if (glidesector->sector->floorspeed) - { - if (cmd->forwardmove != 0) - player->mo->momz += glidesector->sector->floorspeed; - else - { - player->mo->momz = glidesector->sector->floorspeed; - climb = false; - } - } - } - // Climbing on the upper texture area? - else if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z >= ceilingheight) - || ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > ceilingheight)) - { - floorclimb = true; - - if (glidesector->sector->ceilspeed) - { - if (cmd->forwardmove != 0) - player->mo->momz += glidesector->sector->ceilspeed; - else - { - player->mo->momz = glidesector->sector->ceilspeed; - climb = false; - } - } - } - if (player->lastsidehit != -1 && player->lastlinehit != -1) { thinker_t *think; @@ -2833,94 +2834,20 @@ static boolean PIT_CheckSolidsTeeter(mobj_t *thing) // static void P_DoTeeter(player_t *player) { - msecnode_t *node; boolean teeter = false; boolean roverfloor; // solid 3d floors? - boolean checkedforteeter = false; + fixed_t floorheight, ceilingheight; + fixed_t topheight, bottomheight; // for 3d floor usage const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter. - for (node = player->mo->touching_sectorlist; node; node = node->m_snext) + if (player->mo->standingslope && player->mo->standingslope->zdelta >= (FRACUNIT/2)) // Always teeter if the slope is too steep. + teeter = true; + else // Let's do some checks... { - // Ledge teetering. Check if any nearby sectors are low enough from your current one. - checkedforteeter = true; - roverfloor = false; - if (node->m_sector->ffloors) - { - ffloor_t *rover; - for (rover = node->m_sector->ffloors; rover; rover = rover->next) - { - if (!(rover->flags & FF_EXISTS)) continue; - - if (P_CheckSolidLava(player->mo, rover)) - ; - else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND)) - continue; // intangible 3d floor - - if (player->mo->eflags & MFE_VERTICALFLIP) - { - if (*rover->bottomheight > node->m_sector->ceilingheight) // Above the ceiling - continue; - - if (*rover->bottomheight > player->mo->z + player->mo->height + tiptop - || (*rover->topheight < player->mo->z - && player->mo->z + player->mo->height < node->m_sector->ceilingheight - tiptop)) - { - teeter = true; - roverfloor = true; - } - else - { - teeter = false; - roverfloor = true; - break; - } - } - else - { - if (*rover->topheight < node->m_sector->floorheight) // Below the floor - continue; - - if (*rover->topheight < player->mo->z - tiptop - || (*rover->bottomheight > player->mo->z + player->mo->height - && player->mo->z > node->m_sector->floorheight + tiptop)) - { - teeter = true; - roverfloor = true; - } - else - { - teeter = false; - roverfloor = true; - break; - } - } - } - } - - if (!teeter && !roverfloor) - { - if (player->mo->eflags & MFE_VERTICALFLIP) - { - if (node->m_sector->ceilingheight > player->mo->z + player->mo->height + tiptop) - teeter = true; - } - else - { - if (node->m_sector->floorheight < player->mo->z - tiptop) - teeter = true; - } - } - } - - if (checkedforteeter && !teeter) // Backup code - { - subsector_t *subsec[4]; // changed abcd into array instead UINT8 i; - - subsec[0] = R_PointInSubsector(player->mo->x + FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y + FixedMul(5*FRACUNIT, player->mo->scale)); - subsec[1] = R_PointInSubsector(player->mo->x - FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y + FixedMul(5*FRACUNIT, player->mo->scale)); - subsec[2] = R_PointInSubsector(player->mo->x + FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y - FixedMul(5*FRACUNIT, player->mo->scale)); - subsec[3] = R_PointInSubsector(player->mo->x - FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y - FixedMul(5*FRACUNIT, player->mo->scale)); + sector_t *sec; + fixed_t highestceilingheight = INT32_MIN; + fixed_t lowestfloorheight = INT32_MAX; teeter = false; roverfloor = false; @@ -2928,13 +2855,43 @@ static void P_DoTeeter(player_t *player) { ffloor_t *rover; - if (!(subsec[i]->sector->ffloors)) +#define xsign ((i & 1) ? -1 : 1) // 0 -> 1 | 1 -> -1 | 2 -> 1 | 3 -> -1 +#define ysign ((i & 2) ? 1 : -1) // 0 -> 1 | 1 -> 1 | 2 -> -1 | 3 -> -1 + fixed_t checkx = player->mo->x + (xsign*FixedMul(5*FRACUNIT, player->mo->scale)); + fixed_t checky = player->mo->y + (ysign*FixedMul(5*FRACUNIT, player->mo->scale)); +#undef xsign +#undef ysign + + sec = R_PointInSubsector(checkx, checky)->sector; + + ceilingheight = sec->ceilingheight; + floorheight = sec->floorheight; +#ifdef ESLOPE + if (sec->c_slope) + ceilingheight = P_GetZAt(sec->c_slope, checkx, checky); + if (sec->f_slope) + floorheight = P_GetZAt(sec->f_slope, checkx, checky); +#endif + highestceilingheight = (ceilingheight > highestceilingheight) ? ceilingheight : highestceilingheight; + lowestfloorheight = (floorheight < lowestfloorheight) ? floorheight : lowestfloorheight; + + if (!(sec->ffloors)) continue; // move on to the next subsector - for (rover = subsec[i]->sector->ffloors; rover; rover = rover->next) + for (rover = sec->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; + topheight = *rover->topheight; + bottomheight = *rover->bottomheight; + +#ifdef ESLOPE + if (*rover->t_slope) + topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y); + if (*rover->b_slope) + bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y); +#endif + if (P_CheckSolidLava(player->mo, rover)) ; else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND)) @@ -2942,12 +2899,12 @@ static void P_DoTeeter(player_t *player) if (player->mo->eflags & MFE_VERTICALFLIP) { - if (*rover->bottomheight > subsec[i]->sector->ceilingheight) // Above the ceiling + if (bottomheight > ceilingheight) // Above the ceiling continue; - if (*rover->bottomheight > player->mo->z + player->mo->height + tiptop - || (*rover->topheight < player->mo->z - && player->mo->z + player->mo->height < subsec[i]->sector->ceilingheight - tiptop)) + if (bottomheight > player->mo->z + player->mo->height + tiptop + || (topheight < player->mo->z + && player->mo->z + player->mo->height < ceilingheight - tiptop)) { teeter = true; roverfloor = true; @@ -2961,12 +2918,12 @@ static void P_DoTeeter(player_t *player) } else { - if (*rover->topheight < subsec[i]->sector->floorheight) // Below the floor + if (topheight < floorheight) // Below the floor continue; - if (*rover->topheight < player->mo->z - tiptop - || (*rover->bottomheight > player->mo->z + player->mo->height - && player->mo->z > subsec[i]->sector->floorheight + tiptop)) + if (topheight < player->mo->z - tiptop + || (bottomheight > player->mo->z + player->mo->height + && player->mo->z > floorheight + tiptop)) { teeter = true; roverfloor = true; @@ -2984,18 +2941,12 @@ static void P_DoTeeter(player_t *player) if (player->mo->eflags & MFE_VERTICALFLIP) { - if (!teeter && !roverfloor && (subsec[0]->sector->ceilingheight > player->mo->ceilingz + tiptop - || subsec[1]->sector->ceilingheight > player->mo->ceilingz + tiptop - || subsec[2]->sector->ceilingheight > player->mo->ceilingz + tiptop - || subsec[3]->sector->ceilingheight > player->mo->ceilingz + tiptop)) + if (!teeter && !roverfloor && (highestceilingheight > player->mo->ceilingz + tiptop)) teeter = true; } else { - if (!teeter && !roverfloor && (subsec[0]->sector->floorheight < player->mo->floorz - tiptop - || subsec[1]->sector->floorheight < player->mo->floorz - tiptop - || subsec[2]->sector->floorheight < player->mo->floorz - tiptop - || subsec[3]->sector->floorheight < player->mo->floorz - tiptop)) + if (!teeter && !roverfloor && (lowestfloorheight < player->mo->floorz - tiptop)) teeter = true; } } @@ -3131,7 +3082,7 @@ teeterdone: if (player->panim == PA_IDLE) P_SetPlayerMobjState(player->mo, S_PLAY_EDGE); } - else if (checkedforteeter && player->panim == PA_EDGE) + else if (player->panim == PA_EDGE) P_SetPlayerMobjState(player->mo, S_PLAY_STND); } @@ -3490,6 +3441,9 @@ static void P_DoSuperStuff(player_t *player) case S_PLAY_SUPER_RUN: P_SetPlayerMobjState(player->mo, S_PLAY_RUN); break; + case S_PLAY_SUPER_PEEL: + P_SetPlayerMobjState(player->mo, S_PLAY_PEEL); + break; case S_PLAY_SUPER_PAIN: P_SetPlayerMobjState(player->mo, S_PLAY_PAIN); break; @@ -3744,7 +3698,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) { if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING) #ifdef ESLOPE - && (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2) + && (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2) #endif ) { @@ -3780,7 +3734,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20)) && !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<mo->scale) #ifdef ESLOPE - || (player->mo->standingslope && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2) + || (player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2) #endif ) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)) { @@ -3796,7 +3750,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH) && player->speed < FixedMul(5*FRACUNIT,player->mo->scale) #ifdef ESLOPE - && (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2) + && (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2) #endif ) { @@ -4036,19 +3990,26 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) case CA_THOK: case CA_HOMINGTHOK: case CA_JUMPTHOK: // Credit goes to CZ64 and Sryder13 for the original + case CA_DASHMODE: // Credit goes to Iceman404 // Now it's Sonic's abilities turn! // THOK! if (!(player->pflags & PF_THOKKED) || (player->charability2 == CA2_MULTIABILITY)) { // Catapult the player fixed_t actionspd = player->actionspd; + + if (player->charability == CA_DASHMODE) + actionspd = max(player->normalspeed, FixedDiv(player->speed, player->mo->scale)); + if (player->mo->eflags & MFE_UNDERWATER) actionspd >>= 1; + if ((player->charability == CA_JUMPTHOK) && !(player->pflags & PF_THOKKED)) { player->pflags &= ~PF_JUMPED; P_DoJump(player, false); } + P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale)); if (maptol & TOL_2D) @@ -4801,7 +4762,7 @@ static void P_3dMovement(player_t *player) #ifdef ESLOPE if ((totalthrust.x || totalthrust.y) - && player->mo->standingslope && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) { + && player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) { // Factor thrust to slope, but only for the part pushing up it! // The rest is unaffected. angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection; @@ -6502,9 +6463,12 @@ static void P_MovePlayer(player_t *player) if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground)) { + // If the player is in dashmode, here's their peelout. + if (player->charability == CA_DASHMODE && player->dashmode >= 3*TICRATE && player->panim == PA_RUN && !player->skidtime && (onground || player->powers[pw_super])) + P_SetPlayerMobjState (player->mo, S_PLAY_PEEL); // If the player is moving fast enough, // break into a run! - if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super])) + else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super])) P_SetPlayerMobjState (player->mo, S_PLAY_RUN); // Super floating at slow speeds has its own special animation. @@ -6516,6 +6480,11 @@ static void P_MovePlayer(player_t *player) P_SetPlayerMobjState (player->mo, S_PLAY_WALK); } + // If your peelout animation is playing, and you're + // going too slow, switch back to the run. + if (player->panim == PA_PEEL && player->dashmode < 3*TICRATE) + P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + // If your running animation is playing, and you're // going too slow, switch back to the walking frames. if (player->panim == PA_RUN && player->speed < runspd) @@ -6848,7 +6817,7 @@ static void P_MovePlayer(player_t *player) #endif } // Otherwise, face the direction you're travelling. - else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_ROLL || player->panim == PA_JUMP + else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_PEEL || player->panim == PA_ROLL || player->panim == PA_JUMP || (player->mo->state-states == S_PLAY_FLY || player->mo->state-states == S_PLAY_FLY_TIRED)) player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); @@ -7070,7 +7039,7 @@ static void P_MovePlayer(player_t *player) player->mo->y += player->mo->momy; P_SetThingPosition(player->mo); - for (node = player->mo->touching_sectorlist; node; node = node->m_snext) + for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (!node->m_sector) break; @@ -9168,6 +9137,49 @@ void P_PlayerThink(player_t *player) player->pflags &= ~PF_SLIDING; +#define dashmode player->dashmode + // Dash mode ability for Metal Sonic + if ((player->charability == CA_DASHMODE) && !(maptol & TOL_NIGHTS)) // woo, dashmode! no nights tho. + { + if (player->speed >= FixedMul(player->runspeed, player->mo->scale) || (player->pflags & PF_STARTDASH)) + { + dashmode++; // Counter. Adds 1 to dash mode per tic in top speed. + if (dashmode == 3*TICRATE) // This isn't in the ">=" equation because it'd cause the sound to play infinitely. + S_StartSound(player->mo, sfx_s3ka2); // If the player enters dashmode, play this sound on the the tic it starts. + } + else if (!(player->pflags & PF_SPINNING)) + { + if (dashmode > 3) + dashmode -= 3; // Rather than lose it all, it gently counts back down! + else + dashmode = 0; + } + + if (dashmode < 3*TICRATE) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair. + { + player->normalspeed = skins[player->skin].normalspeed; // Reset to default if not capable of entering dash mode. + player->jumpfactor = skins[player->skin].jumpfactor; + } + else if (P_IsObjectOnGround(player->mo)) // Activate dash mode if we're on the ground. + { + if (player->normalspeed < skins[player->skin].actionspd) // If the player normalspeed is not currently at actionspd in dash mode, add speed each tic + player->normalspeed = player->normalspeed + 1*FRACUNIT/5; // Enter Dash Mode smoothly. + + if (player->jumpfactor < FixedMul(skins[player->skin].jumpfactor, 5*FRACUNIT/4)) // Boost jump height. + player->jumpfactor = player->jumpfactor + 1*FRACUNIT/300; + } + + dashmode = min(dashmode, 3*TICRATE + 3); + + if (player->normalspeed >= skins[player->skin].actionspd) + { + mobj_t *ghost = P_SpawnGhostMobj(player->mo); // Spawns afterimages + ghost->fuse = 2; // Makes the images fade quickly + } + } + else + dashmode = 0; +#undef dashmode /* // Colormap verification { diff --git a/src/r_defs.h b/src/r_defs.h index 848708164..2c5860ee7 100644 --- a/src/r_defs.h +++ b/src/r_defs.h @@ -500,10 +500,10 @@ typedef struct subsector_s // Sector list node showing all sectors an object appears in. // // There are two threads that flow through these nodes. The first thread -// starts at touching_thinglist in a sector_t and flows through the m_snext +// starts at touching_thinglist in a sector_t and flows through the m_thinglist_next // links to find all mobjs that are entirely or partially in the sector. // The second thread starts at touching_sectorlist in an mobj_t and flows -// through the m_tnext links to find all sectors a thing touches. This is +// through the m_sectorlist_next links to find all sectors a thing touches. This is // useful when applying friction or push effects to sectors. These effects // can be done as thinkers that act upon all objects touching their sectors. // As an mobj moves through the world, these nodes are created and @@ -515,10 +515,10 @@ typedef struct msecnode_s { sector_t *m_sector; // a sector containing this object struct mobj_s *m_thing; // this object - struct msecnode_s *m_tprev; // prev msecnode_t for this thing - struct msecnode_s *m_tnext; // next msecnode_t for this thing - struct msecnode_s *m_sprev; // prev msecnode_t for this sector - struct msecnode_s *m_snext; // next msecnode_t for this sector + struct msecnode_s *m_sectorlist_prev; // prev msecnode_t for this thing + struct msecnode_s *m_sectorlist_next; // next msecnode_t for this thing + struct msecnode_s *m_thinglist_prev; // prev msecnode_t for this sector + struct msecnode_s *m_thinglist_next; // next msecnode_t for this sector boolean visited; // used in search algorithms } msecnode_t; @@ -526,10 +526,10 @@ typedef struct mprecipsecnode_s { sector_t *m_sector; // a sector containing this object struct precipmobj_s *m_thing; // this object - struct mprecipsecnode_s *m_tprev; // prev msecnode_t for this thing - struct mprecipsecnode_s *m_tnext; // next msecnode_t for this thing - struct mprecipsecnode_s *m_sprev; // prev msecnode_t for this sector - struct mprecipsecnode_s *m_snext; // next msecnode_t for this sector + struct mprecipsecnode_s *m_sectorlist_prev; // prev msecnode_t for this thing + struct mprecipsecnode_s *m_sectorlist_next; // next msecnode_t for this thing + struct mprecipsecnode_s *m_thinglist_prev; // prev msecnode_t for this sector + struct mprecipsecnode_s *m_thinglist_next; // next msecnode_t for this sector boolean visited; // used in search algorithms } mprecipsecnode_t; diff --git a/src/r_plane.h b/src/r_plane.h index 8730bcefd..ec1940716 100644 --- a/src/r_plane.h +++ b/src/r_plane.h @@ -87,7 +87,7 @@ extern lighttable_t **planezlight; extern fixed_t *yslope; extern fixed_t distscale[MAXVIDWIDTH]; -void R_InitPlanes(void); +FUNCMATH void R_InitPlanes(void); void R_PortalStoreClipValues(INT32 start, INT32 end, INT16 *ceil, INT16 *floor, fixed_t *scale); void R_PortalRestoreClipValues(INT32 start, INT32 end, INT16 *ceil, INT16 *floor, fixed_t *scale); void R_ClearPlanes(void); diff --git a/src/r_segs.c b/src/r_segs.c index 11b4c8aef..59b4f5db9 100644 --- a/src/r_segs.c +++ b/src/r_segs.c @@ -1453,34 +1453,45 @@ static void R_RenderSegLoop (void) frontscale[rw_x] = rw_scale; // draw the wall tiers - if (midtexture && yl <= yh && yh < vid.height && yh > 0) + if (midtexture) { // single sided line - dc_yl = yl; - dc_yh = yh; - dc_texturemid = rw_midtexturemid; - dc_source = R_GetColumn(midtexture,texturecolumn); - dc_texheight = textureheight[midtexture]>>FRACBITS; + if (yl <= yh && yh >= 0 && yl < viewheight) + { + dc_yl = yl; + dc_yh = yh; + dc_texturemid = rw_midtexturemid; + dc_source = R_GetColumn(midtexture,texturecolumn); + dc_texheight = textureheight[midtexture]>>FRACBITS; - //profile stuff --------------------------------------------------------- + //profile stuff --------------------------------------------------------- #ifdef TIMING - ProfZeroTimer(); + ProfZeroTimer(); #endif - colfunc(); + colfunc(); #ifdef TIMING - RDMSR(0x10,&mycount); - mytotal += mycount; //64bit add + RDMSR(0x10,&mycount); + mytotal += mycount; //64bit add - if (nombre--==0) - I_Error("R_DrawColumn CPU Spy reports: 0x%d %d\n", *((INT32 *)&mytotal+1), - (INT32)mytotal); + if (nombre--==0) + I_Error("R_DrawColumn CPU Spy reports: 0x%d %d\n", *((INT32 *)&mytotal+1), + (INT32)mytotal); #endif - //profile stuff --------------------------------------------------------- + //profile stuff --------------------------------------------------------- - // dont draw anything more for this column, since - // a midtexture blocks the view - ceilingclip[rw_x] = (INT16)viewheight; - floorclip[rw_x] = -1; + // dont draw anything more for this column, since + // a midtexture blocks the view + ceilingclip[rw_x] = (INT16)viewheight; + floorclip[rw_x] = -1; + } + else + { + // note: don't use min/max macros, since casting from INT32 to INT16 is involved here + if (markceiling) + ceilingclip[rw_x] = (yh >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1; + if (markfloor) + floorclip[rw_x] = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight; + } } else { @@ -1494,21 +1505,28 @@ static void R_RenderSegLoop (void) if (mid >= floorclip[rw_x]) mid = floorclip[rw_x]-1; - if (mid >= yl && yh < vid.height && yh > 0) + if (mid >= yl) // back ceiling lower than front ceiling ? { - dc_yl = yl; - dc_yh = mid; - dc_texturemid = rw_toptexturemid; - dc_source = R_GetColumn(toptexture,texturecolumn); - dc_texheight = textureheight[toptexture]>>FRACBITS; - colfunc(); - ceilingclip[rw_x] = (INT16)mid; + if (yl >= viewheight) // entirely off bottom of screen + ceilingclip[rw_x] = (INT16)viewheight; + else if (mid >= 0) // safe to draw top texture + { + dc_yl = yl; + dc_yh = mid; + dc_texturemid = rw_toptexturemid; + dc_source = R_GetColumn(toptexture,texturecolumn); + dc_texheight = textureheight[toptexture]>>FRACBITS; + colfunc(); + ceilingclip[rw_x] = (INT16)mid; + } + else // entirely off top of screen + ceilingclip[rw_x] = -1; } else - ceilingclip[rw_x] = (INT16)((INT16)yl - 1); + ceilingclip[rw_x] = (yh >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1; } else if (markceiling) // no top wall - ceilingclip[rw_x] = (INT16)((INT16)yl - 1); + ceilingclip[rw_x] = (yh >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1; if (bottomtexture) { @@ -1520,22 +1538,29 @@ static void R_RenderSegLoop (void) if (mid <= ceilingclip[rw_x]) mid = ceilingclip[rw_x]+1; - if (mid <= yh && yh < vid.height && yh > 0) + if (mid <= yh) // back floor higher than front floor ? { - dc_yl = mid; - dc_yh = yh; - dc_texturemid = rw_bottomtexturemid; - dc_source = R_GetColumn(bottomtexture, - texturecolumn); - dc_texheight = textureheight[bottomtexture]>>FRACBITS; - colfunc(); - floorclip[rw_x] = (INT16)mid; + if (yh < 0) // entirely off top of screen + floorclip[rw_x] = -1; + else if (mid < viewheight) // safe to draw bottom texture + { + dc_yl = mid; + dc_yh = yh; + dc_texturemid = rw_bottomtexturemid; + dc_source = R_GetColumn(bottomtexture, + texturecolumn); + dc_texheight = textureheight[bottomtexture]>>FRACBITS; + colfunc(); + floorclip[rw_x] = (INT16)mid; + } + else // entirely off bottom of screen + floorclip[rw_x] = (INT16)viewheight; } else - floorclip[rw_x] = (INT16)((INT16)yh + 1); + floorclip[rw_x] = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight; } else if (markfloor) // no bottom wall - floorclip[rw_x] = (INT16)((INT16)yh + 1); + floorclip[rw_x] = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight; } if (maskedtexture || numthicksides) @@ -1858,12 +1883,13 @@ void R_StoreWallRange(INT32 start, INT32 stop) // a single sided line is terminal, so it must mark ends markfloor = markceiling = true; #ifdef ESLOPE - if (!(linedef->flags & ML_EFFECT1)) { + if (linedef->flags & ML_EFFECT2) { if (linedef->flags & ML_DONTPEGBOTTOM) rw_midtexturemid = frontsector->floorheight + textureheight[sidedef->midtexture] - viewz; else - rw_midtexturemid = frontsector->ceilingheight; + rw_midtexturemid = frontsector->ceilingheight - viewz; } + else #endif if (linedef->flags & ML_DONTPEGBOTTOM) { @@ -2482,6 +2508,15 @@ void R_StoreWallRange(INT32 start, INT32 stop) #ifdef ESLOPE maskedtextureheight = ds_p->maskedtextureheight; // note to red, this == &(ds_p->maskedtextureheight[0]) +#ifdef POLYOBJECTS + if (curline->polyseg) { // use REAL front and back floors please, so midtexture rendering isn't mucked up + rw_midtextureslide = rw_midtexturebackslide = 0; + if (!!(linedef->flags & ML_DONTPEGBOTTOM) ^ !!(linedef->flags & ML_EFFECT3)) + rw_midtexturemid = rw_midtextureback = max(curline->frontsector->floorheight, curline->backsector->floorheight) - viewz; + else + rw_midtexturemid = rw_midtextureback = min(curline->frontsector->ceilingheight, curline->backsector->ceilingheight) - viewz; + } else +#endif // Set midtexture starting height if (linedef->flags & ML_EFFECT2) { // Ignore slopes when texturing rw_midtextureslide = rw_midtexturebackslide = 0; diff --git a/src/r_splats.h b/src/r_splats.h index 349d8fa7a..c0ba6881c 100644 --- a/src/r_splats.h +++ b/src/r_splats.h @@ -63,7 +63,11 @@ typedef struct floorsplat_s fixed_t P_SegLength(seg_t *seg); // call at P_SetupLevel() +#if !(defined (WALLSPLATS) || defined (FLOORSPLATS)) +FUNCMATH void R_ClearLevelSplats(void); +#else void R_ClearLevelSplats(void); +#endif #ifdef WALLSPLATS void R_AddWallSplat(line_t *wallline, INT16 sectorside, const char *patchname, fixed_t top, diff --git a/src/r_things.c b/src/r_things.c index ca4779ffa..a059df7c6 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -1645,7 +1645,8 @@ void R_SortVisSprites(void) // Fix first and last. ds still points to the last one after the loop dsfirst->prev = &unsorted; unsorted.next = dsfirst; - ds->next = &unsorted; + if (ds) + ds->next = &unsorted; unsorted.prev = ds; // pull the vissprites out by scale diff --git a/src/s_sound.h b/src/s_sound.h index bcc7979a1..39ec769a6 100644 --- a/src/s_sound.h +++ b/src/s_sound.h @@ -119,7 +119,7 @@ void S_ResumeAudio(void); // void S_UpdateSounds(void); -fixed_t S_CalculateSoundDistance(fixed_t px1, fixed_t py1, fixed_t pz1, fixed_t px2, fixed_t py2, fixed_t pz2); +FUNCMATH fixed_t S_CalculateSoundDistance(fixed_t px1, fixed_t py1, fixed_t pz1, fixed_t px2, fixed_t py2, fixed_t pz2); void S_SetDigMusicVolume(INT32 volume); void S_SetMIDIMusicVolume(INT32 volume); diff --git a/src/screen.c b/src/screen.c index 3834f72d5..376586c5d 100644 --- a/src/screen.c +++ b/src/screen.c @@ -69,6 +69,13 @@ consvar_t cv_scr_height = {"scr_height", "800", CV_SAVE, CV_Unsigned, NULL, 0, N consvar_t cv_scr_depth = {"scr_depth", "16 bits", CV_SAVE, scr_depth_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; #endif consvar_t cv_renderview = {"renderview", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; + +#ifdef DIRECTFULLSCREEN +static FUNCMATH void SCR_ChangeFullscreen (void); +#else +static void SCR_ChangeFullscreen (void); +#endif + consvar_t cv_fullscreen = {"fullscreen", "Yes", CV_SAVE|CV_CALL, CV_YesNo, SCR_ChangeFullscreen, 0, NULL, NULL, 0, 0, NULL}; // ========================================================================= diff --git a/src/screen.h b/src/screen.h index bdf8e5a7d..2dff4590e 100644 --- a/src/screen.h +++ b/src/screen.h @@ -175,9 +175,7 @@ void SCR_SetDefaultMode (void); void SCR_Startup (void); -void SCR_ChangeFullscreen (void); - -boolean SCR_IsAspectCorrect(INT32 width, INT32 height); +FUNCMATH boolean SCR_IsAspectCorrect(INT32 width, INT32 height); // move out to main code for consistency void SCR_DisplayTicRate(void); diff --git a/src/sdl/i_cdmus.c b/src/sdl/i_cdmus.c index f3f703667..3105f5122 100644 --- a/src/sdl/i_cdmus.c +++ b/src/sdl/i_cdmus.c @@ -12,25 +12,25 @@ consvar_t cd_volume = {"cd_volume","31",CV_SAVE,soundvolume_cons_t, NULL, 0, NUL consvar_t cdUpdate = {"cd_update","1",CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; -void I_InitCD(void){} +FUNCMATH void I_InitCD(void){} -void I_StopCD(void){} +FUNCMATH void I_StopCD(void){} -void I_PauseCD(void){} +FUNCMATH void I_PauseCD(void){} -void I_ResumeCD(void){} +FUNCMATH void I_ResumeCD(void){} -void I_ShutdownCD(void){} +FUNCMATH void I_ShutdownCD(void){} -void I_UpdateCD(void){} +FUNCMATH void I_UpdateCD(void){} -void I_PlayCD(UINT8 track, UINT8 looping) +FUNCMATH void I_PlayCD(UINT8 track, UINT8 looping) { (void)track; (void)looping; } -boolean I_SetVolumeCD(int volume) +FUNCMATH boolean I_SetVolumeCD(int volume) { (void)volume; return false; diff --git a/src/sdl/i_system.c b/src/sdl/i_system.c index 0212e620b..ea8ade8c1 100644 --- a/src/sdl/i_system.c +++ b/src/sdl/i_system.c @@ -2049,14 +2049,14 @@ void I_StartupMouse2(void) // // I_Tactile // -void I_Tactile(FFType pFFType, const JoyFF_t *FFEffect) +FUNCMATH void I_Tactile(FFType pFFType, const JoyFF_t *FFEffect) { // UNUSED. (void)pFFType; (void)FFEffect; } -void I_Tactile2(FFType pFFType, const JoyFF_t *FFEffect) +FUNCMATH void I_Tactile2(FFType pFFType, const JoyFF_t *FFEffect) { // UNUSED. (void)pFFType; @@ -2067,7 +2067,7 @@ void I_Tactile2(FFType pFFType, const JoyFF_t *FFEffect) */ static ticcmd_t emptycmd; -ticcmd_t *I_BaseTiccmd(void) +FUNCMATH ticcmd_t *I_BaseTiccmd(void) { return &emptycmd; } @@ -2076,7 +2076,7 @@ ticcmd_t *I_BaseTiccmd(void) */ static ticcmd_t emptycmd2; -ticcmd_t *I_BaseTiccmd2(void) +FUNCMATH ticcmd_t *I_BaseTiccmd2(void) { return &emptycmd2; } @@ -2179,7 +2179,7 @@ tic_t I_GetTime (void) // //I_StartupTimer // -void I_StartupTimer(void) +FUNCMATH void I_StartupTimer(void) { #if (defined (_WIN32) && !defined (_WIN32_WCE)) && !defined (_XBOX) // for win2k time bug @@ -2313,11 +2313,11 @@ void I_WaitVBL(INT32 count) SDL_Delay(count); } -void I_BeginRead(void) +FUNCMATH void I_BeginRead(void) { } -void I_EndRead(void) +FUNCMATH void I_EndRead(void) { } @@ -3067,5 +3067,5 @@ const CPUInfoFlags *I_CPUInfo(void) } // note CPUAFFINITY code used to reside here -void I_RegisterSysCommands(void) {} +FUNCMATH void I_RegisterSysCommands(void) {} #endif diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index b5168dad5..71baca510 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -1346,7 +1346,7 @@ void I_SetPalette(RGBA_t *palette) } // return number of fullscreen + X11 modes -INT32 VID_NumModes(void) +FUNCMATH INT32 VID_NumModes(void) { if (USE_FULLSCREEN && numVidModes != -1) return numVidModes - firstEntry; @@ -1354,7 +1354,7 @@ INT32 VID_NumModes(void) return MAXWINMODES; } -const char *VID_GetModeName(INT32 modeNum) +FUNCMATH const char *VID_GetModeName(INT32 modeNum) { #if 0 if (USE_FULLSCREEN && numVidModes != -1) // fullscreen modes @@ -1384,7 +1384,7 @@ const char *VID_GetModeName(INT32 modeNum) return &vidModeName[modeNum][0]; } -INT32 VID_GetModeForSize(INT32 w, INT32 h) +FUNCMATH INT32 VID_GetModeForSize(INT32 w, INT32 h) { int i; for (i = 0; i < MAXWINMODES; i++) diff --git a/src/sdl/mixer_sound.c b/src/sdl/mixer_sound.c index faebca6b4..4a46813c1 100644 --- a/src/sdl/mixer_sound.c +++ b/src/sdl/mixer_sound.c @@ -126,7 +126,7 @@ void I_ShutdownSound(void) #endif } -void I_UpdateSound(void) +FUNCMATH void I_UpdateSound(void) { } @@ -464,7 +464,7 @@ static void mix_gme(void *udata, Uint8 *stream, int len) } #endif -void I_InitMusic(void) +FUNCMATH void I_InitMusic(void) { } @@ -769,7 +769,7 @@ boolean I_SetSongTrack(int track) // MIDI Music // -void I_InitMIDIMusic(void) +FUNCMATH void I_InitMIDIMusic(void) { } diff --git a/src/st_stuff.h b/src/st_stuff.h index 6fafca404..c11559d2b 100644 --- a/src/st_stuff.h +++ b/src/st_stuff.h @@ -24,7 +24,7 @@ // // Called by main loop. -void ST_Ticker(void); +FUNCMATH void ST_Ticker(void); // Called by main loop. void ST_Drawer(void); diff --git a/src/tables.h b/src/tables.h index 0e4853cb9..e05b81845 100644 --- a/src/tables.h +++ b/src/tables.h @@ -82,7 +82,7 @@ typedef UINT32 angle_t; extern angle_t tantoangle[SLOPERANGE+1]; // Utility function, called by R_PointToAngle. -unsigned SlopeDiv(unsigned num, unsigned den); +FUNCMATH unsigned SlopeDiv(unsigned num, unsigned den); // 360 - angle_t(ANGLE_45) = ANGLE_315 FUNCMATH FUNCINLINE static ATTRINLINE angle_t InvAngle(angle_t a)