Commit graph

2931 commits

Author SHA1 Message Date
Monster Iestyn
472d962e1a Merge branch 'master' into lua-spritedefs 2017-07-25 17:17:48 +01:00
Monster Iestyn
cfbe180312 Merge branch 'public_next' 2017-07-25 17:17:22 +01:00
Monster Iestyn
55e0e71d92 Merge branch 'next' into public_next 2017-07-25 17:17:01 +01:00
Monster Iestyn
bba78a95b5 Merge branch 'charability-trigger-hotfix' into 'next'
Charability trigger hotfix

Apparently when I made `P_RunTriggerSpecial` less than 3 years ago (August 2014) and cleaned up the trigger linedef code, I accidentally inverted the ability check for linedef types 305-307 by mistake, thereby causing the linedefs to activate for anyone EXCEPT those with the ability instead. Whoops.

See merge request !205
2017-07-25 11:07:03 -04:00
Monster Iestyn
821692fbf7 This was my fault, whoops 2017-07-24 17:53:18 +01:00
Monster Iestyn
2456ae8260 Merge branch 'p_isobjectongroundin-fixes' into 'next'
Fixes for Each Time and P_IsObjectOnGroundIn

Fixes the issue with Each Time reported here: https://mb.srb2.org/showthread.php?t=42818

Also fixes a separate issue with P_IsObjectOnGroundIn and intangible FOFs (where it determined that standing at the top height of them counted as being on the ground) which was also reproducable via the above bug funnily enough.

See merge request !204
2017-07-18 22:51:29 -04:00
Monster Iestyn
4d740ff783 Change getSpritePatch and getSpritePatch to accept angles 1-8 instead of 0-7, and just decrement the numbers internally
0 now just defaults to front angle (1, or 0 internally), in case people thought it was a separate angle from 1-8 for some reason
2017-07-17 21:31:33 +01:00
Monster Iestyn
6e5cffba5b Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials
This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
2017-07-17 20:56:55 +01:00
Monster Iestyn
7d4513f2f1 Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please 2017-07-17 20:47:00 +01:00
Monster Iestyn
e32774a604 Merge branch 'master' into lua-spritedefs 2017-07-16 22:19:54 +01:00
Monster Iestyn
0416981c1b Merge branch 'mi-hardcode-again' into 'master'
MI hardcode again

Stuff hardcoded in this branch:
* Everything from SOC_TREE in patch.dta - the GFZ trees use thing types 806-808 and the other trees 810-816
* Everything from SOC_TOKE in patch.dta (but done better)
* Wall spikes, from Nev3r's DSZ/ACZ work, edited to actually hurt you on touch - these use thing type 522

MonsterIestyn/mi-hardcode-again on the FTP includes a test exe (srb2win-mihardcodeagain.exe) and a modified patch.dta (where SOC_TREE and SOC_TOKE are removed and missing wall spike sprites added). A test map for tokens in mario blocks is also included (marioblocktoken.wad).

See merge request !106
2017-07-16 16:37:53 -04:00
Monster Iestyn
64fae001eb Update hw_light.c's sprite lights list with the updates to the sprites list (and any before that I missed)
Not that we're using coronas at all anymore so whatever
2017-07-15 21:16:45 +01:00
Monster Iestyn
dbc7a4099f Hardcoded SOC_TOKE from patch.dta
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
2017-07-15 20:15:34 +01:00
Monster Iestyn
381138d7b1 Increased hitbox height of GFZ trees to 128 FU and gave them all MF_SCENERY 2017-07-15 16:57:03 +01:00
Monster Iestyn
00062220de Move spawning of base to P_SpawnMapThing, so objectplacing a wall spike doesn't look weird
Also attempted to "optimise" spawning and position correction code
2017-07-14 17:19:01 +01:00
Monster Iestyn
444e9ce7df Fix wall spikes being harmful from below, set initial destscale of base too just in case 2017-07-14 17:01:13 +01:00
Monster Iestyn
eacf753f2c Add the remaining code from the Lua script to get wall spikes actually working so far 2017-07-13 23:00:45 +01:00
Monster Iestyn
aa947ea022 Starting work for hardcoding wall spikes 2017-07-13 22:42:08 +01:00
Monster Iestyn
96ec319897 Hardcoded SOC_TREE from patch.dta
Also made sure the GFZ trees have MF2_STANDONME
2017-07-13 17:29:15 +01:00
Monster Iestyn
e485ac3a7e Add support for getting super sprites with v.getSprite2Patch
You can either add FF_SPR2SUPER directly to the sprite2 arg if it's a number, or you can use the new (optional) boolean arg between sprite2 and frame, where as you'd expect false = normal and true = super.
2017-07-09 16:33:43 +01:00
Monster Iestyn
2350e94a9f Merge branch 'master' into next 2017-07-09 15:08:51 +01:00
Monster Iestyn
2ac566fa85 Fix whitespace goofup of mine 2017-07-09 15:08:17 +01:00
Monster Iestyn
3d2fd5d5a4 Merge branch 'master' into lua-spritedefs 2017-07-09 15:05:18 +01:00
Monster Iestyn
023d91a02e Merge branch 'public_next'
# Conflicts:
#	src/y_inter.c
2017-07-08 17:49:54 +01:00
Monster Iestyn
0bfd4106fb Merge branch 'next' into public_next 2017-07-08 17:43:28 +01:00
Monster Iestyn
f0ffd691f4 Merge branch 'master' into next 2017-07-07 22:47:34 +01:00
Monster Iestyn
fe3f4f4ed1 Merge branch 'pwease_no_kicky' into 'master'
Pwease no kicky

Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.

This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames.

See merge request !201
2017-07-07 17:45:59 -04:00
Monster Iestyn
4752109233 Some more tweaks of my own:
*Add CONS_Printf messages for !netgame checks
*Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason?
*Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
2017-07-07 22:40:00 +01:00
Monster Iestyn
b291390edf Merge branch 'sp-tally-non-green-res-hud-fix' into 'master'
Single Player/Coop tally screen fixes

* The TIME/SCORE part of the HUD now doesn't move from the position it was before the tally screen started in non-green resolutions. The example screenshots of this bug and the fix for it below are all taken in 640x480:

  How it should be:

  ![](https://dl.dropboxusercontent.com/s/4h86gnm0tvkwjxh/srb20293.png)

  How it displays in 2.1.19:

  ![](https://dl.dropboxusercontent.com/s/awyfupn5wgo40rv/srb20294.png)

  How it displays in an exe with the fix:

  ![](https://dl.dropboxusercontent.com/s/gbstznautbl5f38/srb20295.png)

* The time display at the tally screen no longer limits the minute number to between 0 and 59.

  How a time > 60 mins displays normally just before finishing the level:

  ![](https://dl.dropboxusercontent.com/s/lclonkwfd656t55/srb20296.png)

  How it displays afterwards (it's supposed to be 61:19 but it's wrapped to 1:19 instead):

  ![](https://dl.dropboxusercontent.com/s/obv3fq2qeto9uo3/srb20297.png)

See merge request !202
2017-07-07 15:23:51 -04:00
Monster Iestyn
e8df99c632 They didn't use V_HUDTRANS before and they probably shouldn't, my fault here 2017-07-05 22:30:18 +01:00
Monster Iestyn
815d10e15d Display minutes in full, so 60:00 for instance displays as 60:00 and not 0:00
The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
2017-07-05 19:25:11 +01:00
Monster Iestyn
aca7a574f8 Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level 2017-07-05 17:05:39 +01:00
toasterbabe
9a1e1180ff Also account for bans, pff. 2017-07-05 16:29:21 +01:00
toasterbabe
60e21381ab Don't kick Tails!
Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
2017-07-05 16:20:23 +01:00
Monster Iestyn
298c1af045 Merge branch 'lua-archive-value-fix' into 'next'
Lua archive value fix

This fixes some potential problems with archiving mobjinfo_t/state_t data via Lua in netgames (whether as custom mobj/player vars or by NetVars hook). Thanks to LJSonic for pointing this out to me.

See merge request !200
2017-07-02 20:23:29 -04:00
Monster Iestyn
663d8a1f00 Merge branch 'jumping_springs' into 'next'
No more jumping springs FOR REAL!

The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.

Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.

Test with ```<root>/toaster/srb2springsagain.exe``` and ```<root>/DrTapeworm/springtest.wad```, via Mystic's secret server that [SOME jerk](https://www.youtube.com/watch?v=TRjXE_ZMT2s) keeps leaking from.

See merge request !199
2017-07-02 20:22:53 -04:00
Monster Iestyn
c751971d57 Fix integer type slipup in ArchiveValue for saving mobjinfo/state #s that LJSonic spotted
Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
2017-07-02 16:50:11 +01:00
toasterbabe
9797ae31a6 Fix the springs jumping!
The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances.

Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
2017-07-02 16:48:58 +01:00
Monster Iestyn
252cdb0c28 Merge branch 'private_flatsprite' into 'master'
OpenGL papersprites

I don't know if anyone actually tested Sryder's original OpenGL papersprites support before it was merged in, but there was some issues with the papersprites themselves "wobbling" about in a sort of weird way depending on the angle you view it from or where you are. It's easiest to see what I mean if you just load up sawb.wad, and strafe about when viewing one of the sawblades.

Thankfully all I really needed to do was tweak the way angles work for papersprites. I also cleaned up Sryder's original code a little, not that I really needed to do so though.

See merge request !96
2017-07-02 09:46:44 -04:00
Monster Iestyn
64b3861168 Merge branch 'mapthing-spawn-hook' into 'master'
"MapThingSpawn" hook for Lua

A hook for adding special stuff to mobjs spawned via a map thing on level load, like special features depending on the map thing's flags, angle, z position, extrainfo, or anything else I didn't think of.

**Function syntax:**
`functionname(mobj, mapthing)`

where `mobj` is the spawned mobj (type mobj_t obviously), and `mapthing` is its corresponding map thing (type mapthing_t also obviously). Note that `mapthing.mobj` will not yet be set to `mobj` at this point (it's set afterwards, provided you don't remove the mobj or something stupid).

Returning `true` overrides features in place for existing mobj types (currently not all existing features are overridden, I may change this; see the source code for what IS overridable for now), returning `false` runs them as normal.

**Hook syntax:**
`addHook("MapThingSpawn", functionname, MT_OBJECTTYPE)`

where `MT_OBJECTTYPE` is the object type to apply the hooked function for. As usual, if this argument is omitted or set to MT_NULL, the function runs for all object types.

**Test resources and where to find them:**

* srb2win-mapthingspawn.exe, my folder on the FTP - test exe, obviously
* luatest-mapthingspawn.lua, same place - a simple Lua script that changes the scale of MT_GFZFLOWER1 (the orange flower) based on the map thing's angle (0 degrees is normal, 90 degrees is 2x bigger, 180 is 3x bigger, 270 is 4x, etc etc)

See merge request !83
2017-07-02 09:46:11 -04:00
Monster Iestyn
68d8906a36 Merge branch 'mi-code-cleanup-once-again' into 'master'
MI code cleanup once again

Code prettification branch 12472849127, no real changes to gameplay except a bunch of outdated SOC features have been removed or disabled (most notably, Callum's old texture/patch SOC implementation). Though the changes here might also speed up game startup a teensy bit I suspect, possibly?

See merge request !102
2017-07-02 09:45:30 -04:00
Monster Iestyn
7b551ed409 Merge branch 'animdef-type-check-fix' into 'master'
Animdef type check fix

This fixes Sphere's problem with ANIMDEFS, where animated textures and animated flats with the same name cause one or the other not to animate (depending on the order they are in the ANIMDEFS lump, not the WAD; if the texture animdef comes first the texture animates, if the flat animdef comes first the flat animates).

The game now compares the "type" (i.e. whether the anim is for a texture or flat) of a new animdef with that of existing typedefs, before deciding whether to ignore it based on the starting lump's name.

See merge request !100
2017-07-02 09:44:39 -04:00
Monster Iestyn
c653289121 Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now
Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
2017-06-25 20:22:01 +01:00
Monster Iestyn
0eaebb16fc Check if existing animdefs have the same type as the animdef we're parsing 2017-06-25 18:17:05 +01:00
Monster Iestyn
f44d769d39 dehacked.c cleanup
*removed Texture/Patch SOC implementations, since they weren't used in the end
*removed remnants of AnimTex and some Spritename thing
*none of the save* arrays in DEH_LoadDehackedFile were being used, so I removed all related code disabled or otherwise
*DEH_LoadDehackedFile doesn't need a "wad" param anymore since only the Patch block was using it
2017-06-24 20:33:56 +01:00
Monster Iestyn
7d82ac406e whoops forgot to change these two 2017-06-24 19:27:29 +01:00
Monster Iestyn
b2941087de Move all the leftovers of the "title" print code into D_Titlebar, since it's only used by DOS now 2017-06-24 18:39:17 +01:00
Monster Iestyn
9d24186ecd Removing D_SRB2Main's OS2 window title code
"pmData" was originally declared in the files in the (non-SDL) OS2 source subfolder, last known to be present in Demo 4.1's source code ...said folder has not been around for over a decade, so this would definitely fail to compile if you tried compiling for OS2 without SDL anyway
2017-06-24 18:27:43 +01:00
Monster Iestyn
d263c4fcd4 Remove unused static vars in d_main.c (and remnants of some of them) 2017-06-24 18:15:06 +01:00
Monster Iestyn
e3f627120f Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/p_mobj.c
2017-06-23 17:19:06 +01:00