Commit graph

1520 commits

Author SHA1 Message Date
Monster Iestyn
2a6a21a4a2 Solid midtextures now account for "infinite" repeats 2016-08-27 17:14:21 +01:00
Monster Iestyn
541c53c3e1 Merge branch 'public_next' 2016-08-27 15:49:32 +01:00
toasterbabe
d17843aee1 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites 2016-08-26 20:48:48 +01:00
toasterbabe
8a244c1816 Nev3r helped me discover a crash caused by NAMEcLcR not loading patches into every angle lump slot.
This is the smallest possible change that fixes the crash.
2016-08-26 16:09:43 +01:00
Monster Iestyn
96f74a3a17 Merge branch 'master' into next 2016-08-25 19:19:53 +01:00
Monster Iestyn
ab3f677e66 F_EndCutScene now sets cutsceneover to true BEFORE running Y_EndGame and the like, not AFTER 2016-08-25 17:58:54 +01:00
toasterbabe
41b3b3c5bd GCC 4.6 and lower fix 2016-08-22 23:42:06 +01:00
Monster Iestyn
ead52294ab THE LINES LIVE AGAIN (initial horizon lines work commit) 2016-08-21 21:17:47 +01:00
Monster Iestyn
fd5297ee6c Merge branch 'fix-obj-step' into 'next'
Fix non-player objects having busted step-up/down on slopes

Why the fuck did I make this a player conditional in the first place holy shit

See merge request !103
2016-08-20 18:08:11 -04:00
toasterbabe
79297d0cd7 Woops. 2016-08-20 17:34:59 +01:00
toasterbabe
c08e9674be As requested by Nev3r and VAda, seperating MF_PAPER into FF_PAPERSPRITE and MF_PAPERCOLLISION. 2016-08-20 15:15:48 +01:00
toasterbabe
ef6c2510a2 Did a few things to make this better.
* Reorganised R_DrawVisSprite to do less needless variable calculation.
* Corrected some clipping oversights.
* Made a few comments clearer.
2016-08-20 12:18:00 +01:00
Inuyasha
44df9358dd If the game becomes modified during a record attack run, end it
RA menu can be opened if the game is modified, but Start can't be selected. (Obvious reason: so scripts to display info can be used easier)
Fixed the stupid background for messages in the Record Attack menu, it was bugging me
2016-08-19 22:18:43 -07:00
toasterbabe
7d5bda709a Sorting is fixed! Turns out rover isn't a FOF, it's another sprite. Thanks @RedEnchilada for noticing this oversight!!
http://gfycat.com/EsteemedPleasedDuck <-- so great
2016-08-20 03:02:40 +01:00
toasterbabe
8df146b713 An additional proper overflow check, and also a little something I forgot earlier. 2016-08-20 01:03:35 +01:00
toasterbabe
552a67200c A revert of the sorting because it produced better (but not perfect) results for paper and normal mobj interaction.
Also, I added more sortscale handling in the places where I forgot it.

I probably need some help with the maths here to get this to work nicely. http://gfycat.com/LimpAgedDowitcher
2016-08-19 15:06:10 +01:00
toasterbabe
fbff05bd17 Fixed the between-objects sorting problem previously mentioned in the merge request. Now they're sorted by whichever sprite has an end closest to the camera, instead of the middle point previously used.
http://i.imgur.com/UyOKX5u.png <-- this common glitch with crawlas given MF_PAPER (THEY'RE NOT GOOD AT TURNING NEAR EDGES) used to show the behind-crawlas in front of the front-crawlas.

Unfortunately, I've just discovered this issue (which happens with the old version of the sorting code too): http://i.imgur.com/QNjbATB.png but to be fair these crawlas have gotten stuck inside the edges of this platform, so I'm not sure I can do anything about this without cutting off Sonic's feet when he stands on the ground? shrug
2016-08-19 12:26:26 +01:00
toasterbabe
3db3433a51 More consistent comment. 2016-08-19 00:07:32 +01:00
toasterbabe
3d9fe7c899 The ability to disable weapon rings, as heavily requested by Lat and Speedwagon for their high effort character .wads and selfishly also desired to make thokker less hacky. 2016-08-19 00:06:12 +01:00
toasterbabe
66a845a33a silly me 2016-08-18 22:24:36 +01:00
toasterbabe
ff362534b4 An experimental attempt at collision correction, put behind a #define because it's buggy as SHIT. 2016-08-18 22:20:42 +01:00
toasterbabe
430a2e07cc Added linedef collision and fixed the following clipping bug, shown in gfy form. http://gfycat.com/BiodegradableNaturalHadrosaurus 2016-08-18 20:55:24 +01:00
toasterbabe
7786ef43e8 Okay, did a bunch of stuff. Getting ready to create a merge request, but not quite there yet.
* MF_AMBUSH is now MF2_AMBUSH, because it's something you turn on in a map editor, not with a SOC definition.
* Where MF_AMBUSH was is now MF_PAPER.
* MF_PAPER accesses all the stuff I did previously in this branch...
* ...as well as turn on paper-thin collision detection between mobjs, which I've gotten working but isn't perfect but it's still good enough for non-solid objects!!
2016-08-18 20:09:35 +01:00
toasterbabe
430d7cfbd2 Noticed some sorting issues, so introduced the sortscale struct variable. (SORRY, NO FLAG YET) 2016-08-18 15:45:44 +01:00
toasterbabe
ce8ae48222 I think this is as optimised as it's gonna get. Now onto the flag! 2016-08-18 12:55:04 +01:00
toasterbabe
2d3ebc5e49 Fixed the last of the odd stretching by:
* recognising that the offsets weren't going to be accurate if you just SWAPPED yscale and yscale2 over 180 degrees
* taking scale into account consistently

also, some optimisations
2016-08-18 12:40:45 +01:00
toasterbabe
9231a4653c SORTED, THANKS MI
http://gfycat.com/SimpleShallowDeviltasmanian

now to put this behind some sort of flag and optimise it
2016-08-17 22:19:28 +01:00
toasterbabe
66a737a7f0 fuuuuuuuu 2016-08-17 21:24:53 +01:00
toasterbabe
6c559946f0 ok no i misunderstood what he was getting at 2016-08-17 21:14:01 +01:00
toasterbabe
7096659450 Thanks to MI for helping me notice a scaling issue by code alone 2016-08-17 21:11:05 +01:00
toasterbabe
2244e9162b Some overflow checks. They're not proper like the other overflow checks, but they remove all the situations I've been able to discover without making stuff unnecessarily disappear. 2016-08-17 19:09:59 +01:00
toasterbabe
63e58a02f8 Fixed the issue mentioned in last commit, but still not the one from before that. Hrm. 2016-08-17 00:15:23 +01:00
toasterbabe
84c39c24f9 Renamed leftoffset to offset, to refer to its multifaceted uses.
Also, discovered another undesirable bug, but don't understand exactly what's going on so won't describe it here.
2016-08-17 00:03:09 +01:00
toasterbabe
10a8682620 resolved issue where the sides had the opposite scales over ANGLE_180.
also, i've sussed out WHAT'S going wrong here - the topleft pixel of the sprite will always be rendered at the height on the screen it would be rendered otherwise, which is causing the waving. now to figure out what to change to get that to move appropriately...
2016-08-16 23:38:59 +01:00
toasterbabe
a2b26c3bf4 Forgot a border of screen consideration 2016-08-16 23:25:01 +01:00
toasterbabe
27cdef0075 WOOPS, did not mean to leave it in the rangecheck, now it works close to desired
some complicated mathemagic leads to something which... seems CLOSE, but not perfectly accurate, so i think i need to tweak it more

http://gfycat.com/JovialSpitefulAmericancrayfish for current behaviour
2016-08-16 23:17:45 +01:00
toasterbabe
67f8a1295e Couldn't justify my hack in the long run, so it's back to adding and removing MF_NOCLIPTHING instead of the player pointer.
I DID make some steps towards re-implementing PIT_CheckThing for solids only in order to replace the hack long-term and hopefully use less CPU, but is currently disabled via #if 0 since I'm not comfortable changing the function signature of P_CheckPosition right now.
2016-08-16 17:49:20 +01:00
Monster Iestyn
df9ad4a0e6 wall-scroll-by-linedef specials now use just linedef dx/dy to determine scrolling direction, rather than the complex system that was in place before
If there's any reason to bring the old system back we could make it togglable by one of the linedef flags I suppose. Not that many people would actually use it though, most likely
2016-08-16 17:15:39 +01:00
toasterbabe
76e53ee3b6 this is shitty and glitchy but it compiles
remove all the places where i've set vis->scalestep to anything other than 0 to see something that LOOKS okay, but doesn't fulfil exactly what i want (that being a sprite that looks exactly like a midtexture)
2016-08-15 20:54:05 +01:00
Monster Iestyn
1530183ddf Fix multiple solid midtexture-related issues:
* Effect 3 (Peg Midtexture) is now accounted for properly, flipping the collision box position to match the actual rendered position of the midtexture
* Fixed incorrect application of y-offsets for non-lower unpegged midtextures collision boxes; +ve always goes up, -ve always goes down!
* Effect 4 now doesn't make midtextures solid for polyobjects at all - this "conflicted" with First Line having both Effect 4 (visible planes) and Effect 3 (intangible) simultaneously, where we kind of expect the first line's wall to not be made solid. This may be less of a problem in future SRB2 versions, but for now solid midtextures for polyobjects are disabled.
2016-08-14 16:56:41 +01:00
Alam Ed Arias
0264fd24ae @MonsterIestyn: Should probably be returning true then 2016-08-14 10:43:44 -04:00
RedEnchilada
55b8ef9f64 More stepping upward fixing ugh 2016-08-14 00:03:00 -05:00
RedEnchilada
758c77fe53 Fixed non-players having fucked slope stepup/down 2016-08-13 17:45:23 -05:00
Monster Iestyn
f1a9634260 P_LineOpening now takes a mobj_t argument, instead of relying on tmthing
. tmthing can be NULL if called from PTR_SlideTraverse, so we should use slidemo instead

This fixes a crash that occurs in yet ANOTHER SUGOI map, involving bouncy walls next to sloped floors/ceilings
2016-08-13 21:41:18 +01:00
Alam Ed Arias
bdb5db878a NONET should also disable UPNP support 2016-08-13 10:12:14 -04:00
toasterbabe
be973d6990 expanded comment for future generations 2016-08-13 15:07:40 +01:00
Alam Ed Arias
da23d93b00 Disable netplay for DirectDraw builds 2016-08-13 10:03:17 -04:00
toasterbabe
612575620b Solved the climbing-on-one-sided-lines problem another way, using the last touched line's attributes.
(After talking to Alam, we can't have floats anywhere near P_ functions, so.)
2016-08-13 14:16:06 +01:00
toasterbabe
5d6463fafc Fixed Knuckles being able to climb in space in OpenGL.
To understand: look at AjustSegs(void) in hw_bsp.c. It reallocates the vetex_t pointers for lines as POLYVERTEX_T pointers, and of COURSE things are gonna get wacky when you're casting pointers.

I dunno how resilient the FLOAT_TO_FIXED solution is or whether it'll be netgame compatible (yayyy float precision loss) but it's not like our builds are netgame compatible with themselves
2016-08-13 13:39:24 +01:00
toasterbabe
9e38f44f34 Rob requested a reversion of the NiGHTS camera changes on exiting the level, so here we go. 2016-08-12 21:24:17 +01:00
toasterbabe
de77dc4413 Fixed a bug where NiGHTS form didn't properly account for changing skins mid-flight (devmode, maybe mp if standing on ground - haven't checked there)
Also as a consequence, DEFAULTNIGHTSSKIN is #defined in r_things.h instead of p_user.c.
2016-08-12 19:18:50 +01:00
toasterbabe
104fc8ba98 Partially reverted on Inu's reccomendation. 2016-08-12 16:01:03 +01:00
toasterbabe
7795e146fa Two seperate single-line fixes, both concerning the end of NiGHTS maps.
* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2).
* When completing a NiGHTS stage with a non-zero link, the link could flash up in the final few tics before the fade to black. This just checks for player->exiting to make sure it shouldn't be shown.
2016-08-12 15:56:07 +01:00
toasterbabe
8b519631f8 * Keep the camera still when ending a NiGHTS map. http://gfycat.com/ComplicatedComposedAoudad
* Correcting an earlier oversight with the SPR2_ defaulting system for super forms.
2016-08-12 15:40:17 +01:00
toasterbabe
9c02c81095 Now that it's not 3am, here's some fixes to what I pushed last night.
* That hacky anti-NiGHTS-deaxisment code I commented out because I thought it was visual only? Reimplemented in a way that is both more and less hacky. It's identical in result to the original code, but takes a roundabout method to get there.
* Sprite references for SUPE, SUPZ and NDRL are removed because they are now unused.
* Helper's flashing conditional is restructured to do less flag swapping.
* The check for super setting FF_FULLBRIGHT is limited to MAXTRANSLATIONS now, and also correctly takes into account MAXSKINCOLORS == SKINCOLOR_SUPERSILVER1.
* NiGHTS collision bounds aren't hardcoded anymore.
* NiGHTS link will never display when leaving stage.
* Slightly tweaked rules for the supercolor setting when doing a NiGHTS transformation, but only meaningful for setting FF_FULLBRIGHT.
2016-08-12 14:42:22 +01:00
toasterbabe
0c3256fa14 NiGHTS is now spr2-ised. i'll upload the relevant files and etc to the ftp
* if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color
* if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves)
* MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now
* emerald is now player->mo->tracer instead of player->mo->tracer->target
* nightopian helpers flash for the 35 tics before they disappear
* nights capsule makes boss explosions/noises now (i can change it back i just like it better)
* drill off into the sky instead of fly up in floating pose (but no noise yet)

ALSO:
* default maxdash is now 70
* forgot to add supercolor to lua, it is there now
* SPR2_SMSL renamed to SPR2_SSTN (stun)
* any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
2016-08-12 02:57:37 +01:00
Alam Ed Arias
074dde5f78 Merge branch 'public_next' into master 2016-08-11 12:59:04 -04:00
Alam Ed Arias
fb8de61a81 Merge branch 'master' into next 2016-08-11 12:48:52 -04:00
toasterbabe
3310b02b68 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-11 17:46:08 +01:00
Monster Iestyn
c79428a178 Merge branch 'opengl-planes' into 'master'
OpenGL planes fix

This branch removes a specific hack in the OpenGL code for detecting if a plane is for the floor or ceiling of a sector. This it turns out fixes ceiling slopes in Boinciel's SUGOI map going missing. Though, It doesn't fix that other glitch with one FOF (must be unrelated).

If you want to test these fixes out properly, make sure working in-level sectors, FOFs AND also polyobjects all still work fine, sloped or not.

See merge request !97
2016-08-11 12:15:08 -04:00
Monster Iestyn
ae5844be76 Merge branch 'fof-slope-crash-fix' into 'master'
Fof slope crash fix

This fixes yet another software renderer crash, this time relating to sloped FOFs: sometimes the renderer thinks parts of FOFs where the top and bottom heights are the same height are actually the bottom going through the top (in other words a negative height). This causes problems when drawing normal walls around such FOFs since the game obviously doesn't expect negative heights anywhere along the FOF - before slopes, the game could just flip around the top and bottom heights automatically with no problems. This branch also should fix crashes for all genuine cases of negative FOF heights when slopes are involved, I suppose.

Hopefully this stops FuriousFox's SUGOI map crashing for the time being, all seemed fine when I tested it out myself.

See merge request !96
2016-08-11 12:13:52 -04:00
toasterbabe
a6f4178023 Rob requested new NiGHTS link colours, his wish is my command. (This is only vaguely appropriate for this branch, but the boat sailed on a specific Reduced_Palette branch a while ago.) 2016-08-10 23:51:35 +01:00
toasterbabe
8b333f5933 Forgot a comment. 2016-08-10 22:47:42 +01:00
toasterbabe
8f5258fc22 Two changes to the supercolor stuff.
* Don't allow arbitrary numbers to be used for a skin's supercolor, only strings.
* Devmode is no fun allowed mode, so turn off the god hyper flash there.
2016-08-10 20:31:18 +01:00
toasterbabe
b3b6d5c4f9 woops, renamed superwhite to supersilver during writing and forgot to change this comment 2016-08-10 19:54:07 +01:00
toasterbabe
810e1ec041 SUPERCOLOR BONANZA COMMIT.
* Several new supercolours.
	- SKINCOLOR_SUPERSILVER1-5 (for fun) - "Silver"
	- SKINCOLOR_SUPERPERIDOT1-5 (nyeheheh) - "Peridot"
	- SKINCOLOR_SUPERCYAN1-5 (for fun) - "Cyan"
	- SKINCOLOR_SUPERPURPLE1-5 (for fun) - "Purple"
	- SKINCOLOR_SUPERRUST1-5 (mecha/metal sonic) - "Rust"
	- SKINCOLOR_SUPERTAN1-5 (shadow/silver the hedgehog) - "Tan"
* SKINCOLOR_SUPER1-5 renamed to SKINCOLOR_SUPERGOLD1-5, one index for darkest is changed - "Gold"
* SKINCOLOR_TSUPER1-5 renamed to SKINCOLOR_SUPERORANGE1-5, ported properly to the new palette - "Orange"
* SKINCOLOR_KSUPER1-5 renamed to SKINCOLOR_SUPERRED1-5, ported properly to the new palette - "Red"

* new S_SKIN attribute - supercolor - uses an entirely different function to get the names (R_GetSuperColorByName instead of R_GetColorByName)

* a fun little secret - typing "god on" in the console whilst super makes the player hyper (visual only, no sparkles - just rainbow flash) - can be removed if no fun is allowed
2016-08-10 19:48:20 +01:00
toasterbabe
bc7389327a Mario invincibility colours now span solely the saturated colours (no white to black, no peach, no brown) 2016-08-09 13:59:31 +01:00
toasterbabe
742dced437 Updating I_Error to use 4 characters for the spritename only in the same way the other ones do 2016-08-09 13:04:53 +01:00
toasterbabe
4183912c60 Please don't assume indentation carries intent, especially since a break that exclusively follows an I_Error will never run 2016-08-09 13:01:56 +01:00
Alam Ed Arias
6c6cbecb10 I do not think you wanted to break on EVERYTHING 2016-08-08 21:30:20 -04:00
Monster Iestyn
841ee6eca0 Reduced GETFLAG macro args to just one as requested, true/yes are also valid now like with level header flags params (everything else is considered 'off') 2016-08-08 22:34:47 +01:00
Monster Iestyn
f46ec64958 each SF_ flag can be set by their own parameters again, does not replace "flags" but is an alternative to it
e.g.: super = 1 for SF_SUPER, noskid = 1 for SF_NOSKID, machine = 1 for SF_MACHINE
2016-08-08 21:17:51 +01:00
toasterbabe
c77b3aa58d Sorted an issue MI discovered (I was basing the flip code off the C0 scenario rather than the Cn one) 2016-08-08 17:24:36 +01:00
toasterbabe
6a070adf4b Making the flag value more obvious. 2016-08-08 14:35:18 +01:00
toasterbabe
aa89eadac4 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_new_spriteframe_angle 2016-08-08 14:16:20 +01:00
Alam Ed Arias
c3690092e1 Merge branch 'public_next' into master 2016-08-07 23:29:01 -04:00
Alam Ed Arias
774a93c819 Merge branch 'master' into next 2016-08-07 23:23:50 -04:00
Wolfy
bbb4bb8a05 Merge branch 'invalid-map-name-test' into 'next'
-warp checking for invalid map names

I've noticed a bunch of new people getting the "Cannot warp to map 0 (out of range)" error when testing their custom maps. On asking what map name they used, it was clear they didn't use a MAPxx name at all. Sadly it was not obvious to them that other kind of map names are not accepted by SRB2, so I thought it best we make that more clear in-game.

SRB2 now gives you the error "Cannot warp to map \[your input\] (invalid map name)" if you used -warp with a param that is neither a MAPxx name or a plain number.

See merge request !99
2016-08-07 16:34:23 -04:00
Wolfy
8561a6b413 Merge branch 'sprite-loading-tweaks' into 'master'
Fix R_AddSingleSpriteDef's I_Error messages

Whoops, seems I forgot about this little branch. Basically this fixes how for a character's sprites, a full sprite lump name is displayed instead of just its sprite prefix in the "R_AddSingleSpriteDef: No patches found for [sprite prefix] frame [frame character]" message (unlike when it occurs for non-character sprites), resulting in something like "R_AddSingleSpriteDef: No patches found for PLAYC2C8 frame \^" which does NOT help custom character authors at all as it just confuses them instead. (for the record, the problem would actually with the ^ frame and not the ones displayed after "PLAY")

Oh, and the same problem is also fixed for this similar message: "R_AddSingleSpriteDef: Sprite [sprite prefix] frame [frame character] is missing rotations"

See merge request !95
2016-08-07 16:33:15 -04:00
RedEnchilada
02d3382408 Leave a note to anyone foolish enough to try to fix this 2016-08-07 12:17:31 -05:00
toasterbabe
0a75b8d918 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_new_spriteframe_angle 2016-08-07 11:21:53 +01:00
toasterbabe
76e658bf1b Minor re-ordering to optimise this branch. 2016-08-07 00:21:16 +01:00
toasterbabe
6a865abb93 Bugfix for spike sound playing when attempting to attack non-solid spikes with CA_DASHMODE/CA_TWINSPIN/CA2_MELEE. 2016-08-06 23:54:38 +01:00
toasterbabe
c678220857 New S_SKIN attribute - "camerascale", another float. Acts as a scale modifier to t_cam_dist and t_cam_height. 2016-08-06 23:18:37 +01:00
toasterbabe
029fd156a8 Some nice optimisations to the new character select menu - no need to iterate up to 3 times a tic at the expense of ((32*2 + 2)*UINT8 - 3*INT32) memory. 2016-08-06 22:41:25 +01:00
toasterbabe
5e35d629f2 A clearer understanding of freeslots and their relation to FF_FRAMEMASK, explained via comment. 2016-08-06 21:22:38 +01:00
toasterbabe
9d870ea31d Enabling patch.dta, and also upping the number of SPR2_ slots (not just freeslots) to be equivalent to FF_FRAMEMASK. 2016-08-06 13:53:16 +01:00
toasterbabe
c9227dfbed Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-06 12:34:26 +01:00
Monster Iestyn
5b2705ef48 Merge branch 'spr2-freeslots' into 'master'
Spr2 freeslots

Needed for Miles, generally a good idea to have around anyway. Considering Miles uses it without problems, seems to work fine.

See merge request !24
2016-08-04 16:24:37 -04:00
Monster Iestyn
f465de8f8c Nev3r's vertical sky distortion 2016-08-01 21:07:01 +01:00
toasterbabe
1ac1f27e4c Preparation for the SPR2_ freeslot branch's merger. *crosses fingers it happens soon* 2016-08-01 17:17:25 +01:00
Monster Iestyn
fe5b8c58af Add basic support for animated sky textures 2016-07-31 20:51:39 +01:00
Monster Iestyn
4c4f124611 Detect if -warp's parm is actually a valid map name (MAPxx or plain number), and print an "invalid map name" message if not 2016-07-28 16:07:26 +01:00
Monster Iestyn
2b985bda85 Make sure we detect if start >= numlines so we can deal with that properly
for some apparent reason the compiler didn't like the while loop condition edit on its own (it complained about inline failures for P_MobjReadyToTrigger for some reason), so I had to add that extra bit above the while loop... and it was happy again, huh
2016-07-28 14:57:19 +01:00
Monster Iestyn
2870e19f7f Take out fixedheight-based hacks for checking if floor or ceiling! Use an "isceiling" boolean for that instead
This apparently fixes most of the issues with ceiling slopes in Boinciel's SUGOI map
2016-07-27 19:56:21 +01:00
Monster Iestyn
dc765cde2c Fix R_DrawColumnShadowed_8 crash encountered in FuriousFox's map
If you want more specifics, sloped FOFs are to blame it turns out: sometimes the bottom of an FOF wall blocking a segment of an in-level wall column can be considered ABOVE the top part of the FOF there (yikes), and then the dc_y* values go offscreen, and then BOOM
2016-07-24 18:54:01 +01:00
Alam Ed Arias
6b94f286e2 Merge branch 'public_next' into private 2016-07-24 01:08:31 -04:00
Alam Ed Arias
03ddc1f29a define SRTICT_ALIGN to - if the system is x86/x64 system 2016-07-23 23:26:08 -04:00
Alam Ed Arias
ddce305c17 under clang, defined does not means true 2016-07-23 23:14:24 -04:00
Alam Ed Arias
82fad646e7 wad and lumps are unsigned, not signed 2016-07-23 23:02:10 -04:00
Alam Ed Arias
7b88db478c Merge branch 'public_next' into private 2016-07-21 19:22:30 -04:00
Alam Ed Arias
5c234a817a Merge branch 'master' into next 2016-07-21 18:49:33 -04:00
Alam Ed Arias
f6b8b51ac2 Merge branch 'software-fixes' into 'master'
Software crashes fix... fix

Fixes a typo introduced by merge request !75 that caused upper textures to set the wrong ceiling clipping value when not visible, allowing all sorts behind the walls to be visible. This is most noticable in GFZ2 when the inside of the tunnel section is visible

...probably a good idea to make sure this one doesn't introduce any MORE visual glitches by mistake (again, compare with 2.1.15 if possible)

See merge request !93
2016-07-21 17:45:45 -04:00
Alam Ed Arias
df0a90957f Merge branch 'tilted-transparent-flats-fix' into 'master'
Fix for flats with transparent pixels on slopes

This fixes how R_DrawTiltedSplat_8 unintentionally allows the cyan pixels to NOT be considered "transparent" if after being remapped, depending on sector brightness and/or linedef type 606 colormaps, the result of remapping is not palette index 247 (the cyan we typically turn transparent). That is, the original colors from the source flat graphic are not checked, but instead the __result__ of coloring the flat under the respective colormap is checked for "transparent" pixels. This is only a problem for the tilted splat drawing function, not the regular one for non-sloped planes with cyan-pixel-using flats.

I found out about this bug from the issues Ritz was having with sloped 255-alpha translucent FOFs using transparent flats and his custom COLORMAP lump (and later when he applied a linedef type 606 colormap to the FOF) for his custom map. Thankfully he has some workarounds, but this should fix the code-side issues that caused his problems in the first place.

I also fixed stuff with another splat drawing function that's not currently used atm (maybe it will be in the future, if splats themselves are ever enabled again? *shrugs*).

See merge request !92
2016-07-21 17:14:43 -04:00
Alam Ed Arias
b02c824da8 Merge branch 'skybox-render-fix' into 'master'
Skybox rendering offset fix for third person/alt view camera

Fixes the issue reported in this thread: https://mb.srb2.org/showthread.php?t=41729

I dunno if this will negatively affect any existing skyboxes in SRB2's own levels, that said. I tried out THZ2 and CEZ1 with this fix at least but I forgot to compare them with how they are in 2.1.15 so _*shrugs_*

See merge request !94
2016-07-21 16:58:06 -04:00
Alam Ed Arias
9301344003 Merge branch 'macosx-hacking' into 'master'
OS X Makefile build setup

This merge request:

* Cleans up the OS X bundle resource location code and fixes a SIGSEGV and memory leak
* Simplifies and fixes the OS X desktop alert code, closing more leaks
* Adds the MACOSX build flag to the Makefiles, to allow building a binary (but not Mac app yet) of SRB2.

This is intended to make it easier for developers to build on Mac OS X, without having to pull in all of XCode. You can keep using CMake if you prefer.

To test, use `make -C src MACOSX=1 NONX86=1 SDL=1 NOASM=1` for a release build.

Left to do:

* Add a content bundling script to be run after building, and a flag to trigger doing that.
  `MACOSX_BUNDLE` maybe?
* Somehow get access to a Mac running PowerPC and figure out how to build a multi-platform binary.
* Add the proper magic to compile using gcc if requested. (Right now, compilation is done via LLVM/Clang)

See merge request !72
2016-07-21 15:38:46 -04:00
Alam Ed Arias
a9c521031d Merge branch 'gasjets_and_slopes' into 'next'
Gas jets, fan objects, springs and slopes

Whoop whoop whoop minor bugs that only get noticed due to weird experiments whoop whoop whoop

* For gas jets only: the object's standingslope is ALWAYS null. No drifting down the slope for you.
* For gas jets and fan objects: Now checks whether the player's top is below the bottom of the launcher, instead of its bottom. zdist calculation not affected, since it's signed and okay with being negative by about the height of the player.
* For all 3: the player's standingslope is NULL'd so the player isn't launched off at a wacky angle if they're standing on a slope then walk into the thing.

See merge request !91
2016-07-21 15:11:49 -04:00
Alam Ed Arias
1a0fcbd8dc Revert "Merge branch 'RemoveINetC' into 'master'"
This reverts commit 8607f5247c, reversing
changes made to 11d76a6562.
2016-07-21 14:42:00 -04:00
Alam Ed Arias
8607f5247c Merge branch 'RemoveINetC' into 'master'
Remove i_net.c

The code in i_net.c doesn't actually seem to be used in SRB2. I was able to compile a build without it, and hosting and joining netgames worked just fine (well, as fine as they can with the current state of the netcode...).

The vast majority of code in the file seems to be contained in HAVE_SDLNET ifdefs, and I'm pretty sure SRB2 has never used SDLNET in a public build. The only bit not contained in that block is I_InitNetwork(), which just prints an error and returns false.

Do we really need to keep it around? If not, I say get rid of it. It seems like useless clutter that is just going to confuse people who are trying to understand the source code.

See merge request !73
2016-07-21 14:15:58 -04:00
Alam Ed Arias
c5fe08dcd2 Merge branch 'aatree-refactor' into 'next'
Re-factoring AA tree code from m_misc.c/m_misc.h into its own files

What the title says. The AA tree-related code now lives in the files m_aatree.c and m_aatree.h. Part of why I did this was to solve this m_misc.h/w_wad.h cyclic dependency problem (involving MAX_WADPATH and AA trees themselves) mentioned in the now-removed comments, another reason was ...only OpenGL uses AA trees at all, why include the relevent structs/functions/otherwise anywhere except where is necessary (which is very few files as it turns out)?

Otherwise, it just looked better on its own rather than mixed with all the other stuff already in the m_misc files. Not really important or anything affecting gameplay at all I guess.

See merge request !82
2016-07-21 14:13:38 -04:00
toasterbabe
d0cd1d951f Add prefoppositecolor to Lua. 2016-07-20 15:53:08 +01:00
toasterbabe
4435815c35 "prefoppositecolor" - exists solely for metal so he can have his sonic 4 peridot-background end sign when using skincolor_blue. not updating player.dta yet though. 2016-07-20 15:48:24 +01:00
Monster Iestyn
6ba568ac49 Fixed typo of mine that lead to the ceiling part of GFZ2's tunnel section being rendered wrongly 2016-07-20 15:11:36 +01:00
toasterbabe
f1311c515d Making FF_MIDDLESTARTCHANCE more useful for FF_ANIMATE animations. 2016-07-19 13:45:31 +01:00
toasterbabe
46e50a523f Let's be consistent with how other parts of the code handle this same issue of conditional operations surrounding non-conditional operations. 2016-07-19 01:19:03 +01:00
toasterbabe
cfcd25f2cd Fixing a bug which could be caused by tapping up/down on the character select at high speeds by ensuring that o is never negative instead of assuming the one circumstance it may have been negative under. 2016-07-19 01:03:40 +01:00
toasterbabe
333d8c882e Recreating NAMEcLcR sprite angle loading in internal, as Inu requested. 2016-07-19 00:04:00 +01:00
Monster Iestyn
77a40e9016 Slightly unrelated, but if R_DrawTranslucentSplat_8 is ever going to be used this is probably more efficient (also fixing early colormap application for the last part) 2016-07-17 23:01:07 +01:00
Monster Iestyn
9ad205f5ba R_DrawTiltedSplat_8 fix: apply colormapping AFTER checking the source pixel is cyan first 2016-07-17 22:33:37 +01:00
toasterbabe
ac2ff5e386 CA_MELEE. Mostly complete.
* When moving slowly, P_InstaThrust at S_SKIN's maxdash forward, and set momz to S_SKIN's mindash upwards. Plays a tok noise (not thok). Hurts enemies/bosses, busts spikes/monitors/all types of bustable blocks.
* When moving quickly... doesn't do anything yet, but WILL do a slide.

Also, P_DoSpinDash is now renamed to P_DoSpinAbility, and CA_TWINSPIN users can bust all bustable blocks on collision too.
2016-07-17 21:31:15 +01:00
toasterbabe
4168fc02cb Decided the forcing of S_PLAY_FALL when PF_THOKKED was present wasn't that great. 2016-07-17 18:57:03 +01:00
toasterbabe
4bd56b82be Better multiability support.
* CA_TWINSPIN - you can do it multiple times
* CA_DOUBLEJUMP - your jump height is reduced each time, like in Kirby games. The number of extra jumps once you've left the ground that are available is determined by the character's actionspd.
2016-07-17 17:41:44 +01:00
Monster Iestyn
4d0f0230de Fix chasecam/awayviewmobj viewz offset to be consistent with non-skybox frame rendering 2016-07-17 17:36:37 +01:00
toasterbabe
df8568642e Dashmode users can break spinbust blocks when dashing, twinspin users can break both spinbust and Knuckles-only blocks when twinspinning. 2016-07-17 16:34:07 +01:00
toasterbabe
cc9f874c5d Further improvements to the character select menu. 2016-07-17 16:21:46 +01:00
toasterbabe
9557cad235 Noticed some bad logic and typos, so correcting. 2016-07-17 15:56:31 +01:00
toasterbabe
9c48cbb68c Doing stuff for Rob, turns out the anim was designed to go twice as fast. Tally ho! 2016-07-17 01:22:50 +01:00
toasterbabe
898e17a441 SF_MACHINE characters create boss explosions on death.
Also, the gravity of drowning characters has been reduced to look more natural.
2016-07-16 23:26:52 +01:00
toasterbabe
8cb8990863 Merge branch 's_skinprovements' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-07-16 22:44:01 +01:00
toasterbabe
f757fb3545 SF_MACHINE. Currently only changes drowning, but could do more.
* Electric sparks coming off entire body instead of bubbles coming out mouth
* Different sounds.
* Different icons.

These sprites are currently local only, but I'll be doing a lot of asset updating this evening since Rob asked me to so it won't be long until you can get them.
2016-07-16 22:43:49 +01:00
Alam Ed Arias
4e064dc335 whitespace: cleanup 2016-07-16 16:05:00 -04:00
Alam Ed Arias
e393b12cec Merge branch 'master' into s_skinprovements 2016-07-16 16:04:10 -04:00
Alam Ed Arias
4e322af6cb whitespace: cleanup 2016-07-16 16:03:32 -04:00
toasterbabe
0f79e9ea3b On Rob's request, the twinspin can break spikes. (woo) 2016-07-16 18:54:22 +01:00
toasterbabe
21ba204c9e Revert of the FF_MIDDLESTARTCHANCE changes for player states, although the flag still exists internally since there's no reason to remove it. 2016-07-16 18:34:42 +01:00
toasterbabe
765254f183 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-07-16 17:24:19 +01:00
toasterbabe
d8065fa525 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
# Conflicts:
#	src/d_player.h
#	src/dehacked.c
#	src/info.c
#	src/p_user.c
2016-07-16 17:23:25 +01:00
Monster Iestyn
99ee3d5149 Merge branch 'side-springs' into 'master'
Sideways springs, horizontal hog-launchers, perpendicular plungers...

Call them what you like, they're in the code now. And have been for months!

Nev3r uses the hell out of these and I'm fed up of them being <!>'s all over the place, so please have 'em in master so we can update srb2.srb and make things better for all of us.

See merge request !30
2016-07-16 12:20:22 -04:00
toasterbabe
94490623b5 Cleanup of P_CheckUnderwaterAndSpaceTimer's conditional checks for future PF_ROBOT changes, where characters like Metal make electric zaps instead of bubbles. 2016-07-16 17:11:34 +01:00
Monster Iestyn
9b15247191 Merge branch 'dashmode' into 'master'
Dashmode

This branch Metal Sonic's abilities (CA_DASHMODE) to the game.

See merge request !26
2016-07-16 12:09:20 -04:00
toasterbabe
226785dcd6 Putting the swim animation checks in one place. 2016-07-16 14:45:22 +01:00
toasterbabe
cc35a5e1c1 Ported CA_HAMMER from new-character-actions in a way that takes advantage of all of the non-hardcodey things I've added in this branch.
Also, it's called CA_TWINSPIN because that's more inoccouous.
2016-07-16 13:55:12 +01:00
toasterbabe
df8be73787 ...fixed this error 2016-07-15 22:13:47 +01:00
toasterbabe
1e648e4709 Woops, forgot SOC parser. 2016-07-15 17:32:29 +01:00
toasterbabe
03fe312490 On MI's reccomendation, a skin flag to disable the effects of FF_MIDDLESTARTCHANCE for specific characters whose animations might not be symmetrical. 2016-07-15 17:30:52 +01:00
toasterbabe
01dc98f8f0 New frame flags for more complicated animations.
* FF_MIDDLESTARTCHANCE - has a 50% chance of starting the spr2 or FF_ANIMATE animation halfway in
* FF_SPR2ENDSTATE - if var1 == S_NULL, don't loop, just stop incrementing the frames. Otherwise, go to the state represented by var1.

The former is just something I did for fun, the latter is something that'll come in handy when porting in new-character-moves.
2016-07-15 16:48:30 +01:00
toasterbabe
9b68da63de Minor cockup with availability handling not being updated when I changed how it worked. 2016-07-14 17:10:17 +01:00
toasterbabe
b8fe20a086 Changing irrelevant comment. 2016-07-14 16:27:48 +01:00
toasterbabe
4c6ed6da76 The availability unlockable number for a skin is now available, read only, to Lua. 2016-07-14 15:51:03 +01:00
toasterbabe
417e9187d9 Realised the potential for out-of-bounds memory accessing, so put some limits in place to prevent that from happening.
(skin->availability is a UINT8, so it'll never be negative)
2016-07-14 14:45:15 +01:00
toasterbabe
caed5718c1 Characters can now be unlocked just like any existing unlockable.
Setup:
* S_SKIN needs an "availability" line. Set to 0 to have always available, otherwise is assumed to be UINT8 unlockable number. If it's a valid unlockable, its name will be copied over with the character's realname.
* Define an unlockable via SOC or hardcode. If you don't want it visible on the Secrets menu, just set its type to None. Everything else is as normal - you can set the conditionset to whatever, objective, height, nochecklist, nocecho...
2016-07-14 14:39:22 +01:00
toasterbabe
c5f6ae8aaa Fixed forceskin to not always allow due to bad logic. 2016-07-14 13:24:57 +01:00
toasterbabe
674ec3e515 Correction of the new default revitem setup. 2016-07-14 12:31:20 +01:00
toasterbabe
6e0c9f7e18 The "forcecharacter" level header now allows for hidden characters.
Also, new default for revitem to match player.dta, and an updated Force Skin netgame option name to reflect the fact it's string based now.
2016-07-13 22:28:23 +01:00
toasterbabe
76910a8e11 Sorry, one last change. I know I should be more certain when committing. 2016-07-13 20:24:39 +01:00
toasterbabe
f1b1e1aa9b I'm stupid. 2016-07-13 20:19:52 +01:00
toasterbabe
2ee22fc40a Dedicated servers have all skins unlocked for the purpose of forceskin.
Meanwhile, a sneaky sneaky for hiding hidden characters further.
2016-07-13 20:14:07 +01:00
toasterbabe
a108fcce5b Simplification of the hide check after discussion with Rob. 2016-07-13 19:10:31 +01:00
toasterbabe
824458a5ff Swimming animation! Since I know we want it for Smiles eventually.
Also, I guess CA_SWIM isn't forced into running on water anymore.
2016-07-13 18:18:18 +01:00
toasterbabe
c2aba46298 New S_SKIN attributes.
* radius - sets the player's radius for that skin.
* height - sets the player's normal height for that skin.
* spinheight - sets the player's spinheight for that skin.
* shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
2016-07-13 15:15:45 +01:00
toasterbabe
8087cde5db Correcting a few cockups. 2016-07-13 13:26:21 +01:00
toasterbabe
b2bfe3737a Rudimentary SOC shuffling if you add a character with the same name as a previous character to prevent character select from breaking. 2016-07-13 12:17:53 +01:00
toasterbabe
fcfe8c0132 More clearly defined handling for replacing character select images. Specifically takes into account whether the hidden character was added in this file or a seperate one.
Also, removed some commented out code regarding character selects, and removed a useless case for R_SkinAvailable().
2016-07-12 20:10:01 +01:00
toasterbabe
80a3d79d4d Some hacks added to forceskin to:
* support hidden characters
* take the skin->name, not the number
* display the skin->name in the menu

Also, minor tweaks to other things.
2016-07-12 14:40:20 +01:00
toasterbabe
b5108afe16 Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.

Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 03:15:58 +01:00
toasterbabe
ee92e043b9 Preparation for hidden characters, making sure R_SkinAvailable was being used where appropriate.
Also, bugfix for something my optimisation introduced.
2016-07-11 23:40:31 +01:00
toasterbabe
eee6a6ff45 Optimisations to the character select screen.
* If a character select character image is not set, don't iterate every tic - iterate on first image get and then save to the struct.
* A character select screen with only two characters now has special case handling.
* A memory leak in the making has been plugged. (specifically, picname not being Z_Free'd if the loop fails to do so)
* Logic/operation simplification.

Also, some typo corrections and clarity case movements of stuff in other files I've been looking at.
2016-07-11 23:01:43 +01:00
Alam Ed Arias
8f0994b38b Merge branch 'public_next' into master 2016-07-11 16:22:05 -04:00
Alam Ed Arias
765d68899f Merge branch 'master' into next 2016-07-11 16:10:40 -04:00
Alam Ed Arias
b347ed2ca6 Merge branch 'public_next' into master 2016-07-11 15:52:27 -04:00
Alam Ed Arias
59fd7bbe46 Merge branch 'public_next' (early part) into private 2016-07-11 15:50:06 -04:00
Alam Ed Arias
0c8fcb5e4d Merge branch 'master' into repeat-monitors 2016-07-11 15:29:06 -04:00
Alam Ed Arias
8693be0811 Merge branch 'master' into spr2-freeslots 2016-07-11 15:26:39 -04:00
toasterbabe
7c63a96bf1 Logic error. Now works as described previously. 2016-07-10 20:03:08 +01:00
toasterbabe
8431f64300 A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.

Also, a minor change:

* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
2016-07-10 18:41:38 +01:00
toasterbabe
d8d8333719 S_SKIN now supports both DS* and sfx_* prefixes for sounds. 2016-07-10 13:22:49 +01:00
toasterbabe
7fe80a7f31 Minor optimisations and clearer code. 2016-07-10 12:35:24 +01:00
toasterbabe
8ab32ca93a Significant improvements to the Character select screen in preperation of implementing unlockable characters.
* Characters disabled through SOC are outright removed. No awkward gap in scrolling - no hint they were ever there in the first place.
* Vertical loop - the character select images are visually continuous. No matter where you are in the chain, you'll always see a hint of the character above or below your current selection in the chain.
* Smooth scrolling - Moto and Prime showed me a gfy from back during 2.1 development where it was super smooth. I didn't make it as slow as that one, but the smoothness was easy to add and the reason it was removed previously - gaps in the character select leading to varying speeds - is no longer relevant.
2016-07-10 02:05:59 +01:00
toasterbabe
625cb39af7 Dashmode now destroys spikes and monitors on contact. Enemies? Probably not for now. 2016-07-09 16:53:41 +01:00
toasterbabe
cee37819cd Dashmode now has its own animation, SPR2_PEEL. Requires a new PLAYER.DTA. I made a lot of references to the peelout here because I'm not sure what else to call a Sonic character's faster-than-usual-running animation and SPR2_DASH was taken.
* SPR2_PEEL, SPR2_SPEE.
* S_PLAY_PEEL, S_PLAY_SUPER_PEEL.
* PA_PEEL.
* Dashmode actually starts charging from runspeed instead of the arbitrarily calculated (normalspeed - 5*FRACUNIT). This just made things easier, honestly, and it's 1 FU of difference compared to the current test case.
2016-07-09 14:52:49 +01:00
toasterbabe
c5ca1a8f24 The dashmode struct variable now has a cap, per a Wolfs request. 2016-07-07 01:40:28 +01:00
toasterbabe
64ef2798a2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into dashmode
# Conflicts:
#	src/d_clisrv.c
#	src/d_clisrv.h
2016-07-07 01:08:51 +01:00
toasterbabe
8426ce8d9c Minor change to fans and gas jets that makes them work on slopes.
- Now checks whether the player's top is below the bottom of the fan/gas jet, instead of its bottom. zdist calculation not affected.
- mo->standingslope is NULL'd so the player isn't launched off at a wacky angle. (I also did this for springs, since Prime mentioned it was a problem for them too.)
2016-06-30 23:23:50 +01:00
Inuyasha
331ea9814f version numbers, etc 2016-06-29 20:01:22 -07:00
Inuyasha
26b3f2e0dc Merge branch 'toast_slopes' into 'next'
Some slope improvements/fixes (plus P_GetMobjGravity)

Dear Red, I did some things.

* Made the slope flag SL_NOPHYSICS actually have an effect like we wanted to, but didn't get around to implementing yet - activated by setting the slope's linedef flags to have ML_NOSONIC.
* Made downhill slope thrusts proportional to an object's gravity and friction.
* To make the above happen - seperated out the gravity value finding code in P_CheckGravity into a seperate function, P_GetMobjGravity. (p_mobj.c, p_local.h) I also made this function available to Lua.
* Turned those PANIC n console messages (which would inevitably be followed up with a crash, since we're accessing invalid memory immediately after) into a descriptive I_Error.
* Put the SRB2CB type-shimming behind an ESLOPE_TYPESHIM ifdef.
* Removed SPRINGCLEAN-ifdef'd code.
* Cleaned up some eosteric comments.
* NEW SINCE RED +1'd THIS: The teetering code now takes slopes into account pretty well. There are edge circumstances as outlined in commit 9d221f4f3f, but this is unilaterally better behaviour in every way and the teetering code was kind of a mess anyways.
* NEW SINCE RED AND ALAM +1'd THIS: P_ReverseQuantiseMomentumToSlope. Simple function that replaces the inverse angle stuff (which also wasn't using InvAngle, just ANGLE_MAX - angle - which is inaccurate!!)

Current testing files available at /toaster/slptst3.wad and /toaster/gravitytest.lua on the ftp.

I want to do more to the branch like implement SL_ANCHORVERTEX in the near future, but this is probably safe to merge in its current state.

See merge request !77
2016-06-22 19:03:58 -04:00
toasterbabe
f93b31f0a7 FUCK C90 2016-06-20 02:08:07 +01:00
toasterbabe
20ffbbdc41 Climbing now supports one-sided linedefs.
The whole thing needs a refactor in general, but it's almost 2am here, I need my sleeb, and this fix would probably break something with 2.1 climbing if I made it any more/less (depending on viewpoint) complicated.
2016-06-20 01:50:47 +01:00
Alam Ed Arias
7126d57fd7 whitespace cleanup 2016-06-19 20:25:09 -04:00
toasterbabe
71f5d4ea85 ...completely misunderstood the reasons we weren't merging toast_slopes, mom holy fuck i'm stupid and bad
Enjoy your slopes without physics, people :D
2016-06-20 00:20:20 +01:00
Alam Ed Arias
24038d4d54 Merge branch 'next' into aatree-refactor 2016-06-19 15:48:22 -04:00
Alam Ed Arias
e87e747a29 clean up warning done in setup-fixes 2016-06-19 12:48:35 -04:00
toasterbabe
86721f1457 Compilation fix of the patch to disable this feature ( :c ). 2016-06-19 17:29:04 +01:00
toasterbabe
fa58993bda Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into toast_slopes
# Conflicts:
#	src/p_user.c
2016-06-19 16:59:49 +01:00
toasterbabe
1147428904 Revert "Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot."
This reverts commit 19b186e52e.
2016-06-19 16:38:11 +01:00
toasterbabe
f5f2c4ad48 Revert "Okay, NOW I fixed the compile error. Forgot to stage this."
This reverts commit 1723bb55f9.
2016-06-19 16:38:04 +01:00
Alam Ed Arias
8e98c78456 Merge branch 'next' (early part) into toast_slopes 2016-06-19 03:39:42 -04:00
toasterbabe
3fe87eff97 Disabling the functionality of SL_NOPHYSICS for 2.1 patches by never applying it 2016-06-18 23:55:43 +01:00
toasterbabe
9c277bfb22 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into toast_slopes 2016-06-18 22:58:24 +01:00
Inuyasha
8fc61bb674 Merge branch 'sectorlist_traversal' into 'next'
Sectorlist traversal

MOM GET THE CAMERA

There's a LOT of code in the source that ended up mixing m_snext (the node for the next thing in the sector's thinglist) and m_tnext (the node for the next sector in the thing's sectorlist), so I renamed the following:

* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev

Then, I changed all the instances where the code was trying to go m_thinglist_next on a mobj's touching_sectorlist (which would've just gone to the node for the next thing in the same sector, instead of the node for the next sector for the same thing). Notable samples:

* FF_SHATTER blocks now disappear the moment you go into their sector. You still can't give FF_SOLID to them because in that case they will still stop you if you never enter their sector at all (ie - clip on corners), but having them nonsolid no longer allows you to phase through entirely without busting them (which was the whole downside of making them intangible in the first place).
* You can now bump into multiple Mario blocks at a time, even if you're not exclusively in their sector.
* No more getting randomly stopped on the edges of bouncy FOFs.
* Landing on polyobjects might behave a little more consistently at the edge of their host sector.
* Teetering did a SHITTON of code that basically never got executed, and then had directly-blockmap-accessing code as a backup. The code was activatable by replacing the m_thinglist_next with m_sectorlist_next, but it behaved SUPER differently from what we're used to with teetering (if the player mobj's edge was JUST off the edge of a platform, you ended up in teetering frames - even if it looked like you could stand) so I ended up removing that section entirely.

Any objections?

See merge request !85
2016-06-18 16:52:21 -04:00
Monster Iestyn
9e31ab1393 Merge branch 'master' into next 2016-06-17 14:44:23 +01:00