This commit is contained in:
Christoph Oelckers 2014-03-15 12:24:16 +01:00
commit f96f4cb0a2
8 changed files with 78 additions and 64 deletions

View file

@ -434,6 +434,7 @@ public:
TObjPtr<AWeapon> PremorphWeapon; // ready weapon before morphing
int chickenPeck; // chicken peck countdown
int jumpTics; // delay the next jump for a moment
bool onground; // Identifies if this player is on the ground or other object
int respawn_time; // [RH] delay respawning until this tic
TObjPtr<AActor> camera; // [RH] Whose eyes this player sees through

View file

@ -387,7 +387,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
StatusBar->NewGame ();
setsizeneeded = true;
if (gameinfo.gametype == GAME_Strife || (SBarInfoScript != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
if (gameinfo.gametype == GAME_Strife || (SBarInfoScript[SCRIPT_CUSTOM] != NULL && SBarInfoScript[SCRIPT_CUSTOM]->GetGameType() == GAME_Strife))
{
// Set the initial quest log text for Strife.
for (i = 0; i < MAXPLAYERS; ++i)
@ -1084,6 +1084,7 @@ void G_StartTravel ()
{
AActor *pawn = players[i].mo;
AInventory *inv;
players[i].camera = NULL;
// Only living players travel. Dead ones get a new body on the new level.
if (players[i].health > 0)

View file

@ -724,9 +724,10 @@ static bool DoLoadGLNodes(FileReader ** lumps)
static bool MatchHeader(const char * label, const char * hdata)
{
if (!memcmp(hdata, "LEVEL=", 6) == 0)
if (memcmp(hdata, "LEVEL=", 6) == 0)
{
size_t labellen = strlen(label);
labellen = MIN(size_t(8), labellen);
if (strnicmp(hdata+6, label, labellen)==0 &&
(hdata[6+labellen]==0xa || hdata[6+labellen]==0xd))
@ -771,7 +772,7 @@ static int FindGLNodesInWAD(int labellump)
if (Wads.GetLumpFile(lump)==wadfile)
{
FMemLump mem = Wads.ReadLump(lump);
if (MatchHeader(Wads.GetLumpFullName(labellump), (const char *)mem.GetMem())) return true;
if (MatchHeader(Wads.GetLumpFullName(labellump), (const char *)mem.GetMem())) return lump;
}
}
}
@ -781,7 +782,7 @@ static int FindGLNodesInWAD(int labellump)
//===========================================================================
//
// FindGLNodesInWAD
// FindGLNodesInFile
//
// Looks for GL nodes in the same WAD as the level itself
// Function returns the lump number within the file. Returns -1 if the input
@ -929,13 +930,13 @@ bool P_LoadGLNodes(MapData * map)
result=true;
for(unsigned i=0; i<4;i++)
{
if (strnicmp(f_gwa->GetLump(i)->Name, check[i], 8))
if (strnicmp(f_gwa->GetLump(i+1)->Name, check[i], 8))
{
result=false;
break;
}
else
gwalumps[i] = f_gwa->GetLump(i)->NewReader();
gwalumps[i] = f_gwa->GetLump(i+1)->NewReader();
}
if (result) result = DoLoadGLNodes(gwalumps);
}

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@ -914,34 +914,34 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
}
}
// touchy object is alive, toucher is solid
if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 &&
// Thing is an armed mine or a sentient thing
(thing->flags6 & MF6_ARMED || thing->IsSentient()) &&
// either different classes or players
(thing->player || thing->GetClass() != tm.thing->GetClass()) &&
// or different species if DONTHARMSPECIES
(!(thing->flags6 & MF6_DONTHARMSPECIES) || thing->GetSpecies() != tm.thing->GetSpecies()) &&
// touches vertically
thing->z + thing->height >= tm.thing->z && tm.thing->z + tm.thing->height >= thing->z &&
// prevents lost souls from exploding when fired by pain elementals
(thing->master != tm.thing && tm.thing->master != thing))
// Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species
// but different classes trigger the touchiness, but that seems less straightforwards.
if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
{
thing->flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj (thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object
return true;
}
// touchy object is alive, toucher is solid
if (thing->flags6 & MF6_TOUCHY && tm.thing->flags & MF_SOLID && thing->health > 0 &&
// Thing is an armed mine or a sentient thing
(thing->flags6 & MF6_ARMED || thing->IsSentient()) &&
// either different classes or players
(thing->player || thing->GetClass() != tm.thing->GetClass()) &&
// or different species if DONTHARMSPECIES
(!(thing->flags6 & MF6_DONTHARMSPECIES) || thing->GetSpecies() != tm.thing->GetSpecies()) &&
// touches vertically
thing->z + thing->height >= tm.thing->z && tm.thing->z + tm.thing->height >= thing->z &&
// prevents lost souls from exploding when fired by pain elementals
(thing->master != tm.thing && tm.thing->master != thing))
// Difference with MBF: MBF hardcodes the LS/PE check and lets actors of the same species
// but different classes trigger the touchiness, but that seems less straightforwards.
{
thing->flags6 &= ~MF6_ARMED; // Disarm
P_DamageMobj(thing, NULL, NULL, thing->health, NAME_None, DMG_FORCED); // kill object
return true;
}
// Check for MF6_BUMPSPECIAL
// By default, only players can activate things by bumping into them
if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL)
|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
{
if (tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING))
// Check for MF6_BUMPSPECIAL
// By default, only players can activate things by bumping into them
if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL)
|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
{
if (P_ActivateThingSpecial(thing, tm.thing))
thing->lastbump = level.maptime + TICRATE;
@ -955,6 +955,17 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
tm.thing->BlockingMobj = NULL;
return res;
}
// [ED850] Player Prediction ends here. There is nothing else they could/should do.
if (tm.thing->player != NULL && (tm.thing->player->cheats & CF_PREDICTING))
{
solid = (thing->flags & MF_SOLID) &&
!(thing->flags & MF_NOCLIP) &&
((tm.thing->flags & MF_SOLID) || (tm.thing->flags6 & MF6_BLOCKEDBYSOLIDACTORS));
return !solid || unblocking;
}
// Check for blasted thing running into another
if ((tm.thing->flags2 & MF2_BLASTED) && (thing->flags & MF_SHOOTABLE))
{
@ -1203,8 +1214,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
}
return false; // don't traverse any more
}
if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH) &&
(tm.thing->player == NULL || !(tm.thing->player->cheats & CF_PREDICTING)))
if (thing->flags2 & MF2_PUSHABLE && !(tm.thing->flags2 & MF2_CANNOTPUSH))
{ // Push thing
if (thing->lastpush != tm.PushTime)
{

View file

@ -2726,16 +2726,15 @@ int P_FindUniqueTID(int start_tid, int limit)
if (start_tid != 0)
{ // Do a linear search.
int end_tid = start_tid;
if (start_tid > 0 && limit > INT_MAX - start_tid + 1)
{ // If 'limit+start_tid-1' overflows, clamp 'end_tid' to INT_MAX
end_tid = INT_MAX;
if (start_tid > INT_MAX-limit+1)
{ // If 'limit+start_tid-1' overflows, clamp 'limit' to INT_MAX
limit = INT_MAX;
}
else
{
end_tid += limit-1;
limit += start_tid-1;
}
for (tid = start_tid; tid <= end_tid; ++tid)
for (tid = start_tid; tid <= limit; ++tid)
{
if (tid != 0 && !P_IsTIDUsed(tid))
{

View file

@ -210,8 +210,6 @@ CCMD (playerclasses)
// 16 pixels of bob
#define MAXBOB 0x100000
bool onground;
FArchive &operator<< (FArchive &arc, player_t *&p)
{
return arc.SerializePointer (players, (BYTE **)&p, sizeof(*players));
@ -268,6 +266,7 @@ player_t::player_t()
PremorphWeapon(0),
chickenPeck(0),
jumpTics(0),
onground(0),
respawn_time(0),
camera(0),
air_finished(0),
@ -375,6 +374,7 @@ player_t &player_t::operator=(const player_t &p)
PremorphWeapon = p.PremorphWeapon;
chickenPeck = p.chickenPeck;
jumpTics = p.jumpTics;
onground = p.onground;
respawn_time = p.respawn_time;
camera = p.camera;
air_finished = p.air_finished;
@ -1747,7 +1747,7 @@ void P_CalcHeight (player_t *player)
{
player->bob = 0;
}
else if ((player->mo->flags & MF_NOGRAVITY) && !onground)
else if ((player->mo->flags & MF_NOGRAVITY) && !player->onground)
{
player->bob = FRACUNIT / 2;
}
@ -1872,7 +1872,7 @@ void P_MovePlayer (player_t *player)
mo->angle += cmd->ucmd.yaw << 16;
}
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
player->onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (player->cheats & CF_NOCLIP2);
// killough 10/98:
//
@ -1890,7 +1890,7 @@ void P_MovePlayer (player_t *player)
movefactor = P_GetMoveFactor (mo, &friction);
bobfactor = friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;
if (!onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
if (!player->onground && !(player->mo->flags & MF_NOGRAVITY) && !player->mo->waterlevel)
{
// [RH] allow very limited movement if not on ground.
movefactor = FixedMul (movefactor, level.aircontrol);
@ -2061,12 +2061,12 @@ void P_DeathThink (player_t *player)
P_MovePsprites (player);
onground = (player->mo->z <= player->mo->floorz);
player->onground = (player->mo->z <= player->mo->floorz);
if (player->mo->IsKindOf (RUNTIME_CLASS(APlayerChunk)))
{ // Flying bloody skull or flying ice chunk
player->viewheight = 6 * FRACUNIT;
player->deltaviewheight = 0;
if (onground)
if (player->onground)
{
if (player->mo->pitch > -(int)ANGLE_1*19)
{
@ -2365,7 +2365,7 @@ void P_PlayerThink (player_t *player)
if (player->jumpTics != 0)
{
player->jumpTics--;
if (onground && player->jumpTics < -18)
if (player->onground && player->jumpTics < -18)
{
player->jumpTics = 0;
}
@ -2465,7 +2465,7 @@ void P_PlayerThink (player_t *player)
{
player->mo->velz = 3*FRACUNIT;
}
else if (level.IsJumpingAllowed() && onground && player->jumpTics == 0)
else if (level.IsJumpingAllowed() && player->onground && player->jumpTics == 0)
{
fixed_t jumpvelz = player->mo->JumpZ * 35 / TICRATE;
@ -2877,6 +2877,14 @@ void player_t::Serialize (FArchive &arc)
{
settings_controller = (this - players == Net_Arbitrator);
}
if (SaveVersion >= 4505)
{
arc << onground;
}
else
{
onground = (mo->z <= mo->floorz) || (mo->flags2 & MF2_ONMOBJ) || (mo->BounceFlags & BOUNCE_MBF) || (cheats & CF_NOCLIP2);
}
if (isbot)
{

View file

@ -2009,26 +2009,20 @@ void FSpecialFont::LoadTranslations()
}
// exclude the non-translated colors from the translation calculation
if (notranslate != NULL)
{
for (i = 0; i < 256; i++)
if (notranslate[i])
usedcolors[i] = false;
}
for (i = 0; i < 256; i++)
if (notranslate[i])
usedcolors[i] = false;
TotalColors = ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);
// Map all untranslated colors into the table of used colors
if (notranslate != NULL)
for (i = 0; i < 256; i++)
{
for (i = 0; i < 256; i++)
if (notranslate[i])
{
if (notranslate[i])
{
PatchRemap[i] = TotalColors;
identity[TotalColors] = i;
TotalColors++;
}
PatchRemap[i] = TotalColors;
identity[TotalColors] = i;
TotalColors++;
}
}

View file

@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4504
#define SAVEVER 4505
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)