diff --git a/SRB2.cbp b/SRB2.cbp index 4834563ec842f1d4386a0a0f745f080bef189381..5a03955b8dc036d688497e7fa0018796423b00e4 100644 --- a/SRB2.cbp +++ b/SRB2.cbp @@ -154,8 +154,8 @@ HW3SOUND for 3D hardware sound support <Add directory="libs/gme/include" /> </Compiler> <Linker> - <Add library="SDL" /> - <Add library="SDL_mixer" /> + <Add library="SDL2" /> + <Add library="SDL2_mixer" /> <Add library="advapi32" /> <Add library="kernel32" /> <Add library="msvcrt" /> @@ -200,8 +200,8 @@ HW3SOUND for 3D hardware sound support <Add directory="libs/gme/include" /> </Compiler> <Linker> - <Add library="SDL" /> - <Add library="SDL_mixer" /> + <Add library="SDL2" /> + <Add library="SDL2_mixer" /> <Add library="advapi32" /> <Add library="kernel32" /> <Add library="msvcrt" /> @@ -4141,283 +4141,170 @@ HW3SOUND for 3D hardware sound support <Option target="Debug Mingw64/DirectX" /> <Option target="Release Mingw64/DirectX" /> </Unit> - <Unit filename="src/sdl/IMG_xpm.c"> + <Unit filename="src/sdl2/IMG_xpm.c"> <Option compilerVar="CC" /> - <Option compile="0" /> - <Option link="0" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/dosstr.c"> - <Option compilerVar="CC" /> + <Unit filename="src/sdl2/SDL_icon.xpm"> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/endtxt.c"> + <Unit filename="src/sdl2/dosstr.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> - </Unit> - <Unit filename="src/sdl/endtxt.h"> - <Option target="Debug Native/SDL" /> - <Option target="Release Native/SDL" /> <Option target="Debug Mingw/SDL" /> <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> - <Option target="Debug Linux/SDL" /> - <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> </Unit> - <Unit filename="src/sdl/filter/filters.c"> + <Unit filename="src/sdl2/endtxt.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/filter/filters.h"> + <Unit filename="src/sdl2/endtxt.h"> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/filter/hq2x.c"> + <Unit filename="src/sdl2/hwsym_sdl.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> - </Unit> - <Unit filename="src/sdl/filter/hq2x.h"> - <Option target="Debug Native/SDL" /> - <Option target="Release Native/SDL" /> <Option target="Debug Mingw/SDL" /> <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> - <Option target="Debug Linux/SDL" /> - <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> </Unit> - <Unit filename="src/sdl/filter/interp.h"> + <Unit filename="src/sdl2/hwsym_sdl.h"> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/filter/lq2x.c"> + <Unit filename="src/sdl2/i_cdmus.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> - </Unit> - <Unit filename="src/sdl/filter/lq2x.h"> - <Option target="Debug Native/SDL" /> - <Option target="Release Native/SDL" /> <Option target="Debug Mingw/SDL" /> <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> - <Option target="Debug Linux/SDL" /> - <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> </Unit> - <Unit filename="src/sdl/filter/main.c"> + <Unit filename="src/sdl2/i_main.c"> <Option compilerVar="CC" /> - <Option compile="0" /> - <Option link="0" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/hwsym_sdl.c"> + <Unit filename="src/sdl2/i_net.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> - </Unit> - <Unit filename="src/sdl/hwsym_sdl.h"> - <Option target="Debug Native/SDL" /> - <Option target="Release Native/SDL" /> <Option target="Debug Mingw/SDL" /> <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> - <Option target="Debug Linux/SDL" /> - <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> </Unit> - <Unit filename="src/sdl/i_cdmus.c"> + <Unit filename="src/sdl2/i_system.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/i_main.c"> + <Unit filename="src/sdl2/i_ttf.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/i_net.c"> - <Option compilerVar="CC" /> + <Unit filename="src/sdl2/i_ttf.h"> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/i_system.c"> + <Unit filename="src/sdl2/i_video.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/i_video.c"> + <Unit filename="src/sdl2/mixer_sound.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> - </Unit> - <Unit filename="src/sdl/mixer_sound.c"> - <Option compilerVar="CC" /> <Option target="Debug Mingw/SDL" /> <Option target="Release Mingw/SDL" /> - <Option target="Debug Linux/SDL" /> - <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> </Unit> - <Unit filename="src/sdl/ogl_sdl.c"> + <Unit filename="src/sdl2/ogl_sdl.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/ogl_sdl.h"> + <Unit filename="src/sdl2/ogl_sdl.h"> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/sdl_sound.c"> + <Unit filename="src/sdl2/sdl_sound.c"> <Option compilerVar="CC" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> <Option target="Debug Mingw/SDL" /> <Option target="Release Mingw/SDL" /> </Unit> - <Unit filename="src/sdl/sdlmain.h"> + <Unit filename="src/sdl2/sdlmain.h"> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> - <Option target="Debug Mingw/SDL" /> - <Option target="Release Mingw/SDL" /> - <Option target="Debug Any/Dummy" /> - <Option target="Release Any/Dummy" /> <Option target="Debug Linux/SDL" /> <Option target="Release Linux/SDL" /> - <Option target="Debug Mingw64/SDL" /> - <Option target="Release Mingw64/SDL" /> + <Option target="Debug Mingw/SDL" /> + <Option target="Release Mingw/SDL" /> </Unit> <Unit filename="src/sounds.c"> <Option compilerVar="CC" /> @@ -4590,13 +4477,13 @@ HW3SOUND for 3D hardware sound support </Unit> <Unit filename="src/vid_copy.s"> <Option compilerVar="CC" /> - <Option compiler="avrgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> + <Option compiler="gcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> + <Option compiler="ppcgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> <Option compiler="gnu_gcc_compiler_for_mingw32" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> - <Option compiler="gnu_gcc_compiler_for_mingw64" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> <Option compiler="armelfgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> <Option compiler="tricoregcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> - <Option compiler="ppcgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> - <Option compiler="gcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> + <Option compiler="avrgcc" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> + <Option compiler="gnu_gcc_compiler_for_mingw64" use="1" buildCommand="$compiler $options -x assembler-with-cpp -c $file -o $object" /> <Option target="Debug Native/SDL" /> <Option target="Release Native/SDL" /> <Option target="Debug Linux/SDL" /> diff --git a/cmake/Modules/FindSDL2.cmake b/cmake/Modules/FindSDL2.cmake index faa556a883aae61ac482c304f32200a996b982de..9e789e19cc85e547bca49e7d23810421ba48dc1f 100644 --- a/cmake/Modules/FindSDL2.cmake +++ b/cmake/Modules/FindSDL2.cmake @@ -27,7 +27,6 @@ find_library(SDL2_LIBRARY "/usr/local/lib" ) - # set include dir variables set(SDL2_PROCESS_INCLUDES SDL2_INCLUDE_DIR) set(SDL2_PROCESS_LIBS SDL2_LIBRARY) diff --git a/src/b_bot.c b/src/b_bot.c index 5e62e58e6d38230f82b874fddd4cec5a9f8e0aff..0636d93661486705eaa370af12c64bffea055bc5 100644 --- a/src/b_bot.c +++ b/src/b_bot.c @@ -273,11 +273,11 @@ void B_RespawnBot(INT32 playernum) P_TeleportMove(tails, x, y, z); if (player->charability == CA_FLY) { - P_SetPlayerMobjState(tails, S_PLAY_ABL1); + P_SetPlayerMobjState(tails, S_PLAY_FLY); tails->player->powers[pw_tailsfly] = (UINT16)-1; } else - P_SetPlayerMobjState(tails, S_PLAY_FALL1); + P_SetPlayerMobjState(tails, S_PLAY_FALL); P_SetScale(tails, sonic->scale); tails->destscale = sonic->destscale; } diff --git a/src/d_main.c b/src/d_main.c index a959a86328e09d4a501c3c9b2eea52e197ed478d..61255e2722574bc6e28a6acd2fa461913c4fd67b 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -943,9 +943,9 @@ void D_SRB2Main(void) #endif #if defined (_WIN32_WCE) //|| defined (_DEBUG) || defined (GP2X) - devparm = !M_CheckParm("-nodebug"); + devparm = M_CheckParm("-nodebug") == 0; #else - devparm = M_CheckParm("-debug"); + devparm = M_CheckParm("-debug") != 0; #endif // for dedicated server @@ -1118,7 +1118,7 @@ void D_SRB2Main(void) #endif D_CleanFile(); -#if 1 // md5s last updated 12/14/14 +#ifndef DEVELOP // md5s last updated 12/14/14 // Check MD5s of autoloaded files W_VerifyFileMD5(0, ASSET_HASH_SRB2_SRB); // srb2.srb/srb2.wad diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 266161c7ce11fc522c1970e72180a27b3248f5fc..557715064b0e8914c6d5f8b7f7fc531042611a6c 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -1911,7 +1911,7 @@ static void Got_Suicide(UINT8 **cp, INT32 playernum) } if (players[suicideplayer].mo) - P_DamageMobj(players[suicideplayer].mo, NULL, NULL, 10000); + P_DamageMobj(players[suicideplayer].mo, NULL, NULL, 1, DMG_INSTAKILL); } /** Deals with an ::XD_RANDOMSEED message in a netgame. @@ -2442,7 +2442,7 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum) if (players[playernum].mo) { if (!players[playernum].spectator) - P_DamageMobj(players[playernum].mo, NULL, NULL, 10000); + P_DamageMobj(players[playernum].mo, NULL, NULL, 1, DMG_INSTAKILL); else { P_RemoveMobj(players[playernum].mo); @@ -3193,7 +3193,27 @@ static void Command_ModDetails_f(void) // static void Command_ShowGametype_f(void) { - CONS_Printf(M_GetText("Current gametype is %d\n"), gametype); + INT32 j; + const char *gametypestr = NULL; + + if (!(netgame || multiplayer)) // print "Single player" instead of "Co-op" + { + CONS_Printf(M_GetText("Current gametype is %s\n"), M_GetText("Single player")); + return; + } + // find name string for current gametype + for (j = 0; gametype_cons_t[j].strvalue; j++) + { + if (gametype_cons_t[j].value == gametype) + { + gametypestr = gametype_cons_t[j].strvalue; + break; + } + } + if (gametypestr) + CONS_Printf(M_GetText("Current gametype is %s\n"), gametypestr); + else // string for current gametype was not found above (should never happen) + CONS_Printf(M_GetText("Unknown gametype set (%d)\n"), gametype); } /** Plays the intro. diff --git a/src/dehacked.c b/src/dehacked.c index b3bbc343ba631bd3fe2380d40a8382475d3a7fe8..77d79b54c6c1ed88a6d3005fdbfa954fcc3c83a8 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -473,6 +473,7 @@ static void readPlayer(MYFILE *f, INT32 num) if (!slotfound && (slotfound = findFreeSlot(&num)) == false) goto done; + PlayerMenu[num].status = IT_CALL; for (i = 0; i < MAXLINELEN-3; i++) { @@ -545,6 +546,7 @@ static void readPlayer(MYFILE *f, INT32 num) if (!slotfound && (slotfound = findFreeSlot(&num)) == false) goto done; DEH_WriteUndoline(word, &description[num].picname[0], UNDO_NONE); + PlayerMenu[num].status = IT_CALL; strncpy(description[num].picname, word2, 8); } else if (fastcmp(word, "STATUS")) @@ -576,6 +578,8 @@ static void readPlayer(MYFILE *f, INT32 num) if (!slotfound && (slotfound = findFreeSlot(&num)) == false) goto done; DEH_WriteUndoline(word, description[num].skinname, UNDO_NONE); + PlayerMenu[num].status = IT_CALL; + strlcpy(description[num].skinname, word2, sizeof description[num].skinname); strlwr(description[num].skinname); } @@ -3736,52 +3740,37 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // Thok "S_THOK", + // Player "S_PLAY_STND", - "S_PLAY_TAP1", - "S_PLAY_TAP2", - "S_PLAY_RUN1", - "S_PLAY_RUN2", - "S_PLAY_RUN3", - "S_PLAY_RUN4", - "S_PLAY_RUN5", - "S_PLAY_RUN6", - "S_PLAY_RUN7", - "S_PLAY_RUN8", - "S_PLAY_SPD1", - "S_PLAY_SPD2", - "S_PLAY_SPD3", - "S_PLAY_SPD4", - "S_PLAY_ATK1", - "S_PLAY_ATK2", - "S_PLAY_ATK3", - "S_PLAY_ATK4", - "S_PLAY_SPRING", - "S_PLAY_FALL1", - "S_PLAY_FALL2", - "S_PLAY_ABL1", - "S_PLAY_ABL2", - "S_PLAY_SPC1", - "S_PLAY_SPC2", - "S_PLAY_SPC3", - "S_PLAY_SPC4", - "S_PLAY_CLIMB1", - "S_PLAY_CLIMB2", - "S_PLAY_CLIMB3", - "S_PLAY_CLIMB4", - "S_PLAY_CLIMB5", - "S_PLAY_GASP", + "S_PLAY_WAIT", + "S_PLAY_WALK", + "S_PLAY_RUN", "S_PLAY_PAIN", - "S_PLAY_DIE", - "S_PLAY_TEETER1", - "S_PLAY_TEETER2", - "S_PLAY_CARRY", - "S_PLAY_SUPERSTAND", - "S_PLAY_SUPERWALK1", - "S_PLAY_SUPERWALK2", - "S_PLAY_SUPERFLY1", - "S_PLAY_SUPERFLY2", - "S_PLAY_SUPERTEETER", - "S_PLAY_SUPERHIT", + "S_PLAY_DEAD", + "S_PLAY_SPIN", + "S_PLAY_GASP", + "S_PLAY_JUMP", + "S_PLAY_FALL", + "S_PLAY_EDGE", + "S_PLAY_RIDE", + + // CA_FLY + "S_PLAY_FLY", + "S_PLAY_FLY_TIRED", + + // CA_GLIDEANDCLIMB + "S_PLAY_GLIDE", + "S_PLAY_CLING", + "S_PLAY_CLIMB", + + // SF_SUPERANIMS + "S_PLAY_SUPER_STND", + "S_PLAY_SUPER_WALK", + "S_PLAY_SUPER_RUN", + "S_PLAY_SUPER_EDGE", + "S_PLAY_SUPER_PAIN", + + // SF_SUPER "S_PLAY_SUPERTRANS1", "S_PLAY_SUPERTRANS2", "S_PLAY_SUPERTRANS3", @@ -3807,7 +3796,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // Blue Crawla "S_POSS_STND", - "S_POSS_STND2", "S_POSS_RUN1", "S_POSS_RUN2", "S_POSS_RUN3", @@ -3817,7 +3805,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // Red Crawla "S_SPOS_STND", - "S_SPOS_STND2", "S_SPOS_RUN1", "S_SPOS_RUN2", "S_SPOS_RUN3", @@ -4534,7 +4521,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // S_PLAY_TAP1 "S_METALSONIC_WAIT1", "S_METALSONIC_WAIT2", - // S_PLAY_RUN1 + // S_PLAY_WALK "S_METALSONIC_WALK1", "S_METALSONIC_WALK2", "S_METALSONIC_WALK3", @@ -7172,7 +7159,6 @@ static const char *const MOBJFLAG2_LIST[] = { "EXPLOSION", // Thrown ring has explosive properties "SCATTER", // Thrown ring has scatter properties "BEYONDTHEGRAVE",// Source of this missile has died and has since respawned. - "PUSHED", // Mobj was already pushed this tic "SLIDEPUSH", // MF_PUSHABLE that pushes continuously. "CLASSICPUSH", // Drops straight down when object has negative Z. "STANDONME", // While not pushable, stand on me anyway. @@ -7201,7 +7187,10 @@ static const char *const MOBJEFLAG_LIST[] = { "JUSTSTEPPEDDOWN", // used for ramp sectors "VERTICALFLIP", // Vertically flip sprite/allow upside-down physics "GOOWATER", // Goo water + "PUSHED", // Mobj was already pushed this tic + "SPRUNG", // Mobj was already sprung this tic "APPLYPMOMZ" // Platform movement + NULL }; static const char *const MAPTHINGFLAG_LIST[4] = { @@ -7303,6 +7292,7 @@ static const char *const ML_LIST[16] = { }; // This DOES differ from r_draw's Color_Names, unfortunately. +// Also includes Super colors static const char *COLOR_ENUMS[] = { "NONE", // SKINCOLOR_NONE "WHITE", // SKINCOLOR_WHITE @@ -7329,7 +7319,25 @@ static const char *COLOR_ENUMS[] = { "ZIM", // SKINCOLOR_ZIM "OLIVE", // SKINCOLOR_OLIVE "YELLOW", // SKINCOLOR_YELLOW - "GOLD" // SKINCOLOR_GOLD + "GOLD", // SKINCOLOR_GOLD + // Super special awesome Super flashing colors! + "SUPER1", // SKINCOLOR_SUPER1 + "SUPER2", // SKINCOLOR_SUPER2, + "SUPER3", // SKINCOLOR_SUPER3, + "SUPER4", // SKINCOLOR_SUPER4, + "SUPER5", // SKINCOLOR_SUPER5, + // Super Tails + "TSUPER1", // SKINCOLOR_TSUPER1, + "TSUPER2", // SKINCOLOR_TSUPER2, + "TSUPER3", // SKINCOLOR_TSUPER3, + "TSUPER4", // SKINCOLOR_TSUPER4, + "TSUPER5", // SKINCOLOR_TSUPER5, + // Super Knuckles + "KSUPER1", // SKINCOLOR_KSUPER1, + "KSUPER2", // SKINCOLOR_KSUPER2, + "KSUPER3", // SKINCOLOR_KSUPER3, + "KSUPER4", // SKINCOLOR_KSUPER4, + "KSUPER5" // SKINCOLOR_KSUPER5, }; static const char *const POWERS_LIST[] = { @@ -7536,8 +7544,9 @@ struct { {"EMERALD6",EMERALD6}, {"EMERALD7",EMERALD7}, - // SKINCOLOR_ doesn't include this..! + // SKINCOLOR_ doesn't include these..! {"MAXSKINCOLORS",MAXSKINCOLORS}, + {"MAXTRANSLATIONS",MAXTRANSLATIONS}, // Precipitation {"PRECIP_NONE",PRECIP_NONE}, @@ -8158,7 +8167,7 @@ static fixed_t find_const(const char **rword) } else if (fastncmp("SKINCOLOR_",word,10)) { char *p = word+10; - for (i = 0; i < MAXSKINCOLORS; i++) + for (i = 0; i < MAXTRANSLATIONS; i++) if (fastcmp(p, COLOR_ENUMS[i])) { free(word); return i; @@ -8217,8 +8226,8 @@ void DEH_Check(void) if (dehpowers != NUMPOWERS) I_Error("You forgot to update the Dehacked powers list, you dolt!\n(%d powers defined, versus %s in the Dehacked list)\n", NUMPOWERS, sizeu1(dehpowers)); - if (dehcolors != MAXSKINCOLORS) - I_Error("You forgot to update the Dehacked colors list, you dolt!\n(%d colors defined, versus %s in the Dehacked list)\n", MAXSKINCOLORS, sizeu1(dehcolors)); + if (dehcolors != MAXTRANSLATIONS) + I_Error("You forgot to update the Dehacked colors list, you dolt!\n(%d colors defined, versus %s in the Dehacked list)\n", MAXTRANSLATIONS, sizeu1(dehcolors)); #endif } @@ -8487,6 +8496,27 @@ static inline int lib_getenum(lua_State *L) if (mathlib) return luaL_error(L, "sprite '%s' could not be found.\n", word); return 0; } + else if (fastncmp("SPR2_",word,4)) { + p = word+5; + for (i = 0; i < NUMPLAYERSPRITES; i++) + if (!spr2names[i][4]) + { + // special 3-char cases, e.g. SPR2_RUN + // the spr2names entry will have "_" on the end, as in "RUN_" + if (spr2names[i][3] == '_' && !p[3]) { + if (fastncmp(p,spr2names[i],3)) { + lua_pushinteger(L, i); + return 1; + } + } + else if (fastncmp(p,spr2names[i],4)) { + lua_pushinteger(L, i); + return 1; + } + } + if (mathlib) return luaL_error(L, "player sprite '%s' could not be found.\n", word); + return 0; + } else if (!mathlib && fastncmp("sfx_",word,4)) { p = word+4; for (i = 0; i < NUMSFX; i++) @@ -8572,7 +8602,7 @@ static inline int lib_getenum(lua_State *L) } else if (fastncmp("SKINCOLOR_",word,10)) { p = word+10; - for (i = 0; i < MAXSKINCOLORS; i++) + for (i = 0; i < MAXTRANSLATIONS; i++) if (fastcmp(p, COLOR_ENUMS[i])) { lua_pushinteger(L, i); return 1; @@ -8697,7 +8727,7 @@ static inline int lib_getenum(lua_State *L) lua_pushinteger(L, mapmusic); return 1; } else if (fastcmp(word,"server")) { - if (!playeringame[serverplayer]) + if ((!multiplayer || !netgame) && !playeringame[serverplayer]) return 0; LUA_PushUserdata(L, &players[serverplayer], META_PLAYER); return 1; diff --git a/src/doomdef.h b/src/doomdef.h index 4a6d6e5764bc48198d034f2e2e98ce8c5ac9ab26..83702ad750064fe93f9c847f22ebb548253bcf28 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -138,15 +138,17 @@ extern FILE *logstream; #endif -#if 0 +#define DEVELOP // Disable this for release builds to remove excessive cheat commands and enable MD5 checking and stuff, all in one go. :3 +#ifdef DEVELOP #define VERSION 0 // Game version #define SUBVERSION 0 // more precise version number #define VERSIONSTRING "Trunk" +#define VERSIONSTRINGW L"Trunk" #else -#define VERSION 201 // Game version -#define SUBVERSION 14 // more precise version number -#define VERSIONSTRING "v2.1.14" -#define VERSIONSTRINGW L"v2.1.14" +#define VERSION 202 // Game version +#define SUBVERSION 0 // more precise version number +#define VERSIONSTRING "v2.2" +#define VERSIONSTRINGW L"v2.2" // Hey! If you change this, add 1 to the MODVERSION below! // Otherwise we can't force updates! #endif @@ -193,7 +195,7 @@ extern FILE *logstream; // and should not be changed unless you have merged changes between versions of SRB2 // (such as 2.0.4 to 2.0.5, etc) into your working copy. // Will always resemble the versionstring, 205 = 2.0.5, 210 = 2.1, etc. -#define CODEBASE 210 +#define CODEBASE 220 // The Modification ID; must be obtained from Inuyasha ( http://mb.srb2.org/private.php?do=newpm&u=2604 ). // DO NOT try to set this otherwise, or your modification will be unplayable through the Master Server. @@ -204,7 +206,7 @@ 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 19 +#define MODVERSION 20 diff --git a/src/g_game.c b/src/g_game.c index c59f23c0787f23de3a7cfe58c1393a638d4b9e4d..643ec8c93684ee6946f1b80c7d2760703abfa480 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -2180,8 +2180,7 @@ void G_PlayerReborn(INT32 player) p->health = 1; // 0 rings p->panim = PA_IDLE; // standing animation - if ((netgame || multiplayer) && !p->spectator - && gametype != GT_RACE) + if ((netgame || multiplayer) && !p->spectator) p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent if (p-players == consoleplayer) @@ -3687,6 +3686,7 @@ static ticcmd_t oldcmd; #define GZT_SPRITE 0x10 // Animation frame #define GZT_EXTRA 0x20 #define GZT_NIGHTS 0x40 // NiGHTS Mode stuff! +#define GZT_SPR2 0x80 // Player animations // GZT_EXTRA flags #define EZT_THOK 0x01 // Spawned a thok object @@ -3890,8 +3890,6 @@ void G_WriteGhostTic(mobj_t *ghost) char ziptic = 0; UINT8 *ziptic_p; UINT32 i; - UINT8 sprite; - UINT8 frame; if (!demo_p) return; @@ -3966,19 +3964,25 @@ void G_WriteGhostTic(mobj_t *ghost) } // Store the sprite frame. - frame = ghost->frame & 0xFF; - if (frame != oldghost.frame) + if ((ghost->frame & 0xFF) != oldghost.frame) { - oldghost.frame = frame; + oldghost.frame = (ghost->frame & 0xFF); ziptic |= GZT_SPRITE; WRITEUINT8(demo_p,oldghost.frame); } + if (ghost->sprite == SPR_PLAY + && ghost->sprite2 != oldghost.sprite2) + { + oldghost.sprite2 = ghost->sprite2; + ziptic |= GZT_SPR2; + WRITEUINT8(demo_p,oldghost.sprite2); + } + // Check for sprite set changes - sprite = ghost->sprite; - if (sprite != oldghost.sprite) + if (ghost->sprite != oldghost.sprite) { - oldghost.sprite = sprite; + oldghost.sprite = ghost->sprite; ghostext.flags |= EZT_SPRITE; } @@ -4021,7 +4025,7 @@ void G_WriteGhostTic(mobj_t *ghost) ghostext.hitlist = NULL; } if (ghostext.flags & EZT_SPRITE) - WRITEUINT8(demo_p,sprite); + WRITEUINT8(demo_p,oldghost.sprite); ghostext.flags = 0; } @@ -4077,6 +4081,8 @@ void G_ConsGhostTic(void) demo_p++; if (ziptic & GZT_SPRITE) demo_p++; + if (ziptic & GZT_SPR2) + demo_p++; if(ziptic & GZT_NIGHTS) { if (!testmo->player || !(testmo->player->pflags & PF_NIGHTSMODE) || !testmo->tracer) nightsfail = true; @@ -4128,7 +4134,7 @@ void G_ConsGhostTic(void) if (demosynced) CONS_Alert(CONS_WARNING, M_GetText("Demo playback has desynced!\n")); demosynced = false; - P_DamageMobj(mobj, players[0].mo, players[0].mo, 1); + P_DamageMobj(mobj, players[0].mo, players[0].mo, 1, 0); } } } @@ -4208,6 +4214,8 @@ void G_GhostTicker(void) g->oldmo.angle = READUINT8(g->p)<<24; if (ziptic & GZT_SPRITE) g->oldmo.frame = READUINT8(g->p); + if (ziptic & GZT_SPR2) + g->oldmo.sprite2 = READUINT8(g->p); // Update ghost P_UnsetThingPosition(g->mo); @@ -4217,6 +4225,7 @@ void G_GhostTicker(void) P_SetThingPosition(g->mo); g->mo->angle = g->oldmo.angle; g->mo->frame = g->oldmo.frame | tr_trans30<<FF_TRANSSHIFT; + g->mo->sprite2 = g->oldmo.sprite2; if (ziptic & GZT_EXTRA) { // But wait, there's more! @@ -4330,20 +4339,10 @@ void G_GhostTicker(void) switch(g->color) { case GHC_SUPER: // Super Sonic (P_DoSuperStuff) - // Yousa yellow now! - g->mo->color = SKINCOLOR_SUPER1 + (leveltime/2) % 5; - if (g->mo->skin) - switch (((skin_t*)g->mo->skin)-skins) - { - case 1: // Golden orange supertails. - g->mo->color = SKINCOLOR_TSUPER1 + (leveltime/2) % 5; - break; - case 2: // Pink superknux. - g->mo->color = SKINCOLOR_KSUPER1 + (leveltime/2) % 5; - break; - default: - break; - } + if (leveltime % 9 < 5) + g->mo->color = SKINCOLOR_SUPER1 + leveltime % 9; + else + g->mo->color = SKINCOLOR_SUPER1 + 9 - leveltime % 9; break; case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer) g->mo->color = (UINT8)(leveltime % MAXSKINCOLORS); @@ -4401,6 +4400,8 @@ void G_ReadMetalTic(mobj_t *metal) oldmetal.angle = READUINT8(metal_p)<<24; if (ziptic & GZT_SPRITE) metal_p++; // Currently unused. (Metal Sonic figures out what he's doing his own damn self.) + if (ziptic & GZT_SPR2) + metal_p++; // Set movement, position, and angle // oldmetal contains where you're supposed to be. diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index db812c0df8fd0521fe980e9c87ff272453bbdf5d..820eb25fc6509a1087c1e083f7c35249367b84d8 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -3527,6 +3527,184 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v return false; } +static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale) +{ + UINT8 i; + float tr_x, tr_y; + FOutVector *wv; + FOutVector swallVerts[4]; + FSurfaceInfo sSurf; + fixed_t floorheight, mobjfloor; + + mobjfloor = HWR_OpaqueFloorAtPos( + spr->mobj->x, spr->mobj->y, + spr->mobj->z, spr->mobj->height); + if (cv_shadowoffs.value) + { + angle_t shadowdir; + + // Set direction + if (splitscreen && stplyr != &players[displayplayer]) + shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value); + else + shadowdir = localangle + FixedAngle(cv_cam_rotate.value); + + // Find floorheight + floorheight = HWR_OpaqueFloorAtPos( + spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor), + spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor), + spr->mobj->z, spr->mobj->height); + + // The shadow is falling ABOVE it's mobj? + // Don't draw it, then! + if (spr->mobj->z < floorheight) + return; + else + { + fixed_t floorz; + floorz = HWR_OpaqueFloorAtPos( + spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight), + spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight), + spr->mobj->z, spr->mobj->height); + // The shadow would be falling on a wall? Don't draw it, then. + // Would draw midair otherwise. + if (floorz < floorheight) + return; + } + + floorheight = FixedInt(spr->mobj->z - floorheight); + } + else + floorheight = FixedInt(spr->mobj->z - mobjfloor); + + // create the sprite billboard + // + // 3--2 + // | /| + // |/ | + // 0--1 + + // x1/x2 were already scaled in HWR_ProjectSprite + swallVerts[0].x = swallVerts[3].x = spr->x1; + swallVerts[2].x = swallVerts[1].x = spr->x2; + + if (spr->mobj && this_scale != 1.0f) + { + // Always a pixel above the floor, perfectly flat. + swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3); + + swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset) * this_scale; + swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset * this_scale; + } + else + { + // Always a pixel above the floor, perfectly flat. + swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3); + + // Spread out top away from the camera. (Fixme: Make it always move out in the same direction!... somehow.) + swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset); + swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset; + } + + // transform + wv = swallVerts; + + for (i = 0; i < 4; i++,wv++) + { + // Offset away from the camera based on height from floor. + if (cv_shadowoffs.value) + wv->z += floorheight; + wv->z += 3; + + //look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! + tr_x = wv->z; + tr_y = wv->y; + wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin); + wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos); + // ---------------------- mega lame test ---------------------------------- + + //scale y before frustum so that frustum can be scaled to screen height + wv->y *= ORIGINAL_ASPECT * gr_fovlud; + wv->x *= gr_fovlud; + } + + if (spr->flip) + { + swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s; + swallVerts[2].sow = swallVerts[1].sow = 0; + } + else + { + swallVerts[0].sow = swallVerts[3].sow = 0; + swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s; + } + + // flip the texture coords (look familiar?) + if (spr->vflip) + { + swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t; + swallVerts[0].tow = swallVerts[1].tow = 0; + } + else + { + swallVerts[3].tow = swallVerts[2].tow = 0; + swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t; + } + + sSurf.FlatColor.s.red = 0x00; + sSurf.FlatColor.s.blue = 0x00; + sSurf.FlatColor.s.green = 0x00; + + /*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW) + { + sector_t *sector = spr->mobj->subsector->sector; + UINT8 lightlevel = 255; + extracolormap_t *colormap = sector->extra_colormap; + + if (sector->numlights) + { + INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false); + + if (!(spr->mobj->frame & FF_FULLBRIGHT)) + lightlevel = *sector->lightlist[light].lightlevel; + + if (sector->lightlist[light].extra_colormap) + colormap = sector->lightlist[light].extra_colormap; + } + else + { + lightlevel = sector->lightlevel; + + if (sector->extra_colormap) + colormap = sector->extra_colormap; + } + + if (colormap) + sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true); + else + sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true); + }*/ + + // shadow is always half as translucent as the sprite itself + if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency) + sSurf.FlatColor.s.alpha = 0x80; // default + else if (spr->mobj->flags2 & MF2_SHADOW) + sSurf.FlatColor.s.alpha = 0x20; + else if (spr->mobj->frame & FF_TRANSMASK) + { + HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf); + sSurf.FlatColor.s.alpha /= 2; //cut alpha in half! + } + else + sSurf.FlatColor.s.alpha = 0x80; // default + + if (sSurf.FlatColor.s.alpha > floorheight/4) + { + sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4); + HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip); + } +} + // -----------------+ // HWR_DrawSprite : Draw flat sprites // : (monsters, bonuses, weapons, lights, ...) @@ -3629,7 +3807,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) // Draw shadow BEFORE sprite if (cv_shadow.value // Shadows enabled - && !(spr->mobj->flags & MF_SCENERY && spr->mobj->flags & MF_SPAWNCEILING && spr->mobj->flags & MF_NOGRAVITY) // Ceiling scenery have no shadow. + && (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow. && !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow. #ifdef ALAM_LIGHTING && !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow. @@ -3640,187 +3818,9 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) //////////////////// // SHADOW SPRITE! // //////////////////// - FOutVector swallVerts[4]; - FSurfaceInfo sSurf; - fixed_t floorheight, mobjfloor; - - mobjfloor = HWR_OpaqueFloorAtPos( - spr->mobj->x, spr->mobj->y, - spr->mobj->z, spr->mobj->height); - if (cv_shadowoffs.value) - { - angle_t shadowdir; - - // Set direction - if (splitscreen && stplyr != &players[displayplayer]) - shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value); - else - shadowdir = localangle + FixedAngle(cv_cam_rotate.value); - - // Find floorheight - floorheight = HWR_OpaqueFloorAtPos( - spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor), - spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor), - spr->mobj->z, spr->mobj->height); - - // The shadow is falling ABOVE it's mobj? - // Don't draw it, then! - if (spr->mobj->z < floorheight) - goto noshadow; - else - { - fixed_t floorz; - floorz = HWR_OpaqueFloorAtPos( - spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight), - spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight), - spr->mobj->z, spr->mobj->height); - // The shadow would be falling on a wall? Don't draw it, then. - // Would draw midair otherwise. - if (floorz < floorheight) - goto noshadow; - } - - floorheight = FixedInt(spr->mobj->z - floorheight); - } - else - floorheight = FixedInt(spr->mobj->z - mobjfloor); - - // create the sprite billboard - // - // 3--2 - // | /| - // |/ | - // 0--1 - - // x1/x2 were already scaled in HWR_ProjectSprite - swallVerts[0].x = swallVerts[3].x = spr->x1; - swallVerts[2].x = swallVerts[1].x = spr->x2; - - if (spr->mobj && this_scale != 1.0f) - { - // Always a pixel above the floor, perfectly flat. - swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3); - - swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset) * this_scale; - swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset * this_scale; - } - else - { - // Always a pixel above the floor, perfectly flat. - swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3); - - // Spread out top away from the camera. (Fixme: Make it always move out in the same direction!... somehow.) - swallVerts[0].z = swallVerts[1].z = spr->tz - (gpatch->height-gpatch->topoffset); - swallVerts[2].z = swallVerts[3].z = spr->tz + gpatch->topoffset; - } - - // transform - wv = swallVerts; - - for (i = 0; i < 4; i++,wv++) - { - // Offset away from the camera based on height from floor. - if (cv_shadowoffs.value) - wv->z += floorheight; - wv->z += 3; - - //look up/down ----TOTAL SUCKS!!!--- do the 2 in one!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! - tr_x = wv->z; - tr_y = wv->y; - wv->y = (tr_x * gr_viewludcos) + (tr_y * gr_viewludsin); - wv->z = (tr_x * gr_viewludsin) - (tr_y * gr_viewludcos); - // ---------------------- mega lame test ---------------------------------- - - //scale y before frustum so that frustum can be scaled to screen height - wv->y *= ORIGINAL_ASPECT * gr_fovlud; - wv->x *= gr_fovlud; - } - - if (spr->flip) - { - swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s; - swallVerts[2].sow = swallVerts[1].sow = 0; - } - else - { - swallVerts[0].sow = swallVerts[3].sow = 0; - swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s; - } - - // flip the texture coords (look familiar?) - if (spr->vflip) - { - swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t; - swallVerts[0].tow = swallVerts[1].tow = 0; - } - else - { - swallVerts[3].tow = swallVerts[2].tow = 0; - swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t; - } - - sSurf.FlatColor.s.red = 0x00; - sSurf.FlatColor.s.blue = 0x00; - sSurf.FlatColor.s.green = 0x00; - - /*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW) - { - sector_t *sector = spr->mobj->subsector->sector; - UINT8 lightlevel = sector->lightlevel; - extracolormap_t *colormap = sector->extra_colormap; - - if (sector->numlights) - { - INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false); - - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - lightlevel = *sector->lightlist[light].lightlevel; - else - lightlevel = 255; - - if (sector->lightlist[light].extra_colormap) - colormap = sector->lightlist[light].extra_colormap; - } - else - { - lightlevel = sector->lightlevel; - - if (sector->extra_colormap) - colormap = sector->extra_colormap; - } - - if (colormap) - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true); - else - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true); - }*/ - - // shadow is always half as translucent as the sprite itself - if (!cv_translucency.value) - ; // translucency disabled - else if (spr->mobj->flags2 & MF2_SHADOW) - sSurf.FlatColor.s.alpha = 0x20; - else if (spr->mobj->frame & FF_TRANSMASK) - { - HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf); - sSurf.FlatColor.s.alpha /= 2; //cut alpha in half! - } - else - sSurf.FlatColor.s.alpha = 0x80; // default - - /// \todo do the test earlier - if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f) || (md2_models[spr->mobj->sprite].notfound = true) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound = true)) - { - if (sSurf.FlatColor.s.alpha > floorheight/4) - { - sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4); - HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip); - } - } + HWR_DrawSpriteShadow(spr, gpatch, this_scale); } -noshadow: - // This needs to be AFTER the shadows so that the regular sprites aren't drawn completely black. // sprite lighting by modulating the RGB components /// \todo coloured @@ -3828,7 +3828,7 @@ noshadow: // colormap test { sector_t *sector = spr->mobj->subsector->sector; - UINT8 lightlevel = sector->lightlevel; + UINT8 lightlevel = 255; extracolormap_t *colormap = sector->extra_colormap; if (sector->numlights) @@ -3839,8 +3839,6 @@ noshadow: if (!(spr->mobj->frame & FF_FULLBRIGHT)) lightlevel = *sector->lightlist[light].lightlevel; - else - lightlevel = 255; if (sector->lightlist[light].extra_colormap) colormap = sector->lightlist[light].extra_colormap; @@ -3849,27 +3847,25 @@ noshadow: { if (!(spr->mobj->frame & FF_FULLBRIGHT)) lightlevel = sector->lightlevel; - else - lightlevel = 255; if (sector->extra_colormap) colormap = sector->extra_colormap; } - if (spr->mobj->frame & FF_FULLBRIGHT) - lightlevel = 255; - if (colormap) Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); else Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); } - /// \todo do the test earlier - if (!cv_grmd2.value || (md2_models[spr->mobj->sprite].scale < 0.0f)) { FBITFIELD blend = 0; - if (spr->mobj->flags2 & MF2_SHADOW) + if (!cv_translucency.value) // translucency disabled + { + Surf.FlatColor.s.alpha = 0xFF; + blend = PF_Translucent|PF_Occlude; + } + else if (spr->mobj->flags2 & MF2_SHADOW) { Surf.FlatColor.s.alpha = 0x40; blend = PF_Translucent; @@ -4390,10 +4386,10 @@ static void HWR_DrawSprites(void) #endif if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) { - if (!cv_grmd2.value || (cv_grmd2.value && md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == true)) + if (!cv_grmd2.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f) HWR_DrawSprite(spr); } - else if (!cv_grmd2.value || (cv_grmd2.value && md2_models[spr->mobj->sprite].notfound == true)) + else if (!cv_grmd2.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f) HWR_DrawSprite(spr); } } @@ -4419,7 +4415,7 @@ static void HWR_DrawMD2S(void) #endif if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) { - if ((md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false) && (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f)) + if (md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound == false && md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f) HWR_DrawMD2(spr); } else if (md2_models[spr->mobj->sprite].notfound == false && md2_models[spr->mobj->sprite].scale > 0.0f) @@ -4461,23 +4457,12 @@ static void HWR_AddSprites(sector_t *sec) // If a limit exists, handle things a tiny bit different. if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS)) { - if (!players[displayplayer].mo) - return; // Draw nothing if no player. - // todo: is this really the best option for this situation? - for (thing = sec->thinglist; thing; thing = thing->snext) { if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) continue; - approx_dist = P_AproxDistance( - players[displayplayer].mo->x - thing->x, - players[displayplayer].mo->y - thing->y); - - if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo) - approx_dist = P_AproxDistance( - players[secondarydisplayplayer].mo->x - thing->x, - players[secondarydisplayplayer].mo->y - thing->y); + approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y); if (approx_dist <= limit_dist) HWR_ProjectSprite(thing); @@ -4495,23 +4480,12 @@ static void HWR_AddSprites(sector_t *sec) // Someone seriously wants infinite draw distance for precipitation? if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS)) { - if (!players[displayplayer].mo) - return; // Draw nothing if no player. - // todo: is this really the best option for this situation? - for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext) { - if (precipthing->invisible) + if (precipthing->precipflags & PCF_INVISIBLE) continue; - approx_dist = P_AproxDistance( - players[displayplayer].mo->x - precipthing->x, - players[displayplayer].mo->y - precipthing->y); - - if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo) - approx_dist = P_AproxDistance( - players[secondarydisplayplayer].mo->x - precipthing->x, - players[secondarydisplayplayer].mo->y - precipthing->y); + approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y); if (approx_dist <= limit_dist) HWR_ProjectPrecipitationSprite(precipthing); @@ -4521,7 +4495,7 @@ static void HWR_AddSprites(sector_t *sec) { // Draw everything in sector, no checks for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext) - if (!precipthing->invisible) + if (!(precipthing->precipflags & PCF_INVISIBLE)) HWR_ProjectPrecipitationSprite(precipthing); } #endif @@ -4576,16 +4550,17 @@ static void HWR_ProjectSprite(mobj_t *thing) //Fab : 02-08-98: 'skin' override spritedef currently used for skin if (thing->skin && thing->sprite == SPR_PLAY) - sprdef = &((skin_t *)thing->skin)->spritedef; + sprdef = &((skin_t *)thing->skin)->sprites[thing->sprite2]; else sprdef = &sprites[thing->sprite]; if (rot >= sprdef->numframes) { - CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid sprite frame %s/%s for %s\n"), + CONS_Alert(CONS_ERROR, M_GetText("HWR_ProjectSprite: invalid sprite frame %s/%s for %s\n"), sizeu1(rot), sizeu2(sprdef->numframes), sprnames[thing->sprite]); thing->sprite = states[S_UNKNOWN].sprite; thing->frame = states[S_UNKNOWN].frame; + sprdef = &sprites[thing->sprite]; rot = thing->frame&FF_FRAMEMASK; thing->state->sprite = thing->sprite; thing->state->frame = thing->frame; diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 02f5053515af59e01cd77c3543ab93d21e19eebf..a1763c8c809901e6caa6af45f22895febc71e772 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -921,24 +921,25 @@ void HWR_InitMD2(void) } while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4) { + if (stricmp(name, "PLAY") == 0) + { + CONS_Printf("MD2 for sprite PLAY detected in md2.dat, use a player skin instead!\n"); + continue; + } + for (i = 0; i < NUMSPRITES; i++) { if (stricmp(name, sprnames[i]) == 0) { - if (stricmp(name, "PLAY") == 0) - continue; + //if (stricmp(name, "PLAY") == 0) + //continue; //CONS_Debug(DBG_RENDER, " Found: %s %s %f %f\n", name, filename, scale, offset); md2_models[i].scale = scale; md2_models[i].offset = offset; md2_models[i].notfound = false; strcpy(md2_models[i].filename, filename); - break; - } - if (i == NUMSPRITES) - { - CONS_Printf("MD2 for sprite %s not found\n", name); - md2_models[i].notfound = true; + goto md2found; } } @@ -952,15 +953,14 @@ void HWR_InitMD2(void) md2_playermodels[s].offset = offset; md2_playermodels[s].notfound = false; strcpy(md2_playermodels[s].filename, filename); - break; - } - if (s == MAXSKINS-1) - { - CONS_Printf("MD2 for player skin %s not found\n", name); - md2_playermodels[s].notfound = true; + goto md2found; } } - + // no sprite/player skin name found?!? + CONS_Printf("Unknown sprite/player skin %s detected in md2.dat\n", name); +md2found: + // move on to next line... + continue; } fclose(f); } @@ -996,17 +996,14 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup md2_playermodels[skin].offset = offset; md2_playermodels[skin].notfound = false; strcpy(md2_playermodels[skin].filename, filename); - break; - } - if (skin == MAXSKINS-1) - { - CONS_Printf("MD2 for player skin %s not found\n", name); - md2_playermodels[skin].notfound = true; + goto playermd2found; } } + //CONS_Printf("MD2 for player skin %s not found\n", skins[skin].name); + md2_playermodels[skin].notfound = true; +playermd2found: fclose(f); - } @@ -1021,6 +1018,9 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu if (nomd2s) return; + if (spritenum == SPR_PLAY) // Handled already NEWMD2: Per sprite, per-skin check + return; + // Read the md2.dat file f = fopen("md2.dat", "rt"); @@ -1034,27 +1034,19 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu // Check for any MD2s that match the names of player skins! while (fscanf(f, "%19s %31s %f %f", name, filename, &scale, &offset) == 4) { + if (stricmp(name, sprnames[spritenum]) == 0) { - if (stricmp(name, sprnames[spritenum]) == 0) - { - if (stricmp(name, "PLAY") == 0) // Handled already NEWMD2: Per sprite, per-skin check - continue; - - md2_models[spritenum].scale = scale; - md2_models[spritenum].offset = offset; - md2_models[spritenum].notfound = false; - strcpy(md2_models[spritenum].filename, filename); - break; - } - - if (spritenum == NUMSPRITES-1) - { - CONS_Printf("MD2 for sprite %s not found\n", name); - md2_models[spritenum].notfound = true; - } + md2_models[spritenum].scale = scale; + md2_models[spritenum].offset = offset; + md2_models[spritenum].notfound = false; + strcpy(md2_models[spritenum].filename, filename); + goto spritemd2found; } } + //CONS_Printf("MD2 for sprite %s not found\n", sprnames[spritenum]); + md2_models[spritenum].notfound = true; +spritemd2found: fclose(f); } @@ -1090,11 +1082,17 @@ void HWR_DrawMD2(gr_vissprite_t *spr) md2_t *md2; UINT8 color[4]; + if (!cv_grmd2.value) + return; + + if (!spr->precip) + return; + // MD2 colormap fix // colormap test { sector_t *sector = spr->mobj->subsector->sector; - UINT8 lightlevel = sector->lightlevel; + UINT8 lightlevel = 255; extracolormap_t *colormap = sector->extra_colormap; if (sector->numlights) @@ -1105,8 +1103,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr) if (!(spr->mobj->frame & FF_FULLBRIGHT)) lightlevel = *sector->lightlist[light].lightlevel; - else - lightlevel = 255; if (sector->lightlist[light].extra_colormap) colormap = sector->lightlist[light].extra_colormap; @@ -1115,24 +1111,18 @@ void HWR_DrawMD2(gr_vissprite_t *spr) { if (!(spr->mobj->frame & FF_FULLBRIGHT)) lightlevel = sector->lightlevel; - else - lightlevel = 255; if (sector->extra_colormap) colormap = sector->extra_colormap; } - if (spr->mobj->frame & FF_FULLBRIGHT) - lightlevel = 255; - if (colormap) Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); else Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); } - // Look at HWR_ProjetctSprite for more - if (cv_grmd2.value && ((md2_models[spr->mobj->sprite].scale > 0.0f) || (md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale > 0.0f)) && !spr->precip) + // Look at HWR_ProjectSprite for more { GLPatch_t *gpatch; INT32 *buff; @@ -1149,15 +1139,11 @@ void HWR_DrawMD2(gr_vissprite_t *spr) //durs = tics; if (spr->mobj->flags2 & MF2_SHADOW) - { Surf.FlatColor.s.alpha = 0x40; - } else if (spr->mobj->frame & FF_TRANSMASK) HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else - { Surf.FlatColor.s.alpha = 0xFF; - } // dont forget to enabled the depth test because we can't do this like // before: polygons models are not sorted @@ -1215,7 +1201,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) curr = &md2->model->frames[frame]; if (cv_grmd2.value == 1 && spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL - && !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_TAP1 || spr->mobj->state->nextstate == S_PLAY_TAP2) && spr->mobj->state == &states[S_PLAY_STND])) + && !(spr->mobj->player && spr->mobj->state->nextstate == S_PLAY_WAIT && spr->mobj->state == &states[S_PLAY_STND])) { const INT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames; next = &md2->model->frames[nextframe]; @@ -1231,7 +1217,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) p.z = FIXED_TO_FLOAT(spr->mobj->z); if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) - sprdef = &((skin_t *)spr->mobj->skin)->spritedef; + sprdef = &((skin_t *)spr->mobj->skin)->sprites[spr->mobj->sprite2]; else sprdef = &sprites[spr->mobj->sprite]; @@ -1263,8 +1249,6 @@ void HWR_DrawMD2(gr_vissprite_t *spr) p.flip = false; HWD.pfnDrawMD2i(buff, curr, durs, tics, next, &p, finalscale, flip, color); - - } } diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 76543e259806659a0c95652149c4e2979a2ec729..d14324c300cc5b683c57c05f01e084e026aa0908 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -1910,6 +1910,13 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d pglRotatef(pos->anglex, -1.0f, 0.0f, 0.0f); //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) + { + pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency + pglDepthMask(GL_FALSE); + } + val = *gl_cmd_buffer++; while (val != 0) diff --git a/src/info.c b/src/info.c index fb30258c31b2ab85a813a3cc9d21d29df3bd58d3..7759960920c0534077b1aa1386715760ae347c52 100644 --- a/src/info.c +++ b/src/info.c @@ -56,6 +56,39 @@ char sprnames[NUMSPRITES + 1][5] = "SRBJ","SRBK","SRBL","SRBM","SRBN","SRBO", }; +char spr2names[NUMPLAYERSPRITES][5] = +{ + "STND", + "WAIT", + "WALK", + "RUN_", + "PAIN", + "DEAD", + "SPIN", + "GASP", + "JUMP", + "FALL", + "EDGE", + "RIDE", + + "SIGN", + "LIFE", + + "FLY_", + "TIRE", + + "GLID", + "CLNG", + "CLMB", + + "TRNS", + "SSTD", + "SWLK", + "SRUN", + "SEDG", + "SHIT" +}; + // Doesn't work with g++, needs actionf_p1 (don't modify this comment) state_t states[NUMSTATES] = { @@ -81,77 +114,56 @@ state_t states[NUMSTATES] = {SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK // Player - {SPR_PLAY, 0, 105, {NULL}, 0, 0, S_PLAY_TAP1}, // S_PLAY_STND - {SPR_PLAY, 1, 16, {NULL}, 0, 0, S_PLAY_TAP2}, // S_PLAY_TAP1 - {SPR_PLAY, 2, 16, {NULL}, 0, 0, S_PLAY_TAP1}, // S_PLAY_TAP2 - {SPR_PLAY, 3, 4, {NULL}, 0, 0, S_PLAY_RUN2}, // S_PLAY_RUN1 - {SPR_PLAY, 4, 4, {NULL}, 0, 0, S_PLAY_RUN3}, // S_PLAY_RUN2 - {SPR_PLAY, 5, 4, {NULL}, 0, 0, S_PLAY_RUN4}, // S_PLAY_RUN3 - {SPR_PLAY, 6, 4, {NULL}, 0, 0, S_PLAY_RUN5}, // S_PLAY_RUN4 - {SPR_PLAY, 7, 4, {NULL}, 0, 0, S_PLAY_RUN6}, // S_PLAY_RUN5 - {SPR_PLAY, 8, 4, {NULL}, 0, 0, S_PLAY_RUN7}, // S_PLAY_RUN6 - {SPR_PLAY, 9, 4, {NULL}, 0, 0, S_PLAY_RUN8}, // S_PLAY_RUN7 - {SPR_PLAY, 10, 4, {NULL}, 0, 0, S_PLAY_RUN1}, // S_PLAY_RUN8 - {SPR_PLAY, 16, 2, {NULL}, 0, 0, S_PLAY_SPD2}, // S_PLAY_SPD1 - {SPR_PLAY, 17, 2, {NULL}, 0, 0, S_PLAY_SPD3}, // S_PLAY_SPD2 - {SPR_PLAY, 18, 2, {NULL}, 0, 0, S_PLAY_SPD4}, // S_PLAY_SPD3 - {SPR_PLAY, 19, 2, {NULL}, 0, 0, S_PLAY_SPD1}, // S_PLAY_SPD4 - {SPR_PLAY, 11, 1, {NULL}, 0, 0, S_PLAY_ATK2}, // S_PLAY_ATK1 - {SPR_PLAY, 12, 1, {NULL}, 0, 0, S_PLAY_ATK3}, // S_PLAY_ATK2 - {SPR_PLAY, 13, 1, {NULL}, 0, 0, S_PLAY_ATK4}, // S_PLAY_ATK3 - {SPR_PLAY, 14, 1, {NULL}, 0, 0, S_PLAY_ATK1}, // S_PLAY_ATK4 - {SPR_PLAY, 15, -1, {NULL}, 0, 0, S_PLAY_FALL1}, // S_PLAY_SPRING - {SPR_PLAY, 31, 2, {NULL}, 0, 0, S_PLAY_FALL2}, // S_PLAY_FALL1 - {SPR_PLAY, 32, 2, {NULL}, 0, 0, S_PLAY_FALL1}, // S_PLAY_FALL2 - {SPR_PLAY, 20, 2, {NULL}, 0, 0, S_PLAY_ABL2}, // S_PLAY_ABL1 - {SPR_PLAY, 21, 2, {NULL}, 0, 0, S_PLAY_ABL1}, // S_PLAY_ABL2 - {SPR_PLAY, 22, 6, {NULL}, 0, 0, S_PLAY_SPC2}, // S_PLAY_SPC1 - {SPR_PLAY, 23, 6, {NULL}, 0, 0, S_PLAY_SPC3}, // S_PLAY_SPC2 - {SPR_PLAY, 24, 6, {NULL}, 0, 0, S_PLAY_SPC4}, // S_PLAY_SPC3 - {SPR_PLAY, 25, 6, {NULL}, 0, 0, S_PLAY_SPC1}, // S_PLAY_SPC4 - {SPR_PLAY, 22, -1, {NULL}, 0, 0, S_NULL}, // S_PLAY_CLIMB1 - {SPR_PLAY, 23, 5, {NULL}, 0, 0, S_PLAY_CLIMB3}, // S_PLAY_CLIMB2 - {SPR_PLAY, 24, 5, {NULL}, 0, 0, S_PLAY_CLIMB4}, // S_PLAY_CLIMB3 - {SPR_PLAY, 25, 5, {NULL}, 0, 0, S_PLAY_CLIMB5}, // S_PLAY_CLIMB4 - {SPR_PLAY, 24, 5, {NULL}, 0, 0, S_PLAY_CLIMB2}, // S_PLAY_CLIMB5 - {SPR_PLAY, 26, 14, {NULL}, 0, 0, S_PLAY_RUN1}, // S_PLAY_GASP - {SPR_PLAY, 27, 350, {NULL}, 0, 0, S_PLAY_FALL1}, // S_PLAY_PAIN - {SPR_PLAY, 28, -1, {A_Fall}, 0, 0, S_NULL}, // S_PLAY_DIE - {SPR_PLAY, 29, 12, {NULL}, 0, 0, S_PLAY_TEETER2}, // S_PLAY_TEETER1 - {SPR_PLAY, 30, 12, {NULL}, 0, 0, S_PLAY_TEETER1}, // S_PLAY_TEETER2 - {SPR_PLAY, 33, -1, {NULL}, 0, 0, S_NULL}, // S_PLAY_CARRY - {SPR_PLAY, 20, -1, {NULL}, 0, 0, S_PLAY_SUPERSTAND}, // S_PLAY_SUPERSTAND - {SPR_PLAY, 20, 7, {NULL}, 0, 0, S_PLAY_SUPERWALK2}, // S_PLAY_SUPERWALK1 - {SPR_PLAY, 21, 7, {NULL}, 0, 0, S_PLAY_SUPERWALK1}, // S_PLAY_SUPERWALK2 - {SPR_PLAY, 22, 7, {NULL}, 0, 0, S_PLAY_SUPERFLY2}, // S_PLAY_SUPERFLY1 - {SPR_PLAY, 23, 7, {NULL}, 0, 0, S_PLAY_SUPERFLY1}, // S_PLAY_SUPERFLY2 - {SPR_PLAY, 24, 12, {NULL}, 0, 0, S_PLAY_SUPERTEETER}, // S_PLAY_SUPERTEETER - {SPR_PLAY, 25, -1, {NULL}, 0, 0, S_PLAY_SUPERSTAND}, // S_PLAY_SUPERHIT - {SPR_PLAY, 36, 4, {NULL}, 0, 0, S_PLAY_SUPERTRANS2}, // S_PLAY_SUPERTRANS1 - {SPR_PLAY, 37, 4, {NULL}, 0, 0, S_PLAY_SUPERTRANS3}, // S_PLAY_SUPERTRANS2 - {SPR_PLAY, 32806, 4, {NULL}, 0, 0, S_PLAY_SUPERTRANS4}, // S_PLAY_SUPERTRANS3 - {SPR_PLAY, 39, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS5}, // S_PLAY_SUPERTRANS4 - {SPR_PLAY, 40, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS6}, // S_PLAY_SUPERTRANS5 - {SPR_PLAY, 41, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS7}, // S_PLAY_SUPERTRANS6 - {SPR_PLAY, 42, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS8}, // S_PLAY_SUPERTRANS7 - {SPR_PLAY, 43, 3, {NULL}, 0, 0, S_PLAY_SUPERTRANS9}, // S_PLAY_SUPERTRANS8 - {SPR_PLAY, 44, 16, {NULL}, 0, 0, S_PLAY_RUN1}, // S_PLAY_SUPERTRANS9 + {SPR_PLAY, SPR2_STND, 105, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_STND + {SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT + {SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK + {SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN + {SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN + {SPR_PLAY, SPR2_DEAD, 4, {A_Fall}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD + {SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN + {SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP + {SPR_PLAY, SPR2_JUMP, -1, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_JUMP + {SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL + {SPR_PLAY, SPR2_EDGE, 12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE + {SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE + + {SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY + {SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED + + {SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE + {SPR_PLAY, SPR2_CLNG, 6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING + {SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB + + {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_SEDG, 12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE + {SPR_PLAY, SPR2_SHIT, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN + + {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS + {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2 + {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3 + {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4 + {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5 + {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6 + {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7 + {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8 + {SPR_PLAY, SPR2_TRNS, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9 {SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY // 1-Up Box Sprites (uses player sprite) - {SPR_PLAY, 35, 2, {NULL}, 0, 16, S_PLAY_BOX2}, // S_PLAY_BOX1 - {SPR_NULL, 0, 1, {NULL}, 0, 0, S_PLAY_BOX1}, // S_PLAY_BOX2 - {SPR_PLAY, 35, 4, {NULL}, 0, 4, S_PLAY_ICON2}, // S_PLAY_ICON1 - {SPR_NULL, 0, 12, {NULL}, 0, 0, S_PLAY_ICON3}, // S_PLAY_ICON2 - {SPR_PLAY, 35, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3 + {SPR_PLAY, SPR2_LIFE, 2, {NULL}, 0, 16, S_PLAY_BOX2}, // S_PLAY_BOX1 + {SPR_NULL, 0, 1, {NULL}, 0, 0, S_PLAY_BOX1}, // S_PLAY_BOX2 + {SPR_PLAY, SPR2_LIFE, 4, {NULL}, 0, 4, S_PLAY_ICON2}, // S_PLAY_ICON1 + {SPR_NULL, 0, 12, {NULL}, 0, 0, S_PLAY_ICON3}, // S_PLAY_ICON2 + {SPR_PLAY, SPR2_LIFE, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3 // Level end sign (uses player sprite) - {SPR_PLAY, 34, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN + {SPR_PLAY, SPR2_SIGN, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN // Blue Crawla - {SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND2}, // S_POSS_STND - {SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND2 + {SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND {SPR_POSS, 0, 3, {A_Chase}, 0, 0, S_POSS_RUN2}, // S_POSS_RUN1 {SPR_POSS, 1, 3, {A_Chase}, 0, 0, S_POSS_RUN3}, // S_POSS_RUN2 {SPR_POSS, 2, 3, {A_Chase}, 0, 0, S_POSS_RUN4}, // S_POSS_RUN3 @@ -160,8 +172,7 @@ state_t states[NUMSTATES] = {SPR_POSS, 5, 3, {A_Chase}, 0, 0, S_POSS_RUN1}, // S_POSS_RUN6 // Red Crawla - {SPR_SPOS, 0, 5, {A_Look}, 0, 0, S_SPOS_STND2}, // S_SPOS_STND - {SPR_SPOS, 0, 5, {A_Look}, 0, 0, S_SPOS_STND}, // S_SPOS_STND2 + {SPR_SPOS, 0, 5, {A_Look}, 0, 0, S_SPOS_STND}, // S_SPOS_STND {SPR_SPOS, 0, 1, {A_Chase}, 0, 0, S_SPOS_RUN2}, // S_SPOS_RUN1 {SPR_SPOS, 1, 1, {A_Chase}, 0, 0, S_SPOS_RUN3}, // S_SPOS_RUN2 {SPR_SPOS, 2, 1, {A_Chase}, 0, 0, S_SPOS_RUN4}, // S_SPOS_RUN3 @@ -3110,7 +3121,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = -1, // doomednum S_PLAY_STND, // spawnstate 1, // spawnhealth - S_PLAY_RUN1, // seestate + S_PLAY_WALK, // seestate sfx_None, // seesound 0, // reactiontime sfx_thok, // attacksound @@ -3118,8 +3129,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = MT_THOK, // painchance sfx_None, // painsound S_NULL, // meleestate - S_PLAY_ATK1, // missilestate - S_PLAY_DIE, // deathstate + S_PLAY_SPIN, // missilestate + S_PLAY_DEAD, // deathstate S_NULL, // xdeathstate sfx_None, // deathsound 1, // speed diff --git a/src/info.h b/src/info.h index 0c73281df34d7061803ac16f0aa23cd0d0c70dab..44a3dd012bb83fcab932329d3a2eebb935f482ae 100644 --- a/src/info.h +++ b/src/info.h @@ -575,6 +575,41 @@ typedef enum sprite NUMSPRITES } spritenum_t; +enum playersprite +{ + SPR2_STND = 0, + SPR2_WAIT, + SPR2_WALK, + SPR2_RUN , + SPR2_PAIN, + SPR2_DEAD, + SPR2_SPIN, + SPR2_GASP, + SPR2_JUMP, + SPR2_FALL, + SPR2_EDGE, + SPR2_RIDE, + + SPR2_SIGN, + SPR2_LIFE, + + SPR2_FLY , + SPR2_TIRE, + + SPR2_GLID, + SPR2_CLNG, + SPR2_CLMB, + + SPR2_TRNS, + SPR2_SSTD, + SPR2_SWLK, + SPR2_SRUN, + SPR2_SEDG, + SPR2_SHIT, + + NUMPLAYERSPRITES +}; + typedef enum state { S_NULL, @@ -592,61 +627,46 @@ typedef enum state // Thok S_THOK, + // Player S_PLAY_STND, - S_PLAY_TAP1, - S_PLAY_TAP2, - S_PLAY_RUN1, - S_PLAY_RUN2, - S_PLAY_RUN3, - S_PLAY_RUN4, - S_PLAY_RUN5, - S_PLAY_RUN6, - S_PLAY_RUN7, - S_PLAY_RUN8, - S_PLAY_SPD1, - S_PLAY_SPD2, - S_PLAY_SPD3, - S_PLAY_SPD4, - S_PLAY_ATK1, - S_PLAY_ATK2, - S_PLAY_ATK3, - S_PLAY_ATK4, - S_PLAY_SPRING, - S_PLAY_FALL1, - S_PLAY_FALL2, - S_PLAY_ABL1, - S_PLAY_ABL2, - S_PLAY_SPC1, - S_PLAY_SPC2, - S_PLAY_SPC3, - S_PLAY_SPC4, - S_PLAY_CLIMB1, - S_PLAY_CLIMB2, - S_PLAY_CLIMB3, - S_PLAY_CLIMB4, - S_PLAY_CLIMB5, - S_PLAY_GASP, + S_PLAY_WAIT, + S_PLAY_WALK, + S_PLAY_RUN, S_PLAY_PAIN, - S_PLAY_DIE, - S_PLAY_TEETER1, - S_PLAY_TEETER2, - S_PLAY_CARRY, - S_PLAY_SUPERSTAND, - S_PLAY_SUPERWALK1, - S_PLAY_SUPERWALK2, - S_PLAY_SUPERFLY1, - S_PLAY_SUPERFLY2, - S_PLAY_SUPERTEETER, - S_PLAY_SUPERHIT, - S_PLAY_SUPERTRANS1, - S_PLAY_SUPERTRANS2, - S_PLAY_SUPERTRANS3, - S_PLAY_SUPERTRANS4, - S_PLAY_SUPERTRANS5, - S_PLAY_SUPERTRANS6, - S_PLAY_SUPERTRANS7, - S_PLAY_SUPERTRANS8, - S_PLAY_SUPERTRANS9, // This has special significance in the code. If you add more frames, search for it and make the appropriate changes. + S_PLAY_DEAD, + S_PLAY_SPIN, + S_PLAY_GASP, + S_PLAY_JUMP, + S_PLAY_FALL, + S_PLAY_EDGE, + S_PLAY_RIDE, + + // CA_FLY + S_PLAY_FLY, + S_PLAY_FLY_TIRED, + + // CA_GLIDEANDCLIMB + S_PLAY_GLIDE, + S_PLAY_CLING, + S_PLAY_CLIMB, + + // SF_SUPERANIMS + S_PLAY_SUPER_STND, + S_PLAY_SUPER_WALK, + S_PLAY_SUPER_RUN, + S_PLAY_SUPER_EDGE, + S_PLAY_SUPER_PAIN, + + // SF_SUPER + S_PLAY_SUPER_TRANS, + S_PLAY_SUPER_TRANS2, + S_PLAY_SUPER_TRANS3, + S_PLAY_SUPER_TRANS4, + S_PLAY_SUPER_TRANS5, + S_PLAY_SUPER_TRANS6, + S_PLAY_SUPER_TRANS7, + S_PLAY_SUPER_TRANS8, + S_PLAY_SUPER_TRANS9, // technically the player goes here but it's an infinite tic state S_OBJPLACE_DUMMY, @@ -663,7 +683,6 @@ typedef enum state // Blue Crawla S_POSS_STND, - S_POSS_STND2, S_POSS_RUN1, S_POSS_RUN2, S_POSS_RUN3, @@ -673,7 +692,6 @@ typedef enum state // Red Crawla S_SPOS_STND, - S_SPOS_STND2, S_SPOS_RUN1, S_SPOS_RUN2, S_SPOS_RUN3, @@ -1390,7 +1408,7 @@ typedef enum state // S_PLAY_TAP1 S_METALSONIC_WAIT1, S_METALSONIC_WAIT2, - // S_PLAY_RUN1 + // S_PLAY_WALK S_METALSONIC_WALK1, S_METALSONIC_WALK2, S_METALSONIC_WALK3, @@ -3488,6 +3506,7 @@ typedef struct extern state_t states[NUMSTATES]; extern char sprnames[NUMSPRITES + 1][5]; +char spr2names[NUMPLAYERSPRITES][5]; extern state_t *astate; typedef enum mobj_type diff --git a/src/lua_baselib.c b/src/lua_baselib.c index ad5d740f8edbb1da5521971fc2844c57436f4e90..9b0a34f17bb2c35a3a3e64245e2c4b3075a51379 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -1037,6 +1037,7 @@ static int lib_pDamageMobj(lua_State *L) { mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL; INT32 damage; + UINT8 damagetype; NOHUD if (!target) return LUA_ErrInvalid(L, "mobj_t"); @@ -1045,13 +1046,15 @@ static int lib_pDamageMobj(lua_State *L) if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); damage = (INT32)luaL_optinteger(L, 4, 1); - lua_pushboolean(L, P_DamageMobj(target, inflictor, source, damage)); + damagetype = (UINT8)luaL_optinteger(L, 5, 0); + lua_pushboolean(L, P_DamageMobj(target, inflictor, source, damage, damagetype)); return 1; } static int lib_pKillMobj(lua_State *L) { mobj_t *target = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)), *inflictor = NULL, *source = NULL; + UINT8 damagetype; NOHUD if (!target) return LUA_ErrInvalid(L, "mobj_t"); @@ -1059,7 +1062,8 @@ static int lib_pKillMobj(lua_State *L) inflictor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ)); if (!lua_isnone(L, 3) && lua_isuserdata(L, 3)) source = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); - P_KillMobj(target, inflictor, source); + damagetype = (UINT8)luaL_optinteger(L, 4, 0); + P_KillMobj(target, inflictor, source, damagetype); return 0; } diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c index 19390d50df00d5b811b330b349949726399ac884..86ff11337a6fcd02e763da75ee612eb5ee789d1d 100644 --- a/src/lua_hudlib.c +++ b/src/lua_hudlib.c @@ -126,8 +126,6 @@ static const char *const widtht_opt[] = { enum cameraf { camera_chase = 0, camera_aiming, - camera_viewheight, - camera_startangle, camera_x, camera_y, camera_z, @@ -137,7 +135,6 @@ enum cameraf { camera_ceilingz, camera_radius, camera_height, - camera_relativex, camera_momx, camera_momy, camera_momz @@ -147,8 +144,6 @@ enum cameraf { static const char *const camera_opt[] = { "chase", "aiming", - "viewheight", - "startangle", "x", "y", "z", @@ -158,7 +153,6 @@ static const char *const camera_opt[] = { "ceilingz", "radius", "height", - "relativex", "momx", "momy", "momz", @@ -279,12 +273,6 @@ static int camera_get(lua_State *L) case camera_aiming: lua_pushinteger(L, cam->aiming); break; - case camera_viewheight: - lua_pushinteger(L, cam->viewheight); - break; - case camera_startangle: - lua_pushinteger(L, cam->startangle); - break; case camera_x: lua_pushinteger(L, cam->x); break; @@ -312,9 +300,6 @@ static int camera_get(lua_State *L) case camera_height: lua_pushinteger(L, cam->height); break; - case camera_relativex: - lua_pushinteger(L, cam->relativex); - break; case camera_momx: lua_pushinteger(L, cam->momx); break; diff --git a/src/lua_infolib.c b/src/lua_infolib.c index 2c968218c6e0af332e1c194e0f42b9e1de64e913..61c64a8f69f195c6247406bcd8491b135691945d 100644 --- a/src/lua_infolib.c +++ b/src/lua_infolib.c @@ -91,6 +91,44 @@ static int lib_sprnamelen(lua_State *L) return 1; } +// +// Player Sprite Names +// + +// push sprite name +static int lib_getSpr2name(lua_State *L) +{ + UINT32 i; + + lua_remove(L, 1); // don't care about spr2names[] dummy userdata. + + if (lua_isnumber(L, 1)) + { + i = lua_tonumber(L, 1); + if (i > NUMPLAYERSPRITES) + return 0; + lua_pushlstring(L, spr2names[i], 4); + return 1; + } + else if (lua_isstring(L, 1)) + { + const char *name = lua_tostring(L, 1); + for (i = 0; i < NUMPLAYERSPRITES; i++) + if (fastcmp(name, spr2names[i])) + { + lua_pushinteger(L, i); + return 1; + } + } + return 0; +} + +static int lib_spr2namelen(lua_State *L) +{ + lua_pushinteger(L, NUMPLAYERSPRITES); + return 1; +} + //////////////// // STATE INFO // //////////////// @@ -904,6 +942,16 @@ int LUA_InfoLib(lua_State *L) lua_setmetatable(L, -2); lua_setglobal(L, "sprnames"); + lua_newuserdata(L, 0); + lua_createtable(L, 0, 2); + lua_pushcfunction(L, lib_getSpr2name); + lua_setfield(L, -2, "__index"); + + lua_pushcfunction(L, lib_spr2namelen); + lua_setfield(L, -2, "__len"); + lua_setmetatable(L, -2); + lua_setglobal(L, "spr2names"); + lua_newuserdata(L, 0); lua_createtable(L, 0, 2); lua_pushcfunction(L, lib_getState); diff --git a/src/lua_maplib.c b/src/lua_maplib.c index 80f66ed60543c3607e184594c25b705c82d5a30a..e5cc30c12571a3ce8f047f257add6fb0bf062841 100644 --- a/src/lua_maplib.c +++ b/src/lua_maplib.c @@ -60,7 +60,6 @@ enum subsector_e { subsector_sector, subsector_numlines, subsector_firstline, - subsector_validcount }; static const char *const subsector_opt[] = { @@ -68,7 +67,6 @@ static const char *const subsector_opt[] = { "sector", "numlines", "firstline", - "validcount", NULL}; enum line_e { @@ -86,7 +84,6 @@ enum line_e { line_slopetype, line_frontsector, line_backsector, - line_validcount, line_firsttag, line_nexttag, line_text, @@ -108,7 +105,6 @@ static const char *const line_opt[] = { "slopetype", "frontsector", "backsector", - "validcount", "firsttag", "nexttag", "text", @@ -476,9 +472,6 @@ static int subsector_get(lua_State *L) case subsector_firstline: lua_pushinteger(L, subsector->firstline); return 1; - case subsector_validcount: - lua_pushinteger(L, subsector->validcount); - return 1; } return 0; } @@ -564,9 +557,6 @@ static int line_get(lua_State *L) case line_backsector: LUA_PushUserdata(L, line->backsector, META_SECTOR); return 1; - case line_validcount: - lua_pushinteger(L, line->validcount); - return 1; case line_firsttag: lua_pushinteger(L, line->firsttag); return 1; diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c index b5bf25d82e57a60c78b5eb806de60b461bba491e..31496ed9c01b651c733b5034b8c95c4f9d044c94 100644 --- a/src/lua_mobjlib.c +++ b/src/lua_mobjlib.c @@ -501,7 +501,7 @@ static int mobj_set(lua_State *L) return luaL_error(L, "mobj.skin '%s' not found!", skin); } case mobj_color: - mo->color = ((UINT8)luaL_checkinteger(L, 3)) % MAXSKINCOLORS; + mo->color = ((UINT8)luaL_checkinteger(L, 3)) % MAXTRANSLATIONS; break; case mobj_bnext: return NOSETPOS; diff --git a/src/m_cheat.c b/src/m_cheat.c index 8cea4c6ae1ea743e6d998792c550977d1252a70d..4da9b3ba7bd67af58593debd5de7dfffddacad1c 100644 --- a/src/m_cheat.c +++ b/src/m_cheat.c @@ -91,6 +91,33 @@ static UINT8 cheatf_warp(void) return 1; } +#ifdef DEVELOP +static UINT8 cheatf_devmode(void) +{ + UINT8 i; + + if (modifiedgame) + return 0; + + if (menuactive && currentMenu != &MainDef) + return 0; // Only on the main menu! + + S_StartSound(0, sfx_itemup); + + // Just unlock all the things and turn on -debug and console devmode. + G_SetGameModified(false); + for (i = 0; i < MAXUNLOCKABLES; i++) + unlockables[i].unlocked = true; + devparm = TRUE; + cv_debug |= 0x8000; + + // Refresh secrets menu existing. + M_ClearMenus(true); + M_StartControlPanel(); + return 1; +} +#endif + static cheatseq_t cheat_ultimate = { 0, cheatf_ultimate, { SCRAMBLE('u'), SCRAMBLE('l'), SCRAMBLE('t'), SCRAMBLE('i'), SCRAMBLE('m'), SCRAMBLE('a'), SCRAMBLE('t'), SCRAMBLE('e'), 0xff } @@ -115,6 +142,14 @@ static cheatseq_t cheat_warp_joy = { SCRAMBLE(KEY_LEFTARROW), SCRAMBLE(KEY_UPARROW), SCRAMBLE(KEY_ENTER), 0xff } }; + +#ifdef DEVELOP +static cheatseq_t cheat_devmode = { + 0, cheatf_devmode, + { SCRAMBLE('d'), SCRAMBLE('e'), SCRAMBLE('v'), SCRAMBLE('m'), SCRAMBLE('o'), SCRAMBLE('d'), SCRAMBLE('e'), 0xff } +}; +#endif + // ========================================================================== // CHEAT SEQUENCE PACKAGE // ========================================================================== @@ -221,6 +256,9 @@ boolean cht_Responder(event_t *ev) ret += cht_CheckCheat(&cheat_ultimate_joy, (char)ch); ret += cht_CheckCheat(&cheat_warp, (char)ch); ret += cht_CheckCheat(&cheat_warp_joy, (char)ch); +#ifdef DEVELOP + ret += cht_CheckCheat(&cheat_devmode, (char)ch); +#endif return (ret != 0); } @@ -334,7 +372,7 @@ void Command_Hurtme_f(void) return; } - P_DamageMobj(players[consoleplayer].mo, NULL, NULL, atoi(COM_Argv(1))); + P_DamageMobj(players[consoleplayer].mo, NULL, NULL, atoi(COM_Argv(1)), 0); } // Moves the NiGHTS player to another axis within the current mare diff --git a/src/m_menu.c b/src/m_menu.c index 06aaac0ef0d7629d9e8ea572c04b089b87a63a48..88893b3c6d98ed24d168813df17fd8e7c74a3530 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -110,10 +110,10 @@ const char *quitmsg[NUM_QUITMESSAGES]; // Stuff for customizing the player select screen Tails 09-22-2003 description_t description[32] = { - {"\x82Sonic\x80 is the fastest of the three, but also the hardest to control. Beginners beware, but experts will find Sonic very powerful.\n\n\x82""Ability:\x80 Speed Thok\nDouble jump to zoom forward with a huge burst of speed.\n\n\x82Tip:\x80 Simply letting go of forward does not slow down in SRB2. To slow down, hold the opposite direction.", "", "sonic"}, - {"\x82Tails\x80 is the most mobile of the three, but has the slowest speed. Because of his mobility, he's well-\nsuited to beginners.\n\n\x82""Ability:\x80 Fly\nDouble jump to start flying for a limited time. Repetitively hit the jump button to ascend.\n\n\x82Tip:\x80 To quickly descend while flying, hit the spin button.", "", "tails"}, - {"\x82Knuckles\x80 is well-\nrounded and can destroy breakable walls simply by touching them, but he can't jump as high as the other two.\n\n\x82""Ability:\x80 Glide & Climb\nDouble jump to glide in the air as long as jump is held. Glide into a wall to climb it.\n\n\x82Tip:\x80 Press spin while climbing to jump off the wall; press jump instead to jump off\nand face away from\nthe wall.", "", "knuckles"}, - {"\x82Sonic & Tails\x80 team up to take on Dr. Eggman!\nControl Sonic while Tails desperately struggles to keep up.\n\nPlayer 2 can control Tails directly by setting the controls in the options menu.\nTails's directional controls are relative to Player 1's camera.\n\nTails can pick up Sonic while flying and carry him around.", "CHRS&T", "sonic&tails"}, + {"???", "", ""}, + {"???", "", ""}, + {"???", "", ""}, + {"???", "", ""}, {"???", "", ""}, {"???", "", ""}, {"???", "", ""}, @@ -827,10 +827,10 @@ static menuitem_t SP_LevelStatsMenu[] = // And I'm too lazy to go through and rename it everywhere. ARRGH! menuitem_t PlayerMenu[32] = { - {IT_CALL, NULL, NULL, M_ChoosePlayer, 0}, - {IT_CALL, NULL, NULL, M_ChoosePlayer, 0}, - {IT_CALL, NULL, NULL, M_ChoosePlayer, 0}, - {IT_CALL, NULL, NULL, M_ChoosePlayer, 0}, + {IT_DISABLED, NULL, NULL, M_ChoosePlayer, 0}, + {IT_DISABLED, NULL, NULL, M_ChoosePlayer, 0}, + {IT_DISABLED, NULL, NULL, M_ChoosePlayer, 0}, + {IT_DISABLED, NULL, NULL, M_ChoosePlayer, 0}, {IT_DISABLED, NULL, NULL, M_ChoosePlayer, 0}, {IT_DISABLED, NULL, NULL, M_ChoosePlayer, 0}, {IT_DISABLED, NULL, NULL, M_ChoosePlayer, 0}, @@ -6331,8 +6331,8 @@ static void M_HandleConnectIP(INT32 choice) #define PLBOXW 8 #define PLBOXH 9 -static INT32 multi_tics; -static state_t *multi_state; +static UINT8 multi_tics; +static UINT8 multi_frame; // this is set before entering the MultiPlayer setup menu, // for either player 1 or 2 @@ -6346,11 +6346,10 @@ static INT32 setupm_fakecolor; static void M_DrawSetupMultiPlayerMenu(void) { - INT32 mx, my, st, flags = 0; + INT32 mx, my, flags = 0; spritedef_t *sprdef; spriteframe_t *sprframe; patch_t *patch; - UINT8 frame; mx = MP_PlayerSetupDef.x; my = MP_PlayerSetupDef.y; @@ -6378,28 +6377,23 @@ static void M_DrawSetupMultiPlayerMenu(void) // anim the player in the box if (--multi_tics <= 0) { - st = multi_state->nextstate; - if (st != S_NULL) - multi_state = &states[st]; - multi_tics = multi_state->tics; - if (multi_tics == -1) - multi_tics = 15; + multi_frame++; + multi_tics = 4; } // skin 0 is default player sprite if (R_SkinAvailable(skins[setupm_fakeskin].name) != -1) - sprdef = &skins[R_SkinAvailable(skins[setupm_fakeskin].name)].spritedef; + sprdef = &skins[R_SkinAvailable(skins[setupm_fakeskin].name)].sprites[SPR2_WALK]; else - sprdef = &skins[0].spritedef; + sprdef = &skins[0].sprites[SPR2_WALK]; if (!sprdef->numframes) // No frames ?? return; // Can't render! - frame = multi_state->frame & FF_FRAMEMASK; - if (frame >= sprdef->numframes) // Walking animation missing - frame = 0; // Try to use standing frame + if (multi_frame >= sprdef->numframes) + multi_frame = 0; - sprframe = &sprdef->spriteframes[frame]; + sprframe = &sprdef->spriteframes[multi_frame]; patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE); if (sprframe->flip & 1) // Only for first sprite flags |= V_FLIP; // This sprite is left/right flipped! @@ -6533,8 +6527,8 @@ static void M_SetupMultiPlayer(INT32 choice) { (void)choice; - multi_state = &states[mobjinfo[MT_PLAYER].seestate]; - multi_tics = multi_state->tics; + multi_frame = 0; + multi_tics = 4; strcpy(setupm_name, cv_playername.string); // set for player 1 @@ -6564,8 +6558,8 @@ static void M_SetupMultiPlayer2(INT32 choice) { (void)choice; - multi_state = &states[mobjinfo[MT_PLAYER].seestate]; - multi_tics = multi_state->tics; + multi_frame = 0; + multi_tics = 4; strcpy (setupm_name, cv_playername2.string); // set for splitscreen secondary player diff --git a/src/p_enemy.c b/src/p_enemy.c index 18a4ec5ff415be7bee7f5b828fca47ece86ac247..ef9ff5ddaded2752a1277b5cd37a6483c47adb05 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -363,12 +363,12 @@ boolean P_CheckMissileRange(mobj_t *actor) if (!actor->target) return false; - if (!P_CheckSight(actor, actor->target)) - return false; - if (actor->reactiontime) return false; // do not attack yet + if (!P_CheckSight(actor, actor->target)) + return false; + // OPTIMIZE: get this from a global checksight dist = P_AproxDistance(actor->x-actor->target->x, actor->y-actor->target->y) - FixedMul(64*FRACUNIT, actor->scale); @@ -652,6 +652,9 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed player = &players[actor->lastlook]; + if ((netgame || multiplayer) && player->spectator) + continue; + if (player->health <= 0) continue; // dead @@ -661,12 +664,6 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed if (!player->mo || P_MobjWasRemoved(player->mo)) continue; - if (!P_CheckSight(actor, player->mo)) - continue; // out of sight - - if ((netgame || multiplayer) && player->spectator) - continue; - if (dist > 0 && P_AproxDistance(P_AproxDistance(player->mo->x - actor->x, player->mo->y - actor->y), player->mo->z - actor->z) > dist) continue; // Too far away @@ -683,6 +680,9 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed } } + if (!P_CheckSight(actor, player->mo)) + continue; // out of sight + if (tracer) P_SetTarget(&actor->tracer, player->mo); else @@ -2513,7 +2513,7 @@ void A_1upThinker(mobj_t *actor) } } - if (closestplayer == -1 || skins[players[closestplayer].skin].spritedef.numframes <= states[S_PLAY_BOX1].frame) + if (closestplayer == -1 || skins[players[closestplayer].skin].sprites[SPR2_LIFE].numframes == 0) { // Closest player not found (no players in game?? may be empty dedicated server!), or does not have correct sprite. actor->frame = 0; if (actor->tracer) { @@ -2658,7 +2658,7 @@ for (i = cvar.value; i; --i) spawnchance[numchoices++] = type if (actor->tracer) // Remove the old lives icon. P_RemoveMobj(actor->tracer); - if (!newmobj->target->skin || ((skin_t *)newmobj->target->skin)->spritedef.numframes <= states[S_PLAY_BOX1].frame) + if (!newmobj->target->skin || ((skin_t *)newmobj->target->skin)->sprites[SPR2_LIFE].numframes == 0) newmobj->frame -= 2; // No lives icon for this player, use the default. else { // Spawn the lives icon. @@ -4813,7 +4813,7 @@ void A_UnidusBall(mobj_t *actor) boolean skull = (actor->target->flags2 & MF2_SKULLFLY) == MF2_SKULLFLY; if (actor->target->state == &states[actor->target->info->painstate]) { - P_KillMobj(actor, NULL, NULL); + P_KillMobj(actor, NULL, NULL, 0); return; } switch(actor->extravalue2) @@ -5024,7 +5024,7 @@ void A_MaceRotate(mobj_t *actor) actor->movecount += actor->target->lastlook; actor->movecount &= FINEMASK; - actor->threshold = FixedMul(FINECOSINE(actor->movecount), actor->target->lastlook); + actor->threshold = FixedMul(FINECOSINE(actor->movecount), actor->target->lastlook << FRACBITS); v[0] = FRACUNIT; v[1] = 0; @@ -5032,7 +5032,7 @@ void A_MaceRotate(mobj_t *actor) v[3] = FRACUNIT; // Calculate the angle matrixes for the link. - res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(actor->threshold << FRACBITS))); + res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(actor->threshold))); M_Memcpy(&v, res, sizeof(v)); res = VectorMatrixMultiply(v, *RotateZMatrix(actor->target->health << ANGLETOFINESHIFT)); M_Memcpy(&v, res, sizeof(v)); @@ -5278,7 +5278,7 @@ void A_RingExplode(mobj_t *actor) if (mo2->flags & MF_SHOOTABLE) { actor->flags2 |= MF2_DEBRIS; - P_DamageMobj(mo2, actor, actor->target, 1); + P_DamageMobj(mo2, actor, actor->target, 1, 0); continue; } } @@ -5660,6 +5660,11 @@ void A_RecyclePowers(mobj_t *actor) if (playeringame[i] && players[i].mo && players[i].mo->health > 0 && players[i].playerstate == PST_LIVE && !players[i].exiting && !((netgame || multiplayer) && players[i].spectator)) { +#ifndef WEIGHTEDRECYCLER + if (players[i].powers[pw_super]) + continue; // Ignore super players +#endif + numplayers++; postscramble[j] = playerslist[j] = (UINT8)i; @@ -6378,7 +6383,7 @@ void A_EggmanBox(mobj_t *actor) return; } - P_DamageMobj(actor->target, actor, actor, 1); // Ow! + P_DamageMobj(actor->target, actor, actor, 1, 0); // Ow! } // Function: A_TurretFire @@ -9363,9 +9368,9 @@ void A_RemoteDamage(mobj_t *actor) if (locvar2 == 1) // Kill mobj! { if (target->player) // players die using P_DamageMobj instead for some reason - P_DamageMobj(target, source, source, 10000); + P_DamageMobj(target, source, source, 1, DMG_INSTAKILL); else - P_KillMobj(target, source, source); + P_KillMobj(target, source, source, 0); } else if (locvar2 == 2) // Remove mobj! { @@ -9375,7 +9380,7 @@ void A_RemoteDamage(mobj_t *actor) P_RemoveMobj(target); } else // default: Damage mobj! - P_DamageMobj(target, source, source, 1); + P_DamageMobj(target, source, source, 1, 0); } // Function: A_HomingChase @@ -9610,7 +9615,7 @@ void A_VileAttack(mobj_t *actor) return; S_StartSound(actor, soundtoplay); - P_DamageMobj(actor->target, actor, actor, 1); + P_DamageMobj(actor->target, actor, actor, 1, 0); //actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; // How id did it actor->target->momz += FixedMul(10*FRACUNIT, actor->scale)*P_MobjFlip(actor->target); // How we're doing it if (explosionType != MT_NULL) @@ -9651,7 +9656,7 @@ void A_VileAttack(mobj_t *actor) continue; S_StartSound(actor, soundtoplay); - P_DamageMobj(players[i].mo, actor, actor, 1); + P_DamageMobj(players[i].mo, actor, actor, 1, 0); //actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; // How id did it players[i].mo->momz += FixedMul(10*FRACUNIT, actor->scale)*P_MobjFlip(players[i].mo); // How we're doing it if (explosionType != MT_NULL) diff --git a/src/p_floor.c b/src/p_floor.c index f798174ad83850e9664e781bc43f94116234812d..fd85fd2ccf2c0949c6512b2b9cd9436cad0ebb57 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -1215,9 +1215,7 @@ void T_SpikeSector(levelspecthink_t *spikes) if (dothepain) { - mobj_t *killer = P_SpawnMobj(thing->x, thing->y, thing->z, MT_NULL); - killer->threshold = 43; // Special flag that it was spikes which hurt you. - P_DamageMobj(thing, killer, killer, 1); + P_DamageMobj(thing, NULL, NULL, 1, DMG_SPIKE); break; } } @@ -1968,51 +1966,71 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies) { size_t i; fixed_t upperbound, lowerbound; - INT32 s; - sector_t *checksector; + sector_t *sec = NULL; + sector_t *targetsec = NULL; + INT32 secnum = -1; msecnode_t *node; mobj_t *thing; - boolean exists = false; + boolean FOFsector = false; - for (i = 0; i < nobaddies->sector->linecount; i++) + while ((secnum = P_FindSectorFromLineTag(nobaddies->sourceline, secnum)) >= 0) { - if (nobaddies->sector->lines[i]->special == 223) + sec = §ors[secnum]; + + FOFsector = false; + + // Check the lines of this sector, to see if it is a FOF control sector. + for (i = 0; i < sec->linecount; i++) { + INT32 targetsecnum = -1; + + if (sec->lines[i]->special < 100 || sec->lines[i]->special >= 300) + continue; - upperbound = nobaddies->sector->ceilingheight; - lowerbound = nobaddies->sector->floorheight; + FOFsector = true; - for (s = -1; (s = P_FindSectorFromLineTag(nobaddies->sector->lines[i], s)) >= 0 ;) + while ((targetsecnum = P_FindSectorFromLineTag(sec->lines[i], targetsecnum)) >= 0) { - checksector = §ors[s]; + targetsec = §ors[targetsecnum]; - node = checksector->touching_thinglist; // things touching this sector + upperbound = targetsec->ceilingheight; + lowerbound = targetsec->floorheight; + node = targetsec->touching_thinglist; // things touching this sector while (node) { thing = node->m_thing; if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0 - && thing->z < upperbound && thing->z+thing->height > lowerbound) - { - exists = true; - goto foundenemy; - } + && thing->z < upperbound && thing->z+thing->height > lowerbound) + return; node = node->m_snext; } } } - } -foundenemy: - if (exists) - return; - s = P_AproxDistance(nobaddies->sourceline->dx, nobaddies->sourceline->dy)>>FRACBITS; + if (!FOFsector) + { + upperbound = sec->ceilingheight; + lowerbound = sec->floorheight; + node = sec->touching_thinglist; // things touching this sector + while (node) + { + thing = node->m_thing; + + if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0 + && thing->z < upperbound && thing->z+thing->height > lowerbound) + return; + + node = node->m_snext; + } + } + } - CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", s); + CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", nobaddies->sourceline->tag); - // Otherwise, run the linedef exec and terminate this thinker - P_LinedefExecute((INT16)s, NULL, NULL); + // No enemies found, run the linedef exec and terminate this thinker + P_RunTriggerLinedef(nobaddies->sourceline, NULL, NULL); P_RemoveThinker(&nobaddies->thinker); } @@ -2217,7 +2235,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime) oldPlayersArea = oldPlayersInArea; } - if ((affectPlayer = P_HavePlayersEnteredArea(playersArea, oldPlayersArea, inAndOut)) != -1) + while ((affectPlayer = P_HavePlayersEnteredArea(playersArea, oldPlayersArea, inAndOut)) != -1) { if (GETSECSPECIAL(sec->special, 2) == 2 || GETSECSPECIAL(sec->special, 2) == 3) { @@ -2250,6 +2268,8 @@ void T_EachTimeThinker(levelspecthink_t *eachtime) if (!eachtime->sourceline->special) // this happens only for "Trigger on X calls" linedefs P_RemoveThinker(&eachtime->thinker); + + oldPlayersArea[affectPlayer]=playersArea[affectPlayer]; } } @@ -3105,7 +3125,7 @@ INT32 EV_MarioBlock(sector_t *sec, sector_t *roversector, fixed_t topheight, mob thing->momz = FixedMul(6*FRACUNIT, thing->scale); P_SetThingPosition(thing); if (thing->flags & MF_SHOOTABLE) - P_DamageMobj(thing, puncher, puncher, 1); + P_DamageMobj(thing, puncher, puncher, 1, 0); else if (thing->type == MT_RING || thing->type == MT_COIN) { thing->momz = FixedMul(3*FRACUNIT, thing->scale); diff --git a/src/p_inter.c b/src/p_inter.c index 8eaa4765a87f7d7d8d828fc1b32a01e2370a302b..d305cfc83a0fac01c3d7c6edb6b5c95d547339e0 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -291,7 +291,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) { if (special->type == MT_BLACKEGGMAN) { - P_DamageMobj(toucher, special, special, 1); // ouch + P_DamageMobj(toucher, special, special, 1, 0); // ouch return; } @@ -303,20 +303,20 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) toucher->momz = -toucher->momz; toucher->momx = -toucher->momx; toucher->momy = -toucher->momy; - P_DamageMobj(special, toucher, toucher, 1); + P_DamageMobj(special, toucher, toucher, 1, 0); } else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) || (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) && player->charability == CA_FLY && (player->powers[pw_tailsfly] - || (toucher->state >= &states[S_PLAY_SPC1] && toucher->state <= &states[S_PLAY_SPC4]))) // Tails can shred stuff with his propeller. + || toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with his propeller. { toucher->momz = -toucher->momz/2; - P_DamageMobj(special, toucher, toucher, 1); + P_DamageMobj(special, toucher, toucher, 1, 0); } else - P_DamageMobj(toucher, special, special, 1); + P_DamageMobj(toucher, special, special, 1, 0); return; } @@ -330,13 +330,13 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) && toucher->z < special->z + special->height && toucher->z + toucher->height > special->z) { // Can only hit snapper from above - P_DamageMobj(toucher, special, special, 1); + P_DamageMobj(toucher, special, special, 1, 0); } else if (special->type == MT_SHARP && ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2))) { // Cannot hit sharp from above or when red and angry - P_DamageMobj(toucher, special, special, 1); + P_DamageMobj(toucher, special, special, 1, 0); } else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) || (player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)) @@ -345,27 +345,27 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (P_MobjFlip(toucher)*toucher->momz < 0) toucher->momz = -toucher->momz; - P_DamageMobj(special, toucher, toucher, 1); + P_DamageMobj(special, toucher, toucher, 1, 0); } else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) || (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) // Flame is bad at logic - JTE && player->charability == CA_FLY && (player->powers[pw_tailsfly] - || (toucher->state >= &states[S_PLAY_SPC1] && toucher->state <= &states[S_PLAY_SPC4]))) // Tails can shred stuff with his propeller. + || toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with his propeller. { if (P_MobjFlip(toucher)*toucher->momz < 0) toucher->momz = -toucher->momz/2; - P_DamageMobj(special, toucher, toucher, 1); + P_DamageMobj(special, toucher, toucher, 1, 0); } else - P_DamageMobj(toucher, special, special, 1); + P_DamageMobj(toucher, special, special, 1, 0); return; } else if (special->flags & MF_FIRE) { - P_DamageMobj(toucher, special, special, 1); + P_DamageMobj(toucher, special, special, 1, DMG_FIRE); return; } else @@ -743,7 +743,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (mo2->flags & MF_SHOOTABLE) { - P_DamageMobj(mo2, toucher, toucher, 1); + P_DamageMobj(mo2, toucher, toucher, 1, 0); continue; } @@ -875,7 +875,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) P_ResetPlayer(player); - P_SetPlayerMobjState(toucher, S_PLAY_FALL1); + P_SetPlayerMobjState(toucher, S_PLAY_FALL); } } return; @@ -1212,7 +1212,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (player->pflags & PF_GLIDING) { player->pflags &= ~(PF_GLIDING|PF_JUMPED); - P_SetPlayerMobjState(toucher, S_PLAY_FALL1); + P_SetPlayerMobjState(toucher, S_PLAY_FALL); } // Play a bounce sound? @@ -1279,7 +1279,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (player->pflags & PF_GLIDING) { player->pflags &= ~(PF_GLIDING|PF_JUMPED); - P_SetPlayerMobjState(toucher, S_PLAY_FALL1); + P_SetPlayerMobjState(toucher, S_PLAY_FALL); } // Play a bounce sound? @@ -1335,7 +1335,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) { player->pflags |= PF_MACESPIN; S_StartSound(toucher, sfx_spin); - P_SetPlayerMobjState(toucher, S_PLAY_ATK1); + P_SetPlayerMobjState(toucher, S_PLAY_SPIN); } else player->pflags |= PF_ITEMHANG; @@ -1351,7 +1351,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) case MT_SPECIALSPIKEBALL: if (!(!useNightsSS && G_IsSpecialStage(gamemap))) // Only for old special stages { - P_DamageMobj(toucher, special, special, 1); + P_DamageMobj(toucher, special, special, 1, 0); return; } @@ -1382,7 +1382,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) // Goomba Stomp'd! if (special->target->momz < 0) { - P_DamageMobj(toucher, special, special->target, 1); + P_DamageMobj(toucher, special, special->target, 1, 0); //special->target->momz = -special->target->momz; special->target->momx = special->target->momy = 0; special->target->momz = 0; @@ -1446,7 +1446,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } S_StartSound(toucher, special->info->deathsound); // was NULL, but changed to player so you could hear others pick up rings - P_KillMobj(special, NULL, toucher); + P_KillMobj(special, NULL, toucher, 0); } #define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : "" @@ -1457,8 +1457,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) * \param player Affected player. * \param inflictor The attack weapon used, can be NULL. * \param source The attacker, can be NULL. + * \param damagetype The type of damage dealt to the player. If bit 7 (0x80) is set, this was an instant-kill. */ -static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *source) +static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8 damagetype) { const char *str = NULL; boolean deathonly = false; @@ -1567,22 +1568,6 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour } else switch (source->type) { - case MT_NULL: - switch(source->threshold) - { - case 42: - deathonly = true; - str = M_GetText("%s drowned.\n"); - break; - case 43: - str = M_GetText("%s was %s by spikes.\n"); - break; - case 44: - deathonly = true; - str = M_GetText("%s was crushed.\n"); - break; - } - break; case MT_EGGMANICO: case MT_EGGMANBOX: str = M_GetText("%s was %s by Eggman's nefarious TV magic.\n"); @@ -1598,30 +1583,52 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour else { // null source, environment kills - // TERRIBLE HACK for hit damage because P_DoPlayerPain moves the player... - // I'll put it back, I promise! - player->mo->z -= player->mo->momz+1; - if (P_PlayerTouchingSectorSpecial(player, 1, 2)) - str = M_GetText("%s was %s by chemical water.\n"); - else if (P_PlayerTouchingSectorSpecial(player, 1, 3)) - str = M_GetText("%s was %s by molten lava.\n"); - else if (P_PlayerTouchingSectorSpecial(player, 1, 4)) - str = M_GetText("%s was %s by electricity.\n"); - else if (deadtarget) - { - deathonly = true; - if (P_PlayerTouchingSectorSpecial(player, 1, 6) - || P_PlayerTouchingSectorSpecial(player, 1, 7)) - str = M_GetText("%s fell into a bottomless pit.\n"); - else if (P_PlayerTouchingSectorSpecial(player, 1, 12)) - str = M_GetText("%s asphyxiated in space.\n"); - else - str = M_GetText("%s died.\n"); + switch (damagetype) + { + case DMG_WATER: + str = M_GetText("%s was %s by chemical water.\n"); + break; + case DMG_FIRE: + str = M_GetText("%s was %s by molten lava.\n"); + break; + case DMG_ELECTRIC: + str = M_GetText("%s was %s by electricity.\n"); + break; + case DMG_SPIKE: + str = M_GetText("%s was %s by spikes.\n"); + break; + case DMG_DROWNED: + deathonly = true; + str = M_GetText("%s drowned.\n"); + break; + case DMG_CRUSHED: + deathonly = true; + str = M_GetText("%s was crushed.\n"); + break; + case DMG_DEATHPIT: + if (deadtarget) + { + deathonly = true; + str = M_GetText("%s fell into a bottomless pit.\n"); + } + break; + case DMG_SPACEDROWN: + if (deadtarget) + { + deathonly = true; + str = M_GetText("%s asphyxiated in space.\n"); + } + break; + default: + if (deadtarget) + { + deathonly = true; + str = M_GetText("%s died.\n"); + } + break; } if (!str) str = M_GetText("%s was %s by an environmental hazard.\n"); - - player->mo->z += player->mo->momz+1; } if (!str) // Should not happen! Unless we missed catching something above. @@ -1799,10 +1806,11 @@ boolean P_CheckRacers(void) * \param target The victim. * \param inflictor The attack weapon. May be NULL (environmental damage). * \param source The attacker. May be NULL. + * \param damagetype The type of damage dealt that killed the target. If bit 7 (0x80) was set, this was an instant-death. * \todo Cleanup, refactor, split up. * \sa P_DamageMobj */ -void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source) +void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype) { mobjtype_t item; mobj_t *mo; @@ -2126,15 +2134,19 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source) case MT_PLAYER: target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player) target->momx = target->momy = target->momz = 0; - if (!(source && source->type == MT_NULL && source->threshold == 42)) // Don't jump up when drowning - P_SetObjectMomZ(target, 14*FRACUNIT, false); - - if (source && source->type == MT_NULL && source->threshold == 42) // drowned + if (damagetype == DMG_DROWNED) // drowned + { S_StartSound(target, sfx_drown); - else if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // Spikes - S_StartSound(target, sfx_spkdth); + // Don't jump up when drowning + } else - P_PlayDeathSound(target); + { + P_SetObjectMomZ(target, 14*FRACUNIT, false); + if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // Spikes + S_StartSound(target, sfx_spkdth); + else + P_PlayDeathSound(target); + } break; default: break; @@ -2384,7 +2396,7 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT)) { P_AddPlayerScore(source->player, 100); //award points to tagger. - P_HitDeathMessages(player, inflictor, source); + P_HitDeathMessages(player, inflictor, source, 0); if (gametype == GT_TAG) //survivor { @@ -2570,7 +2582,7 @@ static inline void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *so P_InstaThrust(player->mo, ang, fallbackspeed); if (player->charflags & SF_SUPERANIMS) - P_SetPlayerMobjState(player->mo, S_PLAY_SUPERHIT); + P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_PAIN); else P_SetPlayerMobjState(player->mo, player->mo->info->painstate); @@ -2640,7 +2652,7 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, } } -static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage) +static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype) { if (!(inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player) && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))) { @@ -2648,7 +2660,7 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); - if (source && (source->type == MT_SPIKE || (source->type == MT_NULL && source->threshold == 43))) // spikes + if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes S_StartSound(player->mo, sfx_spkdth); } @@ -2677,21 +2689,21 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN /** Damages an object, which may or may not be a player. * For melee attacks, source and inflictor are the same. * - * \param target The object being damaged. - * \param inflictor The thing that caused the damage: creature, missile, - * gargoyle, and so forth. Can be NULL in the case of - * environmental damage, such as slime or crushing. - * \param source The creature or person responsible. For example, if a - * player is hit by a ring, the player who shot it. In some - * cases, the target will go after this object after - * receiving damage. This can be NULL. - * \param damage Amount of damage to be dealt. 10000 is instant death. + * \param target The object being damaged. + * \param inflictor The thing that caused the damage: creature, missile, + * gargoyle, and so forth. Can be NULL in the case of + * environmental damage, such as slime or crushing. + * \param source The creature or person responsible. For example, if a + * player is hit by a ring, the player who shot it. In some + * cases, the target will go after this object after + * receiving damage. This can be NULL. + * \param damage Amount of damage to be dealt. + * \param damagetype Type of damage to be dealt. If bit 7 (0x80) is set, this is an instant-kill. * \return True if the target sustained damage, otherwise false. * \todo Clean up this mess, split into multiple functions. - * \todo Get rid of the magic number 10000. * \sa P_KillMobj */ -boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage) +boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype) { player_t *player; #ifdef HAVE_BLUA @@ -2709,9 +2721,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da // Spectator handling if (netgame) { - if (damage == 42000 && target->player && target->player->spectator) - damage = 10000; - else if (target->player && target->player->spectator) + if (damagetype != DMG_SPECTATOR && target->player && target->player->spectator) return false; if (source && source->player && source->player->spectator) @@ -2819,6 +2829,21 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da if (!(target->player->pflags & (PF_NIGHTSMODE|PF_NIGHTSFALL)) && (maptol & TOL_NIGHTS)) return false; + + switch (damagetype) + { + case DMG_WATER: + case DMG_FIRE: + if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) + return false; // Invincible to water/fire damage + break; + case DMG_ELECTRIC: + if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) + return false; // Invincible to electric damage + break; + default: + break; + } } if (player->pflags & PF_NIGHTSMODE) // NiGHTS damage handling @@ -2840,12 +2865,12 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return true; } - if (!force && inflictor && (inflictor->flags & MF_FIRE)) + if (!force && inflictor && inflictor->flags & MF_FIRE) { if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) return false; // Invincible to fire objects - if (G_PlatformGametype() && source && source->player) + if (G_PlatformGametype() && inflictor && source && source->player) return false; // Don't get hurt by fire generated from friends. } @@ -2854,7 +2879,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da { if ((gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF) && cv_suddendeath.value && !player->powers[pw_flashing] && !player->powers[pw_invulnerability]) - damage = 10000; + damagetype = DMG_INSTAKILL; } // Player hits another player @@ -2868,7 +2893,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return false; // Instant-Death - if (damage == 10000) + if (damagetype & DMG_DEATHMASK) P_KillPlayer(player, source, damage); else if (metalrecording) { @@ -2876,7 +2901,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da inflictor = source; if (inflictor && inflictor->flags & MF_ENEMY) { // Metal Sonic destroy enemy !! - P_KillMobj(inflictor, NULL, target); + P_KillMobj(inflictor, NULL, target, damagetype); return false; } else if (inflictor && inflictor->flags & MF_MISSILE) @@ -2915,7 +2940,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da else if (player->mo->health > 1) // No shield but have rings. { damage = player->mo->health - 1; - P_RingDamage(player, inflictor, source, damage); + P_RingDamage(player, inflictor, source, damage, damagetype); } else // No shield, no rings, no invincibility. { @@ -2952,21 +2977,20 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da if (gametype == GT_CTF && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) P_PlayerFlagBurst(player, false); } + else if (damagetype & DMG_DEATHMASK) + player->health = 0; else { player->health -= damage; // mirror mobj health here - if (damage < 10000) - { - target->player->powers[pw_flashing] = flashingtics; - if (damage > 0) // don't spill emeralds/ammo/panels for shield damage - P_PlayerRingBurst(player, damage); - } + target->player->powers[pw_flashing] = flashingtics; + if (damage > 0) // don't spill emeralds/ammo/panels for shield damage + P_PlayerRingBurst(player, damage); } if (player->health < 0) player->health = 0; - P_HitDeathMessages(player, inflictor, source); + P_HitDeathMessages(player, inflictor, source, damagetype); P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); } @@ -2974,7 +2998,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da // Killing dead. Just for kicks. // Require source and inflictor be player. Don't hurt for firing rings. if (cv_killingdead.value && (source && source->player) && (inflictor && inflictor->player) && P_Random() < 80) - P_DamageMobj(source, target, target, 1); + P_DamageMobj(source, target, target, 1, 0); // do the damage if (player && player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && inflictor && ((inflictor->flags & MF_MISSILE) || inflictor->player)) @@ -2983,6 +3007,8 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da if (target->health < 2) target->health = 2; } + else if (damagetype & DMG_DEATHMASK) + target->health = 0; else target->health -= damage; @@ -2991,7 +3017,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da if (target->health <= 0) { - P_KillMobj(target, inflictor, source); + P_KillMobj(target, inflictor, source, damagetype); return true; } diff --git a/src/p_local.h b/src/p_local.h index 0b27c40f307732e6d3dc4b66b99c02885ad64e7c..1e0a9e2ebd7ef291dc8ce188d563803475bed04b 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -38,6 +38,9 @@ #define MAPBMASK (MAPBLOCKSIZE-1) #define MAPBTOFRAC (MAPBLOCKSHIFT-FRACBITS) +// Convenience macro to fix issue with collision along bottom/left edges of blockmap -Red +#define BMBOUNDFIX(xl, xh, yl, yh) {if (xl > xh) xl = 0; if (yl > yh) yl = 0;} + // player radius used only in am_map.c #define PLAYERRADIUS (16*FRACUNIT) @@ -273,7 +276,6 @@ boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed extern boolean floatok; extern fixed_t tmfloorz; extern fixed_t tmceilingz; -extern boolean tmsprung; extern mobj_t *tmfloorthing, *tmthing; extern camera_t *mapcampointer; @@ -343,12 +345,29 @@ typedef struct BasicFF_s INT32 Magnitude; ///< Magnitude of the effect, in the range from 0 through 10,000. } BasicFF_t; +/* Damage/death types, for P_DamageMobj and related */ +//// Damage types +//#define DMG_NORMAL 0 (unneeded?) +#define DMG_WATER 1 +#define DMG_FIRE 2 +#define DMG_ELECTRIC 3 +#define DMG_SPIKE 4 +//#define DMG_SPECIALSTAGE 5 +//// Death types - cannot be combined with damage types +#define DMG_INSTAKILL 0x80 +#define DMG_DROWNED 0x80+1 +#define DMG_SPACEDROWN 0x80+2 +#define DMG_DEATHPIT 0x80+3 +#define DMG_CRUSHED 0x80+4 +#define DMG_SPECTATOR 0x80+5 +#define DMG_DEATHMASK DMG_INSTAKILL // if bit 7 is set, this is a death type instead of a damage type + void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period); void P_ForceConstant(const BasicFF_t *FFInfo); void P_RampConstant(const BasicFF_t *FFInfo, INT32 Start, INT32 End); void P_RemoveShield(player_t *player); -boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage); -void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source); +boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype); +void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damagetype); void P_PlayerRingBurst(player_t *player, INT32 num_rings); /// \todo better fit in p_user.c void P_PlayerWeaponPanelBurst(player_t *player); void P_PlayerWeaponAmmoBurst(player_t *player); diff --git a/src/p_map.c b/src/p_map.c index ca11ae2e1d5b07179f508384bdf12f00e88c3582..a729a23ce0678bb8559947a53492bd16655f1558 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -49,9 +49,6 @@ static fixed_t tmdropoffz, tmdrpoffceilz; // drop-off floor/ceiling heights mobj_t *tmfloorthing; // the thing corresponding to tmfloorz or NULL if tmfloorz is from a sector static mobj_t *tmhitthing; // the solid thing you bumped into (for collisions) -// turned on or off in PIT_CheckThing -boolean tmsprung; - // keep track of the line that lowers the ceiling, // so missiles don't explode against sky hack walls line_t *ceilingline; @@ -111,7 +108,9 @@ void P_DoSpring(mobj_t *spring, mobj_t *object) fixed_t offx, offy; fixed_t vertispeed = spring->info->mass; fixed_t horizspeed = spring->info->damage; - fixed_t origvertispeed = vertispeed; // for vertical flipping + + if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic + return; // Spectators don't trigger springs. if (object->player && object->player->spectator) @@ -122,7 +121,8 @@ void P_DoSpring(mobj_t *spring, mobj_t *object) /*Someone want to make these work like bumpers?*/ return; } - + + object->eflags |= MFE_SPRUNG; // apply this flag asap! spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify if (horizspeed && vertispeed) // Mimic SA @@ -191,22 +191,22 @@ void P_DoSpring(mobj_t *spring, mobj_t *object) pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these. P_ResetPlayer(object->player); - if (origvertispeed > 0) - P_SetPlayerMobjState(object, S_PLAY_SPRING); - else if (origvertispeed < 0) - P_SetPlayerMobjState(object, S_PLAY_FALL1); + if (P_MobjFlip(object)*vertispeed > 0) + P_SetPlayerMobjState(object, S_PLAY_JUMP); + else if (P_MobjFlip(object)*vertispeed < 0) + P_SetPlayerMobjState(object, S_PLAY_FALL); else // horizontal spring { if (pflags & (PF_JUMPED|PF_SPINNING) && object->player->panim == PA_ROLL) object->player->pflags = pflags; else - P_SetPlayerMobjState(object, S_PLAY_RUN1); + P_SetPlayerMobjState(object, S_PLAY_WALK); } if (spring->info->painchance) { object->player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(object, S_PLAY_ATK1); + P_SetPlayerMobjState(object, S_PLAY_SPIN); } } } @@ -255,7 +255,7 @@ static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object) { P_ResetPlayer(p); if (p->panim != PA_FALL) - P_SetPlayerMobjState(object, S_PLAY_FALL1); + P_SetPlayerMobjState(object, S_PLAY_FALL); } break; case MT_STEAM: // Steam @@ -270,7 +270,7 @@ static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object) { P_ResetPlayer(p); if (p->panim != PA_FALL) - P_SetPlayerMobjState(object, S_PLAY_FALL1); + P_SetPlayerMobjState(object, S_PLAY_FALL); } break; default: @@ -288,7 +288,7 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails) if ((sonic->pflags & PF_CARRIED) && sonic->mo->tracer == tails->mo) return; - if (!tails->powers[pw_tailsfly] && !(tails->charability == CA_FLY && (tails->mo->state >= &states[S_PLAY_SPC1] && tails->mo->state <= &states[S_PLAY_SPC4]))) + if (!tails->powers[pw_tailsfly] && !(tails->charability == CA_FLY && tails->mo->state-states == S_PLAY_FLY_TIRED)) return; if (tails->bot == 1) @@ -367,10 +367,11 @@ static boolean PIT_CheckThing(mobj_t *thing) fixed_t blockdist; // don't clip against self - tmsprung = false; + if (thing == tmthing) + return true; // Ignore... things. - if (!tmthing || !thing) + if (!tmthing || !thing || P_MobjWasRemoved(thing)) return true; I_Assert(!P_MobjWasRemoved(tmthing)); @@ -425,12 +426,12 @@ static boolean PIT_CheckThing(mobj_t *thing) 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); + P_KillMobj(thing, tmthing, tmthing, 0); } else { thing->health = 0; - P_KillMobj(thing, tmthing, tmthing); + P_KillMobj(thing, tmthing, tmthing, 0); } return true; } @@ -438,9 +439,6 @@ static boolean PIT_CheckThing(mobj_t *thing) if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE))) return true; - if (!tmthing || !thing || thing == tmthing || P_MobjWasRemoved(thing)) - return true; - // Don't collide with your buddies while NiGHTS-flying. if (tmthing->player && thing->player && (maptol & TOL_NIGHTS) && ((tmthing->player->pflags & PF_NIGHTSMODE) || (thing->player->pflags & PF_NIGHTSMODE))) @@ -485,7 +483,7 @@ static boolean PIT_CheckThing(mobj_t *thing) else thing->z = tmthing->z + tmthing->height + FixedMul(FRACUNIT, tmthing->scale); if (thing->flags & MF_SHOOTABLE) - P_DamageMobj(thing, tmthing, tmthing, 1); + P_DamageMobj(thing, tmthing, tmthing, 1, 0); return true; } @@ -497,7 +495,12 @@ static boolean PIT_CheckThing(mobj_t *thing) if (thing->z + thing->height < tmthing->z) return true; // underneath if (tmthing->player && tmthing->flags & MF_SHOOTABLE) - P_DamageMobj(tmthing, thing, thing, 1); + { + UINT8 damagetype = 0; + if (thing->flags & MF_FIRE) // BURN! + damagetype = DMG_FIRE; + P_DamageMobj(tmthing, thing, thing, 1, damagetype); + } return true; } else if (tmthing->flags & MF_PAIN) @@ -508,7 +511,12 @@ static boolean PIT_CheckThing(mobj_t *thing) if (tmthing->z + tmthing->height < thing->z) return true; // underneath if (thing->player && thing->flags & MF_SHOOTABLE) - P_DamageMobj(thing, tmthing, tmthing, 1); + { + UINT8 damagetype = 0; + if (tmthing->flags & MF_FIRE) // BURN! + damagetype = DMG_FIRE; + P_DamageMobj(thing, tmthing, tmthing, 1, damagetype); + } return true; } @@ -549,7 +557,6 @@ static boolean PIT_CheckThing(mobj_t *thing) if ((tmznext <= thzh && tmz > thzh) || (tmznext > thzh - sprarea && tmznext < thzh)) { P_DoSpring(thing, tmthing); - tmsprung = true; return true; } else if (tmz > thzh - sprarea && tmz < thzh) // Don't damage people springing up / down @@ -630,7 +637,7 @@ static boolean PIT_CheckThing(mobj_t *thing) return false; else // hit shield from behind, shield is destroyed! { - P_KillMobj(thing, tmthing, tmthing); + P_KillMobj(thing, tmthing, tmthing, 0); return false; } } @@ -639,7 +646,7 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; // damage / explode if (tmthing->flags & MF_ENEMY) // An actual ENEMY! (Like the deton, for example) - P_DamageMobj(thing, tmthing, tmthing, 1); + P_DamageMobj(thing, tmthing, tmthing, 1, 0); else if (tmthing->type == MT_BLACKEGGMAN_MISSILE && thing->player && (thing->player->pflags & PF_JUMPED) && !thing->player->powers[pw_flashing] @@ -675,7 +682,7 @@ static boolean PIT_CheckThing(mobj_t *thing) P_SetThingPosition(tmthing); } else - P_DamageMobj(thing, tmthing, tmthing->target, 1); + P_DamageMobj(thing, tmthing, tmthing->target, 1, 0); // don't traverse any more @@ -789,11 +796,11 @@ static boolean PIT_CheckThing(mobj_t *thing) { if (thing->z + thing->height <= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) && thing->z + thing->height + thing->momz >= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz) - P_DamageMobj(thing, tmthing, tmthing, 1); + P_DamageMobj(thing, tmthing, tmthing, 1, 0); } else if (thing->z >= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) && thing->z + thing->momz <= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz) - P_DamageMobj(thing, tmthing, tmthing, 1); + P_DamageMobj(thing, tmthing, tmthing, 1, 0); } else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && tmthing->player) // unfortunate player falls into spike?! { @@ -801,11 +808,11 @@ static boolean PIT_CheckThing(mobj_t *thing) { if (tmthing->z + tmthing->height <= thing->z - FixedMul(FRACUNIT, thing->scale) && tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale)) - P_DamageMobj(tmthing, thing, thing, 1); + P_DamageMobj(tmthing, thing, thing, 1, 0); } else if (tmthing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) && tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)) - P_DamageMobj(tmthing, thing, thing, 1); + P_DamageMobj(tmthing, thing, thing, 1, 0); } if (thing->flags & MF_PUSHABLE) @@ -818,15 +825,11 @@ static boolean PIT_CheckThing(mobj_t *thing) { if (thing->type == MT_FAN || thing->type == MT_STEAM) P_DoFanAndGasJet(thing, tmthing); - - if ((!(thing->eflags & MFE_VERTICALFLIP) && (tmthing->z <= (thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)) && (tmthing->z + tmthing->height) >= thing->z)) - || ((thing->eflags & MFE_VERTICALFLIP) && (tmthing->z + tmthing->height >= (thing->z - FixedMul(FRACUNIT, thing->scale)) && tmthing->z <= (thing->z + thing->height)))) + else if (thing->flags & MF_SPRING) { - if (thing->flags & MF_SPRING) - { + if ( thing->z <= tmthing->z + tmthing->height + && tmthing->z <= thing->z + thing->height) P_DoSpring(thing, tmthing); - tmsprung = true; - } } } @@ -839,10 +842,10 @@ static boolean PIT_CheckThing(mobj_t *thing) { if ((tmthing->player->powers[pw_invulnerability] || tmthing->player->powers[pw_super]) && !thing->player->powers[pw_super]) - P_DamageMobj(thing, tmthing, tmthing, 1); + P_DamageMobj(thing, tmthing, tmthing, 1, 0); else if ((thing->player->powers[pw_invulnerability] || thing->player->powers[pw_super]) && !tmthing->player->powers[pw_super]) - P_DamageMobj(tmthing, thing, thing, 1); + P_DamageMobj(tmthing, thing, thing, 1, 0); } // If players are using touch tag, seekers damage hiders. @@ -850,9 +853,9 @@ static boolean PIT_CheckThing(mobj_t *thing) ((thing->player->pflags & PF_TAGIT) != (tmthing->player->pflags & PF_TAGIT))) { if ((tmthing->player->pflags & PF_TAGIT) && !(thing->player->pflags & PF_TAGIT)) - P_DamageMobj(thing, tmthing, tmthing, 1); + P_DamageMobj(thing, tmthing, tmthing, 1, 0); else if ((thing->player->pflags & PF_TAGIT) && !(tmthing->player->pflags & PF_TAGIT)) - P_DamageMobj(tmthing, thing, tmthing, 1); + P_DamageMobj(tmthing, thing, tmthing, 1, 0); } } @@ -875,7 +878,7 @@ static boolean PIT_CheckThing(mobj_t *thing) { // Doesn't matter what gravity player's following! Just do your stuff in YOUR direction only if (tmthing->eflags & MFE_VERTICALFLIP - && (tmthing->z + tmthing->height + tmthing->momz > thing->z + && (tmthing->z + tmthing->height + tmthing->momz < thing->z || tmthing->z + tmthing->height + tmthing->momz >= thing->z + thing->height)) ; else if (!(tmthing->eflags & MFE_VERTICALFLIP) @@ -890,7 +893,7 @@ static boolean PIT_CheckThing(mobj_t *thing) { // Objects kill you if it falls from above. if (thing != tmthing->target) - P_DamageMobj(thing, tmthing, tmthing->target, 10000); + P_DamageMobj(thing, tmthing, tmthing->target, 1, DMG_INSTAKILL); tmthing->momz = -tmthing->momz/2; // Bounce, just for fun! // The tmthing->target allows the pusher of the object @@ -909,22 +912,22 @@ static boolean PIT_CheckThing(mobj_t *thing) if (thing->type == MT_FAN || thing->type == MT_STEAM) P_DoFanAndGasJet(thing, tmthing); - + else if (thing->flags & MF_SPRING) + { + if ( thing->z <= tmthing->z + tmthing->height + && tmthing->z <= thing->z + thing->height) + P_DoSpring(thing, tmthing); + } // Are you touching the side of the object you're interacting with? - if (thing->z - FixedMul(FRACUNIT, thing->scale) <= tmthing->z + tmthing->height + else if (thing->z - FixedMul(FRACUNIT, thing->scale) <= tmthing->z + tmthing->height && thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) >= tmthing->z) { - if (thing->flags & MF_SPRING) - { - P_DoSpring(thing, tmthing); - tmsprung = true; - } - else if (thing->flags & MF_MONITOR + if (thing->flags & MF_MONITOR && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)) { SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed. fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;; - P_DamageMobj(thing, tmthing, tmthing, 1); // break the monitor + P_DamageMobj(thing, tmthing, tmthing, 1, 0); // break the monitor // Going down? Then bounce back up. if ((P_MobjWasRemoved(thing) // Monitor was removed || !thing->health) // or otherwise popped @@ -932,14 +935,12 @@ static boolean PIT_CheckThing(mobj_t *thing) *momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically. return false; } -/* - else if ((thing->flags & (MF_SOLID|MF_NOCLIP|MF_PUSHABLE)) == MF_SOLID) - return false; // this fixes both monitors and non-pushable solids being walked through on bobbing FOFs... for now! -*/ } } + if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE)); + else // Monitors are not treated as solid to players who are jumping, spinning or gliding, // unless it's a CTF team monitor and you're on the wrong team if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING) @@ -1303,10 +1304,12 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y) // based on their origin point, and can overlap // into adjacent blocks by up to MAXRADIUS units. - xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; - xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; - yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; - yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; + xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; + + BMBOUNDFIX(xl, xh, yl, yh); #ifdef POLYOBJECTS // Check polyobjects and see if tmfloorz/tmceilingz need to be altered @@ -1520,10 +1523,12 @@ boolean P_CheckCameraPosition(fixed_t x, fixed_t y, camera_t *thiscam) // based on their origin point, and can overlap // into adjacent blocks by up to MAXRADIUS units. - xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; - xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; - yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; - yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + + BMBOUNDFIX(xl, xh, yl, yh); #ifdef POLYOBJECTS // Check polyobjects and see if tmfloorz/tmceilingz need to be altered @@ -1766,7 +1771,6 @@ boolean PIT_PushableMoved(mobj_t *thing) boolean oldfltok = floatok; fixed_t oldflrz = tmfloorz; fixed_t oldceilz = tmceilingz; - boolean oldsprung = tmsprung; mobj_t *oldflrthing = tmfloorthing; mobj_t *oldthing = tmthing; line_t *oldceilline = ceilingline; @@ -1779,7 +1783,6 @@ boolean PIT_PushableMoved(mobj_t *thing) floatok = oldfltok; tmfloorz = oldflrz; tmceilingz = oldceilz; - tmsprung = oldsprung; tmfloorthing = oldflrthing; P_SetTarget(&tmthing, oldthing); ceilingline = oldceilline; @@ -1850,7 +1853,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff) // Don't 'step up' while springing, // Only step up "if needed". - if (thing->state == &states[S_PLAY_SPRING] + if (thing->state-states == S_PLAY_JUMP && P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale)) maxstep = 0; } @@ -1949,10 +1952,12 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff) { INT32 bx, by, xl, xh, yl, yh; - yh = (unsigned)(thing->y + MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT; - yl = (unsigned)(thing->y - MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT; - xh = (unsigned)(thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT; - xl = (unsigned)(thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT; + yh = (thing->y + MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT; + yl = (thing->y - MAXRADIUS - bmaporgy)>>MAPBLOCKSHIFT; + xh = (thing->x + MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT; + xl = (thing->x - MAXRADIUS - bmaporgx)>>MAPBLOCKSHIFT; + + BMBOUNDFIX(xl, xh, yl, yh); stand = thing; standx = x; @@ -3015,7 +3020,7 @@ static boolean PIT_RadiusAttack(mobj_t *thing) if (P_CheckSight(thing, bombspot)) { // must be in direct path - P_DamageMobj(thing, bombspot, bombsource, 1); // Tails 01-11-2001 + P_DamageMobj(thing, bombspot, bombsource, 1, 0); // Tails 01-11-2001 } return true; @@ -3032,10 +3037,12 @@ void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist) fixed_t dist; dist = FixedMul(damagedist, spot->scale) + MAXRADIUS; - yh = (unsigned)(spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT; - yl = (unsigned)(spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; - xh = (unsigned)(spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; - xl = (unsigned)(spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; + yh = (spot->y + dist - bmaporgy)>>MAPBLOCKSHIFT; + yl = (spot->y - dist - bmaporgy)>>MAPBLOCKSHIFT; + xh = (spot->x + dist - bmaporgx)>>MAPBLOCKSHIFT; + xl = (spot->x - dist - bmaporgx)>>MAPBLOCKSHIFT; + + BMBOUNDFIX(xl, xh, yl, yh); bombspot = spot; bombsource = source; @@ -3148,22 +3155,15 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush) { // Crush the object if (netgame && thing->player && thing->player->spectator) - P_DamageMobj(thing, NULL, NULL, 42000); // Respawn crushed spectators + P_DamageMobj(thing, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators else - { - if (!killer) - { - //Nobody is responsible for crushing the object, so give a generic crush message - killer = P_SpawnMobj(thing->x, thing->y, thing->z, MT_NULL); - killer->threshold = 44; // Special flag for crushing - } - P_DamageMobj(thing, killer, killer, 10000); - } + P_DamageMobj(thing, killer, killer, 1, DMG_CRUSHED); + return true; } } if (realcrush && crushchange) - P_DamageMobj(thing, NULL, NULL, 1); + P_DamageMobj(thing, NULL, NULL, 1, 0); // keep checking (crush other things) return true; @@ -3653,10 +3653,12 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y) validcount++; // used to make sure we only process a line once - xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; - xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; - yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; - yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + + BMBOUNDFIX(xl, xh, yl, yh); for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) @@ -3730,10 +3732,12 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y) validcount++; // used to make sure we only process a line once - xl = (unsigned)(preciptmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; - xh = (unsigned)(preciptmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; - yl = (unsigned)(preciptmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; - yh = (unsigned)(preciptmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + xl = (preciptmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; + xh = (preciptmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; + yl = (preciptmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; + yh = (preciptmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + + BMBOUNDFIX(xl, xh, yl, yh); for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) diff --git a/src/p_maputl.c b/src/p_maputl.c index 48dd54e8da8efbcebfc6183d9fa817698a2f54e8..c8bf420e781696eea2749dc5b0afce4f0b967c0a 100644 --- a/src/p_maputl.c +++ b/src/p_maputl.c @@ -17,6 +17,7 @@ #include "p_local.h" #include "r_main.h" +#include "r_data.h" #include "p_maputl.h" #include "p_polyobj.h" #include "z_zone.h" @@ -520,6 +521,51 @@ void P_LineOpening(line_t *linedef) { fixed_t thingtop = tmthing->z + tmthing->height; + // Check for collision with front side's midtexture if Effect 4 is set + if (linedef->flags & ML_EFFECT4) { + side_t *side = &sides[linedef->sidenum[0]]; + fixed_t textop, texbottom, texheight; + fixed_t texmid, delta1, delta2; + + // Get the midtexture's height + texheight = textures[texturetranslation[side->midtexture]]->height << FRACBITS; + + // Set texbottom and textop to the Z coordinates of the texture's boundaries +#ifdef POLYOBJECTS + if (linedef->polyobj && (linedef->polyobj->flags & POF_TESTHEIGHT)) { + if (linedef->flags & ML_DONTPEGBOTTOM) { + texbottom = back->floorheight + side->rowoffset; + textop = texbottom + texheight*(side->repeatcnt+1); + } else { + textop = back->ceilingheight - side->rowoffset; + texbottom = textop - texheight*(side->repeatcnt+1); + } + } else +#endif + { + if (linedef->flags & ML_DONTPEGBOTTOM) { + texbottom = openbottom + side->rowoffset; + textop = texbottom + texheight*(side->repeatcnt+1); + } else { + textop = opentop - side->rowoffset; + texbottom = textop - texheight*(side->repeatcnt+1); + } + } + + texmid = texbottom+(textop-texbottom)/2; + + delta1 = abs(tmthing->z - texmid); + delta2 = abs(thingtop - texmid); + + if (delta1 > delta2) { // Below + if (opentop > texbottom) + opentop = texbottom; + } else { // Above + if (openbottom < textop) + openbottom = textop; + } + } + // Check for fake floors in the sector. if (front->ffloors || back->ffloors #ifdef POLYOBJECTS @@ -768,8 +814,8 @@ void P_SetThingPosition(mobj_t *thing) if (!(thing->flags & MF_NOBLOCKMAP)) { // inert things don't need to be in blockmap - const INT32 blockx = (unsigned)(thing->x - bmaporgx)>>MAPBLOCKSHIFT; - const INT32 blocky = (unsigned)(thing->y - bmaporgy)>>MAPBLOCKSHIFT; + const INT32 blockx = (thing->x - bmaporgx)>>MAPBLOCKSHIFT; + const INT32 blocky = (thing->y - bmaporgy)>>MAPBLOCKSHIFT; if (blockx >= 0 && blockx < bmapwidth && blocky >= 0 && blocky < bmapheight) { @@ -1271,10 +1317,10 @@ boolean P_RadiusLinesCheck(fixed_t radius, fixed_t x, fixed_t y, tmbbox[BOXLEFT] = x - radius; // check lines - xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; - xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; - yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; - yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) diff --git a/src/p_mobj.c b/src/p_mobj.c index e7e7b86789f7dd5fa26bfc3f142514419de80726..37a4a093d5b12108759ce45bad52f14a41b68a69 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -141,42 +141,22 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) switch (state) { case S_PLAY_STND: - case S_PLAY_TAP1: - case S_PLAY_TAP2: + case S_PLAY_WAIT: case S_PLAY_GASP: - P_SetPlayerMobjState(mobj, S_PLAY_SUPERSTAND); + P_SetPlayerMobjState(mobj, S_PLAY_SUPER_STND); return true; - case S_PLAY_FALL1: - case S_PLAY_SPRING: - case S_PLAY_RUN1: - case S_PLAY_RUN2: - case S_PLAY_RUN3: - case S_PLAY_RUN4: - P_SetPlayerMobjState(mobj, S_PLAY_SUPERWALK1); + case S_PLAY_FALL: + case S_PLAY_JUMP: + case S_PLAY_WALK: + P_SetPlayerMobjState(mobj, S_PLAY_SUPER_WALK); return true; - case S_PLAY_FALL2: - case S_PLAY_RUN5: - case S_PLAY_RUN6: - case S_PLAY_RUN7: - case S_PLAY_RUN8: - P_SetPlayerMobjState(mobj, S_PLAY_SUPERWALK2); + case S_PLAY_RUN: + P_SetPlayerMobjState(mobj, S_PLAY_SUPER_RUN); return true; - case S_PLAY_SPD1: - case S_PLAY_SPD2: - P_SetPlayerMobjState(mobj, S_PLAY_SUPERFLY1); + case S_PLAY_EDGE: + P_SetPlayerMobjState(mobj, S_PLAY_SUPER_EDGE); return true; - case S_PLAY_SPD3: - case S_PLAY_SPD4: - P_SetPlayerMobjState(mobj, S_PLAY_SUPERFLY2); - return true; - case S_PLAY_TEETER1: - case S_PLAY_TEETER2: - P_SetPlayerMobjState(mobj, S_PLAY_SUPERTEETER); - return true; - case S_PLAY_ATK1: - case S_PLAY_ATK2: - case S_PLAY_ATK3: - case S_PLAY_ATK4: + case S_PLAY_SPIN: if (!(player->charflags & SF_SUPERSPIN)) return true; break; @@ -194,23 +174,38 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) // Set animation state // The pflags version of this was just as convoluted. - if ((state >= S_PLAY_STND && state <= S_PLAY_TAP2) || (state >= S_PLAY_TEETER1 && state <= S_PLAY_TEETER2) || state == S_PLAY_CARRY - || state == S_PLAY_SUPERSTAND || state == S_PLAY_SUPERTEETER) + switch(state) + { + case S_PLAY_STND: + case S_PLAY_WAIT: + case S_PLAY_EDGE: + case S_PLAY_RIDE: + case S_PLAY_SUPER_STND: + case S_PLAY_SUPER_EDGE: player->panim = PA_IDLE; - else if ((state >= S_PLAY_RUN1 && state <= S_PLAY_RUN8) - || (state >= S_PLAY_SUPERWALK1 && state <= S_PLAY_SUPERWALK2)) + break; + case S_PLAY_WALK: + case S_PLAY_SUPER_WALK: player->panim = PA_WALK; - else if ((state >= S_PLAY_SPD1 && state <= S_PLAY_SPD4) - || (state >= S_PLAY_SUPERFLY1 && state <= S_PLAY_SUPERFLY2)) + break; + case S_PLAY_RUN: + case S_PLAY_SUPER_RUN: player->panim = PA_RUN; - else if (state >= S_PLAY_ATK1 && state <= S_PLAY_ATK4) + break; + case S_PLAY_SPIN: player->panim = PA_ROLL; - else if (state >= S_PLAY_FALL1 && state <= S_PLAY_FALL2) + break; + case S_PLAY_FALL: player->panim = PA_FALL; - else if (state >= S_PLAY_ABL1 && state <= S_PLAY_ABL2) + break; + case S_PLAY_FLY: + case S_PLAY_GLIDE: player->panim = PA_ABILITY; - else + break; + default: player->panim = PA_ETC; + break; + } if (recursion++) // if recursion detected, memset(seenstate = tempstate, 0, sizeof tempstate); // clear state table @@ -274,8 +269,29 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) } } - mobj->sprite = st->sprite; - mobj->frame = st->frame; + // Player animations + if (st->sprite == SPR_PLAY) + { + UINT8 spr2 = st->frame & FF_FRAMEMASK; + UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1; + if (mobj->sprite != SPR_PLAY) + { + mobj->sprite = SPR_PLAY; + frame = 0; + } + else if (mobj->sprite2 != spr2) + frame = 0; + mobj->sprite2 = spr2; + if (!mobj->skin || frame >= ((skin_t *)mobj->skin)->sprites[spr2].numframes) + frame = 0; + mobj->frame = frame|(st->frame&~FF_FRAMEMASK); + } + // Regular sprites + else + { + mobj->sprite = st->sprite; + mobj->frame = st->frame; + } // Modified handling. // Call action functions when the state is set @@ -341,8 +357,30 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state) st = &states[state]; mobj->state = st; mobj->tics = st->tics; - mobj->sprite = st->sprite; - mobj->frame = st->frame; + + // Player animations + if (st->sprite == SPR_PLAY) + { + UINT8 spr2 = st->frame & FF_FRAMEMASK; + UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1; + if (mobj->sprite != SPR_PLAY) + { + mobj->sprite = SPR_PLAY; + frame = 0; + } + else if (mobj->sprite2 != spr2) + frame = 0; + mobj->sprite2 = spr2; + if (!mobj->skin || frame >= ((skin_t *)mobj->skin)->sprites[spr2].numframes) + frame = 0; + mobj->frame = frame|(st->frame&~FF_FRAMEMASK); + } + // Regular sprites + else + { + mobj->sprite = st->sprite; + mobj->frame = st->frame; + } // Modified handling. // Call action functions when the state is set @@ -674,7 +712,7 @@ void P_ExplodeMissile(mobj_t *mo) S_StartSound(explodemo, sfx_cybdth); // Hack: Release an animal. - P_DamageMobj(mo, NULL, NULL, 10000); + P_DamageMobj(mo, NULL, NULL, 1, DMG_INSTAKILL); } mo->flags &= ~MF_MISSILE; @@ -820,7 +858,7 @@ void P_CheckGravity(mobj_t *mo, boolean affect) if (mo->player) { if (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly] - || (mo->state >= &states[S_PLAY_SPC1] && mo->state <= &states[S_PLAY_SPC4]))) + || mo->state-states == S_PLAY_FLY_TIRED)) gravityadd = gravityadd/3; // less gravity while flying if (mo->player->pflags & PF_GLIDING) gravityadd = gravityadd/3; // less gravity while gliding @@ -1154,7 +1192,7 @@ void P_XYMovement(mobj_t *mo) if (CheckForBustableBlocks && mo->flags & MF_PUSHABLE) P_PushableCheckBustables(mo); - if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !tmsprung) + if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG)) { // blocked move @@ -1706,7 +1744,7 @@ static boolean P_ZMovement(mobj_t *mo) // Kill enemies and bosses that fall into death pits. if (mo->health) { - P_KillMobj(mo, NULL, NULL); + P_KillMobj(mo, NULL, NULL, 0); return false; } } @@ -2018,7 +2056,7 @@ static void P_PlayerZMovement(mobj_t *mo) goto nightsdone; } // Get up if you fell. - if (mo->state == &states[mo->info->painstate] || mo->state == &states[S_PLAY_SUPERHIT]) + if (mo->state == &states[mo->info->painstate] || mo->state-states == S_PLAY_SUPER_PAIN) P_SetPlayerMobjState(mo, S_PLAY_STND); if (P_MobjFlip(mo)*mo->momz < 0) // falling @@ -2115,23 +2153,23 @@ static void P_PlayerZMovement(mobj_t *mo) mo->tics = -1; } else if (mo->player->pflags & PF_JUMPED || (mo->player->pflags & (PF_SPINNING|PF_USEDOWN)) != (PF_SPINNING|PF_USEDOWN) - || mo->player->powers[pw_tailsfly] || (mo->state >= &states[S_PLAY_SPC1] && mo->state <= &states[S_PLAY_SPC4])) + || mo->player->powers[pw_tailsfly] || mo->state-states == S_PLAY_FLY_TIRED) { if (mo->player->cmomx || mo->player->cmomy) { if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN) - P_SetPlayerMobjState(mo, S_PLAY_SPD1); + P_SetPlayerMobjState(mo, S_PLAY_RUN); else if ((mo->player->rmomx || mo->player->rmomy) && mo->player->panim != PA_WALK) - P_SetPlayerMobjState(mo, S_PLAY_RUN1); + P_SetPlayerMobjState(mo, S_PLAY_WALK); else if (!mo->player->rmomx && !mo->player->rmomy && mo->player->panim != PA_IDLE) P_SetPlayerMobjState(mo, S_PLAY_STND); } else { if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN) - P_SetPlayerMobjState(mo, S_PLAY_SPD1); + P_SetPlayerMobjState(mo, S_PLAY_RUN); else if ((mo->momx || mo->momy) && mo->player->panim != PA_WALK) - P_SetPlayerMobjState(mo, S_PLAY_RUN1); + P_SetPlayerMobjState(mo, S_PLAY_WALK); else if (!mo->momx && !mo->momy && mo->player->panim != PA_IDLE) P_SetPlayerMobjState(mo, S_PLAY_STND); } @@ -2761,7 +2799,7 @@ void P_DestroyRobots(void) continue; // Found a target enemy - P_KillMobj(mo, players[consoleplayer].mo, players[consoleplayer].mo); + P_KillMobj(mo, players[consoleplayer].mo, players[consoleplayer].mo, 0); } } @@ -3025,7 +3063,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) { mobj->player->secondjump = 0; mobj->player->powers[pw_tailsfly] = 0; - P_SetPlayerMobjState(mobj, S_PLAY_RUN1); + P_SetPlayerMobjState(mobj, S_PLAY_WALK); } mobj->eflags &= ~MFE_JUSTHITFLOOR; } @@ -3439,7 +3477,7 @@ static void P_Boss3Thinker(mobj_t *mobj) continue; if (players[i].mo->eflags & MFE_UNDERWATER) - P_DamageMobj(players[i].mo, mobj, mobj, 1); + P_DamageMobj(players[i].mo, mobj, mobj, 1, 0); } // Make the water flash @@ -3780,7 +3818,7 @@ static void P_Boss4PopSpikeballs(mobj_t *mobj) P_SetTarget(&base->tracer, NULL); for (seg = base; seg; seg = seg->hnext) if (seg->health) - P_KillMobj(seg, NULL, NULL); + P_KillMobj(seg, NULL, NULL, 0); base = next; } } @@ -4080,7 +4118,7 @@ static void P_Boss7Thinker(mobj_t *mobj) { INT32 i; - P_KillMobj(mobj, NULL, NULL); + P_KillMobj(mobj, NULL, NULL, 0); // It was a team effort for (i = 0; i < MAXPLAYERS; i++) @@ -4131,7 +4169,7 @@ static void P_Boss7Thinker(mobj_t *mobj) && players[i].mo->z < mobj->z + mobj->height + 128*FRACUNIT) // You can't be in the vicinity, either... { // Punch him! - P_DamageMobj(players[i].mo, mobj, mobj, 1); + P_DamageMobj(players[i].mo, mobj, mobj, 1, 0); mobj->state->nextstate = mobj->info->spawnstate; // Laugh @@ -4354,7 +4392,7 @@ static void P_Boss7Thinker(mobj_t *mobj) if (players[i].mo->z < mobj->z - 64*FRACUNIT) continue; - P_DamageMobj(players[i].mo, mobj, mobj, 1); + P_DamageMobj(players[i].mo, mobj, mobj, 1, 0); // Laugh S_StartSound(0, sfx_bewar1 + P_RandomKey(4)); @@ -5444,7 +5482,7 @@ void P_MobjThinker(mobj_t *mobj) if (mobj->tracer && P_MobjWasRemoved(mobj->tracer)) P_SetTarget(&mobj->tracer, NULL); - mobj->flags2 &= ~MF2_PUSHED; + mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG); // 970 allows ANY mobj to trigger a linedef exec if (mobj->subsector && GETSECSPECIAL(mobj->subsector->sector->special, 2) == 8) @@ -5776,7 +5814,7 @@ void P_MobjThinker(mobj_t *mobj) if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL && (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) { - P_KillMobj(mobj, NULL, NULL); + P_KillMobj(mobj, NULL, NULL, 0); return; } } @@ -6408,7 +6446,7 @@ void P_MobjThinker(mobj_t *mobj) if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL && (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) { - P_KillMobj(mobj, NULL, NULL); + P_KillMobj(mobj, NULL, NULL, 0); return; } break; @@ -6646,7 +6684,7 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s if (mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->health && P_CheckDeathPitCollide(mobj)) // extra pit check in case these didn't have momz { - P_KillMobj(mobj, NULL, NULL); + P_KillMobj(mobj, NULL, NULL, DMG_DEATHPIT); return; } @@ -6660,7 +6698,7 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s && !(mobj->flags & MF_NOCLIPHEIGHT) && mobj->health > 0) { - P_KillMobj(mobj, NULL, NULL); + P_KillMobj(mobj, NULL, NULL, DMG_CRUSHED); return; } } diff --git a/src/p_mobj.h b/src/p_mobj.h index c07b9621129a8a87e7bded5c9d941176837e85f9..62abe4808f33065c992098ebe9506c4fb8da40df 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -175,24 +175,23 @@ typedef enum MF2_EXPLOSION = 1<<7, // Thrown ring has explosive properties MF2_SCATTER = 1<<8, // Thrown ring has scatter properties MF2_BEYONDTHEGRAVE = 1<<9, // Source of this missile has died and has since respawned. - MF2_PUSHED = 1<<10, // Mobj was already pushed this tic - MF2_SLIDEPUSH = 1<<11, // MF_PUSHABLE that pushes continuously. - MF2_CLASSICPUSH = 1<<12, // Drops straight down when object has negative Z. - MF2_STANDONME = 1<<13, // While not pushable, stand on me anyway. - MF2_INFLOAT = 1<<14, // Floating to a height for a move, don't auto float to target's height. - MF2_DEBRIS = 1<<15, // Splash ring from explosion ring - MF2_NIGHTSPULL = 1<<16, // Attracted from a paraloop - MF2_JUSTATTACKED = 1<<17, // can be pushed by other moving mobjs - MF2_FIRING = 1<<18, // turret fire - MF2_SUPERFIRE = 1<<19, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it. - MF2_SHADOW = 1<<20, // Fuzzy draw, makes targeting harder. - MF2_STRONGBOX = 1<<21, // Flag used for "strong" random monitors. - MF2_OBJECTFLIP = 1<<22, // Flag for objects that always have flipped gravity. - MF2_SKULLFLY = 1<<23, // Special handling: skull in flight. - MF2_FRET = 1<<24, // Flashing from a previous hit - MF2_BOSSNOTRAP = 1<<25, // No Egg Trap after boss - MF2_BOSSFLEE = 1<<26, // Boss is fleeing! - MF2_BOSSDEAD = 1<<27, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.) + MF2_SLIDEPUSH = 1<<10, // MF_PUSHABLE that pushes continuously. + MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative Z. + MF2_STANDONME = 1<<12, // While not pushable, stand on me anyway. + MF2_INFLOAT = 1<<13, // Floating to a height for a move, don't auto float to target's height. + MF2_DEBRIS = 1<<14, // Splash ring from explosion ring + MF2_NIGHTSPULL = 1<<15, // Attracted from a paraloop + MF2_JUSTATTACKED = 1<<16, // can be pushed by other moving mobjs + MF2_FIRING = 1<<17, // turret fire + MF2_SUPERFIRE = 1<<18, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it. + MF2_SHADOW = 1<<19, // Fuzzy draw, makes targeting harder. + MF2_STRONGBOX = 1<<20, // Flag used for "strong" random monitors. + MF2_OBJECTFLIP = 1<<21, // Flag for objects that always have flipped gravity. + MF2_SKULLFLY = 1<<22, // Special handling: skull in flight. + MF2_FRET = 1<<23, // Flashing from a previous hit + MF2_BOSSNOTRAP = 1<<24, // No Egg Trap after boss + MF2_BOSSFLEE = 1<<25, // Boss is fleeing! + MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.) // free: to and including 1<<31 } mobjflag2_t; @@ -232,8 +231,13 @@ typedef enum MFE_VERTICALFLIP = 1<<5, // Goo water MFE_GOOWATER = 1<<6, + // Mobj was already pushed this tic + MFE_PUSHED = 1<<7, + // Mobj was already sprung this tic + MFE_SPRUNG = 1<<8, // Platform movement - MFE_APPLYPMOMZ = 1<<7 + MFE_APPLYPMOMZ = 1<<9, + // free: to and including 1<<15 } mobjeflag_t; // @@ -266,6 +270,7 @@ typedef struct mobj_s angle_t angle; // orientation spritenum_t sprite; // used to find patch_t and flip value UINT32 frame; // frame number, plus bits see p_pspr.h + UINT8 sprite2; // player sprites struct msecnode_s *touching_sectorlist; // a linked list of sectors where this object appears @@ -287,7 +292,7 @@ typedef struct mobj_s state_t *state; UINT32 flags; // flags from mobjinfo tables UINT32 flags2; // MF2_ flags - UINT8 eflags; // extra flags + UINT16 eflags; // extra flags void *skin; // overrides 'sprite' when non-NULL (for player bodies to 'remember' the skin) // Player and mobj sprites in multiplayer modes are modified diff --git a/src/p_polyobj.c b/src/p_polyobj.c index 9c955c97beeb30af6f0a341bf46fc998869c5c29..05cc03d34a429beac639411e3c18ac7a9938dcc2 100644 --- a/src/p_polyobj.c +++ b/src/p_polyobj.c @@ -239,24 +239,39 @@ boolean P_BBoxInsidePolyobj(polyobj_t *po, fixed_t *bbox) // // Polyobj_GetInfo // -// Finds the 'polyobject settings' linedef that shares the same tag -// as the polyobj linedef to get the settings for it. +// Finds the 'polyobject settings' linedef for a polyobject +// the polyobject's id should be set as its tag // -void Polyobj_GetInfo(INT16 tag, INT32 *polyID, INT32 *mirrorID, UINT16 *exparg) +void Polyobj_GetInfo(INT16 poid, INT32 *poflags, INT32 *parentID, INT32 *potrans) { - INT32 i = P_FindSpecialLineFromTag(POLYINFO_SPECIALNUM, tag, -1); + INT32 i = P_FindSpecialLineFromTag(POLYINFO_SPECIALNUM, poid, -1); if (i == -1) - I_Error("Polyobject (tag: %d) needs line %d for information.\n", tag, POLYINFO_SPECIALNUM); + return; // no extra settings to apply, let's leave it - if (polyID) - *polyID = lines[i].frontsector->floorheight>>FRACBITS; + if (parentID) + *parentID = lines[i].frontsector->special; - if (mirrorID) - *mirrorID = lines[i].frontsector->special; + if (potrans) + *potrans = (lines[i].frontsector->floorheight>>FRACBITS) / 100; - if (exparg) - *exparg = (UINT16)lines[i].frontsector->lightlevel; + if (lines[i].flags & ML_EFFECT1) + *poflags |= POF_ONESIDE; + + if (lines[i].flags & ML_EFFECT2) + *poflags &= ~POF_SOLID; + + if (lines[i].flags & ML_EFFECT3) + *poflags |= POF_PUSHABLESTOP; + + if (lines[i].flags & ML_EFFECT4) + *poflags |= POF_RENDERPLANES; + + /*if (lines[i].flags & ML_EFFECT5) + *poflags &= ~POF_CLIPPLANES;*/ + + if (lines[i].flags & ML_NOCLIMB) // Has a linedef executor + *poflags |= POF_LDEXEC; } // Reallocating array maintenance @@ -478,6 +493,7 @@ newseg: CONS_Debug(DBG_POLYOBJ, "Polyobject %d is not closed\n", po->id); } +/* // structure used to store segs during explicit search process typedef struct segitem_s { @@ -553,7 +569,7 @@ static void Polyobj_findExplicit(polyobj_t *po) // free the temporary array Z_Free(segitems); -} +}*/ // Setup functions @@ -591,47 +607,27 @@ static void Polyobj_spawnPolyObj(INT32 num, mobj_t *spawnSpot, INT32 id) for (i = 0; i < numsegs; ++i) { seg_t *seg = &segs[i]; - INT32 polyID, parentID; + INT32 poflags = POF_SOLID|POF_TESTHEIGHT|POF_RENDERSIDES; + INT32 parentID = 0, potrans = 0; if (seg->linedef->special != POLYOBJ_START_LINE) continue; + + if (seg->linedef->tag != po->id) + continue; - Polyobj_GetInfo(seg->linedef->tag, &polyID, &parentID, NULL); - - // is it a START line with this polyobject's id? - if (polyID == po->id) - { - po->flags = POF_SOLID|POF_TESTHEIGHT|POF_RENDERSIDES; - - if (seg->linedef->flags & ML_EFFECT1) - po->flags |= POF_ONESIDE; - - if (seg->linedef->flags & ML_EFFECT2) - po->flags &= ~POF_SOLID; - - if (seg->linedef->flags & ML_EFFECT3) - po->flags |= POF_PUSHABLESTOP; - - if (seg->linedef->flags & ML_EFFECT4) - po->flags |= POF_RENDERPLANES; - - // TODO: Use a different linedef flag for this if we really need it!! - // This clashes with texture tiling, also done by Effect 5 flag - /*if (seg->linedef->flags & ML_EFFECT5) - po->flags &= ~POF_CLIPPLANES;*/ - - if (seg->linedef->flags & ML_NOCLIMB) // Has a linedef executor - po->flags |= POF_LDEXEC; - - po->spawnflags = po->flags; // save original flags to reference later for netgames! + Polyobj_GetInfo(po->id, &poflags, &parentID, &potrans); // apply extra settings if they exist! + + // save original flags and translucency to reference later for netgames! + po->spawnflags = po->flags = poflags; + po->spawntrans = po->translucency = potrans; - Polyobj_findSegs(po, seg); - po->parent = parentID; - if (po->parent == po->id) // do not allow a self-reference - po->parent = -1; - // TODO: sound sequence is in args[2] - break; - } + Polyobj_findSegs(po, seg); + po->parent = parentID; + if (po->parent == po->id) // do not allow a self-reference + po->parent = -1; + // TODO: sound sequence is in args[2] + break; } CONS_Debug(DBG_POLYOBJ, "PO ID: %d; Num verts: %s\n", po->id, sizeu1(po->numVertices)); @@ -640,6 +636,7 @@ static void Polyobj_spawnPolyObj(INT32 num, mobj_t *spawnSpot, INT32 id) if (po->isBad) return; + /* // 2. If no such line existed in the first step, look for a seg with the // "explicit" special with tag matching this polyobject's id number. If // found, continue to search for all such lines, storing them in a @@ -658,7 +655,7 @@ static void Polyobj_spawnPolyObj(INT32 num, mobj_t *spawnSpot, INT32 id) if (po->parent == po->id) // do not allow a self-reference po->parent = -1; // TODO: sound sequence is in args[3] - } + }*/ // set the polyobject's spawn spot @@ -851,10 +848,10 @@ static void Polyobj_linkToBlockmap(polyobj_t *po) M_AddToBox(blockbox, po->vertices[i]->x, po->vertices[i]->y); // adjust bounding box relative to blockmap - blockbox[BOXRIGHT] = (unsigned)(blockbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT; - blockbox[BOXLEFT] = (unsigned)(blockbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT; - blockbox[BOXTOP] = (unsigned)(blockbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT; - blockbox[BOXBOTTOM] = (unsigned)(blockbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT; + blockbox[BOXRIGHT] = (blockbox[BOXRIGHT] - bmaporgx) >> MAPBLOCKSHIFT; + blockbox[BOXLEFT] = (blockbox[BOXLEFT] - bmaporgx) >> MAPBLOCKSHIFT; + blockbox[BOXTOP] = (blockbox[BOXTOP] - bmaporgy) >> MAPBLOCKSHIFT; + blockbox[BOXBOTTOM] = (blockbox[BOXBOTTOM] - bmaporgy) >> MAPBLOCKSHIFT; // link polyobject to every block its bounding box intersects for (y = blockbox[BOXBOTTOM]; y <= blockbox[BOXTOP]; ++y) @@ -1043,9 +1040,10 @@ static void Polyobj_carryThings(polyobj_t *po, fixed_t dx, fixed_t dy) mo->lastlook = pomovecount; - // always push players even if not solid - if (!((mo->flags & MF_SOLID) || mo->player)) + // Don't scroll objects that aren't affected by gravity + if (mo->flags & MF_NOGRAVITY) continue; + // (The above check used to only move MF_SOLID objects, but that's inconsistent with conveyor behavior. -Red) if (mo->flags & MF_NOCLIP) continue; @@ -1081,10 +1079,10 @@ static INT32 Polyobj_clipThings(polyobj_t *po, line_t *line) return hitflags; // adjust linedef bounding box to blockmap, extend by MAXRADIUS - linebox[BOXLEFT] = (unsigned)(line->bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT; - linebox[BOXRIGHT] = (unsigned)(line->bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT; - linebox[BOXBOTTOM] = (unsigned)(line->bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT; - linebox[BOXTOP] = (unsigned)(line->bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT; + linebox[BOXLEFT] = (line->bbox[BOXLEFT] - bmaporgx - MAXRADIUS) >> MAPBLOCKSHIFT; + linebox[BOXRIGHT] = (line->bbox[BOXRIGHT] - bmaporgx + MAXRADIUS) >> MAPBLOCKSHIFT; + linebox[BOXBOTTOM] = (line->bbox[BOXBOTTOM] - bmaporgy - MAXRADIUS) >> MAPBLOCKSHIFT; + linebox[BOXTOP] = (line->bbox[BOXTOP] - bmaporgy + MAXRADIUS) >> MAPBLOCKSHIFT; // check all mobj blockmap cells the line contacts for (y = linebox[BOXBOTTOM]; y <= linebox[BOXTOP]; ++y) @@ -1097,9 +1095,11 @@ static INT32 Polyobj_clipThings(polyobj_t *po, line_t *line) for (; mo; mo = mo->bnext) { - // always push players even if not solid - if (!((mo->flags & MF_SOLID) || mo->player)) + + // Don't scroll objects that aren't affected by gravity + if (mo->flags & MF_NOGRAVITY) continue; + // (The above check used to only move MF_SOLID objects, but that's inconsistent with conveyor behavior. -Red) if (mo->flags & MF_NOCLIP) continue; @@ -1259,6 +1259,7 @@ static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta, { static INT32 pomovecount = 10000; INT32 x, y; + angle_t deltafine = delta >> ANGLETOFINESHIFT; pomovecount++; @@ -1283,9 +1284,10 @@ static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta, mo->lastlook = pomovecount; - // always push players even if not solid - if (!((mo->flags & MF_SOLID) || mo->player)) + // Don't scroll objects that aren't affected by gravity + if (mo->flags & MF_NOGRAVITY) continue; + // (The above check used to only move MF_SOLID objects, but that's inconsistent with conveyor behavior. -Red) if (mo->flags & MF_NOCLIP) continue; @@ -1300,21 +1302,28 @@ static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta, continue; { - fixed_t newxoff, newyoff; - angle_t angletoobj = R_PointToAngle2(origin.x, origin.y, mo->x, mo->y); - fixed_t disttoobj = R_PointToDist2(origin.x, origin.y, mo->x, mo->y); + fixed_t oldxoff, oldyoff, newxoff, newyoff; + fixed_t c, s; + + c = FINECOSINE(deltafine); + s = FINESINE(deltafine); + + oldxoff = mo->x-origin.x; + oldyoff = mo->y-origin.y; if (mo->player) // Hack to fix players sliding off of spinning polys -Red { - disttoobj = FixedMul(disttoobj, 0xfe40); + fixed_t temp; + + temp = FixedMul(oldxoff, c)-FixedMul(oldyoff, s); + oldyoff = FixedMul(oldyoff, c)+FixedMul(oldxoff, s); + oldxoff = temp; } - angletoobj += delta; - angletoobj >>= ANGLETOFINESHIFT; - newxoff = FixedMul(FINECOSINE(angletoobj), disttoobj); - newyoff = FixedMul(FINESINE(angletoobj), disttoobj); + newxoff = FixedMul(oldxoff, c)-FixedMul(oldyoff, s); + newyoff = FixedMul(oldyoff, c)+FixedMul(oldxoff, s); - Polyobj_slideThing(mo, origin.x+newxoff-mo->x, origin.y+newyoff-mo->y); + Polyobj_slideThing(mo, newxoff-oldxoff, newyoff-oldyoff); if (turnthings == 2 || (turnthings == 1 && !mo->player)) { mo->angle += delta; @@ -2491,6 +2500,10 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata) return 0; } + // Hotfix to not crash on single-waypoint sequences -Red + if (!last) + last = first; + // Set diffx, diffy, diffz // Put these at 0 for now...might not be needed after all. th->diffx = 0;//first->x - po->centerPt.x; diff --git a/src/p_polyobj.h b/src/p_polyobj.h index 71cf965e3b7c990ca937331da5f2c32bb8e6bc31..cfcb3b99cf053063e7071d66d8e382cbe911619c 100644 --- a/src/p_polyobj.h +++ b/src/p_polyobj.h @@ -28,7 +28,7 @@ #define POLYOBJ_ANCHOR_DOOMEDNUM 760 #define POLYOBJ_SPAWN_DOOMEDNUM 761 -#define POLYOBJ_SPAWNCRUSH_DOOMEDNUM 762 +#define POLYOBJ_SPAWNCRUSH_DOOMEDNUM 762 // todo: REMOVE #define POLYOBJ_START_LINE 20 #define POLYOBJ_EXPLICIT_LINE 21 @@ -100,8 +100,11 @@ typedef struct polyobj_s UINT8 isBad; // a bad polyobject: should not be rendered/manipulated INT32 translucency; // index to translucency tables + struct visplane_s *visplane; // polyobject's visplane, for ease of putting into the list later + // these are saved for netgames, so do not let Lua touch these! INT32 spawnflags; // Flags the polyobject originally spawned with + INT32 spawntrans; // Translucency the polyobject originally spawned with } polyobj_t; // @@ -274,7 +277,7 @@ boolean P_PointInsidePolyobj(polyobj_t *po, fixed_t x, fixed_t y); boolean P_MobjTouchingPolyobj(polyobj_t *po, mobj_t *mo); boolean P_MobjInsidePolyobj(polyobj_t *po, mobj_t *mo); boolean P_BBoxInsidePolyobj(polyobj_t *po, fixed_t *bbox); -void Polyobj_GetInfo(INT16 tag, INT32 *polyID, INT32 *parentID, UINT16 *exparg); +void Polyobj_GetInfo(INT16 poid, INT32 *poflags, INT32 *parentID, INT32 *potrans); // thinkers (needed in p_saveg.c) void T_PolyObjRotate(polyrotate_t *); diff --git a/src/p_saveg.c b/src/p_saveg.c index 851d653fa2c2736d8a59a720f9a493b4f7ee5ffb..2afcfd0ef6f9cd11868ddbc96f6a1c70ff0c992c 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -1052,6 +1052,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) diff |= MD_TICS; if (mobj->sprite != mobj->state->sprite) diff |= MD_SPRITE; + if (mobj->sprite == SPR_PLAY && mobj->sprite2 != 0) + diff |= MD_SPRITE; if (mobj->frame != mobj->state->frame) diff |= MD_FRAME; if (mobj->eflags) @@ -1169,12 +1171,15 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) WRITEUINT16(save_p, mobj->state-states); if (diff & MD_TICS) WRITEINT32(save_p, mobj->tics); - if (diff & MD_SPRITE) + if (diff & MD_SPRITE) { WRITEUINT16(save_p, mobj->sprite); + if (mobj->sprite == SPR_PLAY) + WRITEUINT8(save_p, mobj->sprite2); + } if (diff & MD_FRAME) WRITEUINT32(save_p, mobj->frame); if (diff & MD_EFLAGS) - WRITEUINT8(save_p, mobj->eflags); + WRITEUINT16(save_p, mobj->eflags); if (diff & MD_PLAYER) WRITEUINT8(save_p, mobj->player-players); if (diff & MD_MOVEDIR) @@ -1991,16 +1996,22 @@ static void LoadMobjThinker(actionf_p1 thinker) mobj->tics = READINT32(save_p); else mobj->tics = mobj->state->tics; - if (diff & MD_SPRITE) + if (diff & MD_SPRITE) { mobj->sprite = READUINT16(save_p); - else + if (mobj->sprite == SPR_PLAY) + mobj->sprite2 = READUINT8(save_p); + } + else { mobj->sprite = mobj->state->sprite; + if (mobj->sprite == SPR_PLAY) + mobj->sprite2 = mobj->state->frame&FF_FRAMEMASK; + } if (diff & MD_FRAME) mobj->frame = READUINT32(save_p); else mobj->frame = mobj->state->frame; if (diff & MD_EFLAGS) - mobj->eflags = READUINT8(save_p); + mobj->eflags = READUINT16(save_p); if (diff & MD_PLAYER) { i = READUINT8(save_p); @@ -2789,7 +2800,7 @@ static inline void P_ArchivePolyObj(polyobj_t *po) if (po->flags != po->spawnflags) diff |= PD_FLAGS; - if (po->translucency != 0) + if (po->translucency != po->spawntrans) diff |= PD_TRANS; WRITEUINT8(save_p, diff); diff --git a/src/p_spec.c b/src/p_spec.c index 8228c60b3e5e085276d9a0ca23a420798b5adbcb..9800c5d1c741c4b1af1cec666bb6fdba860402c3 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -1890,6 +1890,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller || specialtype == 304 // Ring count - Once || specialtype == 307 // Character ability - Once || specialtype == 308 // Race only - Once + || specialtype == 313 // No More Enemies - Once || specialtype == 315 // No of pushables - Once || specialtype == 318 // Unlockable trigger - Once || specialtype == 320 // Unlockable - Once @@ -3471,19 +3472,19 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers { case 1: // Damage (Generic) if (roversector || P_MobjReadyToTrigger(player->mo, sector)) - P_DamageMobj(player->mo, NULL, NULL, 1); + P_DamageMobj(player->mo, NULL, NULL, 1, 0); break; case 2: // Damage (Water) - if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_underwater] || player->pflags & PF_NIGHTSMODE) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL) - P_DamageMobj(player->mo, NULL, NULL, 1); + if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_underwater] || player->pflags & PF_NIGHTSMODE)) + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_WATER); break; case 3: // Damage (Fire) - if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL) - P_DamageMobj(player->mo, NULL, NULL, 1); + if (roversector || P_MobjReadyToTrigger(player->mo, sector)) + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_FIRE); break; case 4: // Damage (Electrical) - if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ATTRACT) - P_DamageMobj(player->mo, NULL, NULL, 1); + if (roversector || P_MobjReadyToTrigger(player->mo, sector)) + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_ELECTRIC); break; case 5: // Spikes // Don't do anything. In Soviet Russia, spikes find you. @@ -3491,10 +3492,10 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers case 6: // Death Pit (Camera Mod) case 7: // Death Pit (No Camera Mod) if (roversector || P_MobjReadyToTrigger(player->mo, sector)) - P_DamageMobj(player->mo, NULL, NULL, 10000); + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DEATHPIT); break; case 8: // Instant Kill - P_DamageMobj(player->mo, NULL, NULL, 10000); + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL); break; case 9: // Ring Drainer (Floor Touch) case 10: // Ring Drainer (No Floor Touch) @@ -3598,7 +3599,7 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers mo2 = (mobj_t *)th; if (mo2->type == MT_EGGTRAP) - P_KillMobj(mo2, NULL, player->mo); + P_KillMobj(mo2, NULL, player->mo, 0); } // clear the special so you can't push the button twice. @@ -3684,7 +3685,7 @@ DoneSection2: if (!(player->pflags & PF_SPINNING)) player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } player->powers[pw_flashing] = TICRATE/3; @@ -3826,7 +3827,7 @@ DoneSection2: P_ResetPlayer(player); if (player->panim != PA_FALL) - P_SetPlayerMobjState(player->mo, S_PLAY_FALL1); + P_SetPlayerMobjState(player->mo, S_PLAY_FALL); break; case 6: // Super Sonic transformer @@ -3838,7 +3839,7 @@ DoneSection2: if (!(player->pflags & PF_SPINNING) && P_IsObjectOnGround(player->mo) && (player->charability2 == CA2_SPINDASH)) { player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); S_StartAttackSound(player->mo, sfx_spin); if (abs(player->rmomx) < FixedMul(5*FRACUNIT, player->mo->scale) @@ -3912,9 +3913,9 @@ DoneSection2: player->pflags &= ~PF_GLIDING; player->climbing = 0; - if (!(player->mo->state >= &states[S_PLAY_ATK1] && player->mo->state <= &states[S_PLAY_ATK4])) + if (player->mo->state-states != S_PLAY_SPIN) { - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); S_StartSound(player->mo, sfx_spin); } } @@ -3984,9 +3985,9 @@ DoneSection2: player->pflags |= PF_SPINNING; player->pflags &= ~PF_JUMPED; - if (!(player->mo->state >= &states[S_PLAY_ATK1] && player->mo->state <= &states[S_PLAY_ATK4])) + if (player->mo->state-states != S_PLAY_SPIN) { - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); S_StartSound(player->mo, sfx_spin); } } @@ -4289,7 +4290,7 @@ DoneSection2: player->pflags &= ~PF_SLIDING; player->climbing = 0; P_SetThingPosition(player->mo); - P_SetPlayerMobjState(player->mo, S_PLAY_CARRY); + P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); } break; case 12: // Camera noclip @@ -5354,9 +5355,9 @@ void T_LaserFlash(laserthink_t *flash) continue; if (thing->flags & MF_SHOOTABLE) - P_DamageMobj(thing, NULL, NULL, 1); + P_DamageMobj(thing, NULL, NULL, 1, 0); else if (thing->type == MT_EGGSHIELD) - P_KillMobj(thing, NULL, NULL); + P_KillMobj(thing, NULL, NULL, 0); } } @@ -6526,7 +6527,7 @@ static void P_DoScrollMove(mobj_t *thing, fixed_t dx, fixed_t dy, INT32 exclusiv thing->momy += dy; if (exclusive) - thing->flags2 |= MF2_PUSHED; + thing->eflags |= MFE_PUSHED; } /** Processes an active scroller. @@ -6630,7 +6631,7 @@ void T_Scroll(scroll_t *s) { thing = node->m_thing; - if (thing->flags2 & MF2_PUSHED) // Already pushed this tic by an exclusive pusher. + if (thing->eflags & MFE_PUSHED) // Already pushed this tic by an exclusive pusher. continue; if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped @@ -6650,7 +6651,7 @@ void T_Scroll(scroll_t *s) { thing = node->m_thing; - if (thing->flags2 & MF2_PUSHED) + if (thing->eflags & MFE_PUSHED) continue; if (!(thing->flags & MF_NOCLIP) && @@ -6689,7 +6690,7 @@ void T_Scroll(scroll_t *s) { thing = node->m_thing; - if (thing->flags2 & MF2_PUSHED) + if (thing->eflags & MFE_PUSHED) continue; if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped @@ -6709,7 +6710,7 @@ void T_Scroll(scroll_t *s) { thing = node->m_thing; - if (thing->flags2 & MF2_PUSHED) + if (thing->eflags & MFE_PUSHED) continue; if (!(thing->flags & MF_NOCLIP) && @@ -7192,7 +7193,7 @@ static pusher_t *tmpusher; // pusher structure for blockmap searches */ static inline boolean PIT_PushThing(mobj_t *thing) { - if (thing->flags2 & MF2_PUSHED) + if (thing->eflags & MFE_PUSHED) return false; if (thing->player && thing->player->pflags & PF_ROPEHANG) @@ -7322,7 +7323,7 @@ static inline boolean PIT_PushThing(mobj_t *thing) } if (tmpusher->exclusive) - thing->flags2 |= MF2_PUSHED; + thing->eflags |= MFE_PUSHED; return true; } @@ -7400,10 +7401,10 @@ void T_Pusher(pusher_t *p) tmbbox[BOXRIGHT] = p->x + radius; tmbbox[BOXLEFT] = p->x - radius; - xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; - xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; - yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; - yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; + xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) P_BlockThingsIterator(bx,by, PIT_PushThing); @@ -7429,7 +7430,7 @@ void T_Pusher(pusher_t *p) || thing->type == MT_BIGTUMBLEWEED)) continue; - if (thing->flags2 & MF2_PUSHED) + if (thing->eflags & MFE_PUSHED) continue; if (thing->player && thing->player->pflags & PF_ROPEHANG) @@ -7599,7 +7600,7 @@ void T_Pusher(pusher_t *p) } if (p->exclusive) - thing->flags2 |= MF2_PUSHED; + thing->eflags |= MFE_PUSHED; } } } diff --git a/src/p_tick.c b/src/p_tick.c index 2973505f3c71fc4b564ceff566a741481b52ba95..15d3abc8065b7adc5620030a55b362c2fe4985b8 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -662,7 +662,7 @@ void P_Ticker(boolean run) if (!players[i].mo) continue; - P_DamageMobj(players[i].mo, NULL, NULL, 10000); + P_DamageMobj(players[i].mo, NULL, NULL, 1, DMG_INSTAKILL); } } diff --git a/src/p_user.c b/src/p_user.c index ce6e2b7326dc92ba0a808963fe481221cb56756e..e75d81a950795d8b7bffc9079b2220fca2549114 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -607,7 +607,7 @@ static void P_DeNightserizePlayer(player_t *player) if (player->mo->tracer) P_RemoveMobj(player->mo->tracer); - P_SetPlayerMobjState(player->mo, S_PLAY_FALL1); + P_SetPlayerMobjState(player->mo, S_PLAY_FALL); player->pflags |= PF_NIGHTSFALL; // If in a special stage, add some preliminary exit time. @@ -632,7 +632,7 @@ static void P_DeNightserizePlayer(player_t *player) continue; if (mo2->flags & MF_AMBUSH) - P_DamageMobj(player->mo, NULL, NULL, 10000); + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL); break; } @@ -970,7 +970,7 @@ void P_DoSuperTransformation(player_t *player, boolean giverings) S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi // Transformation animation - P_SetPlayerMobjState(player->mo, S_PLAY_SUPERTRANS1); + P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_TRANS); player->mo->momx = player->mo->momy = player->mo->momz = 0; @@ -1444,6 +1444,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj) ghost->angle = mobj->angle; ghost->sprite = mobj->sprite; + ghost->sprite2 = mobj->sprite2; ghost->frame = mobj->frame; ghost->tics = -1; ghost->frame &= ~FF_TRANSMASK; @@ -1596,7 +1597,7 @@ void P_DoPlayerExit(player_t *player) { player->climbing = 0; player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } player->powers[pw_underwater] = 0; player->powers[pw_spacetime] = 0; @@ -1997,21 +1998,15 @@ static void P_CheckUnderwaterAndSpaceTimer(player_t *player) // Underwater timer runs out else if (player->powers[pw_underwater] == 1) { - mobj_t *killer; - if ((netgame || multiplayer) && P_IsLocalPlayer(player)) S_ChangeMusic(mapmusic, true); - - killer = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_NULL); - killer->threshold = 42; // Special flag that it was drowning which killed you. - P_DamageMobj(player->mo, killer, killer, 10000); + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DROWNED); } else if (player->powers[pw_spacetime] == 1) { if ((netgame || multiplayer) && P_IsLocalPlayer(player)) S_ChangeMusic(mapmusic, true); - - P_DamageMobj(player->mo, NULL, NULL, 10000); + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPACEDROWN); } if (numbermobj) @@ -2596,10 +2591,10 @@ static void P_DoClimbing(player_t *player) climb = false; if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz) - && !(player->mo->state >= &states[S_PLAY_CLIMB2] && player->mo->state <= &states[S_PLAY_CLIMB5])) - P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB2); - else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state != &states[S_PLAY_CLIMB1]) - P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB1); + && player->mo->state-states != S_PLAY_CLIMB) + P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB); + else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING) + P_SetPlayerMobjState(player->mo, S_PLAY_CLING); if (!floorclimb) { @@ -2610,21 +2605,21 @@ static void P_DoClimbing(player_t *player) player->climbing = 0; player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } if (skyclimber) { player->climbing = 0; player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } } else { player->climbing = 0; player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } if (cmd->sidemove != 0 || cmd->forwardmove != 0) @@ -2633,16 +2628,16 @@ static void P_DoClimbing(player_t *player) climb = false; if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz) - && !(player->mo->state >= &states[S_PLAY_CLIMB2] && player->mo->state <= &states[S_PLAY_CLIMB5])) - P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB2); - else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state != &states[S_PLAY_CLIMB1]) - P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB1); + && player->mo->state-states != S_PLAY_CLIMB) + P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB); + else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING) + P_SetPlayerMobjState(player->mo, S_PLAY_CLING); if (cmd->buttons & BT_USE && !(player->pflags & PF_JUMPSTASIS)) { player->climbing = 0; player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); P_SetObjectMomZ(player->mo, 4*FRACUNIT, false); P_InstaThrust(player->mo, player->mo->angle, FixedMul(-4*FRACUNIT, player->mo->scale)); } @@ -2653,7 +2648,7 @@ static void P_DoClimbing(player_t *player) localangle2 = player->mo->angle; if (player->climbing == 0) - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); if (player->climbing && P_IsObjectOnGround(player->mo)) { @@ -2958,10 +2953,12 @@ static void P_DoTeeter(player_t *player) { INT32 bx, by, xl, xh, yl, yh; - yh = (unsigned)(player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT; - yl = (unsigned)(player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT; - xh = (unsigned)(player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT; - xl = (unsigned)(player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT; + yh = (player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT; + yl = (player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT; + xh = (player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT; + xl = (player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT; + + BMBOUNDFIX(xl, xh, yl, yh); // Polyobjects #ifdef POLYOBJECTS @@ -3081,10 +3078,10 @@ teeterdone: } if (teeter) { - if ((player->mo->state == &states[S_PLAY_STND] || player->mo->state == &states[S_PLAY_TAP1] || player->mo->state == &states[S_PLAY_TAP2] || player->mo->state == &states[S_PLAY_SUPERSTAND])) - P_SetPlayerMobjState(player->mo, S_PLAY_TEETER1); + if (player->panim == PA_IDLE && player->mo->state-states != S_PLAY_EDGE) + P_SetPlayerMobjState(player->mo, S_PLAY_EDGE); } - else if (checkedforteeter && (player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER])) + else if (checkedforteeter && (player->mo->state-states == S_PLAY_EDGE || player->mo->state-states == S_PLAY_SUPER_EDGE)) P_SetPlayerMobjState(player->mo, S_PLAY_STND); } @@ -3330,8 +3327,9 @@ firenormal: // static void P_DoSuperStuff(player_t *player) { + mobj_t *spark; ticcmd_t *cmd = &player->cmd; - if (player->mo->state >= &states[S_PLAY_SUPERTRANS1] && player->mo->state <= &states[S_PLAY_SUPERTRANS9]) + if (player->mo->state >= &states[S_PLAY_SUPER_TRANS] && player->mo->state <= &states[S_PLAY_SUPER_TRANS9]) return; // don't do anything right now, we're in the middle of transforming! if (player->pflags & PF_NIGHTSMODE) @@ -3384,19 +3382,32 @@ static void P_DoSuperStuff(player_t *player) switch (player->skin) { case 1: // Golden orange supertails. - player->mo->color = SKINCOLOR_TSUPER1 + (leveltime/2) % 5; + if (leveltime % 9 < 5) + player->mo->color = SKINCOLOR_TSUPER1 + leveltime % 9; + else + player->mo->color = SKINCOLOR_TSUPER1 + 9 - leveltime % 9; break; case 2: // Pink superknux. - player->mo->color = SKINCOLOR_KSUPER1 + (leveltime/2) % 5; + if (leveltime % 9 < 5) + player->mo->color = SKINCOLOR_KSUPER1 + leveltime % 9; + else + player->mo->color = SKINCOLOR_KSUPER1 + 9 - leveltime % 9; break; default: // Yousa yellow now! - player->mo->color = SKINCOLOR_SUPER1 + (leveltime/2) % 5; + if (leveltime % 9 < 5) + player->mo->color = SKINCOLOR_SUPER1 + leveltime % 9; + else + player->mo->color = SKINCOLOR_SUPER1 + 9 - leveltime % 9; break; } if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->pflags & (PF_CARRIED|PF_ROPEHANG|PF_ITEMHANG|PF_MACESPIN)) && !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy)) - P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK); + { + spark = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK); + spark->destscale = player->mo->scale; + P_SetScale(spark, player->mo->scale); + } G_GhostAddColor(GHC_SUPER); @@ -3426,11 +3437,11 @@ static void P_DoSuperStuff(player_t *player) if (player->mo->health > 0) { if ((player->pflags & PF_JUMPED) || (player->pflags & PF_SPINNING)) - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); else if (player->panim == PA_RUN) - P_SetPlayerMobjState(player->mo, S_PLAY_SPD1); + P_SetPlayerMobjState(player->mo, S_PLAY_RUN); else if (player->panim == PA_WALK) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN1); + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else P_SetPlayerMobjState(player->mo, S_PLAY_STND); @@ -3644,9 +3655,9 @@ void P_DoJump(player_t *player, boolean soundandstate) S_StartSound(player->mo, sfx_jump); // Play jump sound! if (!(player->charability2 == CA2_SPINDASH)) - P_SetPlayerMobjState(player->mo, S_PLAY_SPRING); + P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); else - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } } @@ -3679,7 +3690,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) player->pflags |= PF_STARTDASH|PF_SPINNING; player->dashspeed = FixedMul(FRACUNIT, player->mo->scale); player->dashtime = 0; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); player->pflags |= PF_USEDOWN; } else if ((cmd->buttons & BT_USE) && (player->pflags & PF_STARTDASH)) @@ -3704,7 +3715,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) && !player->climbing && !player->mo->momz && onground && player->speed > FixedMul(5<<FRACBITS, player->mo->scale) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)) { player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); if (!player->spectator) S_StartSound(player->mo, sfx_spin); player->pflags |= PF_USEDOWN; @@ -3744,7 +3755,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) } if (onground && (player->pflags & PF_SPINNING) && !(player->panim == PA_ROLL)) - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } // @@ -3764,7 +3775,7 @@ void P_DoJumpShield(player_t *player) player->jumping = 0; player->pflags |= PF_THOKKED; player->pflags &= ~PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_FALL1); + P_SetPlayerMobjState(player->mo, S_PLAY_FALL); S_StartSound(player->mo, sfx_wdjump); } @@ -3991,7 +4002,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) ; // Can't do anything if you're a fish out of water! else if (!(player->pflags & PF_THOKKED) && !(player->powers[pw_tailsfly])) { - P_SetPlayerMobjState(player->mo, S_PLAY_ABL1); // Change to the flying animation + P_SetPlayerMobjState(player->mo, S_PLAY_FLY); // Change to the flying animation player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer @@ -4017,7 +4028,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) player->pflags &= ~PF_THOKKED; } - P_SetPlayerMobjState(player->mo, S_PLAY_ABL1); + P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE); P_InstaThrust(player->mo, player->mo->angle, FixedMul(glidespeed, player->mo->scale)); player->pflags &= ~(PF_SPINNING|PF_STARTDASH); } @@ -4251,7 +4262,7 @@ static void P_2dMovement(player_t *player) else if (player->exiting) { player->pflags &= ~PF_GLIDING; - P_SetPlayerMobjState(player->mo, S_PLAY_RUN1); + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); player->skidtime = 0; } } @@ -4438,7 +4449,7 @@ static void P_3dMovement(player_t *player) else if (player->exiting) { player->pflags &= ~PF_GLIDING; - P_SetPlayerMobjState(player->mo, S_PLAY_RUN1); + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); player->skidtime = 0; } } @@ -6017,7 +6028,7 @@ static void P_NiGHTSMovement(player_t *player) if (player->powers[pw_flashing] == 1) player->powers[pw_flashing] = 3; else - P_DamageMobj(player->mo, NULL, NULL, 1); + P_DamageMobj(player->mo, NULL, NULL, 1, 0); } if (movingangle >= ANGLE_90 && movingangle <= ANGLE_180) @@ -6176,7 +6187,7 @@ static void P_SkidStuff(player_t *player) { player->skidtime = 0; player->pflags &= ~(PF_GLIDING|PF_JUMPED); - P_SetPlayerMobjState(player->mo, S_PLAY_FALL1); + P_SetPlayerMobjState(player->mo, S_PLAY_FALL); } // Get up and brush yourself off, idiot. else if (player->glidetime > 15) @@ -6242,7 +6253,7 @@ static void P_SkidStuff(player_t *player) player->skidtime = TICRATE/2; S_StartSound(player->mo, sfx_skid); if (player->panim != PA_WALK) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN4); // this switches to S_PLAY_SUPERWALK1 for superanims + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); player->mo->tics = player->skidtime; } } @@ -6267,7 +6278,7 @@ static void P_MovePlayer(player_t *player) if (countdowntimeup) return; - if (player->mo->state >= &states[S_PLAY_SUPERTRANS1] && player->mo->state <= &states[S_PLAY_SUPERTRANS9]) + if (player->mo->state >= &states[S_PLAY_SUPER_TRANS] && player->mo->state <= &states[S_PLAY_SUPER_TRANS9]) { player->mo->momx = player->mo->momy = player->mo->momz = 0; return; @@ -6379,7 +6390,7 @@ static void P_MovePlayer(player_t *player) players[i].exiting = (14*TICRATE)/5 + 1; } else if (player->health > 1) - P_DamageMobj(player->mo, NULL, NULL, 1); + P_DamageMobj(player->mo, NULL, NULL, 1, 0); player->pflags &= ~PF_NIGHTSFALL; } } @@ -6416,23 +6427,23 @@ static void P_MovePlayer(player_t *player) // 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])) - P_SetPlayerMobjState (player->mo, S_PLAY_SPD1); + P_SetPlayerMobjState (player->mo, S_PLAY_RUN); // Otherwise, just walk. else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE) - P_SetPlayerMobjState (player->mo, S_PLAY_RUN1); + P_SetPlayerMobjState (player->mo, S_PLAY_WALK); } // 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) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN1); + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); // If Springing, but travelling DOWNWARD, change back! - if (player->mo->state == &states[S_PLAY_SPRING] && P_MobjFlip(player->mo)*player->mo->momz < 0) - P_SetPlayerMobjState(player->mo, S_PLAY_FALL1); + if (player->mo->state == &states[S_PLAY_JUMP] && P_MobjFlip(player->mo)*player->mo->momz < 0) + P_SetPlayerMobjState(player->mo, S_PLAY_FALL); // If Springing but on the ground, change back! - else if (onground && (player->mo->state == &states[S_PLAY_SPRING] || player->panim == PA_FALL || player->mo->state == &states[S_PLAY_CARRY]) && !player->mo->momz) + else if (onground && (player->mo->state == &states[S_PLAY_JUMP] || player->panim == PA_FALL || player->mo->state == &states[S_PLAY_RIDE]) && !player->mo->momz) P_SetPlayerMobjState(player->mo, S_PLAY_STND); // If you are stopped and are still walking, stand still! @@ -6467,11 +6478,11 @@ static void P_MovePlayer(player_t *player) if (player->pflags & PF_GLIDING || player->climbing) { if (onground) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN1); + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else { player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } } player->pflags &= ~PF_GLIDING; @@ -6524,19 +6535,19 @@ static void P_MovePlayer(player_t *player) { P_ResetPlayer(player); // down, stop gliding. if (onground) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN1); + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else if ((player->charability2 == CA2_MULTIABILITY) || (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && player->charability == CA_GLIDEANDCLIMB)) { player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } else { player->pflags |= PF_THOKKED; player->mo->momx >>= 1; player->mo->momy >>= 1; - P_SetPlayerMobjState(player->mo, S_PLAY_FALL1); + P_SetPlayerMobjState(player->mo, S_PLAY_FALL); } } } @@ -6592,14 +6603,14 @@ static void P_MovePlayer(player_t *player) if (!(player->charability == CA_FLY || player->charability == CA_SWIM)) // why are you flying when you cannot fly?! { if (player->powers[pw_tailsfly] - || (player->mo->state >= &states[S_PLAY_SPC1] && player->mo->state <= &states[S_PLAY_SPC4])) + || player->mo->state-states == S_PLAY_FLY_TIRED) { if (onground) - P_SetPlayerMobjState(player->mo, S_PLAY_RUN1); + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); else { player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } } player->powers[pw_tailsfly] = 0; @@ -6651,11 +6662,10 @@ static void P_MovePlayer(player_t *player) { // Tails-gets-tired Stuff if (player->panim == PA_ABILITY) - P_SetPlayerMobjState(player->mo, S_PLAY_SPC4); + P_SetPlayerMobjState(player->mo, S_PLAY_FLY_TIRED); if (player->charability == CA_FLY && (leveltime % 10 == 0) - && player->mo->state >= &states[S_PLAY_SPC1] - && player->mo->state <= &states[S_PLAY_SPC4] + && player->mo->state-states == S_PLAY_FLY_TIRED && !player->spectator) S_StartSound(player->mo, sfx_pudpud); } @@ -6750,7 +6760,7 @@ static void P_MovePlayer(player_t *player) } // Otherwise, face the direction you're travelling. else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_ROLL - || ((player->mo->state >= &states[S_PLAY_ABL1] && player->mo->state <= &states[S_PLAY_SPC4]) && player->charability == CA_FLY)) + || (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); // Update the local angle control. @@ -6798,8 +6808,8 @@ static void P_MovePlayer(player_t *player) if (player->charflags & SF_SUPER && player->powers[pw_super] && player->speed > FixedMul(5<<FRACBITS, player->mo->scale) && P_MobjFlip(player->mo)*player->mo->momz <= 0) { - if (player->panim == PA_ROLL || player->mo->state == &states[S_PLAY_PAIN]) - P_SetPlayerMobjState(player->mo, S_PLAY_SUPERWALK1); + if (player->panim == PA_ROLL || player->mo->state-states == S_PLAY_PAIN) + P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_WALK); player->mo->momz = 0; player->pflags &= ~PF_SPINNING; @@ -6858,7 +6868,7 @@ static void P_MovePlayer(player_t *player) } // Make sure you're not teetering when you shouldn't be. - if ((player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER]) + if ((player->mo->state-states == S_PLAY_EDGE || player->mo->state-states == S_PLAY_SUPER_EDGE) && (player->mo->momx || player->mo->momy || player->mo->momz)) P_SetPlayerMobjState(player->mo, S_PLAY_STND); @@ -6884,10 +6894,10 @@ static void P_MovePlayer(player_t *player) fixed_t oldheight = player->mo->height; // Less height while spinning. Good for spinning under things...? - if ((player->mo->state == &states[player->mo->info->painstate] || player->mo->state == &states[S_PLAY_SUPERHIT]) + if ((player->mo->state == &states[player->mo->info->painstate] || player->mo->state == &states[S_PLAY_SUPER_PAIN]) || (player->charability2 == CA2_SPINDASH && (player->pflags & (PF_SPINNING|PF_JUMPED))) || player->powers[pw_tailsfly] || player->pflags & PF_GLIDING - || (player->charability == CA_FLY && (player->mo->state >= &states[S_PLAY_SPC1] && player->mo->state <= &states[S_PLAY_SPC4]))) + || (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED)) player->mo->height = P_GetPlayerSpinHeight(player); else player->mo->height = P_GetPlayerHeight(player); @@ -6903,18 +6913,14 @@ static void P_MovePlayer(player_t *player) if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SPINNING)) { player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } else if (player->mo->ceilingz - player->mo->floorz < player->mo->height) { if ((netgame || multiplayer) && player->spectator) - P_DamageMobj(player->mo, NULL, NULL, 42000); // Respawn crushed spectators + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators else - { - mobj_t *killer = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_NULL); - killer->threshold = 44; // Special flag that it was crushing which killed you. - P_DamageMobj(player->mo, killer, killer, 10000); - } + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_CRUSHED); if (player->playerstate == PST_DEAD) return; @@ -7184,7 +7190,7 @@ static void P_DoRopeHang(player_t *player) if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED) && !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); return; } @@ -7301,7 +7307,7 @@ static void P_DoRopeHang(player_t *player) if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED) && !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } P_SetTarget(&player->mo->tracer, NULL); @@ -7345,7 +7351,7 @@ static void P_NukeAllPlayers(player_t *player) if (mo == player->mo) continue; - P_DamageMobj(mo, player->mo, player->mo, 1); + P_DamageMobj(mo, player->mo, player->mo, 1, 0); } CONS_Printf(M_GetText("%s caused a world of pain.\n"), player_names[player-players]); @@ -7403,12 +7409,12 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius) mo->flags |= MF_SPECIAL|MF_SHOOTABLE; if (mo->type == MT_EGGGUARD && mo->tracer) //nuke Egg Guard's shield! - P_KillMobj(mo->tracer, inflictor, source); + P_KillMobj(mo->tracer, inflictor, source, 0); if (mo->flags & MF_BOSS || mo->type == MT_PLAYER) //don't OHKO bosses nor players! - P_DamageMobj(mo, inflictor, source, 1); + P_DamageMobj(mo, inflictor, source, 1, 0); else - P_DamageMobj(mo, inflictor, source, 1000); + P_DamageMobj(mo, inflictor, source, 1000, 0); } } @@ -7780,24 +7786,24 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall angle_t angle = 0, focusangle = 0, focusaiming = 0; fixed_t x, y, z, dist, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight; INT32 camrotate; - boolean camstill, forceon = false, cameranoclip; + boolean camstill, cameranoclip; mobj_t *mo; subsector_t *newsubsec; fixed_t f1, f2; cameranoclip = (player->pflags & (PF_NOCLIP|PF_NIGHTSMODE)) || (player->mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!! - if (player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD) - forceon = true; - - if (!forceon && player->spectator) // force cam off for spectators - return true; + if (!(player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD)) + { + if (player->spectator) // force cam off for spectators + return true; - if (!forceon && !cv_chasecam.value && thiscam == &camera) - return true; + if (!cv_chasecam.value && thiscam == &camera) + return true; - if (!forceon && !cv_chasecam2.value && thiscam == &camera2) - return true; + if (!cv_chasecam2.value && thiscam == &camera2) + return true; + } if (!thiscam->chase && !resetcalled) { @@ -8091,10 +8097,12 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall INT32 xl, xh, yl, yh, bx, by; validcount++; - xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; - xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; - yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; - yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + xl = (tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT; + xh = (tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT; + yl = (tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT; + yh = (tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT; + + BMBOUNDFIX(xl, xh, yl, yh); for (by = yl; by <= yh; by++) for (bx = xl; bx <= xh; bx++) @@ -8612,10 +8620,10 @@ void P_PlayerThink(player_t *player) if (player->pflags & PF_GLIDING) { if (player->panim != PA_ABILITY) - P_SetPlayerMobjState(player->mo, S_PLAY_ABL1); + P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE); } else if ((player->pflags & PF_JUMPED) && !player->powers[pw_super] && player->panim != PA_ROLL && player->charability2 == CA2_SPINDASH) - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); if (player->flashcount) player->flashcount--; @@ -8681,7 +8689,7 @@ void P_PlayerThink(player_t *player) } player->lives = 2; // Don't start the game over music! - P_DamageMobj(player->mo, NULL, NULL, 10000); + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL); player->lives = 0; if (player->playerstate == PST_DEAD) @@ -8855,14 +8863,14 @@ void P_PlayerThink(player_t *player) ticmiss++; P_DoRopeHang(player); - P_SetPlayerMobjState(player->mo, S_PLAY_CARRY); + P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); P_DoJumpStuff(player, &player->cmd); } else { P_DoZoomTube(player); if (!(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } player->rmomx = player->rmomy = 0; // no actual momentum from your controls P_ResetScore(player); @@ -9087,7 +9095,7 @@ void P_PlayerAfterThink(player_t *player) { ticcmd_t *cmd; INT32 oldweapon = player->currentweapon; - camera_t *thiscam; + camera_t *thiscam = NULL; // if not one of the displayed players, just don't bother #ifdef PARANOIA if (!player->mo) @@ -9101,7 +9109,7 @@ void P_PlayerAfterThink(player_t *player) if (splitscreen && player == &players[secondarydisplayplayer]) thiscam = &camera2; - else + else if (player == &players[displayplayer]) thiscam = &camera; if (player->playerstate == PST_DEAD) @@ -9109,7 +9117,7 @@ void P_PlayerAfterThink(player_t *player) // camera may still move when guy is dead //if (!netgame) { - if (((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer]) && thiscam->chase) + if (thiscam && thiscam->chase) P_MoveChaseCamera(player, thiscam, false); } return; @@ -9235,7 +9243,7 @@ void P_PlayerAfterThink(player_t *player) if (player->pflags & PF_GLIDING) { if (player->panim != PA_ABILITY) - P_SetPlayerMobjState(player->mo, S_PLAY_ABL1); + P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE); } else if (player->pflags & PF_SLIDING) P_SetPlayerMobjState(player->mo, player->mo->info->painstate); @@ -9243,17 +9251,15 @@ void P_PlayerAfterThink(player_t *player) && ((!player->powers[pw_super] && player->panim != PA_ROLL) || player->mo->state == &states[player->mo->info->painstate]) && player->charability2 == CA2_SPINDASH) - P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); if (player->pflags & PF_CARRIED && player->mo->tracer) { player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT)); - // State check for the carrier - Flame - // You are an IDIOT, those aren't even the right frames! >_> - JTE if (player->mo->tracer->player - && !(player->mo->tracer->state >= &states[S_PLAY_ABL1] - && player->mo->tracer->state <= &states[S_PLAY_SPC4])) + && player->mo->tracer->state-states != S_PLAY_FLY + && player->mo->tracer->state-states != S_PLAY_FLY_TIRED) player->pflags &= ~PF_CARRIED; if (player->mo->eflags & MFE_VERTICALFLIP) @@ -9296,7 +9302,7 @@ void P_PlayerAfterThink(player_t *player) if (P_AproxDistance(player->mo->x - player->mo->tracer->x, player->mo->y - player->mo->tracer->y) > player->mo->radius) player->pflags &= ~PF_CARRIED; - P_SetPlayerMobjState(player->mo, S_PLAY_CARRY); + P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); if (player-players == consoleplayer && botingame) CV_SetValue(&cv_analog2, !(player->pflags & PF_CARRIED)); @@ -9313,7 +9319,7 @@ void P_PlayerAfterThink(player_t *player) player->mo->z = player->mo->tracer->z - FixedDiv(player->mo->height, 3*FRACUNIT/2); player->mo->momx = player->mo->momy = player->mo->momz = 0; P_SetThingPosition(player->mo); - P_SetPlayerMobjState(player->mo, S_PLAY_CARRY); + P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); // Controllable missile if (player->mo->tracer->type == MT_BLACKEGGMAN_MISSILE) @@ -9364,7 +9370,7 @@ void P_PlayerAfterThink(player_t *player) } } - if ((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[displayplayer]) + if (thiscam) { if (!thiscam->chase) // bob view only if looking through the player's eyes { diff --git a/src/r_bsp.c b/src/r_bsp.c index e967e28cef3e194ebb5e43dcf652f9e2f91061e5..fb25b8e4d61a71d7ac1e9e5bef17c2a3e52ffa17 100644 --- a/src/r_bsp.c +++ b/src/r_bsp.c @@ -978,11 +978,12 @@ static void R_Subsector(size_t num) polysec->floorpic_angle-po->angle, NULL, NULL); - ffloor[numffloors].plane->polyobj = po; + //ffloor[numffloors].plane->polyobj = po; ffloor[numffloors].height = polysec->floorheight; ffloor[numffloors].polyobj = po; // ffloor[numffloors].ffloor = rover; + po->visplane = ffloor[numffloors].plane; numffloors++; } @@ -1014,11 +1015,12 @@ static void R_Subsector(size_t num) ffloor[numffloors].plane = R_FindPlane(polysec->ceilingheight, polysec->ceilingpic, polysec->lightlevel, xoff, yoff, polysec->ceilingpic_angle-po->angle, NULL, NULL); - ffloor[numffloors].plane->polyobj = po; + //ffloor[numffloors].plane->polyobj = po; ffloor[numffloors].polyobj = po; ffloor[numffloors].height = polysec->ceilingheight; // ffloor[numffloors].ffloor = rover; + po->visplane = ffloor[numffloors].plane; numffloors++; } diff --git a/src/r_main.c b/src/r_main.c index ffd4d5d504c3b6c98e9c02894c41ec1ca0340d7c..1edcb815b5f5dbded625c5474bb5213a16f635bc 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -1026,34 +1026,31 @@ void R_SetupFrame(player_t *player, boolean skybox) { INT32 dy = 0; camera_t *thiscam; - boolean forcechase = false; + boolean chasecam = false; if (splitscreen && player == &players[secondarydisplayplayer] && player != &players[consoleplayer]) { thiscam = &camera2; + chasecam = (cv_chasecam2.value != 0); } else + { thiscam = &camera; + chasecam = (cv_chasecam.value != 0); + } if (player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD) - forcechase = true; + chasecam = true; // force chasecam on + else if (player->spectator) // no spectator chasecam + chasecam = false; // force chasecam off - if (!forcechase && player->spectator) // no spectator chasecam - thiscam->chase = false; - else if ((cv_chasecam.value || forcechase) && !player->spectator && thiscam == &camera && !thiscam->chase) + if (chasecam && !thiscam->chase) { - P_ResetCamera(player, &camera); + P_ResetCamera(player, thiscam); thiscam->chase = true; } - else if ((cv_chasecam2.value || forcechase) && !player->spectator && thiscam == &camera2 && !thiscam->chase) - { - P_ResetCamera(player, &camera2); - thiscam->chase = true; - } - else if (!(cv_chasecam.value || forcechase) && thiscam == &camera) - thiscam->chase = false; - else if (!(cv_chasecam2.value || forcechase) && thiscam == &camera2) + else if (!chasecam) thiscam->chase = false; viewsky = !skybox; @@ -1066,9 +1063,7 @@ void R_SetupFrame(player_t *player, boolean skybox) aimingangle = player->awayviewaiming; viewangle = viewmobj->angle; } - else if (!player->spectator && (forcechase - || (cv_chasecam.value && thiscam == &camera) - || (cv_chasecam2.value && thiscam == &camera2))) + else if (!player->spectator && chasecam) // use outside cam view { viewmobj = NULL; @@ -1105,8 +1100,7 @@ void R_SetupFrame(player_t *player, boolean skybox) viewplayer = player; - if ((forcechase || (cv_chasecam.value && thiscam == &camera) || (cv_chasecam2.value && thiscam == &camera2)) - && !player->awayviewtics && !player->spectator) + if (chasecam && !player->awayviewtics && !player->spectator) { viewx = thiscam->x; viewy = thiscam->y; diff --git a/src/r_things.c b/src/r_things.c index 9a8b1319bd1ee226c5f238fae706233152d28483..0c93932cb6e4bfb374dfb4f6cbf7563640506872 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -338,6 +338,10 @@ void R_AddSpriteDefs(UINT16 wadnum) else start++; // just after S_START + // ignore skin wads (we don't want skin sprites interfering with vanilla sprites) + if (start == 0 && W_CheckNumForNamePwad("S_SKIN", wadnum, 0) != INT16_MAX) + return; + end = W_CheckNumForNamePwad("S_END",wadnum,start); if (end == INT16_MAX) end = W_CheckNumForNamePwad("SS_END",wadnum,start); //deutex compatib. @@ -1088,9 +1092,14 @@ static void R_ProjectSprite(mobj_t *thing) //Fab : 02-08-98: 'skin' override spritedef currently used for skin if (thing->skin && thing->sprite == SPR_PLAY) { - sprdef = &((skin_t *)thing->skin)->spritedef; - if (rot >= sprdef->numframes) + sprdef = &((skin_t *)thing->skin)->sprites[thing->sprite2]; + if (rot >= sprdef->numframes) { + CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid skins[\"%s\"].sprites[SPR2_%s] frame %d\n"), ((skin_t *)thing->skin)->name, spr2names[thing->sprite2], rot); + thing->sprite = states[S_UNKNOWN].sprite; + thing->frame = states[S_UNKNOWN].frame; sprdef = &sprites[thing->sprite]; + rot = thing->frame&FF_FRAMEMASK; + } } else sprdef = &sprites[thing->sprite]; @@ -1546,23 +1555,12 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) // If a limit exists, handle things a tiny bit different. if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS)) { - if (!players[displayplayer].mo) - return; // Draw nothing if no player. - // todo: is this really the best option for this situation? - for (thing = sec->thinglist; thing; thing = thing->snext) { if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) continue; - approx_dist = P_AproxDistance( - players[displayplayer].mo->x - thing->x, - players[displayplayer].mo->y - thing->y); - - if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo) - approx_dist = P_AproxDistance( - players[secondarydisplayplayer].mo->x - thing->x, - players[secondarydisplayplayer].mo->y - thing->y); + approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y); if (approx_dist <= limit_dist) R_ProjectSprite(thing); @@ -1579,23 +1577,12 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) // Someone seriously wants infinite draw distance for precipitation? if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS)) { - if (!players[displayplayer].mo) - return; // Draw nothing if no player. - // todo: is this really the best option for this situation? - for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext) { if (precipthing->precipflags & PCF_INVISIBLE) continue; - approx_dist = P_AproxDistance( - players[displayplayer].mo->x - precipthing->x, - players[displayplayer].mo->y - precipthing->y); - - if (splitscreen && approx_dist > limit_dist && players[secondarydisplayplayer].mo) - approx_dist = P_AproxDistance( - players[secondarydisplayplayer].mo->x - precipthing->x, - players[secondarydisplayplayer].mo->y - precipthing->y); + approx_dist = P_AproxDistance(viewx-precipthing->x, viewy-precipthing->y); if (approx_dist <= limit_dist) R_ProjectPrecipitationSprite(precipthing); @@ -1704,6 +1691,19 @@ static void R_CreateDrawNodes(void) } if (ds->maskedtexturecol) { +#ifdef POLYOBJECTS_PLANES + // Check for a polyobject plane, but only if this is a front line + if (ds->curline->polyseg && ds->curline->polyseg->visplane && !ds->curline->side) { + // Put it in! + + entry = R_CreateDrawNode(&nodehead); + entry->plane = ds->curline->polyseg->visplane; + entry->seg = ds; + ds->curline->polyseg->visplane->polyobj = ds->curline->polyseg; + ds->curline->polyseg->visplane = NULL; + } +#endif + entry = R_CreateDrawNode(&nodehead); entry->seg = ds; } @@ -1720,7 +1720,7 @@ static void R_CreateDrawNodes(void) plane = ds->ffloorplanes[p]; R_PlaneBounds(plane); - if (plane->low < con_clipviewtop || plane->high > vid.height || plane->high > plane->low) + if (plane->low < con_clipviewtop || plane->high > vid.height || plane->high > plane->low || plane->polyobj) { ds->ffloorplanes[p] = NULL; continue; @@ -1831,7 +1831,7 @@ static void R_CreateDrawNodes(void) } else if (r2->seg) { -#ifdef POLYOBJECTS_PLANES +#if 0 //#ifdef POLYOBJECTS_PLANES if (r2->seg->curline->polyseg && rover->mobj && P_MobjInsidePolyobj(r2->seg->curline->polyseg, rover->mobj)) { // Determine if we need to sort in front of the polyobj, based on the planes. This fixes the issue where // polyobject planes render above the object standing on them. (A bit hacky... but it works.) -Red @@ -2225,7 +2225,6 @@ static void Sk_SetDefaultValue(skin_t *skin) sizeof skin->name, "skin %u", (UINT32)(skin-skins)); skin->name[sizeof skin->name - 1] = '\0'; skin->wadnum = INT16_MAX; - strcpy(skin->sprite, ""); skin->flags = 0; @@ -2267,7 +2266,6 @@ static void Sk_SetDefaultValue(skin_t *skin) // void R_InitSkins(void) { - skin_t *skin; #ifdef SKINVALUES INT32 i; @@ -2278,43 +2276,8 @@ void R_InitSkins(void) } #endif - // skin[0] = Sonic skin - skin = &skins[0]; - numskins = 1; - Sk_SetDefaultValue(skin); - - // Hardcoded S_SKIN customizations for Sonic. - strcpy(skin->name, DEFAULTSKIN); -#ifdef SKINVALUES - skin_cons_t[0].strvalue = skins[0].name; -#endif - skin->flags = SF_SUPER|SF_SUPERANIMS|SF_SUPERSPIN; - strcpy(skin->realname, "Sonic"); - strcpy(skin->hudname, "SONIC"); - - strncpy(skin->charsel, "CHRSONIC", 8); - strncpy(skin->face, "LIVSONIC", 8); - strncpy(skin->superface, "LIVSUPER", 8); - skin->prefcolor = SKINCOLOR_BLUE; - - skin->ability = CA_THOK; - skin->actionspd = 60<<FRACBITS; - - skin->normalspeed = 36<<FRACBITS; - skin->runspeed = 28<<FRACBITS; - skin->thrustfactor = 5; - skin->accelstart = 96; - skin->acceleration = 40; - - skin->spritedef.numframes = sprites[SPR_PLAY].numframes; - skin->spritedef.spriteframes = sprites[SPR_PLAY].spriteframes; - ST_LoadFaceGraphics(skin->face, skin->superface, 0); - - //MD2 for sonic doesn't want to load in Linux. -#ifdef HWRENDER - if (rendermode == render_opengl) - HWR_AddPlayerMD2(0); -#endif + // no default skin! + numskins = 0; } // returns true if the skin name is found (loaded from pwad) @@ -2559,11 +2522,6 @@ void R_AddSkins(UINT16 wadnum) STRBUFCPY(skin->realname, skin->hudname); } - else if (!stricmp(stoken, "sprite")) - { - strupr(value); - strncpy(skin->sprite, value, sizeof skin->sprite); - } else if (!stricmp(stoken, "charsel")) { strupr(value); @@ -2645,71 +2603,25 @@ next_token: } free(buf2); - // Not in vanilla, you don't. - skin->flags &= ~SF_SUPER; + if (skin != &skins[0]) + skin->flags &= ~SF_SUPER; - lump++; // if no sprite defined use spirte just after this one - if (skin->sprite[0] == '\0') + // Add sprites { - const char *csprname = W_CheckNameForNumPwad(wadnum, lump); - - // skip to end of this skin's frames - lastlump = lump; - while (W_CheckNameForNumPwad(wadnum,lastlump) && memcmp(W_CheckNameForNumPwad(wadnum, lastlump),csprname,4)==0) - lastlump++; - // allocate (or replace) sprite frames, and set spritedef - R_AddSingleSpriteDef(csprname, &skin->spritedef, wadnum, lump, lastlump); - } - else - { - // search in the normal sprite tables - size_t name; - boolean found = false; - const char *sprname = skin->sprite; - for (name = 0;sprnames[name][0] != '\0';name++) - if (strncmp(sprnames[name], sprname, 4) == 0) - { - found = true; - skin->spritedef = sprites[name]; - } - - // not found so make a new one - // go through the entire current wad looking for our sprite - // don't just mass add anything beginning with our four letters. - // "HOODFACE" is not a sprite name. - if (!found) - { - UINT16 localllump = 0, lstart = UINT16_MAX, lend = UINT16_MAX; - const char *lname; - - while ((lname = W_CheckNameForNumPwad(wadnum,localllump))) - { - // If this is a valid sprite... - if (!memcmp(lname,sprname,4) && lname[4] && lname[5] && lname[5] >= '0' && lname[5] <= '8') - { - if (lstart == UINT16_MAX) - lstart = localllump; - // If already set do nothing - } - else - { - if (lstart != UINT16_MAX) - { - lend = localllump; - break; - } - // If not already set do nothing - } - ++localllump; - } - - R_AddSingleSpriteDef(sprname, &skin->spritedef, wadnum, lstart, lend); - } - - // I don't particularly care about skipping to the end of the used frames. - // We could be using frames from ANYWHERE in the current WAD file, including - // right before us, which is a terrible idea. - // So just let the function in the while loop take care of it for us. + UINT16 z; + UINT8 sprite2; + + lump++; // start after S_SKIN + lastlump = W_CheckNumForNamePwad("S_END",wadnum,lump); // stop at S_END + // old wadding practices die hard -- stop at S_SKIN or S_START if they come before S_END. + z = W_CheckNumForNamePwad("S_SKIN",wadnum,lump); + if (z < lastlump) lastlump = z; + z = W_CheckNumForNamePwad("S_START",wadnum,lump); + if (z < lastlump) lastlump = z; + + // load all sprite sets we are aware of. + for (sprite2 = 0; sprite2 < NUMPLAYERSPRITES; sprite2++) + R_AddSingleSpriteDef(spr2names[sprite2], &skin->sprites[sprite2], wadnum, lump, lastlump); } R_FlushTranslationColormapCache(); diff --git a/src/r_things.h b/src/r_things.h index 5a7036c6a46661962c49f925567a1498cb44b958..054a6497d04340260d86ed5f04c58d0c5756d34f 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -68,9 +68,7 @@ void R_DrawMasked(void); typedef struct { char name[SKINNAMESIZE+1]; // INT16 descriptive name of the skin - spritedef_t spritedef; UINT16 wadnum; - char sprite[4]; // Sprite name, if seperated from S_SKIN. skinflags_t flags; char realname[SKINNAMESIZE+1]; // Display name for level completion. @@ -102,6 +100,8 @@ typedef struct // specific sounds per skin sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table + + spritedef_t sprites[NUMPLAYERSPRITES]; } skin_t; // ----------- diff --git a/src/sdl/SDL_icon.xpm b/src/sdl/SDL_icon.xpm index 70bb02d3c97a0ffe37a5e890c4736386779bcbb1..cf72960dfc9048d1ab23b3c59ed4d29d65f4c404 100644 --- a/src/sdl/SDL_icon.xpm +++ b/src/sdl/SDL_icon.xpm @@ -1,80 +1,425 @@ /* XPM */ -static const char * SDL_icon_xpm[] = { -"32 32 45 1", -" c None", -". c #6B6BFF", -"+ c #3D00B9", -"@ c #4848FF", -"# c #2525FF", -"$ c #310096", -"% c #003196", -"& c #003DB9", -"* c #620096", -"= c #6E6E6E", -"- c #966200", -"; c #250073", -"> c #626262", -", c #FF8F6B", -"' c #FFC66B", -") c #FFAB8E", -"! c #000080", -"~ c #B6B6B6", -"{ c #929292", -"] c #FFD48E", -"^ c #0000B9", -"/ c #565656", -"( c #868686", -"_ c #808080", -": c #C0C0C0", -"< c #DADADA", -"[ c #F2F2F2", -"} c #FFFFFF", -"| c #CECECE", -"1 c #AAAAAA", -"2 c #E6E6E6", -"3 c #000096", -"4 c #AB8EFF", -"5 c #190050", -"6 c #000000", -"7 c #8E8EFF", -"8 c #3E3E3E", -"9 c #7A7A7A", -"0 c #0E0E0E", -"a c #9E9E9E", -"b c #001950", -"c c #C2C2C2", -"d c #323232", -"e c #002573", -"f c #A0A0A4", -" ", -" ", -" ", -" .+@##@. ", -" @@.@#######@ ", -" @@....######### ", -" .. .@.....@+##$%%%&&% ", -" ..@# @@....@+#*=-;%%%%% ", -" ..@#@......@>,')!%%%$ ", -" ~..$#.........{])^#+%/ ", -" +##@.........()^@@@@@_ ", -" $####@........#=#######+ ", -" +######....@@##^#########_ ", -" +#####=:<<:+##############/ ", -"[<=####{<}}}}|###############= ", -" }1###=2}}}}}}.############### ", -" }<3#3~}}}}}}}4################ ", -" }<5#6:}}}}}}}7################/", -" }:6861}}}}}}}.########$$ 9 .@$", -" }:0a6~}}}}}}}@######5b ", -"22cd262}}}}}}2######5b$ ", -" 2>1a}}}}}}}{(*###%be## ", -" 860)1<[22c1)]]+##be### ", -" ~)]]]))))]]]]]=#bb#### ", -" )]]]]]]]]](]]=eb$#### ", -" :]]]]]]]]]'9bbb$##### ", -" ),'''''( >db+### ", -" =##f ", -" { ", -" ", -" ", -" "}; +static char * C:\Repo\srb2\src\sdl\SDL_icon_xpm[] = { +"32 32 390 2", +" c None", +". c #4F4F70", +"+ c #4D4D87", +"@ c #4D4D84", +"# c #4E4E6C", +"$ c #6C6C95", +"% c #5E5EB2", +"& c #6B6BE7", +"* c #7373F9", +"= c #7C7CFF", +"- c #6F70E7", +"; c #494BB2", +"> c #4F4FA3", +", c #6464D4", +"' c #7979F5", +") c #5F5FCA", +"! c #5D5D93", +"~ c #3A3A9F", +"{ c #6060AC", +"] c #777793", +"^ c #5C5CB3", +"/ c #7373EA", +"( c #7A7AFF", +"_ c #7575FF", +": c #7979FF", +"< c #6264DD", +"[ c #47478C", +"} c #564567", +"| c #4647D0", +"1 c #5C5CAE", +"2 c #5E5EFF", +"3 c #2929FF", +"4 c #1D1DFF", +"5 c #1919D1", +"6 c #4F4F90", +"7 c #1E1ECE", +"8 c #5858FF", +"9 c #6767A8", +"0 c #4949A0", +"a c #7070FB", +"b c #7D7DFF", +"c c #7777FF", +"d c #7373FF", +"e c #7272FF", +"f c #7878FF", +"g c #6465D8", +"h c #363886", +"i c #9F7655", +"j c #C89B5C", +"k c #1D1CB7", +"l c #3031B1", +"m c #1919F4", +"n c #1111FF", +"o c #1818FF", +"p c #1B1BFF", +"q c #1C1CFF", +"r c #2626B3", +"s c #1E1EC8", +"t c #1A1AE8", +"u c #24249F", +"v c #2F2FD2", +"w c #7676FF", +"x c #6869E2", +"y c #414290", +"z c #8C6751", +"A c #FCBA68", +"B c #E9BD7D", +"C c #201EB8", +"D c #090AB8", +"E c #1616EB", +"F c #1818FD", +"G c #1414EE", +"H c #1010E1", +"I c #0E0EE2", +"J c #0E0EF4", +"K c #0606B2", +"L c #7A7A89", +"M c #0C0C9A", +"N c #0A0AA7", +"O c #2424E4", +"P c #6669E6", +"Q c #4F4A8F", +"R c #BF853B", +"S c #FFD98D", +"T c #CDAB76", +"U c #1717C4", +"V c #0F10BA", +"W c #0909B6", +"X c #0505C3", +"Y c #0000B6", +"Z c #0000BE", +"` c #0000AD", +" . c #1D1D83", +".. c #63638E", +"+. c #090975", +"@. c #1414F3", +"#. c #5B5BFF", +"$. c #7B7BFF", +"%. c #7070FF", +"&. c #6E6EFF", +"*. c #7172F6", +"=. c #625DAF", +"-. c #BA9E6C", +";. c #887167", +">. c #090DF2", +",. c #1313BE", +"'. c #000085", +"). c #0000AC", +"!. c #0202AA", +"~. c #242488", +"{. c #1414C7", +"]. c #1717FF", +"^. c #5959FF", +"/. c #7F7FFF", +"(. c #7474FF", +"_. c #7171FF", +":. c #8686FF", +"<. c #7574FF", +"[. c #797CFF", +"}. c #5756B8", +"|. c #1C19A4", +"1. c #1617FF", +"2. c #1212BD", +"3. c #040485", +"4. c #0707A4", +"5. c #1B1B71", +"6. c #373797", +"7. c #1616FF", +"8. c #5050FF", +"9. c #8080FF", +"0. c #AAAAFF", +"a. c #AEAEF6", +"b. c #8A8AEF", +"c. c #6969FB", +"d. c #2728FF", +"e. c #1314FF", +"f. c #1919FF", +"g. c #1313E8", +"h. c #1F1FF4", +"i. c #5454FF", +"j. c #6D6DF0", +"k. c #6868B5", +"l. c #0B0BB8", +"m. c #1212C5", +"n. c #1616FC", +"o. c #1515FF", +"p. c #1212FF", +"q. c #2323FF", +"r. c #3636FF", +"s. c #4040FF", +"t. c #4343F9", +"u. c #5D5DB8", +"v. c #7F7F92", +"w. c #878793", +"x. c #4B4B94", +"y. c #0B0CE2", +"z. c #1313FF", +"A. c #4C4CFF", +"B. c #8282FF", +"C. c #7171ED", +"D. c #636394", +"E. c #575785", +"F. c #A9A99C", +"G. c #1414BC", +"H. c #1414FF", +"I. c #0707FD", +"J. c #2525AA", +"K. c #A8A8A4", +"L. c #EBEBE2", +"M. c #F9F9F2", +"N. c #E1E1CC", +"O. c #4D4D9F", +"P. c #0B0BF7", +"Q. c #2121FF", +"R. c #3232FF", +"S. c #5555FF", +"T. c #6161B4", +"U. c #B5B5B2", +"V. c #FFFFF8", +"W. c #4F4F9A", +"X. c #0B0BF5", +"Y. c #1616C5", +"Z. c #A8A8A1", +"`. c #FFFFFC", +" + c #FFFFFF", +".+ c #C0C0C4", +"++ c #1212D4", +"@+ c #4444FF", +"#+ c #6464FF", +"$+ c #8383FF", +"%+ c #6767C3", +"&+ c #E4E4E4", +"*+ c #9494AE", +"=+ c #0808DF", +"-+ c #0D0DF2", +";+ c #61619A", +">+ c #F1F1E0", +",+ c #E8E8DD", +"'+ c #2424BB", +")+ c #1010FF", +"!+ c #3434FF", +"~+ c #6161FF", +"{+ c #6969D2", +"]+ c #EFEFF0", +"^+ c #C2C2BA", +"/+ c #1010B6", +"(+ c #0909AC", +"_+ c #A4A49A", +":+ c #EAEADE", +"<+ c #2525B8", +"[+ c #2F2FFF", +"}+ c #3C3CB5", +"|+ c #EEEEEE", +"1+ c #BBBBAD", +"2+ c #0B0B56", +"3+ c #0B0BFC", +"4+ c #1212EF", +"5+ c #0C0C3E", +"6+ c #919187", +"7+ c #DEDED6", +"8+ c #1F1FC0", +"9+ c #1A1AFF", +"0+ c #1717FA", +"a+ c #1515F8", +"b+ c #1111FC", +"c+ c #494992", +"d+ c #999998", +"e+ c #3E3E3B", +"f+ c #3C3C99", +"g+ c #535397", +"h+ c #5A5A4D", +"i+ c #6F6F70", +"j+ c #BFBFC9", +"k+ c #1111D6", +"l+ c #1515F1", +"m+ c #0F0FE2", +"n+ c #0D0DD9", +"o+ c #0909CD", +"p+ c #0808C7", +"q+ c #0505C7", +"r+ c #0303CB", +"s+ c #0101C0", +"t+ c #0202AF", +"u+ c #0606AC", +"v+ c #121283", +"w+ c #BBBBBB", +"x+ c #BEBEBE", +"y+ c #2F2F2E", +"z+ c #C7C8BB", +"A+ c #D8DAD1", +"B+ c #272828", +"C+ c #929292", +"D+ c #8688C7", +"E+ c #0506F6", +"F+ c #1616F5", +"G+ c #0B0BD3", +"H+ c #0202B6", +"I+ c #0000AF", +"J+ c #0000B4", +"K+ c #0000BD", +"L+ c #0000BB", +"M+ c #00009E", +"N+ c #2C2C7E", +"O+ c #6A6A8B", +"P+ c #959595", +"Q+ c #F0F0F1", +"R+ c #E1E1E1", +"S+ c #8C8E90", +"T+ c #BEBEBF", +"U+ c #C9C7C5", +"V+ c #939699", +"W+ c #E7EAED", +"X+ c #CBCBC7", +"Y+ c #413B9B", +"Z+ c #0607DD", +"`+ c #0C0CE2", +" @ c #0303B9", +".@ c #0000A8", +"+@ c #181888", +"@@ c #6A6A6A", +"#@ c #626263", +"$@ c #4B4B4C", +"%@ c #3E3B36", +"&@ c #9B805C", +"*@ c #D9B07D", +"=@ c #C9AE89", +"-@ c #B9AF9E", +";@ c #C7C5C4", +">@ c #CBCCCF", +",@ c #C7C6C6", +"'@ c #AEA59A", +")@ c #B69974", +"!@ c #D8B87F", +"~@ c #9B8272", +"{@ c #0E0B9B", +"]@ c #0000B7", +"^@ c #0000B8", +"/@ c #000082", +"(@ c #00007A", +"_@ c #636379", +":@ c #62533E", +"<@ c #B59B6C", +"[@ c #DEB07B", +"}@ c #FECC90", +"|@ c #FFCE92", +"1@ c #FEC98C", +"2@ c #F1BD82", +"3@ c #D1A979", +"4@ c #BC9E73", +"5@ c #CCA777", +"6@ c #EAB980", +"7@ c #FFCD90", +"8@ c #FFD595", +"9@ c #FDD782", +"0@ c #413678", +"a@ c #0000AE", +"b@ c #000077", +"c@ c #010193", +"d@ c #0C0CE4", +"e@ c #38389E", +"f@ c #EEC585", +"g@ c #FFDA9D", +"h@ c #FFC992", +"i@ c #FFC88F", +"j@ c #FFC990", +"k@ c #FFCE93", +"l@ c #FFD094", +"m@ c #FFCC92", +"n@ c #C9A174", +"o@ c #EDBD88", +"p@ c #FAD287", +"q@ c #3A2F7F", +"r@ c #0000BA", +"s@ c #0000B0", +"t@ c #0101B2", +"u@ c #1111ED", +"v@ c #1919C1", +"w@ c #95887C", +"x@ c #DCAC6E", +"y@ c #FFD393", +"z@ c #FFCD94", +"A@ c #FFCA93", +"B@ c #FFC991", +"C@ c #FFC78E", +"D@ c #FFCB91", +"E@ c #E0B581", +"F@ c #BB9A6F", +"G@ c #FFDC97", +"H@ c #C1A173", +"I@ c #0E0B9A", +"J@ c #0000B5", +"K@ c #0101B6", +"L@ c #1010E0", +"M@ c #1616EC", +"N@ c #A68156", +"O@ c #E7AC6B", +"P@ c #FFC582", +"Q@ c #FFCF8F", +"R@ c #FFD195", +"S@ c #FFD296", +"T@ c #FFD396", +"U@ c #FFD193", +"V@ c #FFD28F", +"W@ c #D2A96B", +"X@ c #2F2482", +"Y@ c #0000C1", +"Z@ c #0000C0", +"`@ c #0000BF", +" # c #0101BF", +".# c #1212F0", +"+# c #767698", +"@# c #9C866E", +"## c #A9865D", +"$# c #C0915D", +"%# c #C89760", +"&# c #C29360", +"*# c #AD8A61", +"=# c #9D8971", +"-# c #7F7A7A", +";# c #70708F", +"># c #6F6F91", +",# c #575788", +"'# c #464687", +")# c #2F2F87", +"!# c #15158F", +"~# c #0101A8", +"{# c #1313FB", +"]# c #57579F", +"^# c #343487", +"/# c #434388", +" ", +" ", +" ", +" . + @ # ", +" $ % & * = - ; > , ' ) ! ", +" ~ { ] ^ / = ( _ : < [ } | 1 2 3 4 5 6 ", +" 7 8 9 0 a b c d e f g h i j k l m n o p q r ", +" s t u v _ f d d d w x y z A B C D E F G H I J K L ", +" M N O _ c e d d d _ P Q R S T U V W X Y Z ` ... ", +" +.@.#.$.d d d d %.&._ *.=.-.;.>.,.'.).!.~. ", +" {.].^./.(.d d _.$.:._ <.[.}.|.1.2.3.4.5. ", +" 6.7.7.4 8.e : w 9.0.a.b.c.2 d.e.f.g.h.i.j.k. ", +" l.m.n.o.p.q.r.s.t.u.v.w.x.y.z.o o z.A.B./.b C.D. ", +" E.F.G.].o H.z.I.J.K.L.M.N.O.P.o o o Q.R.S._.b B.T. ", +" U.V.W.X.f.f.7.Y.Z.`. + + +.+++].o o o.n z.q.@+#+$+%+ ", +" &+ +*+=+].o -+;+>+ + + + +,+'+H.o o o o o H.)+o !+~+{+ ", +" ]+ +^+/+H.o.(+_+ + + + + +:+<+z.o o o o o o o 7.n H.[+}+ ", +" |+ +1+2+3+4+5+6+ + + + + +7+8+H.o o f.9+f.9+f.F 0+a+b+o.c+ ", +" &+ +d+e+f+g+h+i+ + + + + +j+k+].f.9+l+m+n+o+p+q+r+s+t+u+v+ ", +" w+ +x+y+z+A+B+C+ + + + + +D+E+9+F+G+H+I+J+K+L+M+N+O+ ", +" P+Q+R+S+T+U+V+W+ + + + +X+Y+Z+`+ @I+J+Z .@+@E. ", +" @@#@$@%@&@*@=@-@;@>@,@'@)@!@~@{@]@^@I+/@(@_@ ", +" :@<@[@}@|@1@2@3@4@5@6@7@8@9@0@L+a@b@c@d@e@ ", +" f@g@h@i@i@j@k@l@|@m@n@o@p@q@r@s@t@u@p v@ ", +" w@x@y@z@A@B@i@C@D@E@F@G@H@I@L+J@K@L@p M@ ", +" N@O@P@Q@R@S@T@U@V@W@X@Y@Z@Y@`@ #.#p +# ", +" @###$#%#&#*#=#-#;#>#,#'#)#!#~#{#]# ", +" ^#/# ", +" ", +" ", +" ", +" "}; diff --git a/src/sdl/Srb2SDL.ico b/src/sdl/Srb2SDL.ico index 5ab791af37f815c0164e6053c34879ecf0c3fff0..700276fd4b9ac2810a6981eb054921f3708c702b 100644 Binary files a/src/sdl/Srb2SDL.ico and b/src/sdl/Srb2SDL.ico differ diff --git a/src/sdl/i_system.c b/src/sdl/i_system.c index fa09dc343cdea0e5e054a0dc6c6a2b102d58b429..66e1ece1863887f21f6b07678542da6fde715b75 100644 --- a/src/sdl/i_system.c +++ b/src/sdl/i_system.c @@ -2759,8 +2759,8 @@ static const char *locateWad(void) if (isWadPathOk(returnWadPath)) return NULL; #endif - - + + #ifdef CMAKECONFIG #ifndef NDEBUG I_OutputMsg(","CMAKE_ASSETS_DIR); @@ -2771,7 +2771,7 @@ static const char *locateWad(void) } #endif #endif - + #ifdef __APPLE__ OSX_GetResourcesPath(returnWadPath); I_OutputMsg(",%s", returnWadPath); @@ -2779,7 +2779,7 @@ static const char *locateWad(void) { return returnWadPath; } - + #endif // examine default dirs diff --git a/src/sdl12/SDL_icon.xpm b/src/sdl12/SDL_icon.xpm index 70bb02d3c97a0ffe37a5e890c4736386779bcbb1..cf72960dfc9048d1ab23b3c59ed4d29d65f4c404 100644 --- a/src/sdl12/SDL_icon.xpm +++ b/src/sdl12/SDL_icon.xpm @@ -1,80 +1,425 @@ /* XPM */ -static const char * SDL_icon_xpm[] = { -"32 32 45 1", -" c None", -". c #6B6BFF", -"+ c #3D00B9", -"@ c #4848FF", -"# c #2525FF", -"$ c #310096", -"% c #003196", -"& c #003DB9", -"* c #620096", -"= c #6E6E6E", -"- c #966200", -"; c #250073", -"> c #626262", -", c #FF8F6B", -"' c #FFC66B", -") c #FFAB8E", -"! c #000080", -"~ c #B6B6B6", -"{ c #929292", -"] c #FFD48E", -"^ c #0000B9", -"/ c #565656", -"( c #868686", -"_ c #808080", -": c #C0C0C0", -"< c #DADADA", -"[ c #F2F2F2", -"} c #FFFFFF", -"| c #CECECE", -"1 c #AAAAAA", -"2 c #E6E6E6", -"3 c #000096", -"4 c #AB8EFF", -"5 c #190050", -"6 c #000000", -"7 c #8E8EFF", -"8 c #3E3E3E", -"9 c #7A7A7A", -"0 c #0E0E0E", -"a c #9E9E9E", -"b c #001950", -"c c #C2C2C2", -"d c #323232", -"e c #002573", -"f c #A0A0A4", -" ", -" ", -" ", -" .+@##@. ", -" @@.@#######@ ", -" @@....######### ", -" .. .@.....@+##$%%%&&% ", -" ..@# @@....@+#*=-;%%%%% ", -" ..@#@......@>,')!%%%$ ", -" ~..$#.........{])^#+%/ ", -" +##@.........()^@@@@@_ ", -" $####@........#=#######+ ", -" +######....@@##^#########_ ", -" +#####=:<<:+##############/ ", -"[<=####{<}}}}|###############= ", -" }1###=2}}}}}}.############### ", -" }<3#3~}}}}}}}4################ ", -" }<5#6:}}}}}}}7################/", -" }:6861}}}}}}}.########$$ 9 .@$", -" }:0a6~}}}}}}}@######5b ", -"22cd262}}}}}}2######5b$ ", -" 2>1a}}}}}}}{(*###%be## ", -" 860)1<[22c1)]]+##be### ", -" ~)]]]))))]]]]]=#bb#### ", -" )]]]]]]]]](]]=eb$#### ", -" :]]]]]]]]]'9bbb$##### ", -" ),'''''( >db+### ", -" =##f ", -" { ", -" ", -" ", -" "}; +static char * C:\Repo\srb2\src\sdl\SDL_icon_xpm[] = { +"32 32 390 2", +" c None", +". c #4F4F70", +"+ c #4D4D87", +"@ c #4D4D84", +"# c #4E4E6C", +"$ c #6C6C95", +"% c #5E5EB2", +"& c #6B6BE7", +"* c #7373F9", +"= c #7C7CFF", +"- c #6F70E7", +"; c #494BB2", +"> c 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", +" @@#@$@%@&@*@=@-@;@>@,@'@)@!@~@{@]@^@I+/@(@_@ ", +" :@<@[@}@|@1@2@3@4@5@6@7@8@9@0@L+a@b@c@d@e@ ", +" f@g@h@i@i@j@k@l@|@m@n@o@p@q@r@s@t@u@p v@ ", +" w@x@y@z@A@B@i@C@D@E@F@G@H@I@L+J@K@L@p M@ ", +" N@O@P@Q@R@S@T@U@V@W@X@Y@Z@Y@`@ #.#p +# ", +" @###$#%#&#*#=#-#;#>#,#'#)#!#~#{#]# ", +" ^#/# ", +" ", +" ", +" ", +" "}; diff --git a/src/sdl12/Srb2SDL.ico b/src/sdl12/Srb2SDL.ico index 5ab791af37f815c0164e6053c34879ecf0c3fff0..700276fd4b9ac2810a6981eb054921f3708c702b 100644 Binary files a/src/sdl12/Srb2SDL.ico and b/src/sdl12/Srb2SDL.ico differ diff --git a/src/st_stuff.c b/src/st_stuff.c index a9bdacf7152f3a7683345ccd2ece8c0ed1b3e523..6e19b92ff05a3fe436c4e7ab5010ecb942ec12cf 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -1590,7 +1590,7 @@ static void ST_drawSpecialStageHUD(void) if (sstimer) { V_DrawString(hudinfo[HUD_TIMELEFT].x, STRINGY(hudinfo[HUD_TIMELEFT].y), V_HUDTRANS, M_GetText("TIME LEFT")); - ST_DrawNightsOverlayNum(SCX(hudinfo[HUD_TIMELEFTNUM].x), SCY(hudinfo[HUD_TIMELEFTNUM].y), V_HUDTRANS, sstimer/TICRATE, tallnum, SKINCOLOR_WHITE); + ST_DrawNumFromHud(HUD_TIMELEFTNUM, sstimer/TICRATE); } else ST_DrawPatchFromHud(HUD_TIMEUP, timeup); diff --git a/src/v_video.c b/src/v_video.c index 64bf825bd8d178191a79a384ecf8714ecfb8177d..524c15cc702311b2ca4f26ad417dd37fdee93aa0 100644 --- a/src/v_video.c +++ b/src/v_video.c @@ -635,7 +635,7 @@ void V_DrawContinueIcon(INT32 x, INT32 y, INT32 flags, INT32 skinnum, UINT8 skin V_DrawScaledPatch(x - 10, y - 14, flags, W_CachePatchName("CONTINS", PU_CACHE)); else { - spriteframe_t *sprframe = &skins[skinnum].spritedef.spriteframes[2 & FF_FRAMEMASK]; + spriteframe_t *sprframe = &skins[skinnum].sprites[SPR2_WAIT].spriteframes[0]; patch_t *patch = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE); const UINT8 *colormap = R_GetTranslationColormap(skinnum, skincolor, GTC_CACHE); diff --git a/src/w_wad.c b/src/w_wad.c index 79ed1f478b67741dd625418e10ef1ece6813c556..9d6a11fb5c9f863def81c261a5893aa4aded98a8 100644 --- a/src/w_wad.c +++ b/src/w_wad.c @@ -413,6 +413,7 @@ UINT16 W_LoadWadFile(const char *filename) lump_p->disksize -= 4; } else lump_p->compressed = 0; + memset(lump_p->name, 0x00, 9); strncpy(lump_p->name, fileinfo->name, 8); } free(fileinfov); diff --git a/src/win32/Srb2win.ico b/src/win32/Srb2win.ico index e369735effcaec2be38a084c3ce7e89b94c9ee86..700276fd4b9ac2810a6981eb054921f3708c702b 100644 Binary files a/src/win32/Srb2win.ico and b/src/win32/Srb2win.ico differ diff --git a/src/win32ce/Srb2win.ico b/src/win32ce/Srb2win.ico index 0036a827a4625745397da1631e48101879a4f212..700276fd4b9ac2810a6981eb054921f3708c702b 100644 Binary files a/src/win32ce/Srb2win.ico and b/src/win32ce/Srb2win.ico differ