Merge remote-tracking branch 'origin/master' into openglskydome2

This commit is contained in:
Jaime Passos 2019-09-27 22:47:10 -03:00
commit 0aba0aa4b9
39 changed files with 2261 additions and 932 deletions

9
.gitattributes vendored
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@ -1,3 +1,12 @@
#Source code
/src/*.c text=auto
/src/*.h text=auto
/src/*.s text=auto
/src/*.m text=auto
/src/*.xpm text=auto
/src/Makefile text=auto
/src/Make*.cfg text=auto
/src/CMakeLists.txt text=auto
# Windows EOL
*.cs -crlf -whitespace
*.mk -crlf -whitespace

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@ -62,7 +62,7 @@ static const UINT8 NOCLIMBYELLOWS = (11*16);
#define NOCLIMBCDWALLCOLORS NOCLIMBYELLOWS
#define THINGCOLORS GREENS
#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
#define XHAIRCOLORS GRAYS
#define XHAIRCOLORS DWHITE
// controls
#define AM_PANUPKEY KEY_UPARROW
@ -111,11 +111,6 @@ typedef struct
mpoint_t a, b;
} mline_t;
typedef struct
{
fixed_t slp, islp;
} islope_t;
//
// The vector graphics for the automap.
// A line drawing of the player pointing right,
@ -137,16 +132,14 @@ static const mline_t player_arrow[] = {
#undef R
#define NUMPLYRLINES (sizeof (player_arrow)/sizeof (mline_t))
#if 0
#define R (FRACUNIT)
static mline_t triangle_guy[] = {
{ { (fixed_t)-.867f*R, (fixed_t)-.5f*R }, { (fixed_t) .867f*R, (fixed_t)-.5f*R } },
{ { (fixed_t) .867f*R, (fixed_t)-.5f*R }, { (fixed_t) 0, (fixed_t) R } },
{ { (fixed_t) 0, (fixed_t) R }, { (fixed_t)-.867f*R, (fixed_t)-.5f*R } }
static const mline_t cross_mark[] =
{
{ { -R, 0 }, { R, 0} },
{ { 0, -R }, { 0, R } },
};
#undef R
#define NUMTRIANGLEGUYLINES (sizeof (triangle_guy)/sizeof (mline_t))
#endif
#define NUMCROSSMARKLINES (sizeof(cross_mark)/sizeof(mline_t))
#define R (FRACUNIT)
static const mline_t thintriangle_guy[] = {
@ -206,7 +199,7 @@ static fixed_t scale_ftom;
static player_t *plr; // the player represented by an arrow
static INT32 followplayer = true; // specifies whether to follow the player around
static boolean followplayer = true; // specifies whether to follow the player around
// function for drawing lines, depends on rendermode
typedef void (*AMDRAWFLINEFUNC) (const fline_t *fl, INT32 color);
@ -816,17 +809,18 @@ static void AM_drawGrid(INT32 color)
fixed_t x, y;
fixed_t start, end;
mline_t ml;
fixed_t gridsize = (MAPBLOCKUNITS<<MAPBITS);
// Figure out start of vertical gridlines
start = m_x;
if ((start - bmaporgx) % (MAPBLOCKUNITS<<FRACBITS))
start += (MAPBLOCKUNITS<<FRACBITS) - ((start - bmaporgx) % (MAPBLOCKUNITS<<FRACBITS));
if ((start - (bmaporgx>>FRACTOMAPBITS)) % gridsize)
start += gridsize - ((start - (bmaporgx>>FRACTOMAPBITS)) % gridsize);
end = m_x + m_w;
// draw vertical gridlines
ml.a.y = m_y;
ml.b.y = m_y + m_h;
for (x = start; x < end; x += (MAPBLOCKUNITS<<FRACBITS))
for (x = start; x < end; x += gridsize)
{
ml.a.x = x;
ml.b.x = x;
@ -835,14 +829,14 @@ static void AM_drawGrid(INT32 color)
// Figure out start of horizontal gridlines
start = m_y;
if ((start - bmaporgy) % (MAPBLOCKUNITS<<FRACBITS))
start += (MAPBLOCKUNITS<<FRACBITS) - ((start - bmaporgy) % (MAPBLOCKUNITS<<FRACBITS));
if ((start - (bmaporgy>>FRACTOMAPBITS)) % gridsize)
start += gridsize - ((start - (bmaporgy>>FRACTOMAPBITS)) % gridsize);
end = m_y + m_h;
// draw horizontal gridlines
ml.a.x = m_x;
ml.b.x = m_x + m_w;
for (y = start; y < end; y += (MAPBLOCKUNITS<<FRACBITS))
for (y = start; y < end; y += gridsize)
{
ml.a.y = y;
ml.b.y = y;
@ -1039,7 +1033,7 @@ static inline void AM_drawPlayers(void)
if (!multiplayer)
{
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle, DWHITE, plr->mo->x, plr->mo->y);
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 16<<FRACBITS, plr->mo->angle, DWHITE, plr->mo->x, plr->mo->y);
return;
}
@ -1053,7 +1047,7 @@ static inline void AM_drawPlayers(void)
if (p->skincolor > 0)
color = R_GetTranslationColormap(TC_DEFAULT, p->skincolor, GTC_CACHE)[GREENS + 8];
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle, color, p->mo->x, p->mo->y);
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 16<<FRACBITS, p->mo->angle, color, p->mo->x, p->mo->y);
}
}
@ -1073,13 +1067,30 @@ static inline void AM_drawThings(UINT8 colors)
}
}
/** Draws the crosshair, actually just a dot in software mode.
/** Draws the crosshair.
*
* \param color Color for the crosshair.
*/
static inline void AM_drawCrosshair(UINT8 color)
{
V_DrawFill(f_w/2 + f_x, f_h/2 + f_y, 1, 1, color|V_NOSCALESTART);
const fixed_t scale = 4<<FRACBITS;
size_t i;
fline_t fl;
for (i = 0; i < NUMCROSSMARKLINES; i++)
{
fl.a.x = FixedMul(cross_mark[i].a.x, scale) >> FRACBITS;
fl.a.y = FixedMul(cross_mark[i].a.y, scale) >> FRACBITS;
fl.b.x = FixedMul(cross_mark[i].b.x, scale) >> FRACBITS;
fl.b.y = FixedMul(cross_mark[i].b.y, scale) >> FRACBITS;
fl.a.x += f_x + (f_w / 2);
fl.a.y += f_y + (f_h / 2);
fl.b.x += f_x + (f_w / 2);
fl.b.y += f_y + (f_h / 2);
AM_drawFline(&fl, color);
}
}
/** Draws the automap.
@ -1095,5 +1106,5 @@ void AM_Drawer(void)
AM_drawPlayers();
AM_drawThings(THINGCOLORS);
AM_drawCrosshair(XHAIRCOLORS);
if (!followplayer) AM_drawCrosshair(XHAIRCOLORS);
}

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@ -26,11 +26,6 @@ typedef struct
fpoint_t a, b;
} fline_t;
// Used by ST StatusBar stuff.
#define AM_MSGHEADER (('a'<<24)+('m'<<16))
#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
extern boolean am_recalc; // true if screen size changes
extern boolean automapactive; // In AutoMap mode?

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@ -129,6 +129,7 @@ char srb2home[256] = ".";
char srb2path[256] = ".";
boolean usehome = true;
const char *pandf = "%s" PATHSEP "%s";
static char addonsdir[MAX_WADPATH];
//
// EVENT HANDLING
@ -1039,7 +1040,6 @@ void D_SRB2Main(void)
// can't use sprintf since there is %u in savegamename
strcatbf(savegamename, srb2home, PATHSEP);
I_mkdir(srb2home, 0700);
#else
snprintf(srb2home, sizeof srb2home, "%s", userhome);
snprintf(downloaddir, sizeof downloaddir, "%s", userhome);
@ -1056,6 +1056,10 @@ void D_SRB2Main(void)
configfile[sizeof configfile - 1] = '\0';
}
// Create addons dir
snprintf(addonsdir, sizeof addonsdir, "%s%s%s", srb2home, PATHSEP, "addons");
I_mkdir(addonsdir, 0755);
// rand() needs seeded regardless of password
srand((unsigned int)time(NULL));

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@ -246,20 +246,20 @@ INT32 cv_debug;
consvar_t cv_usemouse = {"use_mouse", "On", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usemouse2 = {"use_mouse2", "Off", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse2, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick = {"use_joystick", "1", CV_SAVE|CV_CALL, usejoystick_cons_t,
consvar_t cv_usejoystick = {"use_gamepad", "1", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick2 = {"use_joystick2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t,
consvar_t cv_usejoystick2 = {"use_gamepad2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick2, 0, NULL, NULL, 0, 0, NULL};
#if (defined (LJOYSTICK) || defined (HAVE_SDL))
#ifdef LJOYSTICK
consvar_t cv_joyport = {"joyport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyport2 = {"joyport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: for later
consvar_t cv_joyport = {"padport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyport2 = {"padport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: for later
#endif
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale = {"padscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale2 = {"padscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2, 0, NULL, NULL, 0, 0, NULL};
#else
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale = {"padscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale2 = {"padscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
#endif
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
consvar_t cv_mouse2port = {"mouse2port", "/dev/gpmdata", CV_SAVE, mouse2port_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -637,6 +637,8 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_screenshot_folder);
CV_RegisterVar(&cv_screenshot_colorprofile);
CV_RegisterVar(&cv_moviemode);
CV_RegisterVar(&cv_movie_option);
CV_RegisterVar(&cv_movie_folder);
// PNG variables
CV_RegisterVar(&cv_zlib_level);
CV_RegisterVar(&cv_zlib_memory);

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@ -2325,6 +2325,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss1Spikeballs}, "A_BOSS1SPIKEBALLS"},
{{A_Boss3TakeDamage}, "A_BOSS3TAKEDAMAGE"},
{{A_Boss3Path}, "A_BOSS3PATH"},
{{A_Boss3ShockThink}, "A_BOSS3SHOCKTHINK"},
{{A_LinedefExecute}, "A_LINEDEFEXECUTE"},
{{A_PlaySeeSound}, "A_PLAYSEESOUND"},
{{A_PlayAttackSound}, "A_PLAYATTACKSOUND"},
@ -2431,6 +2432,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss5CheckFalling}, "A_BOSS5CHECKFALLING"},
{{A_Boss5PinchShot}, "A_BOSS5PINCHSHOT"},
{{A_Boss5MakeItRain}, "A_BOSS5MAKEITRAIN"},
{{A_Boss5MakeJunk}, "A_BOSS5MAKEJUNK"},
{{A_LookForBetter}, "A_LOOKFORBETTER"},
{{A_Boss5BombExplode}, "A_BOSS5BOMBEXPLODE"},
{{A_DustDevilThink}, "A_DUSTDEVILTHINK"},
@ -4742,6 +4744,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BOSSSEBH1",
"S_BOSSSEBH2",
// Boss 3 Shockwave
"S_SHOCKWAVE1",
"S_SHOCKWAVE2",
// Boss 4
"S_EGGMOBILE4_STND",
"S_EGGMOBILE4_LATK1",
@ -4784,6 +4791,25 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGROBOJET",
// Boss 5
"S_FANG_SETUP",
"S_FANG_INTRO0",
"S_FANG_INTRO1",
"S_FANG_INTRO2",
"S_FANG_INTRO3",
"S_FANG_INTRO4",
"S_FANG_INTRO5",
"S_FANG_INTRO6",
"S_FANG_INTRO7",
"S_FANG_INTRO8",
"S_FANG_INTRO9",
"S_FANG_INTRO10",
"S_FANG_INTRO11",
"S_FANG_INTRO12",
"S_FANG_CLONE1",
"S_FANG_CLONE2",
"S_FANG_CLONE3",
"S_FANG_CLONE4",
"S_FANG_IDLE0",
"S_FANG_IDLE1",
"S_FANG_IDLE2",
"S_FANG_IDLE3",
@ -4855,6 +4881,26 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FANG_FLEEBOUNCE2",
"S_FANG_KO",
"S_BROKENROBOTRANDOM",
"S_BROKENROBOTA",
"S_BROKENROBOTB",
"S_BROKENROBOTC",
"S_BROKENROBOTD",
"S_BROKENROBOTE",
"S_BROKENROBOTF",
"S_ALART1",
"S_ALART2",
"S_VWREF",
"S_VWREB",
"S_PROJECTORLIGHT1",
"S_PROJECTORLIGHT2",
"S_PROJECTORLIGHT3",
"S_PROJECTORLIGHT4",
"S_PROJECTORLIGHT5",
"S_FBOMB1",
"S_FBOMB2",
"S_FBOMB_EXPL1",
@ -5578,14 +5624,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_DRIPC1",
"S_DRIPC2",
// Coral 1
// Coral
"S_CORAL1",
// Coral 2
"S_CORAL2",
// Coral 3
"S_CORAL3",
"S_CORAL4",
"S_CORAL5",
// Blue Crystal
"S_BLUECRYSTAL1",
@ -5593,6 +5637,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Kelp,
"S_KELP",
// Animated algae
"S_ANIMALGAETOP1",
"S_ANIMALGAETOP2",
"S_ANIMALGAESEG",
// DSZ Stalagmites
"S_DSZSTALAGMITE",
"S_DSZ2STALAGMITE",
@ -5739,6 +5788,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CACTI9",
"S_CACTI10",
"S_CACTI11",
"S_CACTITINYSEG",
"S_CACTISMALLSEG",
// Warning signs sprites
"S_ARIDSIGN_CAUTION",
@ -7248,7 +7299,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Boss 3
"MT_EGGMOBILE3",
"MT_FAKEMOBILE",
"MT_SHOCK",
"MT_SHOCKWAVE",
// Boss 4
"MT_EGGMOBILE4",
@ -7259,6 +7310,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Boss 5
"MT_FANG",
"MT_BROKENROBOT",
"MT_VWREF",
"MT_VWREB",
"MT_PROJECTORLIGHT",
"MT_FBOMB",
"MT_TNTDUST", // also used by barrel
"MT_FSGNA",
@ -7457,11 +7512,15 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_SEAWEED", // DSZ Seaweed
"MT_WATERDRIP", // Dripping Water source
"MT_WATERDROP", // Water drop from dripping water
"MT_CORAL1", // Coral 1
"MT_CORAL2", // Coral 2
"MT_CORAL3", // Coral 3
"MT_CORAL1", // Coral
"MT_CORAL2",
"MT_CORAL3",
"MT_CORAL4",
"MT_CORAL5",
"MT_BLUECRYSTAL", // Blue Crystal
"MT_KELP", // Kelp
"MT_ANIMALGAETOP", // Animated algae top
"MT_ANIMALGAESEG", // Animated algae segment
"MT_DSZSTALAGMITE", // Deep Sea 1 Stalagmite
"MT_DSZ2STALAGMITE", // Deep Sea 2 Stalagmite
"MT_LIGHTBEAM", // DSZ Light beam
@ -7523,6 +7582,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_CACTI9",
"MT_CACTI10",
"MT_CACTI11",
"MT_CACTITINYSEG",
"MT_CACTISMALLSEG",
"MT_ARIDSIGN_CAUTION",
"MT_ARIDSIGN_CACTI",
"MT_ARIDSIGN_SHARPTURN",

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@ -506,6 +506,9 @@ INT32 I_GetKey(void);
#define max(x, y) (((x) > (y)) ? (x) : (y))
#endif
// Max gamepad/joysticks that can be detected/used.
#define MAX_JOYSTICKS 4
// Floating point comparison epsilons from float.h
#ifndef FLT_EPSILON
#define FLT_EPSILON 1.1920928955078125e-7f

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@ -751,7 +751,7 @@ boolean preparefilemenu(boolean samedepth)
}
else if (ext == EXT_TXT)
{
if (!strcmp(dent->d_name, "log.txt") || !strcmp(dent->d_name, "errorlog.txt"))
if (!strncmp(dent->d_name, "log-", 4) || !strcmp(dent->d_name, "errorlog.txt"))
ext |= EXT_LOADED;
}

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@ -886,6 +886,7 @@ static fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
{
boolean forcestrafe = false;
boolean forcefullinput = false;
INT32 tspeed, forward, side, axis, altaxis, i;
const INT32 speed = 1;
// these ones used for multiple conditions
@ -959,6 +960,10 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
if (turnleft)
cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]);
}
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->pflags & PF_SLIDING)))
forcefullinput = true;
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->climbing
@ -1172,11 +1177,13 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
// No additional acceleration when moving forward/backward and strafing simultaneously.
// do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this.
// 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this
if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward)))
if (!forcefullinput && forward && side)
{
forward = FixedMul(forward, 3*FRACUNIT/4);
side = FixedMul(side, 3*FRACUNIT/4);
angle_t angle = R_PointToAngle2(0, 0, side << FRACBITS, forward << FRACBITS);
INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
forward = max(min(forward, maxforward), -maxforward);
side = max(min(side, maxside), -maxside);
}
//Silly hack to make 2d mode *somewhat* playable with no chasecam.
@ -1212,6 +1219,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
{
boolean forcestrafe = false;
boolean forcefullinput = false;
INT32 tspeed, forward, side, axis, altaxis, i;
const INT32 speed = 1;
// these ones used for multiple conditions
@ -1283,6 +1291,10 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
if (turnleft)
cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]);
}
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->pflags & PF_SLIDING)))
forcefullinput = true;
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| player->climbing
@ -1493,11 +1505,13 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
// No additional acceleration when moving forward/backward and strafing simultaneously.
// do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this.
// 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this
if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward)))
if (!forcefullinput && forward && side)
{
forward = FixedMul(forward, 3*FRACUNIT/4);
side = FixedMul(side, 3*FRACUNIT/4);
angle_t angle = R_PointToAngle2(0, 0, side << FRACBITS, forward << FRACBITS);
INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
forward = max(min(forward, maxforward), -maxforward);
side = max(min(side, maxside), -maxside);
}
//Silly hack to make 2d mode *somewhat* playable with no chasecam.
@ -2100,7 +2114,7 @@ static inline void G_PlayerFinishLevel(INT32 player)
// G_PlayerReborn
// Called after a player dies. Almost everything is cleared and initialized.
//
void G_PlayerReborn(INT32 player)
void G_PlayerReborn(INT32 player, boolean betweenmaps)
{
player_t *p;
INT32 score;
@ -2205,7 +2219,7 @@ void G_PlayerReborn(INT32 player)
bot = players[player].bot;
pity = players[player].pity;
if (!G_IsSpecialStage(gamemap))
if (betweenmaps || !G_IsSpecialStage(gamemap))
{
rings = (ultimatemode ? 0 : mapheaderinfo[gamemap-1]->startrings);
spheres = 0;
@ -2284,6 +2298,28 @@ void G_PlayerReborn(INT32 player)
//if ((netgame || multiplayer) && !p->spectator) -- moved into P_SpawnPlayer to account for forced changes there
//p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
// Check to make sure their color didn't change somehow...
if (G_GametypeHasTeams())
{
if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_redteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_redteam);
}
else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_blueteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_blueteam);
}
}
if (betweenmaps)
return;
if (p-players == consoleplayer)
{
if (mapmusflags & MUSIC_RELOADRESET)
@ -2303,9 +2339,6 @@ void G_PlayerReborn(INT32 player)
if (gametype == GT_COOP)
P_FindEmerald(); // scan for emeralds to hunt for
// Reset Nights score and max link to 0 on death
p->marescore = p->maxlink = 0;
// If NiGHTS, find lowest mare to start with.
p->mare = P_FindLowestMare();
@ -2313,27 +2346,6 @@ void G_PlayerReborn(INT32 player)
if (p->mare == 255)
p->mare = 0;
p->marelap = p->marebonuslap = 0;
// Check to make sure their color didn't change somehow...
if (G_GametypeHasTeams())
{
if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_redteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_redteam);
}
else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_blueteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_blueteam);
}
}
}
//

View File

@ -100,7 +100,7 @@ extern INT32 localaiming, localaiming2; // should be an angle_t but signed
//
void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo);
void G_DoReborn(INT32 playernum);
void G_PlayerReborn(INT32 player);
void G_PlayerReborn(INT32 player, boolean betweenmaps);
void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer,
boolean skipprecutscene, boolean FLS);
char *G_BuildMapTitle(INT32 mapnum);

View File

@ -149,7 +149,7 @@ static void HWR_DrawColumnInCache(const column_t *patchcol, UINT8 *block, GLMipm
{
RGBA_t rgbatexel;
rgbatexel.rgba = *(UINT32 *)dest;
colortemp = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
colortemp.rgba = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
}
memcpy(dest, &colortemp, sizeof(RGBA_t)-sizeof(UINT8));
break;
@ -159,7 +159,7 @@ static void HWR_DrawColumnInCache(const column_t *patchcol, UINT8 *block, GLMipm
{
RGBA_t rgbatexel;
rgbatexel.rgba = *(UINT32 *)dest;
colortemp = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
colortemp.rgba = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
}
memcpy(dest, &colortemp, sizeof(RGBA_t));
break;
@ -263,7 +263,7 @@ static void HWR_DrawFlippedColumnInCache(const column_t *patchcol, UINT8 *block,
{
RGBA_t rgbatexel;
rgbatexel.rgba = *(UINT32 *)dest;
colortemp = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
colortemp.rgba = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
}
memcpy(dest, &colortemp, sizeof(RGBA_t)-sizeof(UINT8));
break;
@ -273,7 +273,7 @@ static void HWR_DrawFlippedColumnInCache(const column_t *patchcol, UINT8 *block,
{
RGBA_t rgbatexel;
rgbatexel.rgba = *(UINT32 *)dest;
colortemp = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
colortemp.rgba = ASTBlendPixel(rgbatexel, colortemp, originPatch->style, originPatch->alpha);
}
memcpy(dest, &colortemp, sizeof(RGBA_t));
break;

View File

@ -197,6 +197,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_EGGO
&lspr[NOLIGHT], // SPR_SEBH
&lspr[NOLIGHT], // SPR_FAKE
&lspr[NOLIGHT], // SPR_SHCK
// Boss 4 (Castle Eggman)
&lspr[NOLIGHT], // SPR_EGGP
@ -204,11 +205,15 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_EGR1
// Boss 5 (Arid Canyon)
&lspr[NOLIGHT], //SPR_FANG // replaces EGGQ
&lspr[NOLIGHT], //SPR_FBOM
&lspr[NOLIGHT], //SPR_FSGN
&lspr[REDBALL_L], //SPR_BARX // bomb explosion (also used by barrel)
&lspr[NOLIGHT], //SPR_BARD // bomb dust (also used by barrel)
&lspr[NOLIGHT], // SPR_FANG // replaces EGGQ
&lspr[NOLIGHT], // SPR_BRKN
&lspr[NOLIGHT], // SPR_WHAT
&lspr[INVINCIBLE_L], // SPR_VWRE
&lspr[INVINCIBLE_L], // SPR_PROJ
&lspr[NOLIGHT], // SPR_FBOM
&lspr[NOLIGHT], // SPR_FSGN
&lspr[REDBALL_L], // SPR_BARX // bomb explosion (also used by barrel)
&lspr[NOLIGHT], // SPR_BARD // bomb dust (also used by barrel)
// Boss 6 (Red Volcano)
&lspr[NOLIGHT], // SPR_EEGR

View File

@ -26,6 +26,7 @@
#include <string.h>
#include <math.h>
#include "../d_main.h"
#include "../doomdef.h"
#include "../doomstat.h"
#include "../fastcmp.h"
@ -70,6 +71,10 @@
#endif
#endif
#ifndef errno
#include "errno.h"
#endif
#define NUMVERTEXNORMALS 162
float avertexnormals[NUMVERTEXNORMALS][3] = {
{-0.525731f, 0.000000f, 0.850651f},
@ -294,7 +299,8 @@ static md2_model_t *md2_readModel(const char *filename)
if (model == NULL)
return 0;
file = fopen(filename, "rb");
//Filename checking fixed ~Monster Iestyn and Golden
file = fopen(va("%s"PATHSEP"%s", srb2home, filename), "rb");
if (!file)
{
free(model);
@ -523,7 +529,8 @@ static GrTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_
#endif
#endif
png_FILE_p png_FILE;
char *pngfilename = va("md2/%s", filename);
//Filename checking fixed ~Monster Iestyn and Golden
char *pngfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename);
FIL_ForceExtension(pngfilename, ".png");
png_FILE = fopen(pngfilename, "rb");
@ -651,7 +658,8 @@ static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h,
size_t pw, ph, size, ptr = 0;
INT32 ch, rep;
FILE *file;
char *pcxfilename = va("md2/%s", filename);
//Filename checking fixed ~Monster Iestyn and Golden
char *pcxfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename);
FIL_ForceExtension(pcxfilename, ".pcx");
file = fopen(pcxfilename, "rb");
@ -845,11 +853,12 @@ void HWR_InitMD2(void)
}
// read the md2.dat file
f = fopen("md2.dat", "rt");
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
if (!f)
{
CONS_Printf("%s", M_GetText("Error while loading md2.dat\n"));
CONS_Printf("%s %s\n", M_GetText("Error while loading md2.dat:"), strerror(errno));
nomd2s = true;
return;
}
@ -911,7 +920,8 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
CONS_Printf("AddPlayerMD2()...\n");
// read the md2.dat file
f = fopen("md2.dat", "rt");
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
if (!f)
{
@ -956,7 +966,8 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
return;
// Read the md2.dat file
f = fopen("md2.dat", "rt");
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
if (!f)
{
@ -1202,7 +1213,7 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
if (!md2 || !skin)
return 0;
if ((unsigned)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(md2->model->spr2frames[spr2*2 + 1])

View File

@ -85,6 +85,7 @@ char sprnames[NUMSPRITES + 1][5] =
"EGGO", // Boss 3
"SEBH", // Boss 3 Junk
"FAKE", // Boss 3 Fakemobile
"SHCK", // Boss 3 Shockwave
// Boss 4 (Castle Eggman)
"EGGP",
@ -93,6 +94,10 @@ char sprnames[NUMSPRITES + 1][5] =
// Boss 5 (Arid Canyon)
"FANG", // replaces EGGQ
"BRKN", // broken robot chunk
"WHAT", // alart
"VWRE",
"PROJ", // projector light
"FBOM",
"FSGN",
"BARX", // bomb explosion (also used by barrel)
@ -212,11 +217,11 @@ char sprnames[NUMSPRITES + 1][5] =
"GARG", // Deep Sea Gargoyle
"SEWE", // Deep Sea Seaweed
"DRIP", // Dripping water
"CRL1", // Coral 1
"CRL2", // Coral 2
"CRL3", // Coral 3
"CORL", // Coral
"BCRY", // Blue Crystal
"KELP", // Kelp
"ALGA", // Animated algae top
"ALGB", // Animated algae segment
"DSTG", // DSZ Stalagmites
"LIBE", // DSZ Light beam
@ -246,7 +251,7 @@ char sprnames[NUMSPRITES + 1][5] =
// Arid Canyon Scenery
"BTBL", // Big tumbleweed
"STBL", // Small tumbleweed
"CACT", // Cacti sprites
"CACT", // Cacti
"WWSG", // Caution Sign
"WWS2", // Cacti Sign
"WWS3", // Sharp Turn Sign
@ -739,7 +744,7 @@ state_t states[NUMSTATES] =
// CA_FLY/CA_SWIM
{SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY
{SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
{SPR_PLAY, SPR2_SWIM, 4, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
{SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED
// CA_GLIDEANDCLIMB
@ -1306,6 +1311,11 @@ state_t states[NUMSTATES] =
{SPR_SEBH, 0, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSSEBH1
{SPR_SEBH, 1, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSSEBH2
// Boss 3 Shockwave
{SPR_SHCK, FF_FULLBRIGHT|FF_PAPERSPRITE|FF_ANIMATE, 8, {A_Boss3ShockThink}, 4, 2, S_SHOCKWAVE2}, // S_SHOCKWAVE1
{SPR_SHCK, 3|FF_FULLBRIGHT|FF_PAPERSPRITE|FF_ANIMATE, 8, {A_Boss3ShockThink}, 4, 2, S_SHOCKWAVE1}, // S_SHOCKWAVE2
// Boss 4
{SPR_EGGP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_STND
{SPR_EGGP, 1, 3, {NULL}, 0, 0, S_EGGMOBILE4_LATK2}, // S_EGGMOBILE4_LATK1
@ -1348,6 +1358,28 @@ state_t states[NUMSTATES] =
{SPR_EFIR, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBOJET
// Boss 5
{SPR_NULL, 0, 2, {A_CheckFlags2}, MF2_AMBUSH, S_FANG_IDLE0, S_FANG_INTRO0}, // S_FANG_SETUP
{SPR_NULL, 0, 2, {NULL}, 0, 0, S_FANG_INTRO1}, // S_FANG_INTRO0
{SPR_NULL, 0, 2, {A_Boss5MakeJunk}, -S_FANG_CLONE1, 0, S_FANG_INTRO2}, // S_FANG_INTRO1
{SPR_NULL, 0, 0, {A_Repeat}, 25, S_FANG_INTRO1, S_FANG_INTRO3}, // S_FANG_INTRO2
{SPR_NULL, 0, 0, {A_Boss5MakeJunk}, 0, 1, S_FANG_INTRO4}, // S_FANG_INTRO3
{SPR_FANG, 30, 1, {A_ZThrust}, 9, (1<<16)|1, S_FANG_INTRO5}, // S_FANG_INTRO4
{SPR_FANG, 27, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO6}, // S_FANG_INTRO5
{SPR_FANG, 28, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO7}, // S_FANG_INTRO6
{SPR_FANG, 29, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO8}, // S_FANG_INTRO7
{SPR_FANG, 30, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO5}, // S_FANG_INTRO8
{SPR_FANG, 23|FF_ANIMATE, 50, {NULL}, 1, 4, S_FANG_INTRO10}, // S_FANG_INTRO9
{SPR_FANG, 25, 5, {NULL}, 0, 0, S_FANG_INTRO11}, // S_FANG_INTRO10
{SPR_FANG, 26, 2, {A_Boss5MakeJunk}, S_BROKENROBOTD, 2, S_FANG_INTRO12}, // S_FANG_INTRO11
{SPR_FANG, 31|FF_ANIMATE, 50, {NULL}, 3, 4, S_FANG_IDLE1}, // S_FANG_INTRO12
{SPR_FANG, 11, 2, {A_Boss5MakeJunk}, 0, -1, S_FANG_CLONE2}, // S_FANG_CLONE1
{SPR_FANG, 11, 0, {A_Repeat}, 49, S_FANG_CLONE1, S_FANG_CLONE3}, // S_FANG_INTRO2
{SPR_FANG, 12, 0, {A_SetObjectFlags}, MF_NOGRAVITY, 1, S_FANG_CLONE4}, // S_FANG_CLONE3
{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_IDLE0, 0, S_FANG_CLONE4}, // S_FANG_CLONE4
{SPR_FANG, 0, 0, {A_SetObjectFlags}, MF_NOCLIPTHING, 1, S_FANG_IDLE1}, // S_FANG_IDLE0
{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2}, // S_FANG_IDLE1
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE3}, // S_FANG_IDLE2
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE4}, // S_FANG_IDLE3
@ -1422,8 +1454,8 @@ state_t states[NUMSTATES] =
{SPR_FANG, 21, 0, {A_DoNPCPain}, 0, 0, S_FANG_DIE2}, // S_FANG_DIE1
{SPR_FANG, 21, 1, {A_Boss5CheckOnGround}, S_FANG_DIE3, 0, S_FANG_DIE2}, // S_FANG_DIE2
{SPR_FANG, 22, 0, {A_Scream}, 0, 0, S_FANG_DIE4}, // S_FANG_DIE3
{SPR_FANG, 22, 104, {NULL}, 0, 0, S_FANG_DIE5}, // S_FANG_DIE4
{SPR_FANG, 22, 0, {A_Scream}, 0, 0, S_FANG_DIE4}, // S_FANG_DIE3
{SPR_FANG, 22, -1, {A_SetFuse}, 70, 0, S_FANG_DIE5}, // S_FANG_DIE4
{SPR_FANG, 11, 0, {A_PlaySound}, sfx_jump, 0, S_FANG_DIE6}, // S_FANG_DIE5
{SPR_FANG, 11, 1, {A_ZThrust}, 6, (1<<16)|1, S_FANG_DIE7}, // S_FANG_DIE6
@ -1437,6 +1469,26 @@ state_t states[NUMSTATES] =
{SPR_FANG, 17, 7*TICRATE, {NULL}, 0, 0, S_NULL}, // S_FANG_KO
{SPR_NULL, 0, -1, {A_RandomStateRange}, S_BROKENROBOTA, S_BROKENROBOTF, S_NULL}, // S_BROKENROBOTRANDOM
{SPR_BRKN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTA
{SPR_BRKN, 4|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTB
{SPR_BRKN, 8|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTC
{SPR_BRKN, 12|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTD
{SPR_BRKN, 16|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTE
{SPR_BRKN, 20|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTF
{SPR_WHAT, FF_ANIMATE|FF_FULLBRIGHT, 4, {NULL}, 1, 2, S_ALART2}, // S_ALART1
{SPR_WHAT, 2|FF_ANIMATE|FF_FULLBRIGHT, -1, {NULL}, 1, 2, S_NULL}, // S_ALART2
{SPR_VWRE, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_VWREF
{SPR_VWRE, 1|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_VWREB
{SPR_PROJ, FF_TRANS20|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PROJECTORLIGHT2}, // S_PROJECTORLIGHT1
{SPR_PROJ, 1|FF_TRANS40|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_PROJECTORLIGHT3}, // S_PROJECTORLIGHT2
{SPR_PROJ, 2|FF_TRANS20|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_PROJECTORLIGHT4}, // S_PROJECTORLIGHT3
{SPR_PROJ, 3|FF_TRANS40|FF_FULLBRIGHT, 2, {A_Repeat}, 39, S_PROJECTORLIGHT2, S_PROJECTORLIGHT5}, // S_PROJECTORLIGHT4
{SPR_PROJ, 4|FF_TRANS60|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_PROJECTORLIGHT5
{SPR_FBOM, 0, 1, {A_GhostMe}, 0, 0, S_FBOMB2}, // S_FBOMB1
{SPR_FBOM, 1, 1, {A_GhostMe}, 0, 0, S_FBOMB1}, // S_FBOMB2
{SPR_BARX, 0|FF_FULLBRIGHT, 3, {A_SetObjectFlags}, MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP, 0, S_FBOMB_EXPL2}, // S_FBOMB_EXPL1
@ -1596,7 +1648,7 @@ state_t states[NUMSTATES] =
{SPR_FLME, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY3
{SPR_FLME, FF_FULLBRIGHT|2, 0, {A_SpawnObjectRelative}, 0, MT_CYBRAKDEMON_FLAMEREST, S_NULL}, // S_CYBRAKDEMONFLAMESHOT_DIE
{SPR_FLAM, FF_FULLBRIGHT, 0, {A_SetFuse}, 10*TICRATE, 0, S_FLAMEREST}, // S_CYBRAKDEMONFLAMEREST
{SPR_FLAM, FF_FULLBRIGHT, 1, {A_SetFuse}, 10*TICRATE, 0, S_FLAMEREST}, // S_CYBRAKDEMONFLAMEREST
{SPR_ELEC, 0 + FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_CYBRAKDEMONELECTRICBARRIER_INIT2}, // S_CYBRAKDEMONELECTRICBARRIER_INIT1
{SPR_ELEC, 0 + FF_FULLBRIGHT, 0, {A_RemoteAction}, -1, S_CYBRAKDEMON_INVINCIBLERIZE, S_CYBRAKDEMONELECTRICBARRIER_PLAYSOUND}, // S_CYBRAKDEMONELECTRICBARRIER_INIT2
@ -2164,14 +2216,12 @@ state_t states[NUMSTATES] =
{SPR_DRIP, FF_TRANS30|4, 1, {NULL}, 0, 0, S_DRIPC2}, // S_DRIPC1
{SPR_DRIP, FF_TRANS30|5, 1, {NULL}, 0, 0, S_NULL}, // S_DRIPC2
// Coral 1
{SPR_CRL1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORAL1
// Coral 2
{SPR_CRL2, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORAL2
// Coral 3
{SPR_CRL3, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORAL3
// Coral
{SPR_CORL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORAL1
{SPR_CORL, 1, -1, {NULL}, 0, 0, S_NULL}, // S_CORAL2
{SPR_CORL, 2, -1, {NULL}, 0, 0, S_NULL}, // S_CORAL3
{SPR_CORL, 3, -1, {NULL}, 0, 0, S_NULL}, // S_CORAL4
{SPR_CORL, 4, -1, {NULL}, 0, 0, S_NULL}, // S_CORAL5
// Blue Crystal
{SPR_BCRY, FF_TRANS30, -1, {NULL}, 0, 0, S_NULL}, // S_BLUECRYSTAL1
@ -2179,6 +2229,11 @@ state_t states[NUMSTATES] =
// Kelp
{SPR_KELP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KELP
// Animated algae
{SPR_ALGA, 0, 1, {A_ConnectToGround}, MT_ANIMALGAESEG, 0, S_ANIMALGAETOP2}, // S_ANIMALGAETOP1
{SPR_ALGA, 0|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 11, 4, S_NULL}, // S_ANIMALGAETOP2
{SPR_ALGB, 0|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 11, 4, S_NULL}, // S_ANIMALGAESEG
// DSZ Stalagmites
{SPR_DSTG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_DSZSTALAGMITE
{SPR_DSTG, 1, -1, {NULL}, 0, 0, S_NULL}, // S_DSZ2STALAGMITE
@ -2323,18 +2378,20 @@ state_t states[NUMSTATES] =
{SPR_STBL, 6, 5, {NULL}, 0, 0, S_LITTLETUMBLEWEED_ROLL8}, // S_LITTLETUMBLEWEED_ROLL7
{SPR_STBL, 7, 5, {NULL}, 0, 0, S_LITTLETUMBLEWEED_ROLL1}, // S_LITTLETUMBLEWEED_ROLL8
// Cacti Sprites
{SPR_CACT, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI1
{SPR_CACT, 1, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI2
{SPR_CACT, 2, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI3
{SPR_CACT, 3, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI4
// Cacti
{SPR_CACT, 0, -1, {A_ConnectToGround}, MT_CACTITINYSEG, 0, S_NULL}, // S_CACTI1
{SPR_CACT, 1, -1, {A_ConnectToGround}, MT_CACTISMALLSEG, 0, S_NULL}, // S_CACTI2
{SPR_CACT, 2, -1, {A_ConnectToGround}, MT_CACTITINYSEG, 0, S_NULL}, // S_CACTI3
{SPR_CACT, 3, -1, {A_ConnectToGround}, MT_CACTISMALLSEG, 0, S_NULL}, // S_CACTI4
{SPR_CACT, 4, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI5
{SPR_CACT, 5, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI6
{SPR_CACT, 6, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI7
{SPR_CACT, 7, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI8
{SPR_CACT, 8, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI9
{SPR_CACT, 9, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI10
{SPR_CACT, 10, -1, {NULL}, 0, 0, S_NULL}, // S_CACTI11
{SPR_CACT, 9, -1, {A_ConnectToGround}, MT_CACTITINYSEG, 0, S_NULL}, // S_CACTI10
{SPR_CACT, 10, -1, {A_ConnectToGround}, MT_CACTISMALLSEG, 0, S_NULL}, // S_CACTI11
{SPR_CACT, 11, -1, {NULL}, 0, 0, S_NULL}, // S_CACTITINYSEG
{SPR_CACT, 12, -1, {NULL}, 0, 0, S_NULL}, // S_CACTISMALLSEG
// Warning Signs
{SPR_WWSG, FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_ARIDSIGN_CAUTION
@ -3811,21 +3868,21 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 1, {A_RockSpawn}, 0, 0, S_ROCKSPAWN}, // S_ROCKSPAWN
{SPR_ROIA, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEA
{SPR_ROIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEN
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEP
{SPR_ROIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEN
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEP
{SPR_BRIC, FF_ANIMATE, -1, {A_DebrisRandom}, 7, 2, S_NULL}, // S_BRICKDEBRIS
@ -5456,30 +5513,30 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SHOCK
{ // MT_SHOCKWAVE
-1, // doomednum
S_THUNDERCOIN_SPARK, // spawnstate
S_SHOCKWAVE1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
sfx_s3k5e, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
8*TICRATE, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_SPRK1, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
10*FRACUNIT, // speed
16*FRACUNIT, // radius
35*FRACUNIT, // height
12*FRACUNIT, // speed
48*FRACUNIT, // radius
8*FRACUNIT, // height
0, // display offset
DMG_ELECTRIC|(sfx_buzz2<<8), // mass
20, // damage
3, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY, // flags
MF_NOBLOCKMAP|MF_MISSILE|MF_PAIN|MF_NOGRAVITY|MF_PAPERCOLLISION, // flags
S_NULL // raisestate
},
@ -5620,7 +5677,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_FANG
204, // doomednum
S_FANG_IDLE1, // spawnstate
S_FANG_SETUP, // spawnstate
8, // spawnhealth
S_FANG_PATHINGSTART1, // seestate
sfx_None, // seesound
@ -5641,10 +5698,118 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // mass
3, // damage
sfx_boingf, // activesound
MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE, // flags
MF_RUNSPAWNFUNC|MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE|MF_NOCLIPTHING, // flags -- MF_NOCLIPTHING will be removed after intro event ends
S_NULL // raisestate
},
{ // MT_BROKENROBOT
-1, // doomednum
S_BROKENROBOTRANDOM, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_ambint, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
255, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
1000, // mass
0, // damage
sfx_crumbl, // activesound
MF_RUNSPAWNFUNC|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_SCENERY|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_VWREF
-1, // doomednum
S_VWREF, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
12*FRACUNIT, // height
1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_VWREB
-1, // doomednum
S_VWREB, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
12*FRACUNIT, // height
-1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_PROJECTORLIGHT
-1, // doomednum
S_PROJECTORLIGHT1, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
52*FRACUNIT, // height
-1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_FBOMB
-1, // doomednum
S_FBOMB1, // spawnstate
@ -6499,8 +6664,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
1, // damage
@ -6580,8 +6745,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_ncitem, // deathsound
1, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
16*FRACUNIT, // radius
30*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
@ -10036,7 +10201,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
4, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
MF_NOBLOCKMAP|MF_NOCLIP|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
@ -10063,7 +10228,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
8, // mass
0, // damage
sfx_None, // activesound
MF_SPECIAL|MF_SCENERY, // flags
MF_SPECIAL|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10084,13 +10249,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
29*FRACUNIT, // radius
40*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10111,13 +10276,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
30*FRACUNIT, // radius
53*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10138,13 +10303,67 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
28*FRACUNIT, // radius
41*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_CORAL4
1014, // doomednum
S_CORAL4, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
56*FRACUNIT, // radius
112*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_CORAL5
1015, // doomednum
S_CORAL5, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
56*FRACUNIT, // radius
112*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10171,13 +10390,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_KELP
1007, // doomednum
S_KELP, // spawnstate
S_KELP, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -10192,19 +10411,73 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
292*FRACUNIT, // height
16*FRACUNIT, // radius
292*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOBLOCKMAP, // flags
MF_SCENERY|MF_NOBLOCKMAP, // flags
S_NULL // raisestate
},
{ // MT_ANIMALGAETOP
1013, // doomednum
S_ANIMALGAETOP1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
48*FRACUNIT, // radius
120*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
{ // MT_ANIMALGAESEG
-1, // doomednum
S_ANIMALGAESEG, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
48*FRACUNIT, // radius
120*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_DSZSTALAGMITE
1008, // doomednum
S_DSZSTALAGMITE, // spawnstate
S_DSZSTALAGMITE,// spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -10220,12 +10493,12 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
116*FRACUNIT, // height
116*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_SOLID, // flags
MF_SCENERY|MF_SOLID, // flags
S_NULL // raisestate
},
@ -10247,18 +10520,18 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
116*FRACUNIT, // height
116*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_SOLID, // flags
MF_SCENERY|MF_SOLID, // flags
S_NULL // raisestate
},
{ // MT_LIGHTBEAM
1010, // doomednum
S_LIGHTBEAM1, // spawnstate
S_LIGHTBEAM1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -10273,7 +10546,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
16*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
4, // mass
@ -10339,7 +10612,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_FLAMEPARTICLE
-1, // doomednum
S_FLAMEPARTICLE, // spawnstate
S_FLAMEPARTICLE,// spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -11461,13 +11734,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
13*FRACUNIT, // radius
24*FRACUNIT, // height
0, // display offset
100, // mass
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_SCENERY|MF_PAIN|MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
@ -11488,13 +11761,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
64*FRACUNIT, // height
15*FRACUNIT, // radius
52*FRACUNIT, // height
0, // display offset
100, // mass
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_SCENERY|MF_PAIN|MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
@ -11515,13 +11788,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
13*FRACUNIT, // radius
24*FRACUNIT, // height
0, // display offset
100, // mass
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_SCENERY|MF_PAIN|MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
@ -11542,13 +11815,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
80*FRACUNIT, // height
15*FRACUNIT, // radius
52*FRACUNIT, // height
0, // display offset
100, // mass
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_SCENERY|MF_PAIN|MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
@ -11572,7 +11845,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
32*FRACUNIT, // radius
96*FRACUNIT, // height
0, // display offset
100, // mass
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_SCENERY|MF_PAIN, // flags
@ -11599,7 +11872,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
20*FRACUNIT, // radius
128*FRACUNIT, // height
0, // display offset
100, // mass
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_SCENERY|MF_PAIN, // flags
@ -11624,9 +11897,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
0, // speed
24*FRACUNIT, // radius
224*FRACUNIT, // height
224*FRACUNIT, // height
0, // display offset
100, // mass
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_SCENERY|MF_PAIN, // flags
@ -11651,9 +11924,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
0, // speed
24*FRACUNIT, // radius
256*FRACUNIT, // height
256*FRACUNIT, // height
0, // display offset
100, // mass
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_SCENERY|MF_PAIN, // flags
@ -11680,13 +11953,121 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
48*FRACUNIT, // radius
96*FRACUNIT, // height
0, // display offset
100, // mass
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_SCENERY|MF_PAIN, // flags
S_NULL // raisestate
},
{ // MT_CACTI10
1230, // doomednum
S_CACTI10, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
13*FRACUNIT, // radius
28*FRACUNIT, // height
0, // display offset
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_PAIN|MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
{ // MT_CACTI11
1231, // doomednum
S_CACTI11, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
15*FRACUNIT, // radius
60*FRACUNIT, // height
0, // display offset
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_PAIN|MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
{ // MT_CACTITINYSEG
-1, // doomednum
S_CACTITINYSEG, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
13*FRACUNIT, // radius
28*FRACUNIT, // height
0, // display offset
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_SCENERY|MF_PAIN|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_CACTISMALLSEG
-1, // doomednum
S_CACTISMALLSEG, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
15*FRACUNIT, // radius
60*FRACUNIT, // height
0, // display offset
DMG_SPIKE, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_SCENERY|MF_PAIN|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_ARIDSIGN_CAUTION
1212, // doomednum
S_ARIDSIGN_CAUTION, // spawnstate
@ -12308,60 +12689,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_CACTI10
1230, // doomednum
S_CACTI10, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
64*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_SCENERY|MF_PAIN, // flags
S_NULL // raisestate
},
{ // MT_CACTI11
1231, // doomednum
S_CACTI11, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_SOLID|MF_SCENERY|MF_PAIN, // flags
S_NULL // raisestate
},
{ // MT_FLAMEJET
1300, // doomednum
S_FLAMEJETSTND, // spawnstate

View File

@ -138,6 +138,7 @@ void A_SetReactionTime();
void A_Boss1Spikeballs();
void A_Boss3TakeDamage();
void A_Boss3Path();
void A_Boss3ShockThink();
void A_LinedefExecute();
void A_PlaySeeSound();
void A_PlayAttackSound();
@ -252,6 +253,7 @@ void A_Boss5CheckOnGround();
void A_Boss5CheckFalling();
void A_Boss5PinchShot();
void A_Boss5MakeItRain();
void A_Boss5MakeJunk();
void A_LookForBetter();
void A_Boss5BombExplode();
void A_DustDevilThink();
@ -331,6 +333,7 @@ typedef enum sprite
SPR_EGGO, // Boss 3
SPR_SEBH, // Boss 3 Junk
SPR_FAKE, // Boss 3 Fakemobile
SPR_SHCK, // Boss 3 Shockwave
// Boss 4 (Castle Eggman)
SPR_EGGP,
@ -339,6 +342,10 @@ typedef enum sprite
// Boss 5 (Arid Canyon)
SPR_FANG, // replaces EGGQ
SPR_BRKN,
SPR_WHAT,
SPR_VWRE,
SPR_PROJ, // projector light
SPR_FBOM,
SPR_FSGN,
SPR_BARX, // bomb explosion (also used by barrel)
@ -458,11 +465,11 @@ typedef enum sprite
SPR_GARG, // Deep Sea Gargoyle
SPR_SEWE, // Deep Sea Seaweed
SPR_DRIP, // Dripping water
SPR_CRL1, // Coral 1
SPR_CRL2, // Coral 2
SPR_CRL3, // Coral 3
SPR_CORL, // Coral
SPR_BCRY, // Blue Crystal
SPR_KELP, // Kelp
SPR_ALGA, // Animated algae top
SPR_ALGB, // Animated algae segment
SPR_DSTG, // DSZ Stalagmites
SPR_LIBE, // DSZ Light beam
@ -492,7 +499,7 @@ typedef enum sprite
// Arid Canyon Scenery
SPR_BTBL, // Big tumbleweed
SPR_STBL, // Small tumbleweed
SPR_CACT, // Cacti sprites
SPR_CACT, // Cacti
SPR_WWSG, // Caution Sign
SPR_WWS2, // Cacti Sign
SPR_WWS3, // Sharp Turn Sign
@ -1453,6 +1460,10 @@ typedef enum state
S_BOSSSEBH1,
S_BOSSSEBH2,
// Boss 3 Shockwave
S_SHOCKWAVE1,
S_SHOCKWAVE2,
// Boss 4
S_EGGMOBILE4_STND,
S_EGGMOBILE4_LATK1,
@ -1495,6 +1506,25 @@ typedef enum state
S_EGGROBOJET,
// Boss 5
S_FANG_SETUP,
S_FANG_INTRO0,
S_FANG_INTRO1,
S_FANG_INTRO2,
S_FANG_INTRO3,
S_FANG_INTRO4,
S_FANG_INTRO5,
S_FANG_INTRO6,
S_FANG_INTRO7,
S_FANG_INTRO8,
S_FANG_INTRO9,
S_FANG_INTRO10,
S_FANG_INTRO11,
S_FANG_INTRO12,
S_FANG_CLONE1,
S_FANG_CLONE2,
S_FANG_CLONE3,
S_FANG_CLONE4,
S_FANG_IDLE0,
S_FANG_IDLE1,
S_FANG_IDLE2,
S_FANG_IDLE3,
@ -1566,6 +1596,26 @@ typedef enum state
S_FANG_FLEEBOUNCE2,
S_FANG_KO,
S_BROKENROBOTRANDOM,
S_BROKENROBOTA,
S_BROKENROBOTB,
S_BROKENROBOTC,
S_BROKENROBOTD,
S_BROKENROBOTE,
S_BROKENROBOTF,
S_ALART1,
S_ALART2,
S_VWREF,
S_VWREB,
S_PROJECTORLIGHT1,
S_PROJECTORLIGHT2,
S_PROJECTORLIGHT3,
S_PROJECTORLIGHT4,
S_PROJECTORLIGHT5,
S_FBOMB1,
S_FBOMB2,
S_FBOMB_EXPL1,
@ -2289,14 +2339,12 @@ typedef enum state
S_DRIPC1,
S_DRIPC2,
// Coral 1
// Coral
S_CORAL1,
// Coral 2
S_CORAL2,
// Coral 3
S_CORAL3,
S_CORAL4,
S_CORAL5,
// Blue Crystal
S_BLUECRYSTAL1,
@ -2304,6 +2352,11 @@ typedef enum state
// Kelp,
S_KELP,
// Animated algae
S_ANIMALGAETOP1,
S_ANIMALGAETOP2,
S_ANIMALGAESEG,
// DSZ Stalagmites
S_DSZSTALAGMITE,
S_DSZ2STALAGMITE,
@ -2438,7 +2491,7 @@ typedef enum state
S_LITTLETUMBLEWEED_ROLL7,
S_LITTLETUMBLEWEED_ROLL8,
// Cacti Sprites
// Cacti
S_CACTI1,
S_CACTI2,
S_CACTI3,
@ -2450,8 +2503,10 @@ typedef enum state
S_CACTI9,
S_CACTI10,
S_CACTI11,
S_CACTITINYSEG,
S_CACTISMALLSEG,
// Warning signs sprites
// Warning signs
S_ARIDSIGN_CAUTION,
S_ARIDSIGN_CACTI,
S_ARIDSIGN_SHARPTURN,
@ -3981,7 +4036,7 @@ typedef enum mobj_type
// Boss 3
MT_EGGMOBILE3,
MT_FAKEMOBILE,
MT_SHOCK,
MT_SHOCKWAVE,
// Boss 4
MT_EGGMOBILE4,
@ -3992,6 +4047,10 @@ typedef enum mobj_type
// Boss 5
MT_FANG,
MT_BROKENROBOT,
MT_VWREF,
MT_VWREB,
MT_PROJECTORLIGHT,
MT_FBOMB,
MT_TNTDUST, // also used by barrel
MT_FSGNA,
@ -4190,11 +4249,15 @@ typedef enum mobj_type
MT_SEAWEED, // DSZ Seaweed
MT_WATERDRIP, // Dripping Water source
MT_WATERDROP, // Water drop from dripping water
MT_CORAL1, // Coral 1
MT_CORAL2, // Coral 2
MT_CORAL3, // Coral 3
MT_CORAL1, // Coral
MT_CORAL2,
MT_CORAL3,
MT_CORAL4,
MT_CORAL5,
MT_BLUECRYSTAL, // Blue Crystal
MT_KELP, // Kelp
MT_ANIMALGAETOP, // Animated algae top
MT_ANIMALGAESEG, // Animated algae segment
MT_DSZSTALAGMITE, // Deep Sea 1 Stalagmite
MT_DSZ2STALAGMITE, // Deep Sea 2 Stalagmite
MT_LIGHTBEAM, // DSZ Light beam
@ -4245,17 +4308,19 @@ typedef enum mobj_type
// Arid Canyon Scenery
MT_BIGTUMBLEWEED,
MT_LITTLETUMBLEWEED,
MT_CACTI1,
MT_CACTI2,
MT_CACTI3,
MT_CACTI4,
MT_CACTI5, // Harmful Cactus 1
MT_CACTI6, // Harmful Cactus 2
MT_CACTI7, // Harmful Cactus 3
MT_CACTI8, // Harmful Cactus 4
MT_CACTI9, // Harmful Cactus 5
MT_CACTI10, // Harmful Cactus 6
MT_CACTI11, // Harmful Cactus 7
MT_CACTI1, // Tiny Red Flower Cactus
MT_CACTI2, // Small Red Flower Cactus
MT_CACTI3, // Tiny Blue Flower Cactus
MT_CACTI4, // Small Blue Flower Cactus
MT_CACTI5, // Prickly Pear
MT_CACTI6, // Barrel Cactus
MT_CACTI7, // Tall Barrel Cactus
MT_CACTI8, // Armed Cactus
MT_CACTI9, // Ball Cactus
MT_CACTI10, // Tiny Cactus
MT_CACTI11, // Small Cactus
MT_CACTITINYSEG, // Tiny Cactus Segment
MT_CACTISMALLSEG, // Small Cactus Segment
MT_ARIDSIGN_CAUTION, // Caution Sign
MT_ARIDSIGN_CACTI, // Cacti Sign
MT_ARIDSIGN_SHARPTURN, // Sharp Turn Sign

View File

@ -66,6 +66,13 @@
// And just some randomness for the exits.
#include "m_random.h"
#if defined(HAVE_SDL)
#include "SDL.h"
#if SDL_VERSION_ATLEAST(2,0,0)
#include "sdl/sdlmain.h" // JOYSTICK_HOTPLUG
#endif
#endif
#ifdef PC_DOS
#include <stdio.h> // for snprintf
int snprintf(char *str, size_t n, const char *fmt, ...);
@ -118,7 +125,7 @@ const char *quitmsg[NUM_QUITMESSAGES];
// Stuff for customizing the player select screen Tails 09-22-2003
description_t description[MAXSKINS];
INT16 char_on = -1, startchar = 1;
INT16 char_on = -1, startchar = 0;
static char *char_notes = NULL;
static fixed_t char_scroll = 0;
@ -136,7 +143,7 @@ typedef enum
levellist_mode_t levellistmode = LLM_CREATESERVER;
UINT8 maplistoption = 0;
static char joystickInfo[8][29];
static char joystickInfo[MAX_JOYSTICKS+1][29];
#ifndef NONET
static UINT32 serverlistpage;
#endif
@ -276,9 +283,10 @@ menu_t MP_MainDef;
// Split into multiple parts due to size
// Controls
menu_t OP_ChangeControlsDef;
menu_t OP_MPControlsDef, OP_CameraControlsDef, OP_MiscControlsDef;
menu_t OP_MPControlsDef, OP_MiscControlsDef;
menu_t OP_P1ControlsDef, OP_P2ControlsDef, OP_MouseOptionsDef;
menu_t OP_Mouse2OptionsDef, OP_Joystick1Def, OP_Joystick2Def;
menu_t OP_CameraOptionsDef, OP_Camera2OptionsDef;
static void M_VideoModeMenu(INT32 choice);
static void M_Setup1PControlsMenu(INT32 choice);
static void M_Setup2PControlsMenu(INT32 choice);
@ -308,7 +316,8 @@ static void M_Addons(INT32 choice);
static void M_AddonsOptions(INT32 choice);
static patch_t *addonsp[NUM_EXT+5];
#define numaddonsshown 4
#define addonmenusize 9 // number of items actually displayed in the addons menu view, formerly (2*numaddonsshown + 1)
#define numaddonsshown 4 // number of items to each side of the currently selected item, unless at top/bottom ends of directory
static void M_DrawLevelPlatterHeader(INT32 y, const char *header, boolean headerhighlight, boolean allowlowercase);
@ -1003,13 +1012,11 @@ static menuitem_t OP_P1ControlsMenu[] =
{IT_SUBMENU | IT_STRING, NULL, "Mouse Options...", &OP_MouseOptionsDef, 20},
{IT_SUBMENU | IT_STRING, NULL, "Gamepad Options...", &OP_Joystick1Def , 30},
{IT_STRING | IT_CVAR, NULL, "Third-person Camera" , &cv_chasecam , 50},
{IT_STRING | IT_CVAR, NULL, "Flip Camera with Gravity" , &cv_flipcam , 60},
{IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair, 70},
{IT_SUBMENU | IT_STRING, NULL, "Camera Options...", &OP_CameraOptionsDef, 50},
//{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog, 90},
{IT_STRING | IT_CVAR, NULL, "Character angle", &cv_directionchar, 90},
{IT_STRING | IT_CVAR, NULL, "Automatic braking", &cv_autobrake, 100},
//{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog, 100},
{IT_STRING | IT_CVAR, NULL, "Character angle", &cv_directionchar, 70},
{IT_STRING | IT_CVAR, NULL, "Automatic braking", &cv_autobrake, 80},
};
static menuitem_t OP_P2ControlsMenu[] =
@ -1018,13 +1025,11 @@ static menuitem_t OP_P2ControlsMenu[] =
{IT_SUBMENU | IT_STRING, NULL, "Second Mouse Options...", &OP_Mouse2OptionsDef, 20},
{IT_SUBMENU | IT_STRING, NULL, "Second Gamepad Options...", &OP_Joystick2Def , 30},
{IT_STRING | IT_CVAR, NULL, "Third-person Camera" , &cv_chasecam2 , 50},
{IT_STRING | IT_CVAR, NULL, "Flip Camera with Gravity" , &cv_flipcam2 , 60},
{IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair2, 70},
{IT_SUBMENU | IT_STRING, NULL, "Camera Options...", &OP_Camera2OptionsDef, 50},
//{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog2, 90},
{IT_STRING | IT_CVAR, NULL, "Character angle", &cv_directionchar2, 90},
{IT_STRING | IT_CVAR, NULL, "Automatic braking", &cv_autobrake2, 100},
//{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog2, 100},
{IT_STRING | IT_CVAR, NULL, "Character angle", &cv_directionchar2, 70},
{IT_STRING | IT_CVAR, NULL, "Automatic braking", &cv_autobrake2, 80},
};
static menuitem_t OP_ChangeControlsMenu[] =
@ -1114,14 +1119,7 @@ static menuitem_t OP_Joystick2Menu[] =
{IT_STRING | IT_CVAR, NULL, "Third-Person Vert-Look", &cv_chasefreelook2, 130},
};
static menuitem_t OP_JoystickSetMenu[] =
{
{IT_CALL | IT_NOTHING, "None", NULL, M_AssignJoystick, '0'},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, '1'},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, '2'},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, '3'},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, '4'},
};
static menuitem_t OP_JoystickSetMenu[1+MAX_JOYSTICKS];
static menuitem_t OP_MouseOptionsMenu[] =
{
@ -1153,6 +1151,34 @@ static menuitem_t OP_Mouse2OptionsMenu[] =
NULL, "Mouse Y Sensitivity", &cv_mouseysens2, 80},
};
static menuitem_t OP_CameraOptionsMenu[] =
{
{IT_STRING | IT_CVAR, NULL, "Third-person Camera" , &cv_chasecam , 10},
{IT_STRING | IT_CVAR, NULL, "Flip Camera with Gravity" , &cv_flipcam , 20},
{IT_STRING | IT_CVAR, NULL, "Orbital Looking" , &cv_cam_orbit , 30},
{IT_STRING | IT_CVAR, NULL, "Downhill Slope Adjustment", &cv_cam_adjust, 40},
{IT_STRING | IT_CVAR | IT_CV_INTEGERSTEP, NULL, "Camera Distance", &cv_cam_dist, 60},
{IT_STRING | IT_CVAR | IT_CV_INTEGERSTEP, NULL, "Camera Height", &cv_cam_height, 70},
{IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Camera Speed", &cv_cam_speed, 80},
{IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair, 100},
};
static menuitem_t OP_Camera2OptionsMenu[] =
{
{IT_STRING | IT_CVAR, NULL, "Third-person Camera" , &cv_chasecam2 , 10},
{IT_STRING | IT_CVAR, NULL, "Flip Camera with Gravity" , &cv_flipcam2 , 20},
{IT_STRING | IT_CVAR, NULL, "Orbital Looking" , &cv_cam2_orbit , 30},
{IT_STRING | IT_CVAR, NULL, "Downhill Slope Adjustment", &cv_cam2_adjust, 40},
{IT_STRING | IT_CVAR | IT_CV_INTEGERSTEP, NULL, "Camera Distance", &cv_cam2_dist, 60},
{IT_STRING | IT_CVAR | IT_CV_INTEGERSTEP, NULL, "Camera Height", &cv_cam2_height, 70},
{IT_STRING | IT_CVAR | IT_CV_FLOATSLIDER, NULL, "Camera Speed", &cv_cam2_speed, 80},
{IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair2, 100},
};
static menuitem_t OP_VideoOptionsMenu[] =
{
{IT_HEADER, NULL, "Screen", NULL, 0},
@ -1363,36 +1389,39 @@ static menuitem_t OP_ScreenshotOptionsMenu[] =
{
{IT_HEADER, NULL, "General", NULL, 0},
{IT_STRING|IT_CVAR, NULL, "Use color profile", &cv_screenshot_colorprofile, 6},
{IT_STRING|IT_CVAR, NULL, "Storage Location", &cv_screenshot_option, 11},
{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Custom Folder", &cv_screenshot_folder, 16},
{IT_HEADER, NULL, "Screenshots (F8)", NULL, 30},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memory, 36},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_level, 41},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategy, 46},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bits, 51},
{IT_HEADER, NULL, "Screenshots (F8)", NULL, 16},
{IT_STRING|IT_CVAR, NULL, "Storage Location", &cv_screenshot_option, 22},
{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Custom Folder", &cv_screenshot_folder, 27},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memory, 42},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_level, 47},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategy, 52},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bits, 57},
{IT_HEADER, NULL, "Movie Mode (F9)", NULL, 60},
{IT_STRING|IT_CVAR, NULL, "Capture Mode", &cv_moviemode, 66},
{IT_HEADER, NULL, "Movie Mode (F9)", NULL, 64},
{IT_STRING|IT_CVAR, NULL, "Storage Location", &cv_movie_option, 70},
{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Custom Folder", &cv_movie_folder, 75},
{IT_STRING|IT_CVAR, NULL, "Capture Mode", &cv_moviemode, 90},
{IT_STRING|IT_CVAR, NULL, "Region Optimizing", &cv_gif_optimize, 71},
{IT_STRING|IT_CVAR, NULL, "Downscaling", &cv_gif_downscale, 76},
{IT_STRING|IT_CVAR, NULL, "Region Optimizing", &cv_gif_optimize, 95},
{IT_STRING|IT_CVAR, NULL, "Downscaling", &cv_gif_downscale, 100},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memorya, 71},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_levela, 76},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategya, 81},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bitsa, 86},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memorya, 95},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_levela, 100},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategya, 105},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bitsa, 110},
};
enum
{
op_screenshot_colorprofile = 1,
op_screenshot_folder = 3,
op_screenshot_capture = 10,
op_screenshot_gif_start = 11,
op_screenshot_gif_end = 12,
op_screenshot_apng_start = 13,
op_screenshot_apng_end = 16,
op_screenshot_folder = 4,
op_movie_folder = 11,
op_screenshot_capture = 12,
op_screenshot_gif_start = 13,
op_screenshot_gif_end = 14,
op_screenshot_apng_start = 15,
op_screenshot_apng_end = 18,
};
static menuitem_t OP_EraseDataMenu[] =
@ -1887,6 +1916,13 @@ menu_t OP_JoystickSetDef =
0,
NULL
};
menu_t OP_CameraOptionsDef = DEFAULTMENUSTYLE(
MN_OP_MAIN + (MN_OP_P1CONTROLS << 6) + (MN_OP_P1CAMERA << 12),
"M_CONTRO", OP_CameraOptionsMenu, &OP_P1ControlsDef, 35, 30);
menu_t OP_Camera2OptionsDef = DEFAULTMENUSTYLE(
MN_OP_MAIN + (MN_OP_P2CONTROLS << 6) + (MN_OP_P2CAMERA << 12),
"M_CONTRO", OP_Camera2OptionsMenu, &OP_P2ControlsDef, 35, 30);
menu_t OP_VideoOptionsDef =
{
@ -2210,6 +2246,12 @@ void Addons_option_Onchange(void)
(cv_addons_option.value == 3 ? IT_CVAR|IT_STRING|IT_CV_STRING : IT_DISABLED);
}
void Moviemode_option_Onchange(void)
{
OP_ScreenshotOptionsMenu[op_movie_folder].status =
(cv_movie_option.value == 3 ? IT_CVAR|IT_STRING|IT_CV_STRING : IT_DISABLED);
}
// ==========================================================================
// END ORGANIZATION STUFF.
// ==========================================================================
@ -2748,13 +2790,27 @@ static void M_ChangeCvar(INT32 choice)
||((currentMenu->menuitems[itemOn].status & IT_CVARTYPE) == IT_CV_INVISSLIDER)
||((currentMenu->menuitems[itemOn].status & IT_CVARTYPE) == IT_CV_NOMOD))
{
CV_SetValue(cv,cv->value+(choice));
if (cv->flags & CV_FLOAT && (currentMenu->menuitems[itemOn].status & IT_CV_FLOATSLIDER) == IT_CV_FLOATSLIDER)
{
char s[20];
sprintf(s,"%f",FIXED_TO_FLOAT(cv->value)+(choice)*(1.0f/16.0f));
CV_Set(cv,s);
}
else
CV_SetValue(cv,cv->value+(choice));
}
else if (cv->flags & CV_FLOAT)
{
char s[20];
sprintf(s,"%f",FIXED_TO_FLOAT(cv->value)+(choice)*(1.0f/16.0f));
CV_Set(cv,s);
if (currentMenu->menuitems[itemOn].status & IT_CV_INTEGERSTEP)
{
CV_SetValue(cv,FIXED_TO_FLOAT(cv->value)+(choice));
}
else
{
char s[20];
sprintf(s,"%f",FIXED_TO_FLOAT(cv->value)+(choice)*(1.0f/16.0f));
CV_Set(cv,s);
}
}
else
CV_AddValue(cv,choice);
@ -3488,6 +3544,8 @@ void M_Ticker(void)
//
void M_Init(void)
{
int i;
CV_RegisterVar(&cv_nextmap);
CV_RegisterVar(&cv_newgametype);
CV_RegisterVar(&cv_chooseskin);
@ -3537,6 +3595,17 @@ void M_Init(void)
OP_ScreenshotOptionsMenu[op_screenshot_colorprofile].status = IT_GRAYEDOUT;
#endif
/*
Well the menu sucks for forcing us to have an item set
at all if every item just calls the same function, and
nothing more. Now just automate the definition.
*/
for (i = 0; i <= MAX_JOYSTICKS; ++i)
{
OP_JoystickSetMenu[i].status = ( IT_NOTHING|IT_CALL );
OP_JoystickSetMenu[i].itemaction = M_AssignJoystick;
}
#ifndef NONET
CV_RegisterVar(&cv_serversort);
#endif
@ -3644,7 +3713,12 @@ static void M_DrawSlider(INT32 x, INT32 y, const consvar_t *cv, boolean ontop)
for (i = 0; cv->PossibleValue[i+1].strvalue; i++);
if ((range = atoi(cv->defaultvalue)) != cv->value)
if (cv->flags & CV_FLOAT)
range = (INT32)(atof(cv->defaultvalue)*FRACUNIT);
else
range = atoi(cv->defaultvalue);
if (range != cv->value)
{
range = ((range - cv->PossibleValue[0].value) * 100 /
(cv->PossibleValue[i].value - cv->PossibleValue[0].value));
@ -5642,7 +5716,8 @@ static boolean M_AddonsRefresh(void)
static void M_DrawAddons(void)
{
INT32 x, y;
ssize_t i, m;
size_t i, m;
size_t t, b; // top and bottom item #s to draw in directory
const UINT8 *flashcol = NULL;
UINT8 hilicol;
@ -5681,52 +5756,63 @@ static void M_DrawAddons(void)
hilicol = 0; // white
#define boxwidth (MAXSTRINGLENGTH*8+6)
// draw the file path and the top white + black lines of the box
V_DrawString(x-21, (y - 16) + (lsheadingheight - 12), highlightflags|V_ALLOWLOWERCASE, M_AddonsHeaderPath());
V_DrawFill(x-21, (y - 16) + (lsheadingheight - 3), MAXSTRINGLENGTH*8+6, 1, hilicol);
V_DrawFill(x-21, (y - 16) + (lsheadingheight - 2), MAXSTRINGLENGTH*8+6, 1, 30);
V_DrawFill(x-21, (y - 16) + (lsheadingheight - 3), boxwidth, 1, hilicol);
V_DrawFill(x-21, (y - 16) + (lsheadingheight - 2), boxwidth, 1, 30);
m = (BASEVIDHEIGHT - currentMenu->y + 2) - (y - 1);
// addons menu back color
V_DrawFill(x - 21, y - 1, MAXSTRINGLENGTH*8+6, m, 159);
V_DrawFill(x-21, y - 1, boxwidth, m, 159);
// scrollbar!
if (sizedirmenu <= (2*numaddonsshown + 1))
i = 0;
// The directory is too small for a scrollbar, so just draw a tall white line
if (sizedirmenu <= addonmenusize)
{
t = 0; // first item
b = sizedirmenu - 1; // last item
i = 0; // "scrollbar" at "top" position
}
else
{
ssize_t q = m;
m = ((2*numaddonsshown + 1) * m)/sizedirmenu;
size_t q = m;
m = (addonmenusize * m)/sizedirmenu; // height of scroll bar
if (dir_on[menudepthleft] <= numaddonsshown) // all the way up
i = 0;
else if (sizedirmenu <= (dir_on[menudepthleft] + numaddonsshown + 1)) // all the way down
i = q-m;
else
i = ((dir_on[menudepthleft] - numaddonsshown) * (q-m))/(sizedirmenu - (2*numaddonsshown + 1));
{
t = 0; // first item
b = addonmenusize - 1; //9th item
i = 0; // scrollbar at top position
}
else if (dir_on[menudepthleft] >= sizedirmenu - (numaddonsshown + 1)) // all the way down
{
t = sizedirmenu - addonmenusize; // # 9th last
b = sizedirmenu - 1; // last item
i = q-m; // scrollbar at bottom position
}
else // somewhere in the middle
{
t = dir_on[menudepthleft] - numaddonsshown; // 4 items above
b = dir_on[menudepthleft] + numaddonsshown; // 4 items below
i = (t * (q-m))/(sizedirmenu - addonmenusize); // calculate position of scrollbar
}
}
V_DrawFill(x + MAXSTRINGLENGTH*8+5 - 21, (y - 1) + i, 1, m, hilicol);
// draw the scrollbar!
V_DrawFill((x-21) + boxwidth-1, (y - 1) + i, 1, m, hilicol);
// get bottom...
m = dir_on[menudepthleft] + numaddonsshown + 1;
if (m > (ssize_t)sizedirmenu)
m = sizedirmenu;
#undef boxwidth
// then compute top and adjust bottom if needed!
if (m < (2*numaddonsshown + 1))
{
m = min(sizedirmenu, 2*numaddonsshown + 1);
i = 0;
}
else
i = m - (2*numaddonsshown + 1);
if (i != 0)
// draw up arrow that bobs up and down
if (t != 0)
V_DrawString(19, y+4 - (skullAnimCounter/5), highlightflags, "\x1A");
// make the selection box flash yellow
if (skullAnimCounter < 4)
flashcol = V_GetStringColormap(highlightflags);
for (; i < m; i++)
// draw icons and item names
for (i = t; i <= b; i++)
{
UINT32 flags = V_ALLOWLOWERCASE;
if (y > BASEVIDHEIGHT) break;
@ -5742,12 +5828,14 @@ static void M_DrawAddons(void)
else
V_DrawSmallScaledPatch(x-(16+4), y, 0, addonsp[(type & ~EXT_LOADED)]);
// draw selection box for the item currently selected
if ((size_t)i == dir_on[menudepthleft])
{
V_DrawFixedPatch((x-(16+4))<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, 0, addonsp[NUM_EXT+1], flashcol);
flags = V_ALLOWLOWERCASE|highlightflags;
}
// draw name of the item, use ... if too long
#define charsonside 14
if (dirmenu[i][DIR_LEN] > (charsonside*2 + 3))
V_DrawString(x, y+4, flags, va("%.*s...%s", charsonside, dirmenu[i]+DIR_STRING, dirmenu[i]+DIR_STRING+dirmenu[i][DIR_LEN]-(charsonside+1)));
@ -5759,9 +5847,11 @@ static void M_DrawAddons(void)
y += 16;
}
if (m != (ssize_t)sizedirmenu)
// draw down arrow that bobs down and up
if (b != sizedirmenu)
V_DrawString(19, y-12 + (skullAnimCounter/5), highlightflags, "\x1B");
// draw search box
y = BASEVIDHEIGHT - currentMenu->y + 1;
M_DrawTextBox(x - (21 + 5), y, MAXSTRINGLENGTH, 1);
@ -5773,9 +5863,11 @@ static void M_DrawAddons(void)
V_DrawCharacter(x - 18 + V_StringWidth(menusearch+1, 0), y + 8,
'_' | 0x80, false);
// draw search icon
x -= (21 + 5 + 16);
V_DrawSmallScaledPatch(x, y + 4, (menusearch[0] ? 0 : V_TRANSLUCENT), addonsp[NUM_EXT+3]);
// draw save icon
x = BASEVIDWIDTH - x - 16;
V_DrawSmallScaledPatch(x, y + 4, ((!modifiedgame || savemoddata) ? 0 : V_TRANSLUCENT), addonsp[NUM_EXT+4]);
@ -9921,18 +10013,33 @@ static void M_ScreenshotOptions(INT32 choice)
static void M_DrawJoystick(void)
{
INT32 i;
INT32 i, compareval2, compareval;
// draw title (or big pic)
M_DrawMenuTitle();
for (i = 0; i <= 4; i++) // See MAX_JOYSTICKS
for (i = 0; i <= MAX_JOYSTICKS; i++) // See MAX_JOYSTICKS
{
M_DrawTextBox(OP_JoystickSetDef.x-8, OP_JoystickSetDef.y+LINEHEIGHT*i-12, 28, 1);
//M_DrawSaveLoadBorder(OP_JoystickSetDef.x+4, OP_JoystickSetDef.y+1+LINEHEIGHT*i);
if ((setupcontrols_secondaryplayer && (i == cv_usejoystick2.value))
|| (!setupcontrols_secondaryplayer && (i == cv_usejoystick.value)))
#ifdef JOYSTICK_HOTPLUG
if (atoi(cv_usejoystick2.string) > I_NumJoys())
compareval2 = atoi(cv_usejoystick2.string);
else
compareval2 = cv_usejoystick2.value;
if (atoi(cv_usejoystick.string) > I_NumJoys())
compareval = atoi(cv_usejoystick.string);
else
compareval = cv_usejoystick.value;
#else
compareval2 = cv_usejoystick2.value;
compareval = cv_usejoystick.value
#endif
if ((setupcontrols_secondaryplayer && (i == compareval2))
|| (!setupcontrols_secondaryplayer && (i == compareval)))
V_DrawString(OP_JoystickSetDef.x, OP_JoystickSetDef.y+LINEHEIGHT*i-4,V_GREENMAP,joystickInfo[i]);
else
V_DrawString(OP_JoystickSetDef.x, OP_JoystickSetDef.y+LINEHEIGHT*i-4,0,joystickInfo[i]);
@ -9945,7 +10052,7 @@ static void M_DrawJoystick(void)
}
}
static void M_SetupJoystickMenu(INT32 choice)
void M_SetupJoystickMenu(INT32 choice)
{
INT32 i = 0;
const char *joyNA = "Unavailable";
@ -9954,12 +10061,27 @@ static void M_SetupJoystickMenu(INT32 choice)
strcpy(joystickInfo[i], "None");
for (i = 1; i < 8; i++)
for (i = 1; i <= MAX_JOYSTICKS; i++)
{
if (i <= n && (I_GetJoyName(i)) != NULL)
strncpy(joystickInfo[i], I_GetJoyName(i), 28);
else
strcpy(joystickInfo[i], joyNA);
#ifdef JOYSTICK_HOTPLUG
// We use cv_usejoystick.string as the USER-SET var
// and cv_usejoystick.value as the INTERNAL var
//
// In practice, if cv_usejoystick.string == 0, this overrides
// cv_usejoystick.value and always disables
//
// Update cv_usejoystick.string here so that the user can
// properly change this value.
if (i == cv_usejoystick.value)
CV_SetValue(&cv_usejoystick, i);
if (i == cv_usejoystick2.value)
CV_SetValue(&cv_usejoystick2, i);
#endif
}
M_SetupNextMenu(&OP_JoystickSetDef);
@ -9989,10 +10111,76 @@ static void M_Setup2PJoystickMenu(INT32 choice)
static void M_AssignJoystick(INT32 choice)
{
#ifdef JOYSTICK_HOTPLUG
INT32 oldchoice, oldstringchoice;
INT32 numjoys = I_NumJoys();
if (setupcontrols_secondaryplayer)
{
oldchoice = oldstringchoice = atoi(cv_usejoystick2.string) > numjoys ? atoi(cv_usejoystick2.string) : cv_usejoystick2.value;
CV_SetValue(&cv_usejoystick2, choice);
// Just in case last-minute changes were made to cv_usejoystick.value,
// update the string too
// But don't do this if we're intentionally setting higher than numjoys
if (choice <= numjoys)
{
CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value);
// reset this so the comparison is valid
if (oldchoice > numjoys)
oldchoice = cv_usejoystick2.value;
if (oldchoice != choice)
{
if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device
CV_SetValue(&cv_usejoystick2, (oldstringchoice > numjoys ? oldstringchoice : oldchoice));
if (oldstringchoice ==
(atoi(cv_usejoystick2.string) > numjoys ? atoi(cv_usejoystick2.string) : cv_usejoystick2.value))
M_StartMessage("This gamepad is used by another\n"
"player. Reset the gamepad\n"
"for that player first.\n\n"
"(Press a key)\n", NULL, MM_NOTHING);
}
}
}
else
{
oldchoice = oldstringchoice = atoi(cv_usejoystick.string) > numjoys ? atoi(cv_usejoystick.string) : cv_usejoystick.value;
CV_SetValue(&cv_usejoystick, choice);
// Just in case last-minute changes were made to cv_usejoystick.value,
// update the string too
// But don't do this if we're intentionally setting higher than numjoys
if (choice <= numjoys)
{
CV_SetValue(&cv_usejoystick, cv_usejoystick.value);
// reset this so the comparison is valid
if (oldchoice > numjoys)
oldchoice = cv_usejoystick.value;
if (oldchoice != choice)
{
if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device
CV_SetValue(&cv_usejoystick, (oldstringchoice > numjoys ? oldstringchoice : oldchoice));
if (oldstringchoice ==
(atoi(cv_usejoystick.string) > numjoys ? atoi(cv_usejoystick.string) : cv_usejoystick.value))
M_StartMessage("This gamepad is used by another\n"
"player. Reset the gamepad\n"
"for that player first.\n\n"
"(Press a key)\n", NULL, MM_NOTHING);
}
}
}
#else
if (setupcontrols_secondaryplayer)
CV_SetValue(&cv_usejoystick2, choice);
else
CV_SetValue(&cv_usejoystick, choice);
#endif
}
// =============

View File

@ -72,10 +72,12 @@ typedef enum
MN_OP_P1MOUSE,
MN_OP_P1JOYSTICK,
MN_OP_JOYSTICKSET, // OP_JoystickSetDef shared with P2
MN_OP_P1CAMERA,
MN_OP_P2CONTROLS,
MN_OP_P2MOUSE,
MN_OP_P2JOYSTICK,
MN_OP_P2CAMERA,
MN_OP_VIDEO,
MN_OP_VIDEOMODE,
@ -206,7 +208,6 @@ void M_QuitResponse(INT32 ch);
// Determines whether to show a level in the list (platter version does not need to be exposed)
boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt);
// flags for items in the menu
// menu handle (what we do when key is pressed
#define IT_TYPE 14 // (2+4+8)
@ -242,6 +243,8 @@ boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt);
#define IT_CV_NOPRINT 1536
#define IT_CV_NOMOD 2048
#define IT_CV_INVISSLIDER 2560
#define IT_CV_INTEGERSTEP 4096 // if IT_CV_NORMAL and cvar is CV_FLOAT, modify it by 1 instead of 0.0625
#define IT_CV_FLOATSLIDER 4608 // IT_CV_SLIDER, value modified by 0.0625 instead of 1 (for CV_FLOAT cvars)
//call/submenu specific
// There used to be a lot more here but ...
@ -309,6 +312,10 @@ extern menu_t *currentMenu;
extern menu_t MainDef;
extern menu_t SP_LoadDef;
// Call upon joystick hotplug
void M_SetupJoystickMenu(INT32 choice);
extern menu_t OP_JoystickSetDef;
// Stuff for customizing the player select screen
typedef struct
{
@ -397,6 +404,9 @@ void Screenshot_option_Onchange(void);
// Addons menu updating
void Addons_option_Onchange(void);
// Moviemode menu updating
void Moviemode_option_Onchange(void);
// These defines make it a little easier to make menus
#define DEFAULTMENUSTYLE(id, header, source, prev, x, y)\
{\

View File

@ -108,6 +108,9 @@ consvar_t cv_screenshot_colorprofile = {"screenshot_colorprofile", "Yes", CV_SAV
static CV_PossibleValue_t moviemode_cons_t[] = {{MM_GIF, "GIF"}, {MM_APNG, "aPNG"}, {MM_SCREENSHOT, "Screenshots"}, {0, NULL}};
consvar_t cv_moviemode = {"moviemode_mode", "GIF", CV_SAVE|CV_CALL, moviemode_cons_t, Moviemode_mode_Onchange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_movie_option = {"movie_option", "Default", CV_SAVE|CV_CALL, screenshot_cons_t, Moviemode_option_Onchange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_movie_folder = {"movie_folder", "", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t zlib_mem_level_t[] = {
{1, "(Min Memory) 1"},
{2, "2"}, {3, "3"}, {4, "4"}, {5, "5"}, {6, "6"}, {7, "7"},
@ -1124,19 +1127,25 @@ static inline moviemode_t M_StartMovieGIF(const char *pathname)
void M_StartMovie(void)
{
#if NUMSCREENS > 2
const char *pathname = ".";
char pathname[MAX_WADPATH];
if (moviemode)
return;
if (cv_screenshot_option.value == 0)
pathname = usehome ? srb2home : srb2path;
else if (cv_screenshot_option.value == 1)
pathname = srb2home;
else if (cv_screenshot_option.value == 2)
pathname = srb2path;
else if (cv_screenshot_option.value == 3 && *cv_screenshot_folder.string != '\0')
pathname = cv_screenshot_folder.string;
if (cv_movie_option.value == 0)
strcpy(pathname, usehome ? srb2home : srb2path);
else if (cv_movie_option.value == 1)
strcpy(pathname, srb2home);
else if (cv_movie_option.value == 2)
strcpy(pathname, srb2path);
else if (cv_movie_option.value == 3 && *cv_movie_folder.string != '\0')
strcpy(pathname, cv_movie_folder.string);
if (cv_movie_option.value != 3)
{
strcat(pathname, PATHSEP"movies"PATHSEP);
I_mkdir(pathname, 0755);
}
if (rendermode == render_none)
I_Error("Can't make a movie without a render system\n");
@ -1474,7 +1483,8 @@ void M_ScreenShot(void)
void M_DoScreenShot(void)
{
#if NUMSCREENS > 2
const char *freename = NULL, *pathname = ".";
const char *freename = NULL;
char pathname[MAX_WADPATH];
boolean ret = false;
UINT8 *linear = NULL;
@ -1486,13 +1496,19 @@ void M_DoScreenShot(void)
return;
if (cv_screenshot_option.value == 0)
pathname = usehome ? srb2home : srb2path;
strcpy(pathname, usehome ? srb2home : srb2path);
else if (cv_screenshot_option.value == 1)
pathname = srb2home;
strcpy(pathname, srb2home);
else if (cv_screenshot_option.value == 2)
pathname = srb2path;
strcpy(pathname, srb2path);
else if (cv_screenshot_option.value == 3 && *cv_screenshot_folder.string != '\0')
pathname = cv_screenshot_folder.string;
strcpy(pathname, cv_screenshot_folder.string);
if (cv_screenshot_option.value != 3)
{
strcat(pathname, PATHSEP"screenshots"PATHSEP);
I_mkdir(pathname, 0755);
}
#ifdef USE_PNG
freename = Newsnapshotfile(pathname,"png");

View File

@ -30,7 +30,7 @@ typedef enum {
extern moviemode_t moviemode;
extern consvar_t cv_screenshot_option, cv_screenshot_folder, cv_screenshot_colorprofile;
extern consvar_t cv_moviemode;
extern consvar_t cv_moviemode, cv_movie_folder, cv_movie_option;
extern consvar_t cv_zlib_memory, cv_zlib_level, cv_zlib_strategy, cv_zlib_window_bits;
extern consvar_t cv_zlib_memorya, cv_zlib_levela, cv_zlib_strategya, cv_zlib_window_bitsa;
extern consvar_t cv_apng_delay;

View File

@ -170,6 +170,7 @@ void A_SetReactionTime(mobj_t *actor);
void A_Boss1Spikeballs(mobj_t *actor);
void A_Boss3TakeDamage(mobj_t *actor);
void A_Boss3Path(mobj_t *actor);
void A_Boss3ShockThink(mobj_t *actor);
void A_LinedefExecute(mobj_t *actor);
void A_PlaySeeSound(mobj_t *actor);
void A_PlayAttackSound(mobj_t *actor);
@ -282,6 +283,7 @@ void A_Boss5CheckOnGround(mobj_t *actor);
void A_Boss5CheckFalling(mobj_t *actor);
void A_Boss5PinchShot(mobj_t *actor);
void A_Boss5MakeItRain(mobj_t *actor);
void A_Boss5MakeJunk(mobj_t *actor);
void A_LookForBetter(mobj_t *actor);
void A_Boss5BombExplode(mobj_t *actor);
void A_DustDevilThink(mobj_t *actor);
@ -3027,10 +3029,15 @@ void A_Boss1Laser(mobj_t *actor)
if (!actor->target)
return;
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
if (actor->state->tics > 1)
dur = actor->tics;
else
{
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
dur = actor->extravalue2;
dur = actor->extravalue2;
}
switch (locvar2)
{
@ -3076,23 +3083,15 @@ void A_Boss1Laser(mobj_t *actor)
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);
if (mobjinfo[locvar1].seesound)
S_StartSound(actor, mobjinfo[locvar1].seesound);
if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
{
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
}
/* -- the following was relevant when the MT_EGGMOBILE_TARGET was allowed to move left and right from its path
else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);*/
/*if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)
angle = FixedAngle(FixedDiv(dur*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT);
else*/
angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y));
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y));
point = P_SpawnMobj(x, y, z, locvar1);
P_SetTarget(&point->target, actor);
@ -4028,13 +4027,17 @@ bossjustdie:
}
case MT_FANG:
{
if (mo->flags2 & MF2_SLIDEPUSH)
{
P_RemoveMobj(mo);
return;
}
if (mo->tracer)
{
var1 = var2 = 0;
A_Boss5Jump(mo);
mo->momx = ((16 - 1)*mo->momx)/16;
mo->momy = ((16 - 1)*mo->momy)/16;
if (!(mo->flags2 & MF2_AMBUSH))
{
const fixed_t time = FixedHypot(mo->tracer->x - mo->x, mo->tracer->y - mo->y)/FixedHypot(mo->momx, mo->momy);
const fixed_t speed = 64*FRACUNIT;
@ -8079,6 +8082,57 @@ void A_Boss3Path(mobj_t *actor)
}
}
// Function: A_Boss3ShockThink
//
// Description: Inserts new interstitial shockwave objects when the space between others spreads too much.
//
// var1 = unused
// var2 = unused
//
void A_Boss3ShockThink(mobj_t *actor)
{
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss3ShockThink", actor))
return;
#endif
if (actor->momx || actor->momy)
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy) + ANGLE_90;
if (actor->hnext && !P_MobjWasRemoved(actor->hnext))
{
mobj_t *snext = actor->hnext;
mobj_t *snew;
fixed_t x0, y0, x1, y1;
// Break the link if movements are too different
if (FixedHypot(snext->momx - actor->momx, snext->momy - actor->momy) > 12*actor->scale)
{
P_SetTarget(&actor->hnext, NULL);
return;
}
// Check distance between shockwave objects to determine whether interstitial ones should be spawned
x0 = actor->x;
y0 = actor->y;
x1 = snext->x;
y1 = snext->y;
if (FixedHypot(x1 - x0, y1 - y0) > 2*actor->radius)
{
snew = P_SpawnMobj((x0 + x1) >> 1, (y0 + y1) >> 1, (actor->z + snext->z) >> 1, actor->type);
snew->momx = (actor->momx + snext->momx) >> 1;
snew->momy = (actor->momy + snext->momy) >> 1;
snew->momz = (actor->momz + snext->momz) >> 1; // is this really needed?
snew->angle = (actor->angle + snext->angle) >> 1;
P_SetTarget(&snew->target, actor->target);
snew->fuse = actor->fuse;
P_SetTarget(&actor->hnext, snew);
P_SetTarget(&snew->hnext, snext);
}
}
}
// Function: A_LinedefExecute
//
// Description: Object's location is used to set the calling sector. The tag used is var1. Optionally, if var2 is set, the actor's angle (multiplied by var2) is added to the tag number as well.
@ -12978,6 +13032,100 @@ void A_Boss5MakeItRain(mobj_t *actor)
actor->extravalue2 = 0;
}
// Function: A_Boss5MakeJunk
//
// Description: Make a mess.
//
// var1 = state # to set on MT_BROKENROBOT (if 0 do nothing, if -1 go to if colorized)
// var2 = mode (-1 = spin, 0 = make 1, & 1 make 8, & 2 alart mode)
//
void A_Boss5MakeJunk(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
mobj_t *broked;
angle_t ang;
INT32 i = ((locvar2 & 1) ? 8 : 1);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss5MakeJunk", actor))
return;
#endif
if (locvar1 < 0 && (actor->flags2 & MF2_SLIDEPUSH)) // this entire action is a hack, don't judge me
{
INT32 curextravalue2 = actor->extravalue2;
P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_PROJECTORLIGHT);
actor->z += P_MobjFlip(actor)*actor->height;
actor->flags |= MF_NOGRAVITY;
S_StartSound(actor, sfx_vwre);
actor->extravalue2 = 49;
P_SetMobjState(actor, -locvar1);
actor->extravalue2 = curextravalue2;
actor->angle -= FixedAngle((49*45)<<FRACBITS);
return;
}
if (locvar2 == -1)
{
INT32 trans = (10*actor->extravalue2)/50;
if (trans > 9)
trans = 9;
if (trans < 0)
trans = 0;
if (!(actor->extravalue2 & 1))
{
if (actor->extravalue2 > 10)
{
mobj_t *front = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_VWREF);
broked = P_SpawnMobjFromMobj(front, 0, 0, 0, MT_VWREB);
front->z = broked->z = front->z - broked->height;
P_SetObjectMomZ(front, (4<<FRACBITS), false);
broked->momz = front->momz;
broked->fuse = front->fuse = (actor->height+(2*front->height))/front->momz;
}
if (!(actor->colorized = !actor->colorized))
actor->frame |= FF_FULLBRIGHT;
}
actor->angle += ANGLE_45;
actor->frame = (actor->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT);
return;
}
ang = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
while (i--)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, FRACUNIT, MT_BROKENROBOT);
if (locvar2 & 2)
broked->fuse = TICRATE;
else
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
broked->angle = ang;
P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale);
P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))<<FRACBITS, false);
if (locvar1 > 0)
P_SetMobjState(broked, locvar1);
if (!P_MobjWasRemoved(broked))
P_TeleportMove(broked, broked->x + broked->momx, broked->y + broked->momy, broked->z);
ang += ANGLE_45;
}
if (locvar2 & 2)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, 64<<FRACBITS, MT_GHOST);
S_StartSound(broked, sfx_alart);
broked->fuse = states[S_FANG_INTRO12].tics+10;
P_SetMobjState(broked, S_ALART1);
}
else if (locvar2 & 1)
{
broked->z += broked->momz;
S_StartSound(actor, sfx_s3kccs);
actor->flags &= ~MF_NOCLIPTHING;
}
else
S_StartSound(actor, sfx_s3kd3s);
}
// Function: A_LookForBetter
//
// Description: A_Look, except it finds a better target in multiplayer, and doesn't lose the target in singleplayer.
@ -13104,11 +13252,14 @@ static boolean PIT_DustDevilLaunch(mobj_t *thing)
if (dustdevil->height - pos > thresh)
{
fixed_t dist = FixedHypot(thing->x - dustdevil->x, thing->y - dustdevil->y);
fixed_t dragamount = 6 * FRACUNIT;
fixed_t dragamount = player->speed;
fixed_t x, y;
if (player->powers[pw_nocontrol] == 0)
{
P_ResetPlayer(player);
A_PlayActiveSound(dustdevil);
}
player->powers[pw_nocontrol] = 2;
player->drawangle += ANG20;
P_SetPlayerMobjState(thing, S_PLAY_PAIN);

View File

@ -1701,13 +1701,15 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return;
if (mariomode)
return;
if (special->state-states != S_EXTRALARGEBUBBLE)
return; // Don't grab the bubble during its spawn animation
else if (toucher->eflags & MFE_VERTICALFLIP)
{
if (special->z+special->height < toucher->z + toucher->height / 3
|| special->z+special->height > toucher->z + (toucher->height*2/3))
if (special->z+special->height < toucher->z
|| special->z+special->height > toucher->z + (toucher->height*2/3))
return; // Only go in the mouth
}
else if (special->z < toucher->z + toucher->height / 3
else if (special->z < toucher->z
|| special->z > toucher->z + (toucher->height*2/3))
return; // Only go in the mouth
@ -3406,7 +3408,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false;
// Spectator handling
if (netgame)
if (multiplayer)
{
if (damagetype != DMG_SPECTATOR && target->player && target->player->spectator)
return false;
@ -3580,7 +3582,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
return true;
#endif
else if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
else if (player->powers[pw_shield] || (player->bot && !ultimatemode)) //If One-Hit Shield
{
P_ShieldDamage(player, inflictor, source, damage, damagetype);
damage = 0;

View File

@ -115,10 +115,10 @@ typedef struct camera_s
extern camera_t camera, camera2;
extern consvar_t cv_cam_dist, cv_cam_still, cv_cam_height;
extern consvar_t cv_cam_speed, cv_cam_rotate, cv_cam_rotspeed;
extern consvar_t cv_cam_speed, cv_cam_rotate, cv_cam_rotspeed, cv_cam_orbit, cv_cam_adjust;
extern consvar_t cv_cam2_dist, cv_cam2_still, cv_cam2_height;
extern consvar_t cv_cam2_speed, cv_cam2_rotate, cv_cam2_rotspeed;
extern consvar_t cv_cam2_speed, cv_cam2_rotate, cv_cam2_rotspeed, cv_cam2_orbit, cv_cam2_adjust;
extern fixed_t t_cam_dist, t_cam_height, t_cam_rotate;
extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate;

View File

@ -746,7 +746,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true;
}
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
return true;
// Don't collide with your buddies while NiGHTS-flying.
@ -1019,7 +1019,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true; // underneath
if (tmthing->flags & MF_SHOOTABLE && thing->health > 0)
{
UINT8 damagetype = (thing->info->mass & 0xFF);
UINT32 damagetype = (thing->info->mass & 0xFF);
if (!damagetype && thing->flags & MF_FIRE) // BURN!
damagetype = DMG_FIRE;
if (P_DamageMobj(tmthing, thing, thing, 1, damagetype) && (damagetype = (thing->info->mass>>8)))
@ -1036,7 +1036,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true; // underneath
if (thing->flags & MF_SHOOTABLE && tmthing->health > 0)
{
UINT8 damagetype = (tmthing->info->mass & 0xFF);
UINT32 damagetype = (tmthing->info->mass & 0xFF);
if (!damagetype && tmthing->flags & MF_FIRE) // BURN!
damagetype = DMG_FIRE;
if (P_DamageMobj(thing, tmthing, tmthing, 1, damagetype) && (damagetype = (tmthing->info->mass>>8)))
@ -2881,11 +2881,8 @@ static boolean P_ThingHeightClip(mobj_t *thing)
thing->z = thing->ceilingz - thing->height;
}
if (thing->z != oldz)
{
if (thing->player)
P_PlayerHitFloor(thing->player, !onfloor);
}
if (P_MobjFlip(thing)*(thing->z - oldz) > 0 && thing->player)
P_PlayerHitFloor(thing->player, !onfloor);
// debug: be sure it falls to the floor
thing->eflags &= ~MFE_ONGROUND;
@ -3199,7 +3196,7 @@ static boolean P_IsClimbingValid(player_t *player, angle_t angle)
&& glidesector->sector->ceilingpic == skyflatnum)
return false;
if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < ceilingz)
if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < floorz)
|| (player->mo->z >= ceilingz))
floorclimb = true;
}

View File

@ -2381,22 +2381,42 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover)
{
fixed_t topheight;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
{
fixed_t topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
#endif
*rover->topheight;
// not a lava block with solid planes
if (!(rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
&& !(rover->master->flags & ML_BLOCKMONSTERS)))
return false;
if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
&& !(rover->master->flags & ML_BLOCKMONSTERS)
&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale)))
// is solid from the sides
if (rover->master->flags & ML_EFFECT3)
return true;
if (mo->eflags & MFE_VERTICALFLIP)
{
topheight =
#ifdef ESLOPE
*rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) :
#endif
*rover->bottomheight;
if (mo->z+mo->height-mo->momz < topheight + FixedMul(16*FRACUNIT, mo->scale))
return true;
return false;
}
topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
#endif
*rover->topheight;
if (mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale))
return true;
return false;
}
@ -3760,7 +3780,7 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
if (thiscam->momx || thiscam->momy)
{
if (!P_TryCameraMove(thiscam->x + thiscam->momx, thiscam->y + thiscam->momy, thiscam))
if (!P_TryCameraMove(thiscam->x + thiscam->momx, thiscam->y + thiscam->momy, thiscam)) // Thanks for the greatly improved camera, Lach -- Sev
{ // Never fails for 2D mode.
mobj_t dummy;
dummy.thinker.function.acp1 = (actionf_p1)P_MobjThinker;
@ -3770,9 +3790,22 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
dummy.z = thiscam->z;
dummy.height = thiscam->height;
if (!resetcalled && !(player->pflags & PF_NOCLIP) && !P_CheckSight(&dummy, player->mo)) // TODO: "P_CheckCameraSight" instead.
{
P_ResetCamera(player, thiscam);
resetcalled = true;
}
else
{
fixed_t camspeed = P_AproxDistance(thiscam->momx, thiscam->momy);
P_SlideCameraMove(thiscam);
if (!resetcalled && P_AproxDistance(thiscam->momx, thiscam->momy) == camspeed)
{
P_ResetCamera(player, thiscam);
resetcalled = true;
}
}
if (resetcalled) // Okay this means the camera is fully reset.
return true;
}
@ -3981,6 +4014,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
}
else
{
#if 0 // i don't know why this is here, it's causing a few undesired state glitches, and disabling it doesn't appear to negatively affect the game, but i don't want it gone permanently just in case some obscure bug crops up
if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling
mobj->player->pflags &= ~PF_STARTJUMP;
mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
@ -3990,6 +4024,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_WALK);
}
#endif
mobj->eflags &= ~MFE_JUSTHITFLOOR;
}
@ -4570,22 +4605,37 @@ static void P_Boss3Thinker(mobj_t *mobj)
if (!mobj->movefactor) // to firing mode
{
UINT8 i;
angle_t ang = 0;
UINT8 i, numtospawn = 24;
angle_t ang = 0, interval = FixedAngle((360 << FRACBITS) / numtospawn);
mobj_t *shock, *sfirst, *sprev = NULL;
mobj->movecount = mobj->health+1;
mobj->movefactor = -512*FRACUNIT;
// shock the water!
for (i = 0; i < 64; i++)
for (i = 0; i < numtospawn; i++)
{
mobj_t *shock = P_SpawnMobjFromMobj(mobj, 0, 0, 4*FRACUNIT, MT_SHOCK);
shock = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_SHOCKWAVE);
P_SetTarget(&shock->target, mobj);
P_InstaThrust(shock, ang, shock->info->speed);
P_CheckMissileSpawn(shock);
ang += (ANGLE_MAX/64);
shock->fuse = shock->info->painchance;
if (i % 2 == 0)
P_SetMobjState(shock, shock->state->nextstate);
if (!sprev)
sfirst = shock;
else
{
if (i == numtospawn - 1)
P_SetTarget(&shock->hnext, sfirst);
P_SetTarget(&sprev->hnext, shock);
}
P_Thrust(shock, ang, shock->info->speed);
ang += interval;
sprev = shock;
}
S_StartSound(mobj, sfx_fizzle);
S_StartSound(mobj, shock->info->seesound);
// look for a new target
P_BossTargetPlayer(mobj, false);
@ -5028,6 +5078,24 @@ static void P_Boss5Thinker(mobj_t *mobj)
{
if (!mobj->health)
{
if (mobj->fuse)
{
if (mobj->flags2 & MF2_SLIDEPUSH)
{
INT32 trans = 10-((10*mobj->fuse)/70);
if (trans > 9)
trans = 9;
if (trans < 0)
trans = 0;
mobj->frame = (mobj->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT);
if (!(mobj->fuse & 1))
{
mobj->colorized = !mobj->colorized;
mobj->frame ^= FF_FULLBRIGHT;
}
}
return;
}
if (mobj->state == &states[mobj->info->xdeathstate])
mobj->momz -= (2*FRACUNIT)/3;
else if (mobj->tracer && P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y) < 2*mobj->radius)
@ -7276,7 +7344,8 @@ void P_MobjThinker(mobj_t *mobj)
case MT_FLAMEAURA_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
return;
mobj->angle = mobj->target->angle; // implicitly okay because of P_AddShield
if ((statenum_t)(mobj->state-states) < mobj->info->painstate)
mobj->angle = mobj->target->angle; // implicitly okay because of P_AddShield
if (mobj->tracer
/* && mobj->target -- the following is implicit by P_AddShield
&& mobj->target->player
@ -7614,6 +7683,17 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->movedir)
mobj->angle += mobj->movedir;
break;
case MT_VWREF:
case MT_VWREB:
{
INT32 strength;
++mobj->movedir;
mobj->frame &= ~FF_TRANSMASK;
strength = min(mobj->fuse, mobj->movedir)*3;
if (strength < 10)
mobj->frame |= ((10-strength)<<(FF_TRANSSHIFT));
}
/* FALLTHRU */
default:
if (mobj->fuse)
{ // Scenery object fuse! Very basic!
@ -9063,9 +9143,12 @@ void P_MobjThinker(mobj_t *mobj)
{
if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser)
{
/*var1 = mobj->state->var1;
var2 = mobj->state->var2 & 65535;
mobj->state->action.acp1(mobj);*/
if (mobj->state->tics > 1)
{
var1 = mobj->state->var1;
var2 = mobj->state->var2 & 65535;
mobj->state->action.acp1(mobj);
}
}
else if (leveltime & 1) // Fire mode
{
@ -9231,6 +9314,18 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
}
P_RemoveMobj(mobj);
return;
case MT_FANG:
if (mobj->flags2 & MF2_SLIDEPUSH)
{
var1 = 0;
var2 = 0;
A_BossDeath(mobj);
return;
}
P_SetMobjState(mobj, mobj->state->nextstate);
if (P_MobjWasRemoved(mobj))
return;
break;
case MT_METALSONIC_BATTLE:
break; // don't remove
case MT_SPIKE:
@ -9829,7 +9924,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
break;
}
if (sc != -1)
if (sc != -1 && !(mobj->flags2 & MF2_SLIDEPUSH))
{
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
@ -9841,6 +9936,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
mobj->color = SKINCOLOR_SILVER;
mobj->colorized = true;
mobj->flags2 |= MF2_SLIDEPUSH;
break;
}
}
@ -10412,7 +10508,7 @@ void P_SpawnPlayer(INT32 playernum)
mobj_t *mobj;
if (p->playerstate == PST_REBORN)
G_PlayerReborn(playernum);
G_PlayerReborn(playernum, false);
// spawn as spectator determination
if (!G_GametypeHasSpectators())
@ -11187,6 +11283,16 @@ You should think about modifying the deathmatch starts to take full advantage of
else
mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
break;
case MT_FANG:
case MT_METALSONIC_RACE:
case MT_METALSONIC_BATTLE:
if (mthing->options & MTF_EXTRA)
{
mobj->color = SKINCOLOR_SILVER;
mobj->colorized = true;
mobj->flags2 |= MF2_SLIDEPUSH;
}
break;
case MT_BALLOON:
if (mthing->angle > 0)
mobj->color = ((mthing->angle-1) % (MAXSKINCOLORS-1))+1;

View File

@ -2246,6 +2246,8 @@ static void P_LevelInitStuff(void)
for (i = 0; i < MAXPLAYERS; i++)
{
G_PlayerReborn(i, true);
if (canresetlives && (netgame || multiplayer) && playeringame[i] && (gametype == GT_COMPETITION || players[i].lives <= 0))
{
// In Co-Op, replenish a user's lives if they are depleted.
@ -2253,42 +2255,18 @@ static void P_LevelInitStuff(void)
}
// obliteration station...
players[i].spheres =\
players[i].xtralife = players[i].deadtimer =\
players[i].numboxes = players[i].totalring =\
players[i].laps = players[i].aiming =\
players[i].losstime = players[i].timeshit =\
players[i].marescore = players[i].lastmarescore =\
players[i].maxlink = players[i].startedtime =\
players[i].finishedtime = players[i].finishedspheres =\
players[i].finishedrings = players[i].lastmare =\
players[i].lastmarelap = players[i].lastmarebonuslap =\
players[i].totalmarelap = players[i].totalmarebonuslap =\
players[i].marebegunat = players[i].textvar =\
players[i].texttimer = players[i].linkcount =\
players[i].linktimer = players[i].flyangle =\
players[i].anotherflyangle = players[i].nightstime =\
players[i].oldscale = players[i].mare = players[i].marelap =\
players[i].marebonuslap = players[i].lapbegunat =\
players[i].lapstartedtime = players[i].totalmarescore =\
players[i].realtime = players[i].exiting = 0;
players[i].numboxes = players[i].totalring =\
players[i].laps = players[i].marescore = players[i].lastmarescore =\
players[i].mare = players[i].exiting = 0;
// i guess this could be part of the above but i feel mildly uncomfortable implicitly casting
players[i].gotcontinue = false;
// aha, the first evidence this shouldn't be a memset!
players[i].drillmeter = 40*20;
players[i].rings = (ultimatemode ? 0 : mapheaderinfo[gamemap-1]->startrings);
P_ResetPlayer(&players[i]);
// hit these too
players[i].pflags &= ~(PF_GAMETYPEOVER|PF_TRANSFERTOCLOSEST);
// unset ALL the pointers. P_SetTarget isn't needed here because if this
// function is being called we're just going to clobber the data anyways
players[i].mo = players[i].followmobj = players[i].awayviewmobj =\
players[i].capsule = players[i].axis1 = players[i].axis2 = players[i].drone = NULL;
players[i].pflags &= ~(PF_GAMETYPEOVER);
}
if (botingame)
CV_SetValue(&cv_analog2, true);
}
//

View File

@ -1109,7 +1109,7 @@ boolean P_PlayerCanDamage(player_t *player, mobj_t *thing)
}
else if (P_MobjFlip(player->mo)*(topheight - (thing->z + thing->height/2)) < 0)
{
if (player->charability == CA_FLY && player->panim == PA_ABILITY && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) > 0))
if (player->charability == CA_FLY && player->panim == PA_ABILITY && !(player->mo->eflags & MFE_UNDERWATER) && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) > 0))
return true;
}
@ -2217,148 +2217,153 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
player->pflags &= ~PF_SPINNING;
}
if (player->pflags & PF_SPINNING)
{
if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
{
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
}
}
else if (player->pflags & PF_GLIDING) // ground gliding
{
if (dorollstuff)
{
player->skidtime = TICRATE;
player->mo->tics = -1;
}
else if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
}
else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
{
if (player->mo->state-states != S_PLAY_MELEE_LANDING)
{
mobjtype_t type = player->revitem;
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS;
// hearticles
if (type)
{
UINT8 i = 0;
angle_t throwang = -(2*ANG30);
fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t zo = 6*player->mo->scale;
fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
fixed_t ev;
mobj_t *missile = NULL;
if (mu2 < mu)
mu2 = mu;
ev = (50*FRACUNIT - (mu/25))/50;
while (i < 5)
{
missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
P_SetTarget(&missile->target, player->mo);
missile->angle = throwang + player->drawangle;
P_Thrust(missile, player->drawangle + ANGLE_90,
P_ReturnThrustY(missile, throwang, mu)); // side to side component
P_Thrust(missile, player->drawangle, mu2); // forward component
P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
missile->momz += player->mo->pmomz;
missile->fuse = TICRATE/2;
missile->extravalue2 = ev;
i++;
throwang += ANG30;
}
if (mobjinfo[type].seesound && missile)
S_StartSound(missile, missile->info->seesound);
}
}
}
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
;
else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
{
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->rmomx || player->rmomy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->mo->momx || player->mo->momy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
}
if (!(player->pflags & PF_GLIDING))
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
player->secondjump = 0;
player->glidetime = 0;
player->climbing = 0;
player->powers[pw_tailsfly] = 0;
if (player->pflags & PF_SHIELDABILITY)
{
player->pflags &= ~PF_SHIELDABILITY;
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
{
if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
S_StartSound(player->mo, sfx_s3k4c);
else // create a fire pattern on the ground
{
S_StartSound(player->mo, sfx_s3k47);
P_ElementalFire(player, true);
}
P_SetObjectMomZ(player->mo,
(player->mo->eflags & MFE_UNDERWATER)
? 6*FRACUNIT/5
: 5*FRACUNIT/2,
false);
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
player->mo->momx = player->mo->momy = 0;
clipmomz = false;
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
{
P_DoBubbleBounce(player);
clipmomz = false;
}
}
if (player->pflags & PF_BOUNCING)
{
P_MobjCheckWater(player->mo);
player->mo->momz *= -1;
P_DoAbilityBounce(player, true);
if (player->scoreadd)
player->scoreadd--;
if (dorollstuff && player->mo->state-states != S_PLAY_BOUNCE_LANDING)
{
P_MobjCheckWater(player->mo);
player->mo->momz *= -1;
P_DoAbilityBounce(player, true);
if (player->scoreadd)
player->scoreadd--;
}
clipmomz = false;
}
else
{
if (player->pflags & PF_SPINNING)
{
if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
{
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
}
}
else if (player->pflags & PF_GLIDING) // ground gliding
{
if (dorollstuff)
{
player->skidtime = TICRATE;
player->mo->tics = -1;
}
else if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
}
else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
{
if (player->mo->state-states != S_PLAY_MELEE_LANDING)
{
mobjtype_t type = player->revitem;
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS;
// hearticles
if (type)
{
UINT8 i = 0;
angle_t throwang = -(2*ANG30);
fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t zo = 6*player->mo->scale;
fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
fixed_t ev;
mobj_t *missile = NULL;
if (mu2 < mu)
mu2 = mu;
ev = (50*FRACUNIT - (mu/25))/50;
while (i < 5)
{
missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
P_SetTarget(&missile->target, player->mo);
missile->angle = throwang + player->drawangle;
P_Thrust(missile, player->drawangle + ANGLE_90,
P_ReturnThrustY(missile, throwang, mu)); // side to side component
P_Thrust(missile, player->drawangle, mu2); // forward component
P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
missile->momz += player->mo->pmomz;
missile->fuse = TICRATE/2;
missile->extravalue2 = ev;
i++;
throwang += ANG30;
}
if (mobjinfo[type].seesound && missile)
S_StartSound(missile, missile->info->seesound);
}
}
}
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
;
else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
{
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->rmomx || player->rmomy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->mo->momx || player->mo->momy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
}
if (!(player->pflags & PF_GLIDING))
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
player->secondjump = 0;
player->glidetime = 0;
player->climbing = 0;
player->powers[pw_tailsfly] = 0;
if (player->pflags & PF_SHIELDABILITY)
{
player->pflags &= ~PF_SHIELDABILITY;
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
{
if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
S_StartSound(player->mo, sfx_s3k4c);
else // create a fire pattern on the ground
{
S_StartSound(player->mo, sfx_s3k47);
P_ElementalFire(player, true);
}
P_SetObjectMomZ(player->mo,
(player->mo->eflags & MFE_UNDERWATER)
? 6*FRACUNIT/5
: 5*FRACUNIT/2,
false);
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
player->mo->momx = player->mo->momy = 0;
clipmomz = false;
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
{
P_DoBubbleBounce(player);
clipmomz = false;
}
}
}
}
return clipmomz;
@ -2964,22 +2969,19 @@ static void P_DoBubbleBreath(player_t *player)
P_SetScale(bubble, bubble->destscale);
}
if (player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS Super doesn't spawn flight bubbles
return;
// Tails stirs up the water while flying in it
if (player->powers[pw_tailsfly] && (leveltime & 1) && player->charability != CA_SWIM)
{
fixed_t radius = (3*player->mo->radius)>>1;
fixed_t radius = player->mo->radius;
angle_t fa = ((leveltime%45)*FINEANGLES/8) & FINEMASK;
fixed_t stirwaterx = FixedMul(FINECOSINE(fa),radius);
fixed_t stirwatery = FixedMul(FINESINE(fa),radius);
fixed_t stirwaterz;
if (player->mo->eflags & MFE_VERTICALFLIP)
stirwaterz = player->mo->z + player->mo->height - FixedDiv(player->mo->height,3*FRACUNIT/2);
stirwaterz = player->mo->z + player->mo->height - (4<<FRACBITS);
else
stirwaterz = player->mo->z + FixedDiv(player->mo->height,3*FRACUNIT/2);
stirwaterz = player->mo->z + (4<<FRACBITS);
bubble = P_SpawnMobj(
player->mo->x + stirwaterx,
@ -8083,7 +8085,7 @@ static void P_MovePlayer(player_t *player)
}
else if (player->pflags & PF_BOUNCING)
{
if (!(player->pflags & PF_JUMPDOWN) || (onground && P_MobjFlip(player->mo)*player->mo->momz <= 0)) // If not holding the jump button OR on flat ground
if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button
{
P_ResetPlayer(player); // down, stop bouncing.
player->pflags |= PF_THOKKED;
@ -8183,12 +8185,18 @@ static void P_MovePlayer(player_t *player)
if (P_MobjFlip(player->mo)*player->mo->momz < FixedMul(5*actionspd, player->mo->scale))
P_SetObjectMomZ(player->mo, actionspd/2, true);
P_SetPlayerMobjState(player->mo, player->mo->state->nextstate);
player->fly1--;
}
}
// Tails Put-Put noise
if (player->charability == CA_FLY && player->bot != 1 && leveltime % 10 == 0 && !player->spectator)
if (player->charability == CA_FLY
&& player->bot != 1
&& !(player->mo->eflags & MFE_UNDERWATER)
&& leveltime % 10 == 0
&& !player->spectator)
S_StartSound(player->mo, sfx_putput);
// Descend
@ -8200,11 +8208,12 @@ static void P_MovePlayer(player_t *player)
else
{
// Tails-gets-tired Stuff
if (player->panim == PA_ABILITY)
if (player->panim == PA_ABILITY && player->mo->state-states != S_PLAY_FLY_TIRED)
P_SetPlayerMobjState(player->mo, S_PLAY_FLY_TIRED);
if (player->charability == CA_FLY && (leveltime % 10 == 0)
&& player->mo->state-states == S_PLAY_FLY_TIRED
&& !(player->mo->eflags & MFE_UNDERWATER)
&& !player->spectator)
S_StartSound(player->mo, sfx_pudpud);
}
@ -8653,7 +8662,7 @@ static void P_DoRopeHang(player_t *player)
if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope
{
player->pflags |= P_GetJumpFlags(player);
player->pflags |= (P_GetJumpFlags(player)|PF_USEDOWN);
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
P_SetTarget(&player->mo->tracer, NULL);
@ -8881,12 +8890,16 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
continue;
mo = (mobj_t *)think;
if (!((mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (mo->flags & MF_SHOOTABLE)) || (mo->flags & MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag
continue; // not a valid target
if (mo->flags & MF_NOCLIPTHING)
continue;
if (mo->health <= 0) // dead
continue;
if (!((mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (mo->flags & MF_SHOOTABLE)) || (mo->flags & MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag
continue; // not a valid target
if (mo == player->mo)
continue;
@ -9328,12 +9341,16 @@ consvar_t cv_cam_still = {"cam_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL,
consvar_t cv_cam_speed = {"cam_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam_rotate = {"cam_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam_rotspeed = {"cam_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam_orbit = {"cam_orbit", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam_adjust = {"cam_adjust", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_dist = {"cam2_dist", "160", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_height = {"cam2_height", "25", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_still = {"cam2_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_speed = {"cam2_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_rotate = {"cam2_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate2_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_rotspeed = {"cam2_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_orbit = {"cam2_orbit", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_cam2_adjust = {"cam2_adjust", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
fixed_t t_cam_dist = -42;
fixed_t t_cam_height = -42;
@ -9387,9 +9404,9 @@ void P_ResetCamera(player_t *player, camera_t *thiscam)
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled)
{
angle_t angle = 0, focusangle = 0, focusaiming = 0;
fixed_t x, y, z, dist, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight;
fixed_t x, y, z, dist, distxy, distz, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight, slopez = 0;
INT32 camrotate;
boolean camstill, cameranoclip;
boolean camstill, cameranoclip, camorbit;
mobj_t *mo;
subsector_t *newsubsec;
fixed_t f1, f2;
@ -9470,6 +9487,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
// force defaults because we have a camera look section
camspeed = (INT32)(atof(cv_cam_speed.defaultvalue) * FRACUNIT);
camstill = (!stricmp(cv_cam_still.defaultvalue, "off")) ? false : true;
camorbit = (!stricmp(cv_cam_orbit.defaultvalue, "off")) ? false : true;
camrotate = atoi(cv_cam_rotate.defaultvalue);
camdist = FixedMul((INT32)(atof(cv_cam_dist.defaultvalue) * FRACUNIT), mo->scale);
camheight = FixedMul((INT32)(atof(cv_cam_height.defaultvalue) * FRACUNIT), FixedMul(player->camerascale, mo->scale));
@ -9478,6 +9496,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
{
camspeed = cv_cam_speed.value;
camstill = cv_cam_still.value;
camorbit = cv_cam_orbit.value;
camrotate = cv_cam_rotate.value;
camdist = FixedMul(cv_cam_dist.value, mo->scale);
camheight = FixedMul(cv_cam_height.value, FixedMul(player->camerascale, mo->scale));
@ -9486,6 +9505,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
{
camspeed = cv_cam2_speed.value;
camstill = cv_cam2_still.value;
camorbit = cv_cam2_orbit.value;
camrotate = cv_cam2_rotate.value;
camdist = FixedMul(cv_cam2_dist.value, mo->scale);
camheight = FixedMul(cv_cam2_height.value, FixedMul(player->camerascale, mo->scale));
@ -9595,13 +9615,50 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
dist <<= 1;
}
checkdist = (dist = FixedMul(dist, player->camerascale));
if (checkdist < 128*FRACUNIT)
checkdist = 128*FRACUNIT;
x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
if (!(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->powers[pw_carry] == CR_NIGHTSMODE)) // This block here is like 90% Lach's work, thanks bud
{
if (!resetcalled && ((thiscam == &camera && cv_cam_adjust.value) || (thiscam == &camera2 && cv_cam2_adjust.value)))
{
if (!(mo->eflags & MFE_JUSTHITFLOOR) && (P_IsObjectOnGround(mo)) // Check that player is grounded
&& thiscam->ceilingz - thiscam->floorz >= P_GetPlayerHeight(player)) // Check that camera's sector is large enough for the player to fit into, at least
{
if (mo->eflags & MFE_VERTICALFLIP) // if player is upside-down
{
//z = min(z, thiscam->ceilingz); // solution 1: change new z coordinate to be at LEAST its ground height
slopez += min(thiscam->ceilingz - mo->z, 0); // solution 2: change new z coordinate by the difference between camera's ground and top of player
}
else // player is not upside-down
{
//z = max(z, thiscam->floorz); // solution 1: change new z coordinate to be at LEAST its ground height
slopez += max(thiscam->floorz - mo->z - mo->height, 0); // solution 2: change new z coordinate by the difference between camera's ground and top of player
}
}
}
}
if (camorbit) //Sev here, I'm guessing this is where orbital cam lives
{
if (rendermode == render_opengl)
distxy = FixedMul(dist, FINECOSINE((focusaiming>>ANGLETOFINESHIFT) & FINEMASK));
else
distxy = dist;
distz = -FixedMul(dist, FINESINE((focusaiming>>ANGLETOFINESHIFT) & FINEMASK)) + slopez;
}
else
{
distxy = dist;
distz = slopez;
}
x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
#if 0
if (twodlevel || (mo->flags2 & MF2_TWOD))
@ -9638,9 +9695,9 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
pviewheight = FixedMul(41*player->height/48, mo->scale);
if (mo->eflags & MFE_VERTICALFLIP)
z = mo->z + mo->height - pviewheight - camheight;
z = mo->z + mo->height - pviewheight - camheight + distz;
else
z = mo->z + pviewheight + camheight;
z = mo->z + pviewheight + camheight + distz;
// move camera down to move under lower ceilings
newsubsec = R_IsPointInSubsector(((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1), ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1));
@ -9953,6 +10010,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
}
return (x == thiscam->x && y == thiscam->y && z == thiscam->z && angle == thiscam->aiming);
}
boolean P_SpectatorJoinGame(player_t *player)
@ -10604,7 +10662,8 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
angle_t horizangle = player->drawangle;
fixed_t zoffs = 0;
fixed_t backwards = -1*FRACUNIT;
boolean doroll = (player->panim == PA_ROLL || player->panim == PA_JUMP);
boolean doswim = (player->panim == PA_ABILITY && (player->mo->eflags & MFE_UNDERWATER));
boolean doroll = (player->panim == PA_ROLL || (player->panim == PA_JUMP && !(player->charflags & SF_NOJUMPSPIN)) || doswim);
angle_t rollangle;
boolean panimchange;
INT32 ticnum = 0;
@ -10631,17 +10690,25 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
if (testval < FRACUNIT)
testval = FRACUNIT;
}
if (smilesonground && !player->mo->reactiontime)
if (doswim)
zdist = player->mo->momz<<1;
else if (smilesonground && !player->mo->reactiontime)
zdist = (player->mo->z - tails->threshold);
else
zdist = player->mo->momz;
rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist);
zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT);
backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT);
if (!doswim)
{
zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT);
backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT);
}
}
else if (player->panim == PA_RUN)
backwards = -5*FRACUNIT;
else if (player->panim == PA_SPRING)
else if (player->panim == PA_SPRING || player->panim == PA_JUMP)
{
zoffs += 4*FRACUNIT;
backwards /= 2;
@ -10663,7 +10730,7 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
zoffs = -7*FRACUNIT;
backwards = -9*FRACUNIT;
}
else if (player->mo->sprite2 == SPR2_FLY || player->mo->sprite2 == SPR2_TIRE)
else if (player->panim == PA_ABILITY)
backwards = -5*FRACUNIT;
// sprite...
@ -10680,7 +10747,7 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
else
chosenstate = S_TAILSOVERLAY_0DEGREES;
}
else if (player->panim == PA_SPRING)
else if (player->panim == PA_SPRING || player->panim == PA_JUMP)
chosenstate = S_TAILSOVERLAY_MINUS60DEGREES;
else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
chosenstate = S_TAILSOVERLAY_PLUS60DEGREES;
@ -10703,6 +10770,8 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
}
else if (player->mo->sprite2 == SPR2_FLY)
chosenstate = S_TAILSOVERLAY_FLY;
else if (player->mo->sprite2 == SPR2_SWIM)
chosenstate = S_TAILSOVERLAY_FLY;
else if (player->mo->sprite2 == SPR2_TIRE)
chosenstate = S_TAILSOVERLAY_TIRE;
else if (player->panim == PA_ABILITY2)
@ -10728,8 +10797,10 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
}
}
#if 0
if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground)
P_SetMobjState(tails, chosenstate);
#endif
// animation...
if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
@ -10744,7 +10815,7 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
else if (player->mo->state-states == S_PLAY_GASP)
tails->tics = -1;
else if (player->mo->sprite2 == SPR2_TIRE)
ticnum = 4;
ticnum = (doswim ? 2 : 4);
else if (player->panim != PA_IDLE)
ticnum = player->mo->tics;
@ -10967,7 +11038,8 @@ void P_PlayerThink(player_t *player)
if (player->exiting == 2 || countdown2 == 2)
{
if (cv_playersforexit.value) // Count to be sure everyone's exited
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
if (numneeded) // Count to be sure everyone's exited
{
INT32 i, total = 0, exiting = 0;
@ -10983,7 +11055,7 @@ void P_PlayerThink(player_t *player)
exiting++;
}
if (!total || ((4*exiting)/total) >= cv_playersforexit.value)
if (!total || ((4*exiting)/total) >= numneeded)
{
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
@ -11269,8 +11341,8 @@ void P_PlayerThink(player_t *player)
{
boolean currentlyonground = P_IsObjectOnGround(player->mo);
if (!player->powers[pw_carry]
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
if (!player->powers[pw_carry] && !player->powers[pw_nocontrol]
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE|PF_STASIS)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
&& !(cmd->forwardmove || cmd->sidemove)
&& (player->rmomx || player->rmomy)
&& (!player->capsule || (player->capsule->reactiontime != (player-players)+1)))
@ -11281,7 +11353,7 @@ void P_PlayerThink(player_t *player)
if (!currentlyonground)
acceleration /= 2;
// fake skidding! see P_SkidStuff for reference on conditionals
else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed/2, player->mo->scale))
else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed, player->mo->scale)) // modified from player->runspeed/2 'cuz the skid was just TOO frequent ngl
{
if (player->mo->state-states != S_PLAY_SKID)
P_SetPlayerMobjState(player->mo, S_PLAY_SKID);
@ -11812,6 +11884,8 @@ void P_PlayerAfterThink(player_t *player)
{
if (player->mo->state-states != S_PLAY_RIDE)
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
if ((tails->skin && ((skin_t *)(tails->skin))->sprites[SPR2_SWIM].numframes) && (tails->eflags & MFE_UNDERWATER))
tails->player->powers[pw_tailsfly] = 0;
}
else
P_SetTarget(&player->mo->tracer, NULL);

View File

@ -23,6 +23,7 @@
#include "z_zone.h"
#include "p_setup.h" // levelflats
#include "v_video.h" // pMasterPalette
#include "byteptr.h"
#include "dehacked.h"
#ifdef _WIN32
@ -241,7 +242,7 @@ static inline void R_DrawFlippedColumnInCache(column_t *patch, UINT8 *cache, tex
}
}
RGBA_t ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha)
UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha)
{
RGBA_t output;
if (style == AST_TRANSLUCENT)
@ -261,6 +262,9 @@ RGBA_t ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alph
// if there's no pixel in here
if (!background.rgba)
output.s.alpha = foreground.s.alpha;
else
output.s.alpha = 0xFF;
return output.rgba;
}
#define clamp(c) max(min(c, 0xFF), 0x00);
else
@ -298,30 +302,38 @@ RGBA_t ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alph
}
// just copy the pixel
else if (style == AST_COPY)
return background;
output.rgba = foreground.rgba;
output.s.alpha = 0xFF;
return output.rgba;
}
#undef clamp
// unimplemented blend modes return the background pixel
output = background;
output.s.alpha = 0xFF;
return output;
return 0;
}
UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 alpha)
{
if ((style == AST_TRANSLUCENT) && (alpha <= (10*255/11))) // Alpha style set to translucent? Is the alpha small enough for translucency?
// Alpha style set to translucent?
if (style == AST_TRANSLUCENT)
{
UINT8 *mytransmap;
if (alpha < 255/11) // Is the patch way too translucent? Don't render then.
return background;
// The equation's not exact but it works as intended. I'll call it a day for now.
mytransmap = transtables + ((8*(alpha) + 255/8)/(255 - 255/11) << FF_TRANSSHIFT);
if (background != 0xFF)
return *(mytransmap + (background<<8) + foreground);
// Is the alpha small enough for translucency?
if (alpha <= (10*255/11))
{
UINT8 *mytransmap;
// Is the patch way too translucent? Don't blend then.
if (alpha < 255/11)
return background;
// The equation's not exact but it works as intended. I'll call it a day for now.
mytransmap = transtables + ((8*(alpha) + 255/8)/(255 - 255/11) << FF_TRANSSHIFT);
if (background != 0xFF)
return *(mytransmap + (background<<8) + foreground);
}
else // just copy the pixel
return foreground;
}
// just copy the pixel
else if (style == AST_COPY)
return background;
return foreground;
// use ASTBlendPixel for all other blend modes
// and find the nearest colour in the palette
else if (style != AST_TRANSLUCENT)
@ -329,7 +341,7 @@ UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 al
RGBA_t texel;
RGBA_t bg = V_GetColor(background);
RGBA_t fg = V_GetColor(foreground);
texel = ASTBlendPixel(bg, fg, style, alpha);
texel.rgba = ASTBlendPixel(bg, fg, style, alpha);
return NearestColor(texel.s.red, texel.s.green, texel.s.blue);
}
// fallback if all above fails, somehow
@ -374,7 +386,7 @@ static inline void R_DrawBlendColumnInCache(column_t *patch, UINT8 *cache, texpa
if (count > 0)
{
for (; dest < cache + position + count; source++, dest++)
if (*dest != 0xFF)
if (*source != 0xFF)
*dest = ASTBlendPixel_8bpp(*dest, *source, originPatch->style, originPatch->alpha);
}
@ -383,7 +395,7 @@ static inline void R_DrawBlendColumnInCache(column_t *patch, UINT8 *cache, texpa
}
//
// R_DrawTransColumnInCache
// R_DrawBlendFlippedColumnInCache
// Similar to the one above except that the column is inverted.
//
static inline void R_DrawBlendFlippedColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight)
@ -418,7 +430,7 @@ static inline void R_DrawBlendFlippedColumnInCache(column_t *patch, UINT8 *cache
if (count > 0)
{
for (; dest < cache + position + count; --source, dest++)
if (*dest != 0xFF)
if (*source != 0xFF)
*dest = ASTBlendPixel_8bpp(*dest, *source, originPatch->style, originPatch->alpha);
}
@ -2819,18 +2831,14 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
UINT8 *imgptr = imgbuf;
UINT8 *colpointers, *startofspan;
#define WRITE8(buf, a) ({*buf = (a); buf++;})
#define WRITE16(buf, a) ({*buf = (a)&255; buf++; *buf = (a)>>8; buf++;})
#define WRITE32(buf, a) ({WRITE16(buf, (a)&65535); WRITE16(buf, (a)>>16);})
if (!raw)
I_Error("R_PNGToPatch: conversion failed");
// Write image size and offset
WRITE16(imgptr, width);
WRITE16(imgptr, height);
WRITE16(imgptr, leftoffset);
WRITE16(imgptr, topoffset);
WRITEINT16(imgptr, width);
WRITEINT16(imgptr, height);
WRITEINT16(imgptr, leftoffset);
WRITEINT16(imgptr, topoffset);
// Leave placeholder to column pointers
colpointers = imgptr;
@ -2845,7 +2853,7 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
//printf("%d ", x);
// Write column pointer (@TODO may be wrong)
WRITE32(colpointers, imgptr - imgbuf);
WRITEINT32(colpointers, imgptr - imgbuf);
// Write pixels
for (y = 0; y < height; y++)
@ -2857,7 +2865,7 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
if (!opaque)
{
if (startofspan)
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 0);
startofspan = NULL;
continue;
}
@ -2869,15 +2877,15 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
// If we reached the span size limit, finish the previous span
if (startofspan)
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 0);
if (y > 254)
{
// Make sure we're aligned to 254
if (lastStartY < 254)
{
WRITE8(imgptr, 254);
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 254);
WRITEUINT8(imgptr, 0);
imgptr += 2;
lastStartY = 254;
}
@ -2887,15 +2895,15 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
while (writeY > 254)
{
WRITE8(imgptr, 254);
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 254);
WRITEUINT8(imgptr, 0);
imgptr += 2;
writeY -= 254;
}
}
startofspan = imgptr;
WRITE8(imgptr, writeY);///@TODO calculate starting y pos
WRITEUINT8(imgptr, writeY);///@TODO calculate starting y pos
imgptr += 2;
spanSize = 0;
@ -2903,21 +2911,17 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
}
// Write the pixel
WRITE8(imgptr, paletteIndex);
WRITEUINT8(imgptr, paletteIndex);
spanSize++;
startofspan[1] = spanSize;
}
if (startofspan)
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 0);
WRITE8(imgptr, 0xFF);
WRITEUINT8(imgptr, 0xFF);
}
#undef WRITE8
#undef WRITE16
#undef WRITE32
size = imgptr-imgbuf;
img = Z_Malloc(size, PU_STATIC, NULL);
memcpy(img, imgbuf, size);

View File

@ -25,7 +25,7 @@
// Possible alpha types for a patch.
enum patchalphastyle {AST_COPY, AST_TRANSLUCENT, AST_ADD, AST_SUBTRACT, AST_REVERSESUBTRACT, AST_MODULATE, AST_OVERLAY};
RGBA_t ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha);
UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alpha);
UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 alpha);
UINT8 NearestColor(UINT8 r, UINT8 g, UINT8 b);

View File

@ -1182,6 +1182,8 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_cam_speed);
CV_RegisterVar(&cv_cam_rotate);
CV_RegisterVar(&cv_cam_rotspeed);
CV_RegisterVar(&cv_cam_orbit);
CV_RegisterVar(&cv_cam_adjust);
CV_RegisterVar(&cv_cam2_dist);
CV_RegisterVar(&cv_cam2_still);
@ -1189,6 +1191,8 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_cam2_speed);
CV_RegisterVar(&cv_cam2_rotate);
CV_RegisterVar(&cv_cam2_rotspeed);
CV_RegisterVar(&cv_cam2_orbit);
CV_RegisterVar(&cv_cam2_adjust);
CV_RegisterVar(&cv_showhud);
CV_RegisterVar(&cv_translucenthud);

View File

@ -2524,7 +2524,7 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
if (!skin)
return 0;
if ((unsigned)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(skin->sprites[spr2].numframes)

View File

@ -26,6 +26,8 @@
#include <unistd.h>
#endif
#include "time.h" // For log timestamps
#ifdef HAVE_SDL
#ifdef HAVE_TTF
@ -114,6 +116,7 @@ int main(int argc, char **argv)
#endif
{
const char *logdir = NULL;
char logfile[MAX_WADPATH];
myargc = argc;
myargv = argv; /// \todo pull out path to exe from this string
@ -125,15 +128,36 @@ int main(int argc, char **argv)
#endif
#endif
logdir = D_Home();
#ifdef LOGMESSAGES
if (!M_CheckParm("-nolog"))
{
time_t my_time;
struct tm * timeinfo;
char buf[26];
logdir = D_Home();
my_time = time(NULL);
timeinfo = localtime(&my_time);
strftime(buf, 26, "%Y-%m-%d %H-%M-%S", timeinfo);
strcpy(logfile, va("log-%s.txt", buf));
#ifdef DEFAULTDIR
if (logdir)
logstream = fopen(va("%s/"DEFAULTDIR"/log.txt",logdir), "wt");
else
if (logdir)
{
// Create dirs here because D_SRB2Main() is too late.
I_mkdir(va("%s%s"DEFAULTDIR, logdir, PATHSEP), 0755);
I_mkdir(va("%s%s"DEFAULTDIR"%slogs",logdir, PATHSEP, PATHSEP), 0755);
logstream = fopen(va("%s%s"DEFAULTDIR"%slogs%s%s",logdir, PATHSEP, PATHSEP, PATHSEP, logfile), "wt");
}
else
#endif
logstream = fopen("./log.txt", "wt");
{
I_mkdir("."PATHSEP"logs"PATHSEP, 0755);
logstream = fopen(va("."PATHSEP"logs"PATHSEP"%s", logfile), "wt");
}
}
#endif
//I_OutputMsg("I_StartupSystem() ...\n");
@ -160,6 +184,10 @@ int main(int argc, char **argv)
// startup SRB2
CONS_Printf("Setting up SRB2...\n");
D_SRB2Main();
#ifdef LOGMESSAGES
if (!M_CheckParm("-nolog"))
CONS_Printf("Logfile: %s\n", logfile);
#endif
CONS_Printf("Entering main game loop...\n");
// never return
D_SRB2Loop();

View File

@ -827,6 +827,23 @@ void I_JoyScale2(void)
JoyInfo2.scale = Joystick2.bGamepadStyle?1:cv_joyscale2.value;
}
// Cheat to get the device index for a joystick handle
INT32 I_GetJoystickDeviceIndex(SDL_Joystick *dev)
{
INT32 i, count = SDL_NumJoysticks();
for (i = 0; dev && i < count; i++)
{
SDL_Joystick *test = SDL_JoystickOpen(i);
if (test && test == dev)
return i;
else if (JoyInfo.dev != test && JoyInfo2.dev != test)
SDL_JoystickClose(test);
}
return -1;
}
/** \brief Joystick 1 buttons states
*/
static UINT64 lastjoybuttons = 0;
@ -842,7 +859,7 @@ static UINT64 lastjoyhats = 0;
*/
static void I_ShutdownJoystick(void)
void I_ShutdownJoystick(void)
{
INT32 i;
event_t event;
@ -876,14 +893,8 @@ static void I_ShutdownJoystick(void)
joystick_started = 0;
JoyReset(&JoyInfo);
if (!joystick_started && !joystick2_started && SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
if (cv_usejoystick.value == 0)
{
I_OutputMsg("I_Joystick: SDL's Joystick system has been shutdown\n");
}
}
// don't shut down the subsystem here, because hotplugging
}
void I_GetJoystickEvents(void)
@ -1024,74 +1035,66 @@ void I_GetJoystickEvents(void)
*/
static int joy_open(const char *fname)
static int joy_open(int joyindex)
{
int joyindex = atoi(fname);
SDL_Joystick *newdev = NULL;
int num_joy = 0;
int i;
if (joystick_started == 0 && joystick2_started == 0)
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1)
{
CONS_Printf(M_GetText("Couldn't initialize gamepad: %s\n"), SDL_GetError());
return -1;
}
else
{
num_joy = SDL_NumJoysticks();
}
CONS_Printf(M_GetText("Joystick subsystem not started\n"));
return -1;
}
if (num_joy < joyindex)
{
CONS_Printf("Cannot use gamepad #%d/(%s), it doesn't exist\n",joyindex,fname);
for (i = 0; i < num_joy; i++)
CONS_Printf("#%d/(%s)\n", i+1, SDL_JoystickNameForIndex(i));
I_ShutdownJoystick();
return -1;
}
}
else
{
JoyReset(&JoyInfo);
//I_ShutdownJoystick();
//joy_open(fname);
}
if (joyindex <= 0)
return -1;
num_joy = SDL_NumJoysticks();
if (joyindex <= 0 || num_joy == 0 || JoyInfo.oldjoy == joyindex)
if (num_joy == 0)
{
// I_OutputMsg("Unable to use that joystick #(%s), non-number\n",fname);
if (num_joy != 0)
{
CONS_Printf(M_GetText("Found %d joysticks on this system\n"), num_joy);
for (i = 0; i < num_joy; i++)
CONS_Printf("#%d/(%s)\n", i+1, SDL_JoystickNameForIndex(i));
}
else
CONS_Printf("%s", M_GetText("Found no joysticks on this system\n"));
if (joyindex <= 0 || num_joy == 0) return 0;
CONS_Printf("%s", M_GetText("Found no joysticks on this system\n"));
return -1;
}
JoyInfo.dev = SDL_JoystickOpen(joyindex-1);
newdev = SDL_JoystickOpen(joyindex-1);
// Handle the edge case where the device <-> joystick index assignment can change due to hotplugging
// This indexing is SDL's responsibility and there's not much we can do about it.
//
// Example:
// 1. Plug Controller A -> Index 0 opened
// 2. Plug Controller B -> Index 1 opened
// 3. Unplug Controller A -> Index 0 closed, Index 1 active
// 4. Unplug Controller B -> Index 0 inactive, Index 1 closed
// 5. Plug Controller B -> Index 0 opened
// 6. Plug Controller A -> Index 0 REPLACED, opened as Controller A; Index 1 is now Controller B
if (JoyInfo.dev)
{
if (JoyInfo.dev == newdev // same device, nothing to do
|| (newdev == NULL && SDL_JoystickGetAttached(JoyInfo.dev))) // we failed, but already have a working device
return JoyInfo.axises;
// Else, we're changing devices, so send neutral joy events
CONS_Debug(DBG_GAMELOGIC, "Joystick1 device is changing; resetting events...\n");
I_ShutdownJoystick();
}
JoyInfo.dev = newdev;
if (JoyInfo.dev == NULL)
{
CONS_Printf(M_GetText("Couldn't open joystick: %s\n"), SDL_GetError());
I_ShutdownJoystick();
CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick1: Couldn't open device - %s\n"), SDL_GetError());
return -1;
}
else
{
CONS_Printf(M_GetText("Joystick: %s\n"), SDL_JoystickName(JoyInfo.dev));
CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick1: %s\n"), SDL_JoystickName(JoyInfo.dev));
JoyInfo.axises = SDL_JoystickNumAxes(JoyInfo.dev);
if (JoyInfo.axises > JOYAXISSET*2)
JoyInfo.axises = JOYAXISSET*2;
/* if (joyaxes<2)
/* if (joyaxes<2)
{
I_OutputMsg("Not enought axes?\n");
I_ShutdownJoystick();
return 0;
}*/
@ -1126,7 +1129,7 @@ static UINT64 lastjoy2hats = 0;
\return void
*/
static void I_ShutdownJoystick2(void)
void I_ShutdownJoystick2(void)
{
INT32 i;
event_t event;
@ -1160,14 +1163,8 @@ static void I_ShutdownJoystick2(void)
joystick2_started = 0;
JoyReset(&JoyInfo2);
if (!joystick_started && !joystick2_started && SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
if (cv_usejoystick2.value == 0)
{
DEBFILE("I_Joystick2: SDL's Joystick system has been shutdown\n");
}
}
// don't shut down the subsystem here, because hotplugging
}
void I_GetJoystick2Events(void)
@ -1310,72 +1307,66 @@ void I_GetJoystick2Events(void)
*/
static int joy_open2(const char *fname)
static int joy_open2(int joyindex)
{
int joyindex = atoi(fname);
SDL_Joystick *newdev = NULL;
int num_joy = 0;
int i;
if (joystick_started == 0 && joystick2_started == 0)
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1)
{
CONS_Printf(M_GetText("Couldn't initialize gamepad: %s\n"), SDL_GetError());
return -1;
}
else
num_joy = SDL_NumJoysticks();
CONS_Printf(M_GetText("Joystick subsystem not started\n"));
return -1;
}
if (num_joy < joyindex)
{
CONS_Printf("Cannot use gamepad #%d/(%s), it doesn't exist\n",joyindex,fname);
for (i = 0; i < num_joy; i++)
CONS_Printf("#%d/(%s)\n", i+1, SDL_JoystickNameForIndex(i));
I_ShutdownJoystick2();
return -1;
}
}
else
{
JoyReset(&JoyInfo2);
//I_ShutdownJoystick();
//joy_open(fname);
}
if (joyindex <= 0)
return -1;
num_joy = SDL_NumJoysticks();
if (joyindex <= 0 || num_joy == 0 || JoyInfo2.oldjoy == joyindex)
if (num_joy == 0)
{
// I_OutputMsg("Unable to use that joystick #(%s), non-number\n",fname);
if (num_joy != 0)
{
CONS_Printf(M_GetText("Found %d joysticks on this system\n"), num_joy);
for (i = 0; i < num_joy; i++)
CONS_Printf("#%d/(%s)\n", i+1, SDL_JoystickNameForIndex(i));
}
else
CONS_Printf("%s", M_GetText("Found no joysticks on this system\n"));
if (joyindex <= 0 || num_joy == 0) return 0;
CONS_Printf("%s", M_GetText("Found no joysticks on this system\n"));
return -1;
}
JoyInfo2.dev = SDL_JoystickOpen(joyindex-1);
newdev = SDL_JoystickOpen(joyindex-1);
if (!JoyInfo2.dev)
// Handle the edge case where the device <-> joystick index assignment can change due to hotplugging
// This indexing is SDL's responsibility and there's not much we can do about it.
//
// Example:
// 1. Plug Controller A -> Index 0 opened
// 2. Plug Controller B -> Index 1 opened
// 3. Unplug Controller A -> Index 0 closed, Index 1 active
// 4. Unplug Controller B -> Index 0 inactive, Index 1 closed
// 5. Plug Controller B -> Index 0 opened
// 6. Plug Controller A -> Index 0 REPLACED, opened as Controller A; Index 1 is now Controller B
if (JoyInfo2.dev)
{
CONS_Printf(M_GetText("Couldn't open joystick2: %s\n"), SDL_GetError());
if (JoyInfo2.dev == newdev // same device, nothing to do
|| (newdev == NULL && SDL_JoystickGetAttached(JoyInfo2.dev))) // we failed, but already have a working device
return JoyInfo.axises;
// Else, we're changing devices, so send neutral joy events
CONS_Debug(DBG_GAMELOGIC, "Joystick2 device is changing; resetting events...\n");
I_ShutdownJoystick2();
}
JoyInfo2.dev = newdev;
if (JoyInfo2.dev == NULL)
{
CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick2: couldn't open device - %s\n"), SDL_GetError());
return -1;
}
else
{
CONS_Printf(M_GetText("Joystick2: %s\n"), SDL_JoystickName(JoyInfo2.dev));
CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick2: %s\n"), SDL_JoystickName(JoyInfo2.dev));
JoyInfo2.axises = SDL_JoystickNumAxes(JoyInfo2.dev);
if (JoyInfo2.axises > JOYAXISSET*2)
JoyInfo2.axises = JOYAXISSET*2;
/* if (joyaxes < 2)
/* if (joyaxes<2)
{
I_OutputMsg("Not enought axes?\n");
I_ShutdownJoystick2();
return 0;
}*/
@ -1400,7 +1391,11 @@ static int joy_open2(const char *fname)
//
void I_InitJoystick(void)
{
I_ShutdownJoystick();
SDL_Joystick *newjoy = NULL;
//I_ShutdownJoystick();
if (M_CheckParm("-nojoy"))
return;
if (M_CheckParm("-noxinput"))
SDL_SetHintWithPriority("SDL_XINPUT_ENABLED", "0", SDL_HINT_OVERRIDE);
@ -1408,21 +1403,48 @@ void I_InitJoystick(void)
if (M_CheckParm("-nohidapi"))
SDL_SetHintWithPriority("SDL_JOYSTICK_HIDAPI", "0", SDL_HINT_OVERRIDE);
if (!strcmp(cv_usejoystick.string, "0") || M_CheckParm("-nojoy"))
return;
if (joy_open(cv_usejoystick.string) != -1)
JoyInfo.oldjoy = atoi(cv_usejoystick.string);
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
CONS_Printf("I_InitJoystick()...\n");
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1)
{
CONS_Printf(M_GetText("Couldn't initialize joystick: %s\n"), SDL_GetError());
return;
}
}
if (cv_usejoystick.value)
newjoy = SDL_JoystickOpen(cv_usejoystick.value-1);
if (newjoy && JoyInfo2.dev == newjoy) // don't override an active device
cv_usejoystick.value = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
else if (newjoy && joy_open(cv_usejoystick.value) != -1)
{
// SDL's device indexes are unstable, so cv_usejoystick may not match
// the actual device index. So let's cheat a bit and find the device's current index.
JoyInfo.oldjoy = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
joystick_started = 1;
}
else
{
if (JoyInfo.oldjoy)
I_ShutdownJoystick();
cv_usejoystick.value = 0;
return;
joystick_started = 0;
}
joystick_started = 1;
if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy)
SDL_JoystickClose(newjoy);
}
void I_InitJoystick2(void)
{
I_ShutdownJoystick2();
SDL_Joystick *newjoy = NULL;
//I_ShutdownJoystick2();
if (M_CheckParm("-nojoy"))
return;
if (M_CheckParm("-noxinput"))
SDL_SetHintWithPriority("SDL_XINPUT_ENABLED", "0", SDL_HINT_OVERRIDE);
@ -1430,64 +1452,77 @@ void I_InitJoystick2(void)
if (M_CheckParm("-nohidapi"))
SDL_SetHintWithPriority("SDL_JOYSTICK_HIDAPI", "0", SDL_HINT_OVERRIDE);
if (!strcmp(cv_usejoystick2.string, "0") || M_CheckParm("-nojoy"))
return;
if (joy_open2(cv_usejoystick2.string) != -1)
JoyInfo2.oldjoy = atoi(cv_usejoystick2.string);
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
CONS_Printf("I_InitJoystick2()...\n");
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1)
{
CONS_Printf(M_GetText("Couldn't initialize joystick: %s\n"), SDL_GetError());
return;
}
}
if (cv_usejoystick2.value)
newjoy = SDL_JoystickOpen(cv_usejoystick2.value-1);
if (newjoy && JoyInfo.dev == newjoy) // don't override an active device
cv_usejoystick2.value = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
else if (newjoy && joy_open2(cv_usejoystick2.value) != -1)
{
// SDL's device indexes are unstable, so cv_usejoystick may not match
// the actual device index. So let's cheat a bit and find the device's current index.
JoyInfo2.oldjoy = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
joystick2_started = 1;
}
else
{
if (JoyInfo2.oldjoy)
I_ShutdownJoystick2();
cv_usejoystick2.value = 0;
return;
joystick2_started = 0;
}
joystick2_started = 1;
if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy)
SDL_JoystickClose(newjoy);
}
static void I_ShutdownInput(void)
{
// Yes, the name is misleading: these send neutral events to
// clean up the unplugged joystick's input
// Note these methods are internal to this file, not called elsewhere.
I_ShutdownJoystick();
I_ShutdownJoystick2();
if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
JoyReset(&JoyInfo);
JoyReset(&JoyInfo2);
CONS_Printf("Shutting down joy system\n");
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
I_OutputMsg("I_Joystick: SDL's Joystick system has been shutdown\n");
}
}
INT32 I_NumJoys(void)
{
INT32 numjoy = 0;
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != -1)
numjoy = SDL_NumJoysticks();
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
else
if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
numjoy = SDL_NumJoysticks();
return numjoy;
}
static char joyname[255]; // MAX_PATH; joystick name is straight from the driver
static char joyname[255]; // joystick name is straight from the driver
const char *I_GetJoyName(INT32 joyindex)
{
const char *tempname = NULL;
joyname[0] = 0;
joyindex--; //SDL's Joystick System starts at 0, not 1
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != -1)
{
tempname = SDL_JoystickNameForIndex(joyindex);
if (tempname)
strncpy(joyname, tempname, 254);
}
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
else
if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
tempname = SDL_JoystickNameForIndex(joyindex);
if (tempname)
strncpy(joyname, tempname, 254);
strncpy(joyname, tempname, 255);
}
return joyname;
}

View File

@ -886,6 +886,136 @@ void I_GetEvent(void)
case SDL_JOYBUTTONDOWN:
Impl_HandleJoystickButtonEvent(evt.jbutton, evt.type);
break;
case SDL_JOYDEVICEADDED:
{
SDL_Joystick *newjoy = SDL_JoystickOpen(evt.jdevice.which);
CONS_Debug(DBG_GAMELOGIC, "Joystick device index %d added\n", evt.jdevice.which + 1);
// Because SDL's device index is unstable, we're going to cheat here a bit:
// For the first joystick setting that is NOT active:
// 1. Set cv_usejoystickX.value to the new device index (this does not change what is written to config.cfg)
// 2. Set OTHERS' cv_usejoystickX.value to THEIR new device index, because it likely changed
// * If device doesn't exist, switch cv_usejoystick back to default value (.string)
// * BUT: If that default index is being occupied, use ANOTHER cv_usejoystick's default value!
if (newjoy && (!JoyInfo.dev || !SDL_JoystickGetAttached(JoyInfo.dev))
&& JoyInfo2.dev != newjoy) // don't override a currently active device
{
cv_usejoystick.value = evt.jdevice.which + 1;
if (JoyInfo2.dev)
cv_usejoystick2.value = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
else if (atoi(cv_usejoystick2.string) != JoyInfo.oldjoy
&& atoi(cv_usejoystick2.string) != cv_usejoystick.value)
cv_usejoystick2.value = atoi(cv_usejoystick2.string);
else if (atoi(cv_usejoystick.string) != JoyInfo.oldjoy
&& atoi(cv_usejoystick.string) != cv_usejoystick.value)
cv_usejoystick2.value = atoi(cv_usejoystick.string);
else // we tried...
cv_usejoystick2.value = 0;
}
else if (newjoy && (!JoyInfo2.dev || !SDL_JoystickGetAttached(JoyInfo2.dev))
&& JoyInfo.dev != newjoy) // don't override a currently active device
{
cv_usejoystick2.value = evt.jdevice.which + 1;
if (JoyInfo.dev)
cv_usejoystick.value = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
else if (atoi(cv_usejoystick.string) != JoyInfo2.oldjoy
&& atoi(cv_usejoystick.string) != cv_usejoystick2.value)
cv_usejoystick.value = atoi(cv_usejoystick.string);
else if (atoi(cv_usejoystick2.string) != JoyInfo2.oldjoy
&& atoi(cv_usejoystick2.string) != cv_usejoystick2.value)
cv_usejoystick.value = atoi(cv_usejoystick2.string);
else // we tried...
cv_usejoystick.value = 0;
}
// Was cv_usejoystick disabled in settings?
if (!strcmp(cv_usejoystick.string, "0") || !cv_usejoystick.value)
cv_usejoystick.value = 0;
else if (atoi(cv_usejoystick.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick, cv_usejoystick.value);
if (!strcmp(cv_usejoystick2.string, "0") || !cv_usejoystick2.value)
cv_usejoystick2.value = 0;
else if (atoi(cv_usejoystick2.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick2.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value);
// Update all joysticks' init states
// This is a little wasteful since cv_usejoystick already calls this, but
// we need to do this in case CV_SetValue did nothing because the string was already same.
// if the device is already active, this should do nothing, effectively.
I_InitJoystick();
I_InitJoystick2();
CONS_Debug(DBG_GAMELOGIC, "Joystick1 device index: %d\n", JoyInfo.oldjoy);
CONS_Debug(DBG_GAMELOGIC, "Joystick2 device index: %d\n", JoyInfo2.oldjoy);
// update the menu
if (currentMenu == &OP_JoystickSetDef)
M_SetupJoystickMenu(0);
if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy)
SDL_JoystickClose(newjoy);
}
break;
case SDL_JOYDEVICEREMOVED:
if (JoyInfo.dev && !SDL_JoystickGetAttached(JoyInfo.dev))
{
CONS_Debug(DBG_GAMELOGIC, "Joystick1 removed, device index: %d\n", JoyInfo.oldjoy);
I_ShutdownJoystick();
}
if (JoyInfo2.dev && !SDL_JoystickGetAttached(JoyInfo2.dev))
{
CONS_Debug(DBG_GAMELOGIC, "Joystick2 removed, device index: %d\n", JoyInfo2.oldjoy);
I_ShutdownJoystick2();
}
// Update the device indexes, because they likely changed
// * If device doesn't exist, switch cv_usejoystick back to default value (.string)
// * BUT: If that default index is being occupied, use ANOTHER cv_usejoystick's default value!
if (JoyInfo.dev)
cv_usejoystick.value = JoyInfo.oldjoy = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
else if (atoi(cv_usejoystick.string) != JoyInfo2.oldjoy)
cv_usejoystick.value = atoi(cv_usejoystick.string);
else if (atoi(cv_usejoystick2.string) != JoyInfo2.oldjoy)
cv_usejoystick.value = atoi(cv_usejoystick2.string);
else // we tried...
cv_usejoystick.value = 0;
if (JoyInfo2.dev)
cv_usejoystick2.value = JoyInfo2.oldjoy = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
else if (atoi(cv_usejoystick2.string) != JoyInfo.oldjoy)
cv_usejoystick2.value = atoi(cv_usejoystick2.string);
else if (atoi(cv_usejoystick.string) != JoyInfo.oldjoy)
cv_usejoystick2.value = atoi(cv_usejoystick.string);
else // we tried...
cv_usejoystick2.value = 0;
// Was cv_usejoystick disabled in settings?
if (!strcmp(cv_usejoystick.string, "0"))
cv_usejoystick.value = 0;
else if (atoi(cv_usejoystick.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick, cv_usejoystick.value);
if (!strcmp(cv_usejoystick2.string, "0"))
cv_usejoystick2.value = 0;
else if (atoi(cv_usejoystick2.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick2.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value);
CONS_Debug(DBG_GAMELOGIC, "Joystick1 device index: %d\n", JoyInfo.oldjoy);
CONS_Debug(DBG_GAMELOGIC, "Joystick2 device index: %d\n", JoyInfo2.oldjoy);
// update the menu
if (currentMenu == &OP_JoystickSetDef)
M_SetupJoystickMenu(0);
break;
case SDL_QUIT:
I_Quit();
M_QuitResponse('y');

View File

@ -31,6 +31,9 @@ extern SDL_bool framebuffer;
#define SDL2STUB() CONS_Printf("SDL2: stubbed: %s:%d\n", __func__, __LINE__)
#endif
// So m_menu knows whether to store cv_usejoystick value or string
#define JOYSTICK_HOTPLUG
/** \brief The JoyInfo_s struct
info about joystick
@ -67,6 +70,13 @@ extern SDLJoyInfo_t JoyInfo;
*/
extern SDLJoyInfo_t JoyInfo2;
// So we can call this from i_video event loop
void I_ShutdownJoystick(void);
void I_ShutdownJoystick2(void);
// Cheat to get the device index for a joystick handle
INT32 I_GetJoystickDeviceIndex(SDL_Joystick *dev);
void I_GetConsoleEvents(void);
void SDLforceUngrabMouse(void);

View File

@ -212,6 +212,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"boingf", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bouncing"},
{"corkp", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork fired"},
{"corkh", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork hit"},
{"alart", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Caught red handed!"},
{"vwre", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Clone fighter!"},
{"bowl", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bowling"},
{"chuchu", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Train horn"},
{"bsnipe", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Home-run smash"},
@ -484,7 +486,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3k5b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Menu beep"},
{"s3k5c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Electric spark"},
{"s3k5d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Heavy hit"},
{"s3k5e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"},
{"s3k5e", false, 127, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Releasing charge"},
{"s3k5f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Crusher stomp"},
{"s3k60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Accelerating"},
{"s3k61", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Drilling"},
@ -609,8 +611,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3kcal", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Energy"}, // ditto
{"s3kcbs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"},
{"s3kcbl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"}, // ditto
{"s3kccs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Collapsing"},
{"s3kccl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Collapsing"}, // ditto
{"s3kccs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bursting"},
{"s3kccl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bursting"}, // ditto
{"s3kcds", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"},
{"s3kcdl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"}, // ditto
{"s3kces", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Wind tunnel"},

View File

@ -261,6 +261,8 @@ typedef enum
sfx_boingf,
sfx_corkp,
sfx_corkh,
sfx_alart,
sfx_vwre,
sfx_bowl,
sfx_chuchu,
sfx_bsnipe,

View File

@ -2100,39 +2100,43 @@ static void ST_drawTextHUD(void)
textHUDdraw(M_GetText("\x82""FIRE:""\x80 Enter game"))
}
if (gametype == GT_COOP && (!stplyr->spectator || (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap))) && stplyr->exiting && cv_playersforexit.value)
if (gametype == GT_COOP && (!stplyr->spectator || (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap))) && stplyr->exiting)
{
INT32 i, total = 0, exiting = 0;
for (i = 0; i < MAXPLAYERS; i++)
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
if (numneeded)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (players[i].lives <= 0)
continue;
INT32 i, total = 0, exiting = 0;
total++;
if (players[i].exiting)
exiting++;
}
if (cv_playersforexit.value != 4)
{
total *= cv_playersforexit.value;
if (total & 3)
total += 4; // round up
total /= 4;
}
if (exiting < total)
{
if (!splitscreen && !donef12)
for (i = 0; i < MAXPLAYERS; i++)
{
textHUDdraw(M_GetText("\x82""VIEWPOINT:""\x80 Switch view"))
donef12 = true;
if (!playeringame[i] || players[i].spectator)
continue;
if (players[i].lives <= 0)
continue;
total++;
if (players[i].exiting)
exiting++;
}
if (numneeded != 4)
{
total *= cv_playersforexit.value;
if (total & 3)
total += 4; // round up
total /= 4;
}
if (exiting < total)
{
if (!splitscreen && !donef12)
{
textHUDdraw(M_GetText("\x82""VIEWPOINT:""\x80 Switch view"))
donef12 = true;
}
total -= exiting;
textHUDdraw(va(M_GetText("%d player%s remaining"), total, ((total == 1) ? "" : "s")))
}
total -= exiting;
textHUDdraw(va(M_GetText("%d player%s remaining"), total, ((total == 1) ? "" : "s")))
}
}
else if ((gametype == GT_TAG || gametype == GT_HIDEANDSEEK) && (!stplyr->spectator))

View File

@ -1686,13 +1686,145 @@ void W_VerifyFileMD5(UINT16 wadfilenum, const char *matchmd5)
#endif
}
// Verify versions for different archive
// formats. checklist assumed to be valid.
static int
W_VerifyName (const char *name, lumpchecklist_t *checklist, boolean status)
{
size_t j;
for (j = 0; checklist[j].len && checklist[j].name; ++j)
{
if (( strncmp(name, checklist[j].name,
checklist[j].len) != false ) == status)
{
return true;
}
}
return false;
}
static int
W_VerifyWAD (FILE *fp, lumpchecklist_t *checklist, boolean status)
{
size_t i;
// assume wad file
wadinfo_t header;
filelump_t lumpinfo;
// read the header
if (fread(&header, 1, sizeof header, fp) == sizeof header
&& header.numlumps < INT16_MAX
&& strncmp(header.identification, "ZWAD", 4)
&& strncmp(header.identification, "IWAD", 4)
&& strncmp(header.identification, "PWAD", 4)
&& strncmp(header.identification, "SDLL", 4))
{
return true;
}
header.numlumps = LONG(header.numlumps);
header.infotableofs = LONG(header.infotableofs);
// let seek to the lumpinfo list
if (fseek(fp, header.infotableofs, SEEK_SET) == -1)
return true;
for (i = 0; i < header.numlumps; i++)
{
// fill in lumpinfo for this wad file directory
if (fread(&lumpinfo, sizeof (lumpinfo), 1 , fp) != 1)
return true;
lumpinfo.filepos = LONG(lumpinfo.filepos);
lumpinfo.size = LONG(lumpinfo.size);
if (lumpinfo.size == 0)
continue;
if (! W_VerifyName(lumpinfo.name, checklist, status))
return false;
}
return true;
}
static int
W_VerifyPK3 (FILE *fp, lumpchecklist_t *checklist, boolean status)
{
zend_t zend;
zentry_t zentry;
UINT16 numlumps;
size_t i;
char pat_central[] = {0x50, 0x4b, 0x01, 0x02, 0x00};
char pat_end[] = {0x50, 0x4b, 0x05, 0x06, 0x00};
char lumpname[9];
// Haha the ResGetLumpsZip function doesn't
// check for file errors, so neither will I.
// Central directory bullshit
fseek(fp, 0, SEEK_END);
if (!ResFindSignature(fp, pat_end, max(0, ftell(fp) - (22 + 65536))))
return true;
fseek(fp, -4, SEEK_CUR);
if (fread(&zend, 1, sizeof zend, fp) < sizeof zend)
return true;
numlumps = zend.entries;
fseek(fp, zend.cdiroffset, SEEK_SET);
for (i = 0; i < numlumps; i++)
{
char* fullname;
char* trimname;
char* dotpos;
if (fread(&zentry, 1, sizeof(zentry_t), fp) < sizeof(zentry_t))
return true;
if (memcmp(zentry.signature, pat_central, 4))
return true;
fullname = malloc(zentry.namelen + 1);
if (fgets(fullname, zentry.namelen + 1, fp) != fullname)
return true;
// Strip away file address and extension for the 8char name.
if ((trimname = strrchr(fullname, '/')) != 0)
trimname++;
else
trimname = fullname; // Care taken for root files.
if (*trimname) // Ignore directories
{
if ((dotpos = strrchr(trimname, '.')) == 0)
dotpos = fullname + strlen(fullname); // Watch for files without extension.
memset(lumpname, '\0', 9); // Making sure they're initialized to 0. Is it necessary?
strncpy(lumpname, trimname, min(8, dotpos - trimname));
if (! W_VerifyName(lumpname, checklist, status))
return false;
}
free(fullname);
}
return true;
}
// Note: This never opens lumps themselves and therefore doesn't have to
// deal with compressed lumps.
static int W_VerifyFile(const char *filename, lumpchecklist_t *checklist,
boolean status)
{
FILE *handle;
size_t i, j;
int goodfile = false;
if (!checklist)
@ -1701,66 +1833,18 @@ static int W_VerifyFile(const char *filename, lumpchecklist_t *checklist,
if ((handle = W_OpenWadFile(&filename, false)) == NULL)
return -1;
// detect wad file by the absence of the other supported extensions
if (stricmp(&filename[strlen(filename) - 4], ".soc")
#ifdef HAVE_BLUA
&& stricmp(&filename[strlen(filename) - 4], ".lua")
#endif
&& stricmp(&filename[strlen(filename) - 4], ".pk3"))
if (stricmp(&filename[strlen(filename) - 4], ".pk3") == 0)
goodfile = W_VerifyPK3(handle, checklist, status);
else
{
// assume wad file
wadinfo_t header;
filelump_t lumpinfo;
// read the header
if (fread(&header, 1, sizeof header, handle) == sizeof header
&& header.numlumps < INT16_MAX
&& strncmp(header.identification, "ZWAD", 4)
&& strncmp(header.identification, "IWAD", 4)
&& strncmp(header.identification, "PWAD", 4)
&& strncmp(header.identification, "SDLL", 4))
// detect wad file by the absence of the other supported extensions
if (stricmp(&filename[strlen(filename) - 4], ".soc")
#ifdef HAVE_BLUA
&& stricmp(&filename[strlen(filename) - 4], ".lua")
#endif
)
{
fclose(handle);
return true;
}
header.numlumps = LONG(header.numlumps);
header.infotableofs = LONG(header.infotableofs);
// let seek to the lumpinfo list
if (fseek(handle, header.infotableofs, SEEK_SET) == -1)
{
fclose(handle);
return false;
}
goodfile = true;
for (i = 0; i < header.numlumps; i++)
{
// fill in lumpinfo for this wad file directory
if (fread(&lumpinfo, sizeof (lumpinfo), 1 , handle) != 1)
{
fclose(handle);
return -1;
}
lumpinfo.filepos = LONG(lumpinfo.filepos);
lumpinfo.size = LONG(lumpinfo.size);
if (lumpinfo.size == 0)
continue;
for (j = 0; j < NUMSPRITES; j++)
if (sprnames[j] && !strncmp(lumpinfo.name, sprnames[j], 4)) // Sprites
continue;
goodfile = false;
for (j = 0; checklist[j].len && checklist[j].name && !goodfile; j++)
if ((strncmp(lumpinfo.name, checklist[j].name, checklist[j].len) != false) == status)
goodfile = true;
if (!goodfile)
break;
goodfile = W_VerifyWAD(handle, checklist, status);
}
}
fclose(handle);

View File

@ -261,7 +261,7 @@ void Y_IntermissionDrawer(void)
// draw time
ST_DrawPatchFromHud(HUD_TIME, sbotime);
if (cv_timetic.value == 1)
if (cv_timetic.value == 3)
ST_DrawNumFromHud(HUD_SECONDS, data.coop.tics);
else
{
@ -275,8 +275,7 @@ void Y_IntermissionDrawer(void)
ST_DrawPatchFromHud(HUD_TIMECOLON, sbocolon); // Colon
ST_DrawPadNumFromHud(HUD_SECONDS, seconds, 2); // Seconds
// we should show centiseconds on the intermission screen too, if the conditions are right.
if (modeattacking || cv_timetic.value == 2)
if (cv_timetic.value == 1 || cv_timetic.value == 2 || modeattacking) // there's not enough room for tics in splitscreen, don't even bother trying!
{
ST_DrawPatchFromHud(HUD_TIMETICCOLON, sboperiod); // Period
ST_DrawPadNumFromHud(HUD_TICS, tictrn, 2); // Tics