Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into animate_global

# Conflicts:
#	src/p_pspr.h
This commit is contained in:
Inuyasha 2016-10-03 00:27:49 -07:00
commit 0fdfb1a472
15 changed files with 315 additions and 95 deletions

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@ -6594,7 +6594,7 @@ static const char *const MOBJFLAG_LIST[] = {
"SHOOTABLE",
"NOSECTOR",
"NOBLOCKMAP",
"AMBUSH",
"PAPERCOLLISION",
"PUSHABLE",
"BOSS",
"SPAWNCEILING",
@ -6651,6 +6651,8 @@ static const char *const MOBJFLAG2_LIST[] = {
"BOSSNOTRAP", // No Egg Trap after boss
"BOSSFLEE", // Boss is fleeing!
"BOSSDEAD", // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
"AMBUSH", // Alternate behaviour typically set by MTF_AMBUSH
"LINKDRAW", // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
NULL
};
@ -6973,6 +6975,8 @@ struct {
// Frame settings
{"FF_FRAMEMASK",FF_FRAMEMASK},
{"FF_VERTICALFLIP",FF_VERTICALFLIP},
{"FF_PAPERSPRITE",FF_PAPERSPRITE},
{"FF_SPR2ENDSTATE",FF_SPR2ENDSTATE},
{"FF_SPR2MIDSTART",FF_SPR2MIDSTART},
{"FF_ANIMATE",FF_ANIMATE},

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@ -536,4 +536,7 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// \note You should leave this enabled unless you're working with a future SRB2 version.
#define MUSICSLOT_COMPATIBILITY
/// Experimental attempts at preventing MF_PAPERCOLLISION objects from getting stuck in walls.
//#define PAPER_COLLISIONCORRECTION
#endif // __DOOMDEF__

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@ -5621,7 +5621,7 @@ boolean G_CheckDemoStatus(void)
WRITEUINT8(demo_p, DEMOMARKER); // add the demo end marker
md5_buffer((char *)p+16, demo_p - (p+16), p); // make a checksum of everything after the checksum in the file.
#endif
saved = FIL_WriteFile(demoname, demobuffer, demo_p - demobuffer); // finally output the file.
saved = FIL_WriteFile(va(pandf, srb2home, demoname), demobuffer, demo_p - demobuffer); // finally output the file.
free(demobuffer);
demorecording = false;

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@ -5040,6 +5040,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
size_t lumpoff;
unsigned rot;
UINT8 flip;
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
angle_t ang;
INT32 heightsec, phs;
@ -5139,7 +5141,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
tx += FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale;
x2 = gr_windowcenterx + (tx * gr_centerx / tz);
if (thing->eflags & MFE_VERTICALFLIP)
if (vflip)
{
gz = FIXED_TO_FLOAT(thing->z+thing->height) - FIXED_TO_FLOAT(spritecachedinfo[lumpoff].topoffset) * this_scale;
gzt = gz + FIXED_TO_FLOAT(spritecachedinfo[lumpoff].height) * this_scale;
@ -5216,10 +5218,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
//CONS_Debug(DBG_RENDER, "------------------\nH: sprite : %d\nH: frame : %x\nH: type : %d\nH: sname : %s\n\n",
// thing->sprite, thing->frame, thing->type, sprnames[thing->sprite]);
if (thing->eflags & MFE_VERTICALFLIP)
vis->vflip = true;
else
vis->vflip = false;
vis->vflip = vflip;
vis->precip = false;
}

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@ -1349,7 +1349,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
UINT32 durs = spr->mobj->state->tics;
UINT32 tics = spr->mobj->tics;
md2_frame_t *curr, *next = NULL;
const UINT8 flip = (UINT8)((spr->mobj->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP);
const UINT8 flip = (UINT8)(!(spr->mobj->eflags & MFE_VERTICALFLIP) != !(spr->mobj->frame & FF_VERTICALFLIP));
spritedef_t *sprdef;
spriteframe_t *sprframe;
float finalscale;
@ -1464,7 +1464,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
p.x = FIXED_TO_FLOAT(spr->mobj->x);
p.y = FIXED_TO_FLOAT(spr->mobj->y)+md2->offset;
if (spr->mobj->eflags & MFE_VERTICALFLIP)
if (flip)
p.z = FIXED_TO_FLOAT(spr->mobj->z + spr->mobj->height);
else
p.z = FIXED_TO_FLOAT(spr->mobj->z);

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@ -1054,7 +1054,7 @@ void OP_NightsObjectplace(player_t *player)
if (!OP_HeightOkay(player, false))
return;
if (player->mo->target->flags & MF_AMBUSH)
if (player->mo->target->flags2 & MF2_AMBUSH)
angle = (UINT16)player->anotherflyangle;
else
{

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@ -86,6 +86,9 @@ void A_Scream(mobj_t *actor);
void A_Pain(mobj_t *actor);
void A_1upThinker(mobj_t *actor);
void A_MonitorPop(mobj_t *actor);
void A_GoldMonitorPop(mobj_t *actor);
void A_GoldMonitorRestore(mobj_t *actor);
void A_GoldMonitorSparkle(mobj_t *actor);
void A_Explode(mobj_t *actor);
void A_BossDeath(mobj_t *actor);
void A_CustomPower(mobj_t *actor);
@ -3541,7 +3544,7 @@ void A_BubbleSpawn(mobj_t *actor)
}
actor->flags2 &= ~MF2_DONTDRAW;
if (!(actor->flags & MF_AMBUSH))
if (!(actor->flags2 & MF2_AMBUSH))
{
// Quick! Look through players!
// Don't spawn bubbles unless a player is relatively close by (var2).
@ -3589,7 +3592,7 @@ void A_FanBubbleSpawn(mobj_t *actor)
if (!(actor->eflags & MFE_UNDERWATER))
return;
if (!(actor->flags & MF_AMBUSH))
if (!(actor->flags2 & MF2_AMBUSH))
{
// Quick! Look through players!
// Don't spawn bubbles unless a player is relatively close by (var2).
@ -4156,7 +4159,7 @@ void A_JetChase(mobj_t *actor)
return;
#endif
if (actor->flags & MF_AMBUSH)
if (actor->flags2 & MF2_AMBUSH)
return;
if (actor->z >= actor->waterbottom && actor->watertop > actor->floorz
@ -5049,7 +5052,7 @@ void A_SlingAppear(mobj_t *actor)
if (firsttime)
{
// This is the outermost link in the chain
spawnee->flags |= MF_AMBUSH;
spawnee->flags2 |= MF2_AMBUSH;
firsttime = false;
}
@ -6032,7 +6035,7 @@ void A_Boss2Chase(mobj_t *actor)
{
actor->watertop = -actor->watertop;
actor->extravalue1 = 18;
if (actor->flags & MF_AMBUSH)
if (actor->flags2 & MF2_AMBUSH)
actor->extravalue1 -= (actor->info->spawnhealth - actor->health)*2;
actor->extravalue2 = actor->extravalue1;
}
@ -6058,7 +6061,7 @@ void A_Boss2Chase(mobj_t *actor)
else
{
// Only speed up if you have the 'Deaf' flag.
if (actor->flags & MF_AMBUSH)
if (actor->flags2 & MF2_AMBUSH)
speedvar = actor->health;
else
speedvar = actor->info->spawnhealth;
@ -6649,7 +6652,7 @@ void A_BuzzFly(mobj_t *actor)
if (LUA_CallAction("A_BuzzFly", actor))
return;
#endif
if (actor->flags & MF_AMBUSH)
if (actor->flags2 & MF2_AMBUSH)
return;
if (actor->reactiontime)
@ -6789,7 +6792,7 @@ void A_GuardChase(mobj_t *actor)
return; // got a new target
// chase towards player
if (--actor->movecount < 0 || !P_Move(actor, (actor->flags & MF_AMBUSH) ? actor->info->speed * 2 : actor->info->speed))
if (--actor->movecount < 0 || !P_Move(actor, (actor->flags2 & MF2_AMBUSH) ? actor->info->speed * 2 : actor->info->speed))
{
P_NewChaseDir(actor);
actor->movecount += 5; // Increase tics before change in direction allowed.

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@ -1336,7 +1336,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
case MT_SMALLMACECHAIN:
case MT_BIGMACECHAIN:
// Is this the last link in the chain?
if (toucher->momz > 0 || !(special->flags & MF_AMBUSH)
if (toucher->momz > 0 || !(special->flags2 & MF2_AMBUSH)
|| (player->powers[pw_carry]))
return;

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@ -501,6 +501,74 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
return true; // didn't hit it
if (thing->flags & MF_PAPERCOLLISION) // CAUTION! Very easy to get stuck inside MF_SOLID objects. Giving the player MF_PAPERCOLLISION is a bad idea unless you know what you're doing.
{
fixed_t cosradius, sinradius;
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef
cosradius = FixedMul(thing->radius, FINECOSINE(thing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(thing->radius, FINESINE(thing->angle>>ANGLETOFINESHIFT));
v1.x = thing->x - cosradius;
v1.y = thing->y - sinradius;
v2.x = thing->x + cosradius;
v2.y = thing->y + sinradius;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
if (tmthing->flags & MF_PAPERCOLLISION) // more strenuous checking to prevent clipping issues
{
INT32 check1, check2, check3, check4;
cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT));
check1 = P_PointOnLineSide(tmx - cosradius, tmy - sinradius, &junk);
check2 = P_PointOnLineSide(tmx + cosradius, tmy + sinradius, &junk);
check3 = P_PointOnLineSide(tmx + tmthing->momx - cosradius, tmy + tmthing->momy - sinradius, &junk);
check4 = P_PointOnLineSide(tmx + tmthing->momx + cosradius, tmy + tmthing->momy + sinradius, &junk);
if ((check1 == check2) && (check2 == check3) && (check3 == check4))
return true; // the line doesn't cross between collider's start or end
}
else
{
if ((P_PointOnLineSide(tmx - tmthing->radius, tmy - tmthing->radius, &junk)
== P_PointOnLineSide(tmx + tmthing->radius, tmy + tmthing->radius, &junk))
&& (P_PointOnLineSide(tmx + tmthing->radius, tmy - tmthing->radius, &junk)
== P_PointOnLineSide(tmx - tmthing->radius, tmy + tmthing->radius, &junk)))
return true; // the line doesn't cross between either pair of opposite corners
}
}
else if (tmthing->flags & MF_PAPERCOLLISION)
{
fixed_t cosradius, sinradius;
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef
cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT));
v1.x = tmx - cosradius;
v1.y = tmy - sinradius;
v2.x = tmx + cosradius;
v2.y = tmy + sinradius;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
// no need to check whether thing has MF_PAPERCOLLISION, since checked above
if ((P_PointOnLineSide(thing->x - thing->radius, thing->y - thing->radius, &junk)
== P_PointOnLineSide(thing->x + thing->radius, thing->y + thing->radius, &junk))
&& (P_PointOnLineSide(thing->x + thing->radius, thing->y - thing->radius, &junk)
== P_PointOnLineSide(thing->x - thing->radius, thing->y + thing->radius, &junk)))
return true; // the line doesn't cross between either pair of opposite corners
}
#ifdef HAVE_BLUA
{
UINT8 shouldCollide = LUAh_MobjCollide(thing, tmthing); // checks hook for thing's type
@ -1179,6 +1247,32 @@ static boolean PIT_CheckLine(line_t *ld)
if (P_BoxOnLineSide(tmbbox, ld) != -1)
return true;
if (tmthing->flags & MF_PAPERCOLLISION) // Caution! Turning whilst up against a wall will get you stuck. You probably shouldn't give the player this flag.
{
fixed_t cosradius, sinradius;
cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT));
if (P_PointOnLineSide(tmx - cosradius, tmy - sinradius, ld)
== P_PointOnLineSide(tmx + cosradius, tmy + sinradius, ld))
return true; // the line doesn't cross between collider's start or end
#ifdef PAPER_COLLISIONCORRECTION
{
fixed_t dist;
vertex_t result;
angle_t langle;
P_ClosestPointOnLine(tmx, tmy, ld, &result);
langle = R_PointToAngle2(ld->v1->x, ld->v1->y, ld->v2->x, ld->v2->y);
langle += ANGLE_90*(P_PointOnLineSide(tmx, tmy, ld) ? -1 : 1);
dist = abs(FixedMul(tmthing->radius, FINECOSINE((tmthing->angle - langle)>>ANGLETOFINESHIFT)));
cosradius = FixedMul(dist, FINECOSINE(langle>>ANGLETOFINESHIFT));
sinradius = FixedMul(dist, FINESINE(langle>>ANGLETOFINESHIFT));
tmthing->flags |= MF_NOCLIP;
P_TeleportMove(tmthing, result.x + cosradius - tmthing->momx, result.y + sinradius - tmthing->momy, tmthing->z);
tmthing->flags &= ~MF_NOCLIP;
}
#endif
}
// A line has been hit
// The moving thing's destination position will cross

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@ -2853,7 +2853,7 @@ static boolean P_ZMovement(mobj_t *mo)
&& abs(mom.y) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
{
if (mo->flags & MF_AMBUSH)
if (mo->flags2 & MF2_AMBUSH)
{
// If deafed, give the tumbleweed another random kick if it runs out of steam.
mom.z += P_MobjFlip(mo)*FixedMul(6*FRACUNIT, mo->scale);
@ -6787,7 +6787,7 @@ void P_MobjThinker(mobj_t *mobj)
flame->angle = mobj->angle;
if (mobj->flags & MF_AMBUSH) // Wave up and down instead of side-to-side
if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side
flame->momz = mobj->fuse << (FRACBITS-2);
else
flame->angle += FixedAngle(mobj->fuse*FRACUNIT);
@ -6822,7 +6822,7 @@ void P_MobjThinker(mobj_t *mobj)
strength -= ((20*FRACUNIT)/16)*mobj->movedir;
// If deaf'd, the object spawns on the ceiling.
if (mobj->flags & MF_AMBUSH)
if (mobj->flags2 & MF2_AMBUSH)
{
mobj->z = mobj->ceilingz-mobj->height;
flame->momz = -strength;
@ -7623,7 +7623,7 @@ void P_MobjThinker(mobj_t *mobj)
{
// Special case for ALL monitors.
// If a box's speed is nonzero, it's allowed to respawn as a WRM/SRM.
if (mobj->info->speed != 0 && (mobj->flags & MF_AMBUSH || mobj->flags2 & MF2_STRONGBOX))
if (mobj->info->speed != 0 && (mobj->flags2 & MF2_AMBUSH|MF2_STRONGBOX))
{
mobjtype_t spawnchance[64];
INT32 numchoices = 0, i = 0;
@ -7650,21 +7650,12 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
i = P_RandomKey(numchoices); // Gotta love those random numbers!
newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, spawnchance[i]);
// If the monitor respawns randomly, transfer the flag.
if (mobj->flags & MF_AMBUSH)
newmobj->flags |= MF_AMBUSH;
// Transfer flags2 (strongbox, objectflip)
newmobj->flags2 = mobj->flags2;
}
else
{
newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->type);
// Transfer flags2 (strongbox, objectflip)
newmobj->flags2 = mobj->flags2;
}
// Transfer flags2 (ambush, strongbox, objectflip)
newmobj->flags2 = mobj->flags2;
P_RemoveMobj(mobj); // make sure they disappear
return;
}
@ -9542,7 +9533,7 @@ ML_NOCLIMB : Direction not controllable
if (firsttime)
{
// This is the outermost link in the chain
spawnee->flags |= MF_AMBUSH;
spawnee->flags2 |= MF2_AMBUSH;
firsttime = false;
}
@ -9614,7 +9605,7 @@ ML_NOCLIMB : Direction not controllable
{
// Inverted if uppermost bit is set
if (mthing->angle & 16384)
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
if (mthing->angle > 0)
mobj->radius = (mthing->angle & 16383)*FRACUNIT;
@ -9786,7 +9777,7 @@ ML_NOCLIMB : Direction not controllable
{
// flag for strong/weak random boxes
// any monitor with nonzero speed is allowed to respawn like this
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
}
else if (mthing->type != mobjinfo[MT_AXIS].doomednum &&
@ -9794,7 +9785,7 @@ ML_NOCLIMB : Direction not controllable
mthing->type != mobjinfo[MT_AXISTRANSFERLINE].doomednum &&
mthing->type != mobjinfo[MT_NIGHTSBUMPER].doomednum &&
mthing->type != mobjinfo[MT_STARPOST].doomednum)
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
}
if (mthing->options & MTF_OBJECTSPECIAL)
@ -10131,7 +10122,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
P_SetMobjState(mobj, mobj->info->seestate);
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
mthing->mobj = mobj;
}
// All manners of rings and coins
@ -10205,7 +10196,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
}
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
mthing->mobj = mobj;
}
// ***
@ -10261,7 +10252,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
if (mthing->options & MTF_AMBUSH)
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
}
}
// Diagonal rings (handles both types)
@ -10319,7 +10310,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
if (mthing->options & MTF_AMBUSH)
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
}
}
// Rings of items (all six of them)

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@ -107,8 +107,8 @@ typedef enum
MF_NOSECTOR = 1<<3,
// Don't use the blocklinks (inert but displayable)
MF_NOBLOCKMAP = 1<<4,
// Not to be activated by sound, deaf monster.
MF_AMBUSH = 1<<5,
// Thin, paper-like collision bound (for visual equivalent, see FF_PAPERSPRITE)
MF_PAPERCOLLISION = 1<<5,
// You can push this object. It can activate switches and things by pushing it on top.
MF_PUSHABLE = 1<<6,
// Object is a boss.
@ -151,10 +151,9 @@ typedef enum
MF_PAIN = 1<<24,
// This mobj will stick to any surface or solid object it touches.
MF_STICKY = 1<<25,
// NiGHTS hidden item. Goes to seestate and turns MF_SPECIAL when paralooped.
// NiGHTS hidden item. Goes to seestate and turns MF_SPECIAL when paralooped.
MF_NIGHTSITEM = 1<<26,
// for chase camera, don't be blocked by things (partial clipping)
// (need comma at end of this for SOC editor)
MF_NOCLIPTHING = 1<<27,
// Missile bounces like a grenade.
MF_GRENADEBOUNCE = 1<<28,
@ -192,6 +191,8 @@ typedef enum
MF2_BOSSNOTRAP = 1<<24, // No Egg Trap after boss
MF2_BOSSFLEE = 1<<25, // Boss is fleeing!
MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
MF2_AMBUSH = 1<<27, // Alternate behaviour typically set by MTF_AMBUSH
MF2_LINKDRAW = 1<<28, // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
// free: to and including 1<<31
} mobjflag2_t;

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@ -60,6 +60,10 @@
/// \brief Frame flags: frame always appears full bright
#define FF_FULLBRIGHT 0x00100000
/// \brief Frame flags: Flip sprite vertically (relative to what it should be for its gravity)
#define FF_VERTICALFLIP 0x00200000
/// \brief Frame flags: Thin, paper-like sprite (for collision equivalent, see MF_PAPERCOLLISION)
#define FF_PAPERSPRITE 0x00400000
/// \brief Frame flags - Animate: Simple stateless animation
#define FF_ANIMATE 0x01000000

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@ -625,7 +625,7 @@ static void P_DeNightserizePlayer(player_t *player)
if (!(mo2->type == MT_NIGHTSDRONE))
continue;
if (mo2->flags & MF_AMBUSH)
if (mo2->flags2 & MF2_AMBUSH)
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL);
break;
@ -5003,7 +5003,7 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad
boolean transfer1last = false;
boolean transfer2last = false;
vertex_t vertices[4];
fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags & MF_AMBUSH ? -1 : 1);
fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags2 & MF2_AMBUSH ? -1 : 1);
// Find next waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
@ -5680,7 +5680,7 @@ static void P_NiGHTSMovement(player_t *player)
// The 'ambush' flag says you should rotate
// the other way around the axis.
if (player->mo->target->flags & MF_AMBUSH)
if (player->mo->target->flags2 & MF2_AMBUSH)
backwardaxis = true;
player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
@ -7971,7 +7971,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
}
else if (player->mo->target)
{
if (player->mo->target->flags & MF_AMBUSH)
if (player->mo->target->flags2 & MF2_AMBUSH)
angle = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
else
angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->target->x, player->mo->target->y);

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@ -808,11 +808,18 @@ static void R_DrawVisSprite(vissprite_t *vis)
if (overflow_test < 0) overflow_test = -overflow_test;
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
if (vis->scalestep) // handles right edge too
{
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*(vis->scale + (vis->scalestep*(vis->x2 - vis->x1))))>>FRACBITS);
if (overflow_test < 0) overflow_test = -overflow_test;
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // ditto
}
colfunc = basecolfunc; // hack: this isn't resetting properly somewhere.
dc_colormap = vis->colormap;
if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
{
// translate green skin to another color
// translate certain pixels to white
colfunc = transcolfunc;
if (vis->mobj->type == MT_CYBRAKDEMON)
dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
@ -868,13 +875,10 @@ static void R_DrawVisSprite(vissprite_t *vis)
if (!dc_colormap)
dc_colormap = colormaps;
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
dc_texturemid = vis->texturemid;
dc_texheight = 0;
frac = vis->startfrac;
spryscale = vis->scale;
sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
windowtop = windowbottom = sprbotscreen = INT32_MAX;
if (vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES)
@ -886,28 +890,29 @@ static void R_DrawVisSprite(vissprite_t *vis)
if (!vis->isScaled)
{
vis->scale = FixedMul(vis->scale, this_scale);
spryscale = vis->scale;
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
vis->scalestep = FixedMul(vis->scalestep, this_scale);
vis->xiscale = FixedDiv(vis->xiscale,this_scale);
vis->isScaled = true;
}
dc_texturemid = FixedDiv(dc_texturemid,this_scale);
}
//Oh lordy, mercy me. Don't freak out if sprites go offscreen!
/*if (vis->xiscale > 0)
frac = FixedDiv(frac, this_scale);
else if (vis->x1 <= 0)
frac = (vis->x1 - vis->x2) * vis->xiscale;*/
spryscale = vis->scale;
if (!(vis->scalestep))
{
sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
//dc_hires = 1;
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
}
x1 = vis->x1;
x2 = vis->x2;
if (vis->x1 < 0)
{
spryscale += vis->scalestep*(-vis->x1);
vis->x1 = 0;
}
if (vis->x2 >= vid.width)
vis->x2 = vid.width-1;
@ -915,6 +920,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
{
#ifdef RANGECHECK
texturecolumn = frac>>FRACBITS;
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
@ -923,10 +929,16 @@ static void R_DrawVisSprite(vissprite_t *vis)
#else
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
#endif
if (vis->scalestep)
{
sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale));
dc_iscale = (0xffffffffu / (unsigned)spryscale);
}
if (vis->vflip)
R_DrawFlippedMaskedColumn(column, patch->height);
else
R_DrawMaskedColumn(column);
spryscale += vis->scalestep;
}
colfunc = basecolfunc;
@ -1021,7 +1033,7 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing)
if (testheight <= sprite->gz)
return;
cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->scale))>>FRACBITS);
cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->sortscale))>>FRACBITS);
if (cutfrac < 0)
continue;
if (cutfrac > viewheight)
@ -1094,7 +1106,7 @@ static void R_ProjectSprite(mobj_t *thing)
fixed_t tr_x, tr_y;
fixed_t gxt, gyt;
fixed_t tx, tz;
fixed_t xscale, yscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
fixed_t xscale, yscale, sortscale; //added : 02-02-98 : aaargll..if I were a math-guy!!!
INT32 x1, x2;
@ -1104,13 +1116,19 @@ static void R_ProjectSprite(mobj_t *thing)
size_t rot;
UINT8 flip;
boolean vflip = (!(thing->eflags & MFE_VERTICALFLIP) != !(thing->frame & FF_VERTICALFLIP));
INT32 lindex;
vissprite_t *vis;
angle_t ang;
angle_t ang = 0; // compiler complaints
fixed_t iscale;
fixed_t scalestep;
fixed_t offset, offset2;
boolean papersprite = !!(thing->frame & FF_PAPERSPRITE);
INT32 dispoffset = thing->info->dispoffset;
//SoM: 3/17/2000
fixed_t gz, gzt;
@ -1118,6 +1136,8 @@ static void R_ProjectSprite(mobj_t *thing)
INT32 light = 0;
fixed_t this_scale = thing->scale;
fixed_t ang_scale = FRACUNIT;
// transform the origin point
tr_x = thing->x - viewx;
tr_y = thing->y - viewy;
@ -1128,7 +1148,7 @@ static void R_ProjectSprite(mobj_t *thing)
tz = gxt-gyt;
// thing is behind view plane?
if (tz < FixedMul(MINZ, this_scale))
if (!(papersprite) && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later
return;
gxt = -FixedMul(tr_x, viewsin);
@ -1141,7 +1161,7 @@ static void R_ProjectSprite(mobj_t *thing)
// aspect ratio stuff
xscale = FixedDiv(projection, tz);
yscale = FixedDiv(projectiony, tz);
sortscale = FixedDiv(projectiony, tz);
// decide which patch to use for sprite relative to player
#ifdef RANGECHECK
@ -1188,6 +1208,13 @@ static void R_ProjectSprite(mobj_t *thing)
I_Error("R_ProjectSprite: sprframes NULL for sprite %d\n", thing->sprite);
#endif
if (sprframe->rotate != SRF_SINGLE || papersprite)
{
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
if (papersprite)
ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT));
}
if (sprframe->rotate == SRF_SINGLE)
{
// use single rotation for all views
@ -1198,7 +1225,7 @@ static void R_ProjectSprite(mobj_t *thing)
else
{
// choose a different rotation based on player view
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
//ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
rot = 6; // F7 slot
@ -1219,22 +1246,112 @@ static void R_ProjectSprite(mobj_t *thing)
// calculate edges of the shape
if (flip)
tx -= FixedMul(spritecachedinfo[lump].width-spritecachedinfo[lump].offset, this_scale);
offset = spritecachedinfo[lump].offset - spritecachedinfo[lump].width;
else
tx -= FixedMul(spritecachedinfo[lump].offset, this_scale);
offset = -spritecachedinfo[lump].offset;
offset = FixedMul(offset, this_scale);
tx += FixedMul(offset, ang_scale);
x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS;
// off the right side?
if (x1 > viewwidth)
return;
tx += FixedMul(spritecachedinfo[lump].width, this_scale);
offset2 = FixedMul(spritecachedinfo[lump].width, this_scale);
tx += FixedMul(offset2, ang_scale);
x2 = ((centerxfrac + FixedMul (tx,xscale)) >>FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
if (papersprite)
{
fixed_t yscale2, cosmul, sinmul, tz2;
INT32 range;
if (ang >= ANGLE_180)
{
offset *= -1;
offset2 *= -1;
}
cosmul = FINECOSINE(thing->angle>>ANGLETOFINESHIFT);
sinmul = FINESINE(thing->angle>>ANGLETOFINESHIFT);
tr_x += FixedMul(offset, cosmul);
tr_y += FixedMul(offset, sinmul);
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt;
yscale = FixedDiv(projectiony, tz);
if (yscale < 64) return; // Fix some funky visuals
tr_x += FixedMul(offset2, cosmul);
tr_y += FixedMul(offset2, sinmul);
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz2 = gxt-gyt;
yscale2 = FixedDiv(projectiony, tz2);
if (yscale2 < 64) return; // ditto
if (max(tz, tz2) < FixedMul(MINZ, this_scale)) // non-papersprite clipping is handled earlier
return;
if (x2 > x1)
range = (x2 - x1);
else
range = 1;
scalestep = (yscale2 - yscale)/range;
// The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2?
// sortscale = max(yscale, yscale2);
// sortscale = min(yscale, yscale2);
}
else
{
scalestep = 0;
yscale = sortscale;
}
xscale = FixedMul(xscale, ang_scale);
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer) // toast 16/09/16 (SYMMETRY)
{
fixed_t linkscale;
#if 0 // support for chains of linkdraw - probably not network safe to modify mobjs during rendering
mobj_t *link, *link2;
for (link = thing->tracer; (link->tracer && (link->flags2 & MF2_LINKDRAW)); link = link->tracer)
link->flags2 &= ~MF2_LINKDRAW; // to prevent infinite loops, otherwise would just be a ;
for (link2 = thing->tracer; (link2->tracer && (link2 != link)); link2 = link2->tracer)
link->flags2 |= MF2_LINKDRAW; // only needed for correction of the above
if (link->flags2 & MF2_LINKDRAW)
link->flags2 &= ~MF2_LINKDRAW; // let's try and make sure this doesn't happen again...
tr_x = link->x - viewx;
tr_y = link->y - viewy;
#else
tr_x = thing->tracer->x - viewx;
tr_y = thing->tracer->y - viewy;
#endif
gxt = FixedMul(tr_x, viewcos);
gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt;
linkscale = FixedDiv(projectiony, tz);
if (tz < FixedMul(MINZ, this_scale))
return;
if (sortscale < linkscale)
dispoffset *= -1; // if it's physically behind, make sure it's ordered behind (if dispoffset > 0)
sortscale = linkscale; // now make sure it's linked
}
// PORTAL SPRITE CLIPPING
if (portalrender)
{
@ -1246,7 +1363,7 @@ static void R_ProjectSprite(mobj_t *thing)
}
//SoM: 3/17/2000: Disregard sprites that are out of view..
if (thing->eflags & MFE_VERTICALFLIP)
if (vflip)
{
// When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned.
// sprite height - sprite topoffset is the proper inverse of the vertical offset, of course.
@ -1316,7 +1433,8 @@ static void R_ProjectSprite(mobj_t *thing)
vis->heightsec = heightsec; //SoM: 3/17/2000
vis->mobjflags = thing->flags;
vis->scale = yscale; //<<detailshift;
vis->dispoffset = thing->info->dispoffset; // Monster Iestyn: 23/11/15
vis->sortscale = sortscale;
vis->dispoffset = dispoffset; // Monster Iestyn: 23/11/15
vis->gx = thing->x;
vis->gy = thing->y;
vis->gz = gz;
@ -1325,6 +1443,7 @@ static void R_ProjectSprite(mobj_t *thing)
vis->pz = thing->z;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = scalestep;
vis->mobj = thing; // Easy access! Tails 06-07-2002
@ -1342,8 +1461,8 @@ static void R_ProjectSprite(mobj_t *thing)
vis->xscale = xscale; //SoM: 4/17/2000
vis->sector = thing->subsector->sector;
vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, yscale))>>FRACBITS);
vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, yscale))>>FRACBITS);
vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, sortscale))>>FRACBITS);
vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, sortscale))>>FRACBITS);
vis->cut = SC_NONE;
if (thing->subsector->sector->numlights)
vis->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap;
@ -1364,7 +1483,10 @@ static void R_ProjectSprite(mobj_t *thing)
}
if (vis->x1 > x1)
{
vis->startfrac += FixedDiv(vis->xiscale, this_scale)*(vis->x1-x1);
vis->scale += scalestep*(vis->x1 - x1);
}
//Fab: lumppat is the lump number of the patch to use, this is different
// than lumpid for sprites-in-pwad : the graphics are patched
@ -1402,10 +1524,7 @@ static void R_ProjectSprite(mobj_t *thing)
vis->precip = false;
if (thing->eflags & MFE_VERTICALFLIP)
vis->vflip = true;
else
vis->vflip = false;
vis->vflip = vflip;
vis->isScaled = false;
@ -1523,7 +1642,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
// store information in a vissprite
vis = R_NewVisSprite();
vis->scale = yscale; //<<detailshift;
vis->scale = vis->sortscale = yscale; //<<detailshift;
vis->dispoffset = 0; // Monster Iestyn: 23/11/15
vis->gx = thing->x;
vis->gy = thing->y;
@ -1533,6 +1652,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
vis->pz = thing->z;
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = 0;
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
@ -1711,14 +1831,14 @@ void R_SortVisSprites(void)
bestscale = bestdispoffset = INT32_MAX;
for (ds = unsorted.next; ds != &unsorted; ds = ds->next)
{
if (ds->scale < bestscale)
if (ds->sortscale < bestscale)
{
bestscale = ds->scale;
bestscale = ds->sortscale;
bestdispoffset = ds->dispoffset;
best = ds;
}
// order visprites of same scale by dispoffset, smallest first
else if (ds->scale == bestscale && ds->dispoffset < bestdispoffset)
else if (ds->sortscale == bestscale && ds->dispoffset < bestdispoffset)
{
bestdispoffset = ds->dispoffset;
best = ds;
@ -1880,7 +2000,7 @@ static void R_CreateDrawNodes(void)
for (i = x1; i <= x2; i++)
{
if (r2->seg->frontscale[i] > rover->scale)
if (r2->seg->frontscale[i] > rover->sortscale)
break;
}
if (i > x2)
@ -1899,10 +2019,10 @@ static void R_CreateDrawNodes(void)
continue;
scale = r2->thickseg->scale1 > r2->thickseg->scale2 ? r2->thickseg->scale1 : r2->thickseg->scale2;
if (scale <= rover->scale)
if (scale <= rover->sortscale)
continue;
scale = r2->thickseg->scale1 + (r2->thickseg->scalestep * (sintersect - r2->thickseg->x1));
if (scale <= rover->scale)
if (scale <= rover->sortscale)
continue;
#ifdef ESLOPE
@ -1952,11 +2072,11 @@ static void R_CreateDrawNodes(void)
continue;
scale = r2->seg->scale1 > r2->seg->scale2 ? r2->seg->scale1 : r2->seg->scale2;
if (scale <= rover->scale)
if (scale <= rover->sortscale)
continue;
scale = r2->seg->scale1 + (r2->seg->scalestep * (sintersect - r2->seg->x1));
if (rover->scale < scale)
if (rover->sortscale < scale)
{
entry = R_CreateDrawNode(NULL);
(entry->prev = r2->prev)->next = entry;
@ -1972,8 +2092,8 @@ static void R_CreateDrawNodes(void)
if (r2->sprite->szt > rover->sz || r2->sprite->sz < rover->szt)
continue;
if (r2->sprite->scale > rover->scale
|| (r2->sprite->scale == rover->scale && r2->sprite->dispoffset > rover->dispoffset))
if (r2->sprite->sortscale > rover->sortscale
|| (r2->sprite->sortscale == rover->sortscale && r2->sprite->dispoffset > rover->dispoffset))
{
entry = R_CreateDrawNode(NULL);
(entry->prev = r2->prev)->next = entry;
@ -2126,8 +2246,8 @@ void R_ClipSprites(void)
scale = ds->scale2;
}
if (scale < spr->scale ||
(lowscale < spr->scale &&
if (scale < spr->sortscale ||
(lowscale < spr->sortscale &&
!R_PointOnSegSide (spr->gx, spr->gy, ds->curline)))
{
// masked mid texture?
@ -2178,7 +2298,7 @@ void R_ClipSprites(void)
fixed_t mh, h;
INT32 phs = viewplayer->mo->subsector->sector->heightsec;
if ((mh = sectors[spr->heightsec].floorheight) > spr->gz &&
(h = centeryfrac - FixedMul(mh -= viewz, spr->scale)) >= 0 &&
(h = centeryfrac - FixedMul(mh -= viewz, spr->sortscale)) >= 0 &&
(h >>= FRACBITS) < viewheight)
{
if (mh <= 0 || (phs != -1 && viewz > sectors[phs].floorheight))
@ -2196,7 +2316,7 @@ void R_ClipSprites(void)
}
if ((mh = sectors[spr->heightsec].ceilingheight) < spr->gzt &&
(h = centeryfrac - FixedMul(mh-viewz, spr->scale)) >= 0 &&
(h = centeryfrac - FixedMul(mh-viewz, spr->sortscale)) >= 0 &&
(h >>= FRACBITS) < viewheight)
{
if (phs != -1 && viewz >= sectors[phs].ceilingheight)

View File

@ -149,7 +149,8 @@ typedef struct vissprite_s
fixed_t pz, pzt; // physical bottom/top for sorting with 3D floors
fixed_t startfrac; // horizontal position of x1
fixed_t scale;
fixed_t scale, sortscale; // sortscale only differs from scale for paper sprites and MF2_LINKDRAW
fixed_t scalestep; // only for paper sprites, 0 otherwise
fixed_t xiscale; // negative if flipped
fixed_t texturemid;