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

# Conflicts:
#	src/hardware/hw_main.c
This commit is contained in:
toasterbabe 2017-08-16 21:40:32 +01:00
commit 2e6c09a636
147 changed files with 11180 additions and 7032 deletions

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@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.0)
project(SRB2
VERSION 2.1.17
VERSION 2.1.19
LANGUAGES C)
if(${PROJECT_SOURCE_DIR} MATCHES ${PROJECT_BINARY_DIR})

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@ -1174,6 +1174,39 @@ HW3SOUND for 3D hardware sound support
<Option target="Debug Mingw64/DirectX" />
<Option target="Release Mingw64/DirectX" />
</Unit>
<Unit filename="src/hardware/hw_clip.c">
<Option compilerVar="CC" />
<Option target="Debug Native/SDL" />
<Option target="Release Native/SDL" />
<Option target="Debug Mingw/SDL" />
<Option target="Release Mingw/SDL" />
<Option target="Debug Mingw/DirectX" />
<Option target="Release Mingw/DirectX" />
<Option target="Debug Any/Dummy" />
<Option target="Release Any/Dummy" />
<Option target="Debug Linux/SDL" />
<Option target="Release Linux/SDL" />
<Option target="Debug Mingw64/SDL" />
<Option target="Release Mingw64/SDL" />
<Option target="Debug Mingw64/DirectX" />
<Option target="Release Mingw64/DirectX" />
</Unit>
<Unit filename="src/hardware/hw_clip.h">
<Option target="Debug Native/SDL" />
<Option target="Release Native/SDL" />
<Option target="Debug Mingw/SDL" />
<Option target="Release Mingw/SDL" />
<Option target="Debug Mingw/DirectX" />
<Option target="Release Mingw/DirectX" />
<Option target="Debug Any/Dummy" />
<Option target="Release Any/Dummy" />
<Option target="Debug Linux/SDL" />
<Option target="Release Linux/SDL" />
<Option target="Debug Mingw64/SDL" />
<Option target="Release Mingw64/SDL" />
<Option target="Debug Mingw64/DirectX" />
<Option target="Release Mingw64/DirectX" />
</Unit>
<Unit filename="src/hardware/hw_data.h">
<Option target="Debug Native/SDL" />
<Option target="Release Native/SDL" />

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@ -1,4 +1,4 @@
version: 2.1.17.{branch}-{build}
version: 2.1.19.{branch}-{build}
os: MinGW
environment:
@ -47,7 +47,7 @@ before_build:
- upx -V
- ccache -V
- ccache -s
- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1
- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1 NOOBJDUMP=1
build_script:
- cmd: mingw32-make.exe %SRB2_MFLAGS% %CONFIGURATION%=1 clean
@ -58,26 +58,29 @@ after_build:
- cmd: git rev-parse --short %APPVEYOR_REPO_COMMIT%>%TMP%/gitshort.txt
- cmd: set /P GITSHORT=<%TMP%/gitshort.txt
- set BUILD_ARCHIVE=%APPVEYOR_REPO_BRANCH%-%GITSHORT%-%CONFIGURATION%.7z
- set BUILDSARCHIVE=%APPVEYOR_REPO_BRANCH%-%CONFIGURATION%.7z
- cmd: 7z a %BUILD_ARCHIVE% bin\Mingw\Release -xr!.gitignore
- appveyor PushArtifact %BUILD_ARCHIVE%
- cmd: copy %BUILD_ARCHIVE% %BUILDSARCHIVE%
- appveyor PushArtifact %BUILDSARCHIVE%
test: off
deploy:
- provider: FTP
protocol: ftps
host:
secure: NsLJEPIBvmwCOj8Tg8RoRQ==
username:
secure: ejxi5mvk7oLYu7QtbYojajEPigMy0mokaKhuEVuDZcA=
password:
secure: Hbn6Uy3lT0YZ88yFJ3aW4w==
folder: appveyor
application:
active_mode: false
on:
branch: master
appveyor_repo_tag: true
#deploy:
# - provider: FTP
# protocol: ftps
# host:
# secure: NsLJEPIBvmwCOj8Tg8RoRQ==
# username:
# secure: ejxi5mvk7oLYu7QtbYojajEPigMy0mokaKhuEVuDZcA=
# password:
# secure: Hbn6Uy3lT0YZ88yFJ3aW4w==
# folder: appveyor
# application:
# active_mode: false
# on:
# branch: master
# appveyor_repo_tag: true
on_finish:

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@ -1,3 +1,3 @@
/srb2sdl.exe
/srb2win.exe
/r_opengl.dll
*.exe
*.mo
r_opengl.dll

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@ -1,3 +1,3 @@
/srb2sdl.exe
/srb2win.exe
/r_opengl.dll
*.exe
*.mo
r_opengl.dll

8
objs/.gitignore vendored Normal file
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@ -0,0 +1,8 @@
#All folders
SRB2.res
depend.dep
depend.ped
*.o
#VC9 folder only
/VC9/Win32
/VC9/x64

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@ -1 +1,2 @@
/depend.dep
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1 +1,2 @@
/depend.dep
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,3 +1,2 @@
/SRB2.res
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,3 +1,2 @@
/SRB2.res
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,3 +1,2 @@
/SRB2.res
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,3 +1,2 @@
/SRB2.res
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,3 +1,2 @@
/SRB2.res
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,3 +1,2 @@
/SRB2.res
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,3 +1,2 @@
/SRB2.res
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,3 +1,2 @@
/SRB2.res
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1 +1,2 @@
/depend.dep
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1 +1,2 @@
/depend.ped
# DON'T REMOVE
# This keeps the folder from disappearing

2
objs/VC/.gitignore vendored
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@ -0,0 +1,2 @@
# DON'T REMOVE
# This keeps the folder from disappearing

4
objs/VC9/.gitignore vendored
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@ -1,2 +1,2 @@
/Win32
/x64
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1 +1,2 @@
/depend.dep
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1 +1,2 @@
/depend.dep
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1 +1,2 @@
/depend.dep
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -1,2 +1,2 @@
/depend.dep
/*.o
# DON'T REMOVE
# This keeps the folder from disappearing

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@ -351,6 +351,7 @@ if(${SRB2_CONFIG_HWRENDER})
set(SRB2_HWRENDER_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_bsp.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_cache.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_clip.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_draw.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_light.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_main.c
@ -359,6 +360,7 @@ if(${SRB2_CONFIG_HWRENDER})
)
set (SRB2_HWRENDER_HEADERS
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_clip.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_data.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_defs.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_dll.h

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@ -259,7 +259,7 @@ ifndef DC
endif
OPTS+=-DHWRENDER
OBJS+=$(OBJDIR)/hw_bsp.o $(OBJDIR)/hw_draw.o $(OBJDIR)/hw_light.o \
$(OBJDIR)/hw_main.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o $(OBJDIR)/hw_trick.o
$(OBJDIR)/hw_main.o $(OBJDIR)/hw_clip.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o $(OBJDIR)/hw_trick.o
endif
ifdef NOHS
@ -511,13 +511,11 @@ OBJS:=$(i_main_o) \
# For reference, this is the command I use to build a srb2.pot file from the source code.
# (The listed source files are the ones containing translated strings).
# FILES=""; for file in `find ./ | grep "\.c" | grep -v svn`; do [ "`grep "M_GetText(" $file`" ] && FILES="$FILES $file"; done; xgettext -d srb2 -o locale/srb2.pot -kM_GetText -F --no-wrap $FILES
ifndef NOGETTEXT
ifdef GETTEXT
POS:=$(BIN)/en.mo
OPTS+=-DGETTEXT
endif
endif
ifdef DJGPPDOS
all: pre-build $(BIN)/$(EXENAME)
@ -705,7 +703,7 @@ ifdef MINGW
$(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h am_map.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h am_map.h \
d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
@ -713,7 +711,7 @@ else
$(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h am_map.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h am_map.h \
d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -I/usr/X11R6/include -c $< -o $@
@ -866,7 +864,7 @@ ifndef NOHW
$(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h am_map.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h am_map.h \
d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -D_WINDOWS -mwindows -c $< -o $@
@ -874,7 +872,7 @@ $(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h
$(OBJDIR)/ogl_win.o: hardware/r_opengl/ogl_win.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h am_map.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h am_map.h \
d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -D_WINDOWS -mwindows -c $< -o $@
@ -882,7 +880,7 @@ $(OBJDIR)/ogl_win.o: hardware/r_opengl/ogl_win.c hardware/r_opengl/r_opengl.h \
$(OBJDIR)/r_minigl.o: hardware/r_minigl/r_minigl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h am_map.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h am_map.h \
d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -D_WINDOWS -mwindows -c $< -o $@

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@ -283,9 +283,6 @@ else
ifdef LINUX
NASMFORMAT=elf -DLINUX
SDL=1
ifndef NOGETTEXT
GETTEXT=1
endif
ifdef LINUX64
OBJDIR:=$(OBJDIR)/Linux64
BIN:=$(BIN)/Linux64
@ -321,9 +318,6 @@ else
ifdef MINGW64
INTERFACE=win32
#NASMFORMAT=win64
ifndef NOGETTEXT
#GETTEXT=1
endif
OBJDIR:=$(OBJDIR)/Mingw64
BIN:=$(BIN)/Mingw64
else
@ -354,9 +348,6 @@ else
ifdef MINGW
INTERFACE=win32
NASMFORMAT=win32
ifndef NOGETTEXT
GETTEXT=1
endif
OBJDIR:=$(OBJDIR)/Mingw
BIN:=$(BIN)/Mingw
else

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@ -33,6 +33,7 @@
#include "i_system.h"
#include "d_main.h"
#include "m_menu.h"
#include "filesrch.h"
#ifdef _WINDOWS
#include "win32/win_main.h"
@ -1275,12 +1276,15 @@ void CONS_Alert(alerttype_t level, const char *fmt, ...)
switch (level)
{
case CONS_NOTICE:
// no notice for notices, hehe
CONS_Printf("\x83" "%s" "\x80 ", M_GetText("NOTICE:"));
break;
case CONS_WARNING:
refreshdirmenu |= REFRESHDIR_WARNING;
CONS_Printf("\x82" "%s" "\x80 ", M_GetText("WARNING:"));
break;
case CONS_ERROR:
refreshdirmenu |= REFRESHDIR_ERROR;
CONS_Printf("\x85" "%s" "\x80 ", M_GetText("ERROR:"));
break;
}
@ -1394,32 +1398,32 @@ static void CON_DrawInput(void)
if (input_sel < c)
V_DrawFill(x, y, charwidth*3, (10 * con_scalefactor), 77 | V_NOSCALESTART);
for (i = 0; i < 3; ++i, x += charwidth)
V_DrawCharacter(x, y, '.' | cv_constextsize.value | V_GRAYMAP | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(x, y, '.' | cv_constextsize.value | V_GRAYMAP | V_NOSCALESTART, true);
}
else
V_DrawCharacter(x-charwidth, y, CON_PROMPTCHAR | cv_constextsize.value | V_GRAYMAP | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(x-charwidth, y, CON_PROMPTCHAR | cv_constextsize.value | V_GRAYMAP | V_NOSCALESTART, true);
for (cend = c + clen; c < cend; ++c, x += charwidth)
{
if ((input_sel > c && input_cur <= c) || (input_sel <= c && input_cur > c))
{
V_DrawFill(x, y, charwidth, (10 * con_scalefactor), 77 | V_NOSCALESTART);
V_DrawCharacter(x, y, p[c] | cv_constextsize.value | V_YELLOWMAP | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(x, y, p[c] | cv_constextsize.value | V_YELLOWMAP | V_NOSCALESTART, true);
}
else
V_DrawCharacter(x, y, p[c] | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(x, y, p[c] | cv_constextsize.value | V_NOSCALESTART, true);
if (c == input_cur && con_tick >= 4)
V_DrawCharacter(x, y + (con_scalefactor*2), '_' | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(x, y + (con_scalefactor*2), '_' | cv_constextsize.value | V_NOSCALESTART, true);
}
if (cend == input_cur && con_tick >= 4)
V_DrawCharacter(x, y + (con_scalefactor*2), '_' | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(x, y + (con_scalefactor*2), '_' | cv_constextsize.value | V_NOSCALESTART, true);
if (rellip)
{
if (input_sel > cend)
V_DrawFill(x, y, charwidth*3, (10 * con_scalefactor), 77 | V_NOSCALESTART);
for (i = 0; i < 3; ++i, x += charwidth)
V_DrawCharacter(x, y, '.' | cv_constextsize.value | V_GRAYMAP | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(x, y, '.' | cv_constextsize.value | V_GRAYMAP | V_NOSCALESTART, true);
}
}
@ -1465,11 +1469,11 @@ static void CON_DrawHudlines(void)
else
{
//charwidth = SHORT(hu_font['A'-HU_FONTSTART]->width) * con_scalefactor;
V_DrawCharacter(x, y, (INT32)(*p) | charflags | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(x, y, (INT32)(*p) | charflags | cv_constextsize.value | V_NOSCALESTART, true);
}
}
//V_DrawCharacter(x, y, (p[c]&0xff) | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
//V_DrawCharacter(x, y, (p[c]&0xff) | cv_constextsize.value | V_NOSCALESTART, true);
y += charheight;
}
@ -1607,7 +1611,7 @@ static void CON_DrawConsole(void)
charflags = (*p & 0x7f) << V_CHARCOLORSHIFT;
p++;
}
V_DrawCharacter(x, y, (INT32)(*p) | charflags | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(x, y, (INT32)(*p) | charflags | cv_constextsize.value | V_NOSCALESTART, true);
}
}

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@ -768,8 +768,16 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].mo->scalespeed = LONG(rsp->scalespeed);
// And finally, SET THE MOBJ SKIN damn it.
players[i].mo->skin = &skins[players[i].skin];
players[i].mo->color = players[i].skincolor;
if ((players[i].powers[pw_carry] == CR_NIGHTSMODE) && (skins[players[i].skin].sprites[SPR2_NGT0].numframes == 0))
{
players[i].mo->skin = &skins[DEFAULTNIGHTSSKIN];
players[i].mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor; // this will be corrected by thinker to super flash
}
else
{
players[i].mo->skin = &skins[players[i].skin];
players[i].mo->color = players[i].skincolor; // this will be corrected by thinker to super flash/mario star
}
P_SetThingPosition(players[i].mo);
}
@ -883,6 +891,7 @@ static inline void resynch_write_others(resynchend_pak *rst)
UINT8 i;
rst->ingame = 0;
rst->outofcoop = 0;
for (i = 0; i < MAXPLAYERS; ++i)
{
@ -899,6 +908,8 @@ static inline void resynch_write_others(resynchend_pak *rst)
if (!players[i].spectator)
rst->ingame |= (1<<i);
if (players[i].outofcoop)
rst->outofcoop |= (1<<i);
rst->ctfteam[i] = (INT32)LONG(players[i].ctfteam);
rst->score[i] = (UINT32)LONG(players[i].score);
rst->numboxes[i] = SHORT(players[i].numboxes);
@ -915,11 +926,13 @@ static inline void resynch_read_others(resynchend_pak *p)
{
UINT8 i;
UINT32 loc_ingame = (UINT32)LONG(p->ingame);
UINT32 loc_outofcoop = (UINT32)LONG(p->outofcoop);
for (i = 0; i < MAXPLAYERS; ++i)
{
// We don't care if they're in the game or not, just write all the data.
players[i].spectator = !(loc_ingame & (1<<i));
players[i].outofcoop = (loc_outofcoop & (1<<i));
players[i].ctfteam = (INT32)LONG(p->ctfteam[i]); // no, 0 does not mean spectator, at least not in Match
players[i].score = (UINT32)LONG(p->score[i]);
players[i].numboxes = SHORT(p->numboxes[i]);
@ -1319,7 +1332,7 @@ static void SV_SendPlayerInfo(INT32 node)
netbuffer->u.playerinfo[i].skin = (UINT8)players[i].skin;
// Extra data
netbuffer->u.playerinfo[i].data = players[i].skincolor;
netbuffer->u.playerinfo[i].data = 0; //players[i].skincolor;
if (players[i].pflags & PF_TAGIT)
netbuffer->u.playerinfo[i].data |= 0x20;
@ -1563,8 +1576,6 @@ static void CL_LoadReceivedSavegame(void)
automapactive = false;
// load a base level
playerdeadview = false;
if (P_LoadNetGame())
{
const INT32 actnum = mapheaderinfo[gamemap-1]->actnum;
@ -1742,9 +1753,7 @@ static boolean CL_ServerConnectionSearchTicker(boolean viams, tic_t *asksent)
{
#ifndef NONET
INT32 i;
#endif
#ifndef NONET
// serverlist is updated by GetPacket function
if (serverlistcount > 0)
{
@ -1778,7 +1787,20 @@ static boolean CL_ServerConnectionSearchTicker(boolean viams, tic_t *asksent)
serverlist[i].info.fileneeded);
CONS_Printf(M_GetText("Checking files...\n"));
i = CL_CheckFiles();
if (i == 2) // cannot join for some reason
if (i == 3) // too many files
{
D_QuitNetGame();
CL_Reset();
D_StartTitle();
M_StartMessage(M_GetText(
"You have too many WAD files loaded\n"
"to add ones the server is using.\n"
"Please restart SRB2 before connecting.\n\n"
"Press ESC\n"
), NULL, MM_NOTHING);
return false;
}
else if (i == 2) // cannot join for some reason
{
D_QuitNetGame();
CL_Reset();
@ -2518,12 +2540,18 @@ static void Command_Nodes(void)
static void Command_Ban(void)
{
if (COM_Argc() == 1)
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("Ban <playername/playernum> <reason>: ban and kick a player\n"));
return;
}
if (!netgame) // Don't kick Tails in splitscreen!
{
CONS_Printf(M_GetText("This only works in a netgame.\n"));
return;
}
if (server || adminplayer == consoleplayer)
{
XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH];
@ -2533,9 +2561,10 @@ static void Command_Ban(void)
if (pn == -1 || pn == 0)
return;
else
WRITEUINT8(p, pn);
if (I_Ban && !I_Ban(node))
WRITEUINT8(p, pn);
if (server && I_Ban && !I_Ban(node)) // only the server is allowed to do this right now
{
CONS_Alert(CONS_WARNING, M_GetText("Too many bans! Geez, that's a lot of people you're excluding...\n"));
WRITEUINT8(p, KICK_MSG_GO_AWAY);
@ -2543,7 +2572,8 @@ static void Command_Ban(void)
}
else
{
Ban_Add(COM_Argv(2));
if (server) // only the server is allowed to do this right now
Ban_Add(COM_Argv(2));
if (COM_Argc() == 2)
{
@ -2576,21 +2606,27 @@ static void Command_Ban(void)
static void Command_Kick(void)
{
XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH];
UINT8 *p = buf;
if (COM_Argc() == 1)
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("kick <playername/playernum> <reason>: kick a player\n"));
return;
}
if (!netgame) // Don't kick Tails in splitscreen!
{
CONS_Printf(M_GetText("This only works in a netgame.\n"));
return;
}
if (server || adminplayer == consoleplayer)
{
XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH];
UINT8 *p = buf;
const SINT8 pn = nametonum(COM_Argv(1));
WRITESINT8(p, pn);
if (pn == -1 || pn == 0)
return;
// Special case if we are trying to kick a player who is downloading the game state:
// trigger a timeout instead of kicking them, because a kick would only
// take effect after they have finished downloading
@ -2599,6 +2635,9 @@ static void Command_Kick(void)
Net_ConnectionTimeout(playernode[pn]);
return;
}
WRITESINT8(p, pn);
if (COM_Argc() == 2)
{
WRITEUINT8(p, KICK_MSG_GO_AWAY);
@ -2700,12 +2739,14 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum)
// If a verified admin banned someone, the server needs to know about it.
// If the playernum isn't zero (the server) then the server needs to record the ban.
if (server && playernum && msg == KICK_MSG_BANNED)
if (server && playernum && (msg == KICK_MSG_BANNED || msg == KICK_MSG_CUSTOM_BAN))
{
if (I_Ban && !I_Ban(playernode[(INT32)pnum]))
{
CONS_Alert(CONS_WARNING, M_GetText("Too many bans! Geez, that's a lot of people you're excluding...\n"));
}
#ifndef NONET
else
Ban_Add(reason);
#endif
}
switch (msg)
@ -3403,17 +3444,42 @@ static void HandlePacketFromAwayNode(SINT8 node)
if (node != servernode)
DEBFILE(va("Received packet from unknown host %d\n", node));
// macro for packets that should only be sent by the server
// if it is NOT from the server, bail out and close the connection!
#define SERVERONLY \
if (node != servernode) \
{ \
Net_CloseConnection(node); \
break; \
}
switch (netbuffer->packettype)
{
case PT_ASKINFOVIAMS:
#if 0
if (server && serverrunning)
{
INT32 clientnode = I_NetMakeNode(netbuffer->u.msaskinfo.clientaddr);
SV_SendServerInfo(clientnode, (tic_t)LONG(netbuffer->u.msaskinfo.time));
SV_SendPlayerInfo(clientnode); // Send extra info
Net_CloseConnection(clientnode);
// Don't close connection to MS.
INT32 clientnode;
if (ms_RoomId < 0) // ignore if we're not actually on the MS right now
{
Net_CloseConnection(node); // and yes, close connection
return;
}
clientnode = I_NetMakeNode(netbuffer->u.msaskinfo.clientaddr);
if (clientnode != -1)
{
SV_SendServerInfo(clientnode, (tic_t)LONG(netbuffer->u.msaskinfo.time));
SV_SendPlayerInfo(clientnode); // Send extra info
Net_CloseConnection(clientnode);
// Don't close connection to MS...
}
else
Net_CloseConnection(node); // ...unless the IP address is not valid
}
else
Net_CloseConnection(node); // you're not supposed to get it, so ignore it
#else
Net_CloseConnection(node);
#endif
break;
case PT_ASKINFO:
@ -3421,8 +3487,8 @@ static void HandlePacketFromAwayNode(SINT8 node)
{
SV_SendServerInfo(node, (tic_t)LONG(netbuffer->u.askinfo.time));
SV_SendPlayerInfo(node); // Send extra info
Net_CloseConnection(node);
}
Net_CloseConnection(node);
break;
case PT_SERVERREFUSE: // Negative response of client join request
@ -3431,6 +3497,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
Net_CloseConnection(node);
break;
}
SERVERONLY
if (cl_mode == CL_WAITJOINRESPONSE)
{
// Save the reason so it can be displayed after quitting the netgame
@ -3462,6 +3529,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
Net_CloseConnection(node);
break;
}
SERVERONLY
/// \note how would this happen? and is it doing the right thing if it does?
if (cl_mode != CL_WAITJOINRESPONSE)
break;
@ -3527,13 +3595,18 @@ static void HandlePacketFromAwayNode(SINT8 node)
Net_CloseConnection(node);
break;
}
else
Got_Filetxpak();
SERVERONLY
Got_Filetxpak();
break;
case PT_REQUESTFILE:
if (server)
Got_RequestFilePak(node);
{
if (!cv_downloading.value || !Got_RequestFilePak(node))
Net_CloseConnection(node); // close connection if one of the requested files could not be sent, or you disabled downloading anyway
}
else
Net_CloseConnection(node); // nope
break;
case PT_NODETIMEOUT:
@ -3556,6 +3629,7 @@ static void HandlePacketFromAwayNode(SINT8 node)
break; // Ignore it
}
#undef SERVERONLY
}
/** Handles a packet received from a node that is in game
@ -3588,6 +3662,8 @@ FILESTAMP
{
// -------------------------------------------- SERVER RECEIVE ----------
case PT_RESYNCHGET:
if (client)
break;
SV_AcknowledgeResynchAck(netconsole, netbuffer->u.resynchgot);
break;
case PT_CLIENTCMD:
@ -3654,7 +3730,8 @@ FILESTAMP
}
// Splitscreen cmd
if (netbuffer->packettype == PT_CLIENT2CMD && nodetoplayer2[node] >= 0)
if ((netbuffer->packettype == PT_CLIENT2CMD || netbuffer->packettype == PT_CLIENT2MIS)
&& nodetoplayer2[node] >= 0)
G_MoveTiccmd(&netcmds[maketic%BACKUPTICS][(UINT8)nodetoplayer2[node]],
&netbuffer->u.client2pak.cmd2, 1);
@ -3713,6 +3790,27 @@ FILESTAMP
tic_t tic = maketic;
UINT8 *textcmd;
// ignore if the textcmd has a reported size of zero
// this shouldn't be sent at all
if (!netbuffer->u.textcmd[0])
{
DEBFILE(va("GetPacket: Textcmd with size 0 detected! (node %u, player %d)\n",
node, netconsole));
Net_UnAcknowledgePacket(node);
break;
}
// ignore if the textcmd size var is actually larger than it should be
// BASEPACKETSIZE + 1 (for size) + textcmd[0] should == datalength
if (netbuffer->u.textcmd[0] > (size_t)doomcom->datalength-BASEPACKETSIZE-1)
{
DEBFILE(va("GetPacket: Bad Textcmd packet size! (expected %d, actual %s, node %u, player %d)\n",
netbuffer->u.textcmd[0], sizeu1((size_t)doomcom->datalength-BASEPACKETSIZE-1),
node, netconsole));
Net_UnAcknowledgePacket(node);
break;
}
// check if tic that we are making isn't too large else we cannot send it :(
// doomcom->numslots+1 "+1" since doomcom->numslots can change within this time and sent time
j = software_MAXPACKETLENGTH
@ -3906,7 +4004,7 @@ FILESTAMP
if (client)
{
INT32 i;
for (i = 0; i < MAXNETNODES; i++)
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
playerpingtable[i] = (tic_t)netbuffer->u.pingtable[i];
}
@ -3916,6 +4014,21 @@ FILESTAMP
case PT_SERVERCFG:
break;
case PT_FILEFRAGMENT:
// Only accept PT_FILEFRAGMENT from the server.
if (node != servernode)
{
CONS_Alert(CONS_WARNING, M_GetText("%s received from non-host %d\n"), "PT_FILEFRAGMENT", node);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)node;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
break;
}
if (client)
Got_Filetxpak();
break;
@ -4449,8 +4562,8 @@ static inline void PingUpdate(void)
}
//send out our ping packets
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
for (i = 0; i < MAXNETNODES; i++)
if (nodeingame[i])
HSendPacket(i, true, 0, sizeof(INT32) * MAXPLAYERS);
pingmeasurecount = 1; //Reset count
@ -4480,20 +4593,15 @@ void NetUpdate(void)
gametime = nowtime;
if (!(gametime % 255) && netgame && server)
{
#ifdef NEWPING
PingUpdate();
#endif
}
#ifdef NEWPING
if (server)
{
if (netgame && !(gametime % 255))
PingUpdate();
// update node latency values so we can take an average later.
for (i = 0; i < MAXNETNODES; i++)
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
realpingtable[i] += G_TicsToMilliseconds(GetLag(i));
realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
pingmeasurecount++;
}
#endif

View File

@ -136,6 +136,7 @@ typedef struct
fixed_t flagz[2];
UINT32 ingame; // Spectator bit for each player
UINT32 outofcoop; // outofcoop bit for each player
INT32 ctfteam[MAXPLAYERS]; // Which team? (can't be 1 bit, since in regular Match there are no teams)
// Resynch game scores and the like all at once
@ -315,6 +316,7 @@ typedef struct
} ATTRPACK clientconfig_pak;
#define MAXSERVERNAME 32
#define MAXFILENEEDED 915
// This packet is too large
typedef struct
{
@ -336,7 +338,7 @@ typedef struct
unsigned char mapmd5[16];
UINT8 actnum;
UINT8 iszone;
UINT8 fileneeded[915]; // is filled with writexxx (byteptr.h)
UINT8 fileneeded[MAXFILENEEDED]; // is filled with writexxx (byteptr.h)
} ATTRPACK serverinfo_pak;
typedef struct

View File

@ -74,6 +74,7 @@ int snprintf(char *str, size_t n, const char *fmt, ...);
#include "m_cond.h" // condition initialization
#include "fastcmp.h"
#include "keys.h"
#include "filesrch.h" // refreshdirmenu, mainwadstally
#ifdef CMAKECONFIG
#include "config.h"
@ -107,8 +108,6 @@ UINT8 window_notinfocus = false;
//
// DEMO LOOP
//
//static INT32 demosequence;
static const char *pagename = "MAP1PIC";
static char *startupwadfiles[MAX_WADFILES];
boolean devparm = false; // started game with -devparm
@ -420,10 +419,13 @@ static void D_Display(void)
}
// Image postprocessing effect
if (postimgtype)
V_DoPostProcessor(0, postimgtype, postimgparam);
if (postimgtype2)
V_DoPostProcessor(1, postimgtype2, postimgparam2);
if (rendermode == render_soft)
{
if (postimgtype)
V_DoPostProcessor(0, postimgtype, postimgparam);
if (postimgtype2)
V_DoPostProcessor(1, postimgtype2, postimgparam2);
}
}
if (lastdraw)
@ -586,6 +588,8 @@ void D_SRB2Loop(void)
realtics = entertic - oldentertics;
oldentertics = entertic;
refreshdirmenu = 0; // not sure where to put this, here as good as any?
#ifdef DEBUGFILE
if (!realtics)
if (debugload)
@ -711,6 +715,7 @@ void D_StartTitle(void)
botskin = 0;
cv_debug = 0;
emeralds = 0;
lastmaploaded = 0;
// In case someone exits out at the same time they start a time attack run,
// reset modeattacking
@ -719,10 +724,16 @@ void D_StartTitle(void)
// empty maptol so mario/etc sounds don't play in sound test when they shouldn't
maptol = 0;
// reset to default player stuff
COM_BufAddText (va("%s \"%s\"\n",cv_playername.name,cv_defaultplayername.string));
COM_BufAddText (va("%s \"%s\"\n",cv_skin.name,cv_defaultskin.string));
COM_BufAddText (va("%s \"%s\"\n",cv_playercolor.name,cv_defaultplayercolor.string));
COM_BufAddText (va("%s \"%s\"\n",cv_playername2.name,cv_defaultplayername2.string));
COM_BufAddText (va("%s \"%s\"\n",cv_skin2.name,cv_defaultskin2.string));
COM_BufAddText (va("%s \"%s\"\n",cv_playercolor2.name,cv_defaultplayercolor2.string));
gameaction = ga_nothing;
playerdeadview = false;
displayplayer = consoleplayer = 0;
//demosequence = -1;
gametype = GT_COOP;
paused = false;
advancedemo = false;
@ -874,7 +885,7 @@ static void IdentifyVersion(void)
}
#endif
#if 1 // This section can be deleted when music_new is merged with music.dta
#ifdef DEVELOP // This section can be deleted when music_new is merged with music.dta
{
const char *musicfile = "music_new.dta";
const char *musicpath = va(pandf,srb2waddir,musicfile);
@ -887,27 +898,10 @@ static void IdentifyVersion(void)
#endif
}
/* ======================================================================== */
// Just print the nice red titlebar like the original SRB2 for DOS.
/* ======================================================================== */
#ifdef PC_DOS
static inline void D_Titlebar(char *title1, char *title2)
{
// SRB2 banner
clrscr();
textattr((BLUE<<4)+WHITE);
clreol();
cputs(title1);
// standard srb2 banner
textattr((RED<<4)+WHITE);
clreol();
gotoxy((80-strlen(title2))/2, 2);
cputs(title2);
normvideo();
gotoxy(1,3);
}
#endif
/* ======================================================================== */
// Code for printing SRB2's title bar in DOS
/* ======================================================================== */
//
// Center the title string, then add the date and time of compilation.
@ -936,6 +930,31 @@ static inline void D_MakeTitleString(char *s)
strcpy(s, temp);
}
static inline void D_Titlebar(void)
{
char title1[82]; // srb2 title banner
char title2[82];
strcpy(title1, "Sonic Robo Blast 2");
strcpy(title2, "Sonic Robo Blast 2");
D_MakeTitleString(title1);
// SRB2 banner
clrscr();
textattr((BLUE<<4)+WHITE);
clreol();
cputs(title1);
// standard srb2 banner
textattr((RED<<4)+WHITE);
clreol();
gotoxy((80-strlen(title2))/2, 2);
cputs(title2);
normvideo();
gotoxy(1,3);
}
#endif
//
// D_SRB2Main
@ -943,8 +962,6 @@ static inline void D_MakeTitleString(char *s)
void D_SRB2Main(void)
{
INT32 p;
char srb2[82]; // srb2 title banner
char title[82];
INT32 pstartmap = 1;
boolean autostart = false;
@ -987,20 +1004,8 @@ void D_SRB2Main(void)
dedicated = M_CheckParm("-dedicated") != 0;
#endif
strcpy(title, "Sonic Robo Blast 2");
strcpy(srb2, "Sonic Robo Blast 2");
D_MakeTitleString(srb2);
#ifdef PC_DOS
D_Titlebar(srb2, title);
#endif
#if defined (__OS2__) && !defined (HAVE_SDL)
// set PM window title
snprintf(pmData->title, sizeof (pmData->title),
"Sonic Robo Blast 2" VERSIONSTRING ": %s",
title);
pmData->title[sizeof (pmData->title) - 1] = '\0';
D_Titlebar();
#endif
if (devparm)
@ -1172,6 +1177,11 @@ void D_SRB2Main(void)
#ifdef USE_PATCH_DTA
++mainwads; // patch.dta adds one more
#endif
#ifdef DEVELOP
++mainwads; // music_new, too
#endif
mainwadstally = packetsizetally;
cht_Init();
@ -1400,7 +1410,6 @@ void D_SRB2Main(void)
if (dedicated && server)
{
pagename = "TITLESKY";
levelstarttic = gametic;
G_SetGamestate(GS_LEVEL);
if (!P_SetupLevel(false))

View File

@ -34,7 +34,7 @@ void D_SRB2Loop(void) FUNCNORETURN;
// D_SRB2Main()
// Not a globally visible function, just included for source reference,
// calls all startup code, parses command line options.
// If not overrided by user input, calls N_AdvanceDemo.
// If not overrided by user input, calls D_AdvanceDemo.
//
void D_SRB2Main(void);
@ -51,9 +51,6 @@ const char *D_Home(void);
//
// BASE LEVEL
//
void D_PageTicker(void);
// pagename is lumpname of a 320x200 patch to fill the screen
void D_PageDrawer(const char *pagename);
void D_AdvanceDemo(void);
void D_StartTitle(void);

View File

@ -49,7 +49,9 @@ doomcom_t *doomcom = NULL;
/// \brief network packet data, points inside doomcom
doomdata_t *netbuffer = NULL;
#ifdef DEBUGFILE
FILE *debugfile = NULL; // put some net info in a file during the game
#endif
#define MAXREBOUND 8
static doomdata_t reboundstore[MAXREBOUND];
@ -711,11 +713,24 @@ void Net_CloseConnection(INT32 node)
#else
INT32 i;
boolean forceclose = (node & FORCECLOSE) != 0;
if (node == -1)
{
DEBFILE(M_GetText("Net_CloseConnection: node -1 detected!\n"));
return; // nope, just ignore it
}
node &= ~FORCECLOSE;
if (!node)
return;
if (node < 0 || node >= MAXNETNODES) // prevent invalid nodes from crashing the game
{
DEBFILE(va(M_GetText("Net_CloseConnection: invalid node %d detected!\n"), node));
return;
}
nodes[node].flags |= NF_CLOSE;
// try to Send ack back (two army problem)

View File

@ -37,6 +37,7 @@
#include "d_main.h"
#include "m_random.h"
#include "f_finale.h"
#include "filesrch.h"
#include "mserv.h"
#include "md5.h"
#include "z_zone.h"
@ -60,9 +61,6 @@ static void Got_WeaponPref(UINT8 **cp, INT32 playernum);
static void Got_Mapcmd(UINT8 **cp, INT32 playernum);
static void Got_ExitLevelcmd(UINT8 **cp, INT32 playernum);
static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum);
#ifdef DELFILE
static void Got_Delfilecmd(UINT8 **cp, INT32 playernum);
#endif
static void Got_Addfilecmd(UINT8 **cp, INT32 playernum);
static void Got_Pause(UINT8 **cp, INT32 playernum);
static void Got_Suicide(UINT8 **cp, INT32 playernum);
@ -84,6 +82,9 @@ static void TeamScramble_OnChange(void);
static void NetTimeout_OnChange(void);
static void JoinTimeout_OnChange(void);
static void CoopStarposts_OnChange(void);
static void CoopLives_OnChange(void);
static void Ringslinger_OnChange(void);
static void Gravity_OnChange(void);
static void ForceSkin_OnChange(void);
@ -111,9 +112,6 @@ static void Command_ResetCamera_f(void);
static void Command_Addfile(void);
static void Command_ListWADS_f(void);
#ifdef DELFILE
static void Command_Delfile(void);
#endif
static void Command_RunSOC(void);
static void Command_Pause(void);
static void Command_Suicide(void);
@ -184,19 +182,17 @@ static CV_PossibleValue_t joyport_cons_t[] = {{1, "/dev/js0"}, {2, "/dev/js1"},
#define usejoystick_cons_t NULL
#endif
static CV_PossibleValue_t autobalance_cons_t[] = {{0, "MIN"}, {4, "MAX"}, {0, NULL}};
static CV_PossibleValue_t teamscramble_cons_t[] = {{0, "Off"}, {1, "Random"}, {2, "Points"}, {0, NULL}};
static CV_PossibleValue_t startingliveslimit_cons_t[] = {{1, "MIN"}, {99, "MAX"}, {0, NULL}};
static CV_PossibleValue_t sleeping_cons_t[] = {{-1, "MIN"}, {1000/TICRATE, "MAX"}, {0, NULL}};
static CV_PossibleValue_t competitionboxes_cons_t[] = {{0, "Normal"}, {1, "Random"}, {2, "Teleports"},
static CV_PossibleValue_t competitionboxes_cons_t[] = {{0, "Normal"}, {1, "Mystery"}, //{2, "Teleport"},
{3, "None"}, {0, NULL}};
static CV_PossibleValue_t matchboxes_cons_t[] = {{0, "Normal"}, {1, "Random"}, {2, "Non-Random"},
static CV_PossibleValue_t matchboxes_cons_t[] = {{0, "Normal"}, {1, "Mystery"}, {2, "Unchanging"},
{3, "None"}, {0, NULL}};
static CV_PossibleValue_t chances_cons_t[] = {{0, "MIN"}, {9, "MAX"}, {0, NULL}};
static CV_PossibleValue_t match_scoring_cons_t[] = {{0, "Normal"}, {1, "Classic"}, {0, NULL}};
static CV_PossibleValue_t pause_cons_t[] = {{0, "Server"}, {1, "All"}, {0, NULL}};
static CV_PossibleValue_t timetic_cons_t[] = {{0, "Normal"}, {1, "Tics"}, {2, "Centiseconds"}, {0, NULL}};
@ -215,7 +211,7 @@ consvar_t cv_startinglives = {"startinglives", "3", CV_NETVAR|CV_CHEAT, starting
static CV_PossibleValue_t respawntime_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
consvar_t cv_respawntime = {"respawndelay", "3", CV_NETVAR|CV_CHEAT, respawntime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_competitionboxes = {"competitionboxes", "Random", CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_competitionboxes = {"competitionboxes", "Mystery", CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
#ifdef SEENAMES
static CV_PossibleValue_t seenames_cons_t[] = {{0, "Off"}, {1, "Colorless"}, {2, "Team"}, {3, "Ally/Foe"}, {0, NULL}};
@ -223,9 +219,9 @@ consvar_t cv_seenames = {"seenames", "Ally/Foe", CV_SAVE, seenames_cons_t, 0, 0,
consvar_t cv_allowseenames = {"allowseenames", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
// these are just meant to be saved to the config
consvar_t cv_playername = {"name", "Sonic", CV_SAVE|CV_CALL|CV_NOINIT, NULL, Name_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playername2 = {"name2", "Tails", CV_SAVE|CV_CALL|CV_NOINIT, NULL, Name2_OnChange, 0, NULL, NULL, 0, 0, NULL};
// names
consvar_t cv_playername = {"name", "Sonic", CV_CALL|CV_NOINIT, NULL, Name_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playername2 = {"name2", "Tails", CV_CALL|CV_NOINIT, NULL, Name2_OnChange, 0, NULL, NULL, 0, 0, NULL};
// player colors
consvar_t cv_playercolor = {"color", "Blue", CV_CALL|CV_NOINIT, Color_cons_t, Color_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playercolor2 = {"color2", "Orange", CV_CALL|CV_NOINIT, Color_cons_t, Color2_OnChange, 0, NULL, NULL, 0, 0, NULL};
@ -233,6 +229,14 @@ consvar_t cv_playercolor2 = {"color2", "Orange", CV_CALL|CV_NOINIT, Color_cons_t
consvar_t cv_skin = {"skin", DEFAULTSKIN, CV_CALL|CV_NOINIT, NULL, Skin_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_skin2 = {"skin2", DEFAULTSKIN2, CV_CALL|CV_NOINIT, NULL, Skin2_OnChange, 0, NULL, NULL, 0, 0, NULL};
// saved versions of the above six
consvar_t cv_defaultplayername = {"defaultname", "Sonic", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultplayername2 = {"defaultname2", "Tails", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultplayercolor = {"defaultcolor", "Blue", CV_SAVE, Color_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultplayercolor2 = {"defaultcolor2", "Orange", CV_SAVE, Color_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultskin = {"defaultskin", DEFAULTSKIN, CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_defaultskin2 = {"defaultskin2", DEFAULTSKIN2, CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_skipmapcheck = {"skipmapcheck", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
INT32 cv_debug;
@ -303,7 +307,7 @@ consvar_t cv_countdowntime = {"countdowntime", "60", CV_NETVAR|CV_CHEAT, minitim
consvar_t cv_touchtag = {"touchtag", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_hidetime = {"hidetime", "30", CV_NETVAR|CV_CALL, minitimelimit_cons_t, Hidetime_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_autobalance = {"autobalance", "0", CV_NETVAR|CV_CALL, autobalance_cons_t, AutoBalance_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_autobalance = {"autobalance", "Off", CV_NETVAR|CV_CALL, CV_OnOff, AutoBalance_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_teamscramble = {"teamscramble", "Off", CV_NETVAR|CV_CALL|CV_NOINIT, teamscramble_cons_t, TeamScramble_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_scrambleonchange = {"scrambleonchange", "Off", CV_NETVAR, teamscramble_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -311,7 +315,6 @@ consvar_t cv_friendlyfire = {"friendlyfire", "Off", CV_NETVAR, CV_OnOff, NULL, 0
consvar_t cv_itemfinder = {"itemfinder", "Off", CV_CALL, CV_OnOff, ItemFinder_OnChange, 0, NULL, NULL, 0, 0, NULL};
// Scoring type options
consvar_t cv_match_scoring = {"matchscoring", "Normal", CV_NETVAR|CV_CHEAT, match_scoring_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_overtime = {"overtime", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_rollingdemos = {"rollingdemos", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -349,12 +352,18 @@ consvar_t cv_maxping = {"maxping", "0", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NUL
#endif
// Intermission time Tails 04-19-2002
static CV_PossibleValue_t inttime_cons_t[] = {{0, "MIN"}, {3600, "MAX"}, {0, NULL}};
consvar_t cv_inttime = {"inttime", "20", CV_NETVAR, inttime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_inttime = {"inttime", "10", CV_NETVAR, inttime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t coopstarposts_cons_t[] = {{0, "Per-player"}, {1, "Shared"}, {2, "Teamwork"}, {0, NULL}};
consvar_t cv_coopstarposts = {"coopstarposts", "Teamwork", CV_NETVAR|CV_CALL|CV_CHEAT, coopstarposts_cons_t, CoopStarposts_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t cooplives_cons_t[] = {{0, "Infinite"}, {1, "Per-player"}, {2, "Avoid Game Over"}, {3, "Single pool"}, {0, NULL}};
consvar_t cv_cooplives = {"cooplives", "Avoid Game Over", CV_NETVAR|CV_CALL|CV_CHEAT, cooplives_cons_t, CoopLives_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t advancemap_cons_t[] = {{0, "Off"}, {1, "Next"}, {2, "Random"}, {0, NULL}};
consvar_t cv_advancemap = {"advancemap", "Next", CV_NETVAR, advancemap_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t playersforexit_cons_t[] = {{0, "One"}, {1, "All"}, {0, NULL}};
consvar_t cv_playersforexit = {"playersforexit", "One", CV_NETVAR, playersforexit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t playersforexit_cons_t[] = {{0, "One"}, {1, "1/4"}, {2, "Half"}, {3, "3/4"}, {4, "All"}, {0, NULL}};
consvar_t cv_playersforexit = {"playersforexit", "All", CV_NETVAR, playersforexit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_runscripts = {"runscripts", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -388,7 +397,7 @@ const char *netxcmdnames[MAXNETXCMD - 1] =
"RANDOMSEED",
"RUNSOC",
"REQADDFILE",
"DELFILE",
"DELFILE", // replace next time we add an XD
"SETMOTD",
"SUICIDE",
#ifdef HAVE_BLUA
@ -414,9 +423,6 @@ void D_RegisterServerCommands(void)
RegisterNetXCmd(XD_EXITLEVEL, Got_ExitLevelcmd);
RegisterNetXCmd(XD_ADDFILE, Got_Addfilecmd);
RegisterNetXCmd(XD_REQADDFILE, Got_RequestAddfilecmd);
#ifdef DELFILE
RegisterNetXCmd(XD_DELFILE, Got_Delfilecmd);
#endif
RegisterNetXCmd(XD_PAUSE, Got_Pause);
RegisterNetXCmd(XD_SUICIDE, Got_Suicide);
RegisterNetXCmd(XD_RUNSOC, Got_RunSOCcmd);
@ -450,9 +456,6 @@ void D_RegisterServerCommands(void)
COM_AddCommand("addfile", Command_Addfile);
COM_AddCommand("listwad", Command_ListWADS_f);
#ifdef DELFILE
COM_AddCommand("delfile", Command_Delfile);
#endif
COM_AddCommand("runsoc", Command_RunSOC);
COM_AddCommand("pause", Command_Pause);
COM_AddCommand("suicide", Command_Suicide);
@ -485,7 +488,6 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_itemrespawntime);
CV_RegisterVar(&cv_itemrespawn);
CV_RegisterVar(&cv_flagtime);
CV_RegisterVar(&cv_suddendeath);
// misc
CV_RegisterVar(&cv_friendlyfire);
@ -510,6 +512,9 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_forceskin);
CV_RegisterVar(&cv_downloading);
CV_RegisterVar(&cv_coopstarposts);
CV_RegisterVar(&cv_cooplives);
CV_RegisterVar(&cv_specialrings);
CV_RegisterVar(&cv_powerstones);
CV_RegisterVar(&cv_competitionboxes);
@ -533,7 +538,6 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_startinglives);
CV_RegisterVar(&cv_countdowntime);
CV_RegisterVar(&cv_runscripts);
CV_RegisterVar(&cv_match_scoring);
CV_RegisterVar(&cv_overtime);
CV_RegisterVar(&cv_pause);
CV_RegisterVar(&cv_mute);
@ -616,6 +620,7 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_screenshot_option);
CV_RegisterVar(&cv_screenshot_folder);
CV_RegisterVar(&cv_screenshot_colorprofile);
CV_RegisterVar(&cv_moviemode);
// PNG variables
CV_RegisterVar(&cv_zlib_level);
@ -638,7 +643,7 @@ void D_RegisterClientCommands(void)
// register these so it is saved to config
if ((username = I_GetUserName()))
cv_playername.defaultvalue = username;
cv_playername.defaultvalue = cv_defaultplayername.defaultvalue = username;
CV_RegisterVar(&cv_playername);
CV_RegisterVar(&cv_playercolor);
CV_RegisterVar(&cv_skin); // r_things.c (skin NAME)
@ -646,6 +651,13 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_playername2);
CV_RegisterVar(&cv_playercolor2);
CV_RegisterVar(&cv_skin2);
// saved versions of the above six
CV_RegisterVar(&cv_defaultplayername);
CV_RegisterVar(&cv_defaultplayercolor);
CV_RegisterVar(&cv_defaultskin);
CV_RegisterVar(&cv_defaultplayername2);
CV_RegisterVar(&cv_defaultplayercolor2);
CV_RegisterVar(&cv_defaultskin2);
#ifdef SEENAMES
CV_RegisterVar(&cv_seenames);
@ -673,7 +685,29 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_resetmusic);
// FIXME: not to be here.. but needs be done for config loading
CV_RegisterVar(&cv_usegamma);
CV_RegisterVar(&cv_globalgamma);
CV_RegisterVar(&cv_globalsaturation);
CV_RegisterVar(&cv_rhue);
CV_RegisterVar(&cv_yhue);
CV_RegisterVar(&cv_ghue);
CV_RegisterVar(&cv_chue);
CV_RegisterVar(&cv_bhue);
CV_RegisterVar(&cv_mhue);
CV_RegisterVar(&cv_rgamma);
CV_RegisterVar(&cv_ygamma);
CV_RegisterVar(&cv_ggamma);
CV_RegisterVar(&cv_cgamma);
CV_RegisterVar(&cv_bgamma);
CV_RegisterVar(&cv_mgamma);
CV_RegisterVar(&cv_rsaturation);
CV_RegisterVar(&cv_ysaturation);
CV_RegisterVar(&cv_gsaturation);
CV_RegisterVar(&cv_csaturation);
CV_RegisterVar(&cv_bsaturation);
CV_RegisterVar(&cv_msaturation);
// m_menu.c
CV_RegisterVar(&cv_crosshair);
@ -695,6 +729,14 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_firenaxis);
CV_RegisterVar(&cv_firenaxis2);
// filesrch.c
CV_RegisterVar(&cv_addons_option);
CV_RegisterVar(&cv_addons_folder);
CV_RegisterVar(&cv_addons_md5);
CV_RegisterVar(&cv_addons_showall);
CV_RegisterVar(&cv_addons_search_type);
CV_RegisterVar(&cv_addons_search_case);
// WARNING: the order is important when initialising mouse2
// we need the mouse2port
CV_RegisterVar(&cv_mouse2port);
@ -731,6 +773,7 @@ void D_RegisterClientCommands(void)
// s_sound.c
CV_RegisterVar(&cv_soundvolume);
CV_RegisterVar(&cv_closedcaptioning);
CV_RegisterVar(&cv_digmusicvolume);
CV_RegisterVar(&cv_midimusicvolume);
CV_RegisterVar(&cv_numChannels);
@ -1144,7 +1187,7 @@ static void SendNameAndColor(void)
{
CV_StealthSetValue(&cv_playercolor, skins[cv_skin.value].prefcolor);
players[consoleplayer].skincolor = (cv_playercolor.value&0x1F) % MAXSKINCOLORS;
players[consoleplayer].skincolor = cv_playercolor.value % MAXSKINCOLORS;
if (players[consoleplayer].mo)
players[consoleplayer].mo->color = (UINT8)players[consoleplayer].skincolor;
@ -1271,7 +1314,7 @@ static void SendNameAndColor2(void)
{
CV_StealthSetValue(&cv_playercolor2, skins[players[secondplaya].skin].prefcolor);
players[secondplaya].skincolor = (cv_playercolor2.value&0x1F) % MAXSKINCOLORS;
players[secondplaya].skincolor = cv_playercolor2.value % MAXSKINCOLORS;
if (players[secondplaya].mo)
players[secondplaya].mo->color = players[secondplaya].skincolor;
@ -1589,8 +1632,13 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
mapchangepending = 0;
// spawn the server if needed
// reset players if there is a new one
if (!(adminplayer == consoleplayer) && SV_SpawnServer())
buf[0] &= ~(1<<1);
if (!(adminplayer == consoleplayer))
{
if (SV_SpawnServer())
buf[0] &= ~(1<<1);
if (!Playing()) // you failed to start a server somehow, so cancel the map change
return;
}
// Kick bot from special stages
if (botskin)
@ -2134,7 +2182,7 @@ static void Command_Teamchange_f(void)
return;
}
if (!cv_allowteamchange.value && !NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
if (!cv_allowteamchange.value && NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
{
CONS_Alert(CONS_NOTICE, M_GetText("The server is not allowing team changes at the moment.\n"));
return;
@ -2231,7 +2279,7 @@ static void Command_Teamchange2_f(void)
return;
}
if (!cv_allowteamchange.value && !NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
if (!cv_allowteamchange.value && NetPacket.packet.newteam) // allow swapping to spectator even in locked teams.
{
CONS_Alert(CONS_NOTICE, M_GetText("The server is not allowing team changes at the moment.\n"));
return;
@ -2985,6 +3033,7 @@ static void Command_Addfile(void)
XBOXSTATIC char buf[256];
char *buf_p = buf;
INT32 i;
int musiconly; // W_VerifyNMUSlumps isn't boolean
if (COM_Argc() != 2)
{
@ -2999,7 +3048,9 @@ static void Command_Addfile(void)
if (!isprint(fn[i]) || fn[i] == ';')
return;
if (!W_VerifyNMUSlumps(fn))
musiconly = W_VerifyNMUSlumps(fn);
if (!musiconly)
{
// ... But only so long as they contain nothing more then music and sprites.
if (netgame && !(server || adminplayer == consoleplayer))
@ -3011,7 +3062,7 @@ static void Command_Addfile(void)
}
// Add file on your client directly if it is trivial, or you aren't in a netgame.
if (!(netgame || multiplayer) || W_VerifyNMUSlumps(fn))
if (!(netgame || multiplayer) || musiconly)
{
P_AddWadFile(fn, NULL);
return;
@ -3031,9 +3082,7 @@ static void Command_Addfile(void)
#else
FILE *fhandle;
fhandle = fopen(fn, "rb");
if (fhandle)
if ((fhandle = W_OpenWadFile(&fn, true)) != NULL)
{
tic_t t = I_GetTime();
CONS_Debug(DBG_SETUP, "Making MD5 for %s\n",fn);
@ -3041,11 +3090,8 @@ static void Command_Addfile(void)
CONS_Debug(DBG_SETUP, "MD5 calc for %s took %f second\n", fn, (float)(I_GetTime() - t)/TICRATE);
fclose(fhandle);
}
else
{
CONS_Printf(M_GetText("File %s not found.\n"), fn);
else // file not found
return;
}
#endif
WRITEMEM(buf_p, md5sum, 16);
}
@ -3056,49 +3102,19 @@ static void Command_Addfile(void)
SendNetXCmd(XD_ADDFILE, buf, buf_p - buf);
}
#ifdef DELFILE
/** removes the last added pwad at runtime.
* Searches for sounds, maps, music and images to remove
*/
static void Command_Delfile(void)
{
if (gamestate == GS_LEVEL)
{
CONS_Printf(M_GetText("You must NOT be in a level to use this.\n"));
return;
}
if (netgame && !(server || adminplayer == consoleplayer))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
if (numwadfiles <= mainwads)
{
CONS_Printf(M_GetText("No additional WADs are loaded.\n"));
return;
}
if (!(netgame || multiplayer))
{
P_DelWadFile();
if (mainwads == numwadfiles && modifiedgame)
modifiedgame = false;
return;
}
SendNetXCmd(XD_DELFILE, NULL, 0);
}
#endif
static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum)
{
char filename[241];
filestatus_t ncs = FS_NOTFOUND;
UINT8 md5sum[16];
boolean kick = false;
boolean toomany = false;
INT32 i;
size_t packetsize = 0;
serverinfo_pak *dummycheck = NULL;
// Shut the compiler up.
(void)dummycheck;
READSTRINGN(*cp, filename, 240);
READMEM(*cp, md5sum, 16);
@ -3124,13 +3140,25 @@ static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum)
return;
}
ncs = findfile(filename,md5sum,true);
// See W_LoadWadFile in w_wad.c
for (i = 0; i < numwadfiles; i++)
packetsize += nameonlylength(wadfiles[i]->filename) + 22;
if (ncs != FS_FOUND)
packetsize += nameonlylength(filename) + 22;
if ((numwadfiles >= MAX_WADFILES)
|| (packetsize > sizeof(dummycheck->fileneeded)))
toomany = true;
else
ncs = findfile(filename,md5sum,true);
if (ncs != FS_FOUND || toomany)
{
char message[256];
if (ncs == FS_NOTFOUND)
if (toomany)
sprintf(message, M_GetText("Too many files loaded to add %s\n"), filename);
else if (ncs == FS_NOTFOUND)
sprintf(message, M_GetText("The server doesn't have %s\n"), filename);
else if (ncs == FS_MD5SUMBAD)
sprintf(message, M_GetText("Checksum mismatch on %s\n"), filename);
@ -3148,33 +3176,6 @@ static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum)
COM_BufAddText(va("addfile %s\n", filename));
}
#ifdef DELFILE
static void Got_Delfilecmd(UINT8 **cp, INT32 playernum)
{
if (playernum != serverplayer && playernum != adminplayer)
{
CONS_Alert(CONS_WARNING, M_GetText("Illegal delfile command received from %s\n"), player_names[playernum]);
if (server)
{
XBOXSTATIC UINT8 buf[2];
buf[0] = (UINT8)playernum;
buf[1] = KICK_MSG_CON_FAIL;
SendNetXCmd(XD_KICK, &buf, 2);
}
return;
}
(void)cp;
if (numwadfiles <= mainwads) //sanity
return;
P_DelWadFile();
if (mainwads == numwadfiles && modifiedgame)
modifiedgame = false;
}
#endif
static void Got_Addfilecmd(UINT8 **cp, INT32 playernum)
{
char filename[241];
@ -3200,10 +3201,15 @@ static void Got_Addfilecmd(UINT8 **cp, INT32 playernum)
ncs = findfile(filename,md5sum,true);
if (ncs != FS_FOUND)
if (ncs != FS_FOUND || !P_AddWadFile(filename, NULL))
{
Command_ExitGame_f();
if (ncs == FS_NOTFOUND)
if (ncs == FS_FOUND)
{
CONS_Printf(M_GetText("The server tried to add %s,\nbut you have too many files added.\nRestart the game to clear loaded files\nand play on this server."), filename);
M_StartMessage(va("The server added a file \n(%s)\nbut you have too many files added.\nRestart the game to clear loaded files.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
}
else if (ncs == FS_NOTFOUND)
{
CONS_Printf(M_GetText("The server tried to add %s,\nbut you don't have this file.\nYou need to find it in order\nto play on this server."), filename);
M_StartMessage(va("The server added a file \n(%s)\nthat you do not have.\n\nPress ESC\n",filename), NULL, MM_NOTHING);
@ -3221,7 +3227,6 @@ static void Got_Addfilecmd(UINT8 **cp, INT32 playernum)
return;
}
P_AddWadFile(filename, NULL);
G_SetGameModified(true);
}
@ -3376,6 +3381,102 @@ static void JoinTimeout_OnChange(void)
jointimeout = (tic_t)cv_jointimeout.value;
}
static void CoopStarposts_OnChange(void)
{
INT32 i;
if (!(netgame || multiplayer) || gametype != GT_COOP)
return;
switch (cv_coopstarposts.value)
{
case 0:
CONS_Printf(M_GetText("Starposts are now per-player.\n"));
break;
case 1:
CONS_Printf(M_GetText("Starposts are now shared between players.\n"));
break;
case 2:
CONS_Printf(M_GetText("Players now only spawn when starposts are hit.\n"));
return;
}
if (G_IsSpecialStage(gamemap))
return;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (!players[i].spectator)
continue;
if (players[i].lives <= 0)
continue;
break;
}
if (i == MAXPLAYERS)
return;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (!players[i].spectator)
continue;
if (players[i].lives <= 0 && (cv_cooplives.value == 1))
continue;
P_SpectatorJoinGame(&players[i]);
}
}
static void CoopLives_OnChange(void)
{
INT32 i;
if (!(netgame || multiplayer) || gametype != GT_COOP)
return;
switch (cv_cooplives.value)
{
case 0:
CONS_Printf(M_GetText("Players can now respawn indefinitely.\n"));
return;
case 1:
CONS_Printf(M_GetText("Lives are now per-player.\n"));
return;
case 2:
CONS_Printf(M_GetText("Players can now steal lives to avoid game over.\n"));
break;
case 3:
CONS_Printf(M_GetText("Lives are now shared between players.\n"));
break;
}
if (cv_coopstarposts.value == 2)
return;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (!players[i].spectator)
continue;
if (players[i].lives > 0)
continue;
P_SpectatorJoinGame(&players[i]);
}
}
UINT32 timelimitintics = 0;
/** Deals with a timelimit change by printing the change to the console.
@ -3666,7 +3767,7 @@ retryscramble:
{
if (red == maxcomposition)
newteam = 2;
else if (blue == maxcomposition)
else //if (blue == maxcomposition)
newteam = 1;
repick = false;
@ -3707,14 +3808,11 @@ retryscramble:
newteam = (INT16)((M_RandomByte() % 2) + 1);
repick = false;
}
else
else if (i != 2) // Mystic's secret sauce - ABBA is better than ABAB, so team B doesn't get worse players all around
{
// We will only randomly pick the team for the first guy.
// Otherwise, just alternate back and forth, distributing players.
if (newteam == 1)
newteam = 2;
else
newteam = 1;
newteam = 3 - newteam;
}
scrambleteams[i] = newteam;

View File

@ -20,6 +20,19 @@
// console vars
extern consvar_t cv_playername;
extern consvar_t cv_playercolor;
extern consvar_t cv_skin;
// secondary splitscreen player
extern consvar_t cv_playername2;
extern consvar_t cv_playercolor2;
extern consvar_t cv_skin2;
// saved versions of the above six
extern consvar_t cv_defaultplayername;
extern consvar_t cv_defaultplayercolor;
extern consvar_t cv_defaultskin;
extern consvar_t cv_defaultplayername2;
extern consvar_t cv_defaultplayercolor2;
extern consvar_t cv_defaultskin2;
#ifdef SEENAMES
extern consvar_t cv_seenames, cv_allowseenames;
#endif
@ -32,7 +45,6 @@ extern consvar_t cv_joyport2;
#endif
extern consvar_t cv_joyscale;
extern consvar_t cv_joyscale2;
extern consvar_t cv_controlperkey;
// splitscreen with second mouse
extern consvar_t cv_mouse2port;
@ -40,25 +52,12 @@ extern consvar_t cv_usemouse2;
#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON)
extern consvar_t cv_mouse2opt;
#endif
extern consvar_t cv_invertmouse2;
extern consvar_t cv_alwaysfreelook2;
extern consvar_t cv_mousemove2;
extern consvar_t cv_mousesens2;
extern consvar_t cv_mouseysens2;
// normally in p_mobj but the .h is not read
extern consvar_t cv_itemrespawntime;
extern consvar_t cv_itemrespawn;
extern consvar_t cv_flagtime;
extern consvar_t cv_suddendeath;
extern consvar_t cv_skin;
// secondary splitscreen player
extern consvar_t cv_playername2;
extern consvar_t cv_playercolor2;
extern consvar_t cv_skin2;
extern consvar_t cv_touchtag;
extern consvar_t cv_hidetime;
@ -77,9 +76,6 @@ extern consvar_t cv_autobalance;
extern consvar_t cv_teamscramble;
extern consvar_t cv_scrambleonchange;
extern consvar_t cv_useranalog, cv_useranalog2;
extern consvar_t cv_analog, cv_analog2;
extern consvar_t cv_netstat;
#ifdef WALLSPLATS
extern consvar_t cv_splats;
@ -100,8 +96,7 @@ extern consvar_t cv_recycler;
extern consvar_t cv_itemfinder;
extern consvar_t cv_inttime, cv_advancemap, cv_playersforexit;
extern consvar_t cv_match_scoring;
extern consvar_t cv_inttime, cv_coopstarposts, cv_cooplives, cv_advancemap, cv_playersforexit;
extern consvar_t cv_overtime;
extern consvar_t cv_startinglives;
@ -120,17 +115,7 @@ extern consvar_t cv_maxping;
extern consvar_t cv_skipmapcheck;
extern consvar_t cv_sleep, cv_screenshot_option, cv_screenshot_folder;
extern consvar_t cv_moviemode;
extern consvar_t cv_zlib_level, cv_zlib_memory, cv_zlib_strategy;
extern consvar_t cv_zlib_window_bits, cv_zlib_levela, cv_zlib_memorya;
extern consvar_t cv_zlib_strategya, cv_zlib_window_bitsa;
extern consvar_t cv_apng_delay;
extern consvar_t cv_sleep;
typedef enum
{
@ -151,7 +136,7 @@ typedef enum
XD_RANDOMSEED, // 15
XD_RUNSOC, // 16
XD_REQADDFILE, // 17
XD_DELFILE, // 18
XD_DELFILE, // 18 - replace next time we add an XD
XD_SETMOTD, // 19
XD_SUICIDE, // 20
#ifdef HAVE_BLUA
@ -211,7 +196,6 @@ void Command_ExitGame_f(void);
void Command_Retry_f(void);
void D_GameTypeChanged(INT32 lastgametype); // not a real _OnChange function anymore
void D_MapChange(INT32 pmapnum, INT32 pgametype, boolean pultmode, boolean presetplayers, INT32 pdelay, boolean pskipprecutscene, boolean pfromlevelselect);
void ObjectPlace_OnChange(void);
void ItemFinder_OnChange(void);
void D_SetPassword(const char *pw);

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@ -62,7 +62,8 @@
#include <errno.h>
static void SV_SendFile(INT32 node, const char *filename, UINT8 fileid);
// Prototypes
static boolean SV_SendFile(INT32 node, const char *filename, UINT8 fileid);
// Sender structure
typedef struct filetx_s
@ -103,6 +104,7 @@ INT32 lastfilenum = -1;
/** Fills a serverinfo packet with information about wad files loaded.
*
* \todo Give this function a better name since it is in global scope.
* Used to have size limiting built in - now handled via W_LoadWadFile in w_wad.c
*
*/
UINT8 *PutFileNeeded(void)
@ -111,29 +113,22 @@ UINT8 *PutFileNeeded(void)
UINT8 *p = netbuffer->u.serverinfo.fileneeded;
char wadfilename[MAX_WADPATH] = "";
UINT8 filestatus;
size_t bytesused = 0;
for (i = 0; i < numwadfiles; i++)
{
// If it has only music/sound lumps, mark it as unimportant
if (W_VerifyNMUSlumps(wadfiles[i]->filename))
filestatus = 0;
else
filestatus = 1; // Important
// If it has only music/sound lumps, don't put it in the list
if (!wadfiles[i]->important)
continue;
filestatus = 1; // Importance - not really used any more, holds 1 by default for backwards compat with MS
// Store in the upper four bits
if (!cv_downloading.value)
filestatus += (2 << 4); // Won't send
else if ((wadfiles[i]->filesize > (UINT32)cv_maxsend.value * 1024))
filestatus += (0 << 4); // Won't send
else
else if ((wadfiles[i]->filesize <= (UINT32)cv_maxsend.value * 1024))
filestatus += (1 << 4); // Will send if requested
bytesused += (nameonlylength(wadfilename) + 22);
// Don't write too far...
if (bytesused > sizeof(netbuffer->u.serverinfo.fileneeded))
I_Error("Too many wad files added to host a game. (%s, stopped on %s)\n", sizeu1(bytesused), wadfilename);
// else
// filestatus += (0 << 4); -- Won't send, too big
WRITEUINT8(p, filestatus);
@ -166,7 +161,6 @@ void D_ParseFileneeded(INT32 fileneedednum_parm, UINT8 *fileneededstr)
{
fileneeded[i].status = FS_NOTFOUND; // We haven't even started looking for the file yet
filestatus = READUINT8(p); // The first byte is the file status
fileneeded[i].important = (UINT8)(filestatus & 3);
fileneeded[i].willsend = (UINT8)(filestatus >> 4);
fileneeded[i].totalsize = READUINT32(p); // The four next bytes are the file size
fileneeded[i].file = NULL; // The file isn't open yet
@ -196,7 +190,7 @@ boolean CL_CheckDownloadable(void)
UINT8 i,dlstatus = 0;
for (i = 0; i < fileneedednum; i++)
if (fileneeded[i].status != FS_FOUND && fileneeded[i].status != FS_OPEN && fileneeded[i].important)
if (fileneeded[i].status != FS_FOUND && fileneeded[i].status != FS_OPEN)
{
if (fileneeded[i].willsend == 1)
continue;
@ -217,7 +211,7 @@ boolean CL_CheckDownloadable(void)
// not downloadable, put reason in console
CONS_Alert(CONS_NOTICE, M_GetText("You need additional files to connect to this server:\n"));
for (i = 0; i < fileneedednum; i++)
if (fileneeded[i].status != FS_FOUND && fileneeded[i].status != FS_OPEN && fileneeded[i].important)
if (fileneeded[i].status != FS_FOUND && fileneeded[i].status != FS_OPEN)
{
CONS_Printf(" * \"%s\" (%dK)", fileneeded[i].filename, fileneeded[i].totalsize >> 10);
@ -270,7 +264,7 @@ boolean CL_SendRequestFile(void)
for (i = 0; i < fileneedednum; i++)
if (fileneeded[i].status != FS_FOUND && fileneeded[i].status != FS_OPEN
&& fileneeded[i].important && (fileneeded[i].willsend == 0 || fileneeded[i].willsend == 2))
&& (fileneeded[i].willsend == 0 || fileneeded[i].willsend == 2))
{
I_Error("Attempted to download files that were not sendable");
}
@ -279,8 +273,7 @@ boolean CL_SendRequestFile(void)
netbuffer->packettype = PT_REQUESTFILE;
p = (char *)netbuffer->u.textcmd;
for (i = 0; i < fileneedednum; i++)
if ((fileneeded[i].status == FS_NOTFOUND || fileneeded[i].status == FS_MD5SUMBAD)
&& fileneeded[i].important)
if ((fileneeded[i].status == FS_NOTFOUND || fileneeded[i].status == FS_MD5SUMBAD))
{
totalfreespaceneeded += fileneeded[i].totalsize;
nameonly(fileneeded[i].filename);
@ -303,7 +296,8 @@ boolean CL_SendRequestFile(void)
}
// get request filepak and put it on the send queue
void Got_RequestFilePak(INT32 node)
// returns false if a requested file was not found or cannot be sent
boolean Got_RequestFilePak(INT32 node)
{
char wad[MAX_WADPATH+1];
UINT8 *p = netbuffer->u.textcmd;
@ -314,8 +308,13 @@ void Got_RequestFilePak(INT32 node)
if (id == 0xFF)
break;
READSTRINGN(p, wad, MAX_WADPATH);
SV_SendFile(node, wad, id);
if (!SV_SendFile(node, wad, id))
{
SV_AbortSendFiles(node);
return false; // don't read the rest of the files
}
}
return true; // no problems with any files
}
/** Checks if the files needed aren't already loaded or on the disk
@ -330,6 +329,12 @@ INT32 CL_CheckFiles(void)
INT32 i, j;
char wadfilename[MAX_WADPATH];
INT32 ret = 1;
size_t packetsize = 0;
size_t filestoget = 0;
serverinfo_pak *dummycheck = NULL;
// Shut the compiler up.
(void)dummycheck;
// if (M_CheckParm("-nofiles"))
// return 1;
@ -347,15 +352,9 @@ INT32 CL_CheckFiles(void)
CONS_Debug(DBG_NETPLAY, "game is modified; only doing basic checks\n");
for (i = 1, j = 1; i < fileneedednum || j < numwadfiles;)
{
if (i < fileneedednum && !fileneeded[i].important)
if (j < numwadfiles && !wadfiles[j]->important)
{
// Eh whatever, don't care
++i;
continue;
}
if (j < numwadfiles && W_VerifyNMUSlumps(wadfiles[j]->filename))
{
// Unimportant on our side. still don't care.
// Unimportant on our side.
++j;
continue;
}
@ -378,6 +377,10 @@ INT32 CL_CheckFiles(void)
return 1;
}
// See W_LoadWadFile in w_wad.c
for (i = 0; i < numwadfiles; i++)
packetsize += nameonlylength(wadfiles[i]->filename) + 22;
for (i = 1; i < fileneedednum; i++)
{
CONS_Debug(DBG_NETPLAY, "searching for '%s' ", fileneeded[i].filename);
@ -394,9 +397,17 @@ INT32 CL_CheckFiles(void)
break;
}
}
if (fileneeded[i].status != FS_NOTFOUND || !fileneeded[i].important)
if (fileneeded[i].status != FS_NOTFOUND)
continue;
packetsize += nameonlylength(fileneeded[i].filename) + 22;
if ((numwadfiles+filestoget >= MAX_WADFILES)
|| (packetsize > sizeof(dummycheck->fileneeded)))
return 3;
filestoget++;
fileneeded[i].status = findfile(fileneeded[i].filename, fileneeded[i].md5sum, true);
CONS_Debug(DBG_NETPLAY, "found %d\n", fileneeded[i].status);
if (fileneeded[i].status != FS_FOUND)
@ -424,27 +435,8 @@ void CL_LoadServerFiles(void)
fileneeded[i].status = FS_OPEN;
}
else if (fileneeded[i].status == FS_MD5SUMBAD)
{
// If the file is marked important, don't even bother proceeding.
if (fileneeded[i].important)
I_Error("Wrong version of important file %s", fileneeded[i].filename);
// If it isn't, no need to worry the user with a console message,
// although it can't hurt to put something in the debug file.
// ...but wait a second. What if the local version is "important"?
if (!W_VerifyNMUSlumps(fileneeded[i].filename))
I_Error("File %s should only contain music and sound effects!",
fileneeded[i].filename);
// Okay, NOW we know it's safe. Whew.
P_AddWadFile(fileneeded[i].filename, NULL);
if (fileneeded[i].important)
G_SetGameModified(true);
fileneeded[i].status = FS_OPEN;
DEBFILE(va("File %s found but with different md5sum\n", fileneeded[i].filename));
}
else if (fileneeded[i].important)
I_Error("Wrong version of file %s", fileneeded[i].filename);
else
{
const char *s;
switch(fileneeded[i].status)
@ -480,7 +472,7 @@ static INT32 filestosend = 0;
* \sa SV_SendRam
*
*/
static void SV_SendFile(INT32 node, const char *filename, UINT8 fileid)
static boolean SV_SendFile(INT32 node, const char *filename, UINT8 fileid)
{
filetx_t **q; // A pointer to the "next" field of the last file in the list
filetx_t *p; // The new file request
@ -488,7 +480,7 @@ static void SV_SendFile(INT32 node, const char *filename, UINT8 fileid)
char wadfilename[MAX_WADPATH];
if (cv_noticedownload.value)
CONS_Printf("Sending file \"%s\" to node %d\n", filename, node);
CONS_Printf("Sending file \"%s\" to node %d (%s)\n", filename, node, I_GetNodeAddress(node));
// Find the last file in the list and set a pointer to its "next" field
q = &transfer[node].txlist;
@ -537,7 +529,7 @@ static void SV_SendFile(INT32 node, const char *filename, UINT8 fileid)
free(p->id.filename);
free(p);
*q = NULL;
return;
return false; // cancel the rest of the requests
}
// Handle huge file requests (i.e. bigger than cv_maxsend.value KB)
@ -549,7 +541,7 @@ static void SV_SendFile(INT32 node, const char *filename, UINT8 fileid)
free(p->id.filename);
free(p);
*q = NULL;
return;
return false; // cancel the rest of the requests
}
DEBFILE(va("Sending file %s (id=%d) to %d\n", filename, fileid, node));
@ -557,6 +549,7 @@ static void SV_SendFile(INT32 node, const char *filename, UINT8 fileid)
p->fileid = fileid;
p->next = NULL; // End of list
filestosend++;
return true;
}
/** Adds a memory block to the file list for a node

View File

@ -35,7 +35,6 @@ typedef enum
typedef struct
{
UINT8 important;
UINT8 willsend; // Is the server willing to send it?
char filename[MAX_WADPATH];
UINT8 md5sum[16];
@ -69,7 +68,7 @@ boolean SV_SendingFile(INT32 node);
boolean CL_CheckDownloadable(void);
boolean CL_SendRequestFile(void);
void Got_RequestFilePak(INT32 node);
boolean Got_RequestFilePak(INT32 node);
void SV_AbortSendFiles(INT32 node);
void CloseNetFile(void);

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@ -181,6 +181,14 @@ typedef enum
PA_RIDE
} panim_t;
//
// All of the base srb2 shields are either a single constant,
// or use damagetype-protecting flags applied to a constant,
// or are the force shield (which does everything weirdly).
//
// Base flags by themselves aren't used so modders can make
// abstract, ability-less shields should they so choose.
//
typedef enum
{
SH_NONE = 0,
@ -189,19 +197,21 @@ typedef enum
SH_PROTECTFIRE = 0x400,
SH_PROTECTWATER = 0x800,
SH_PROTECTELECTRIC = 0x1000,
SH_PROTECTSPIKE = 0x2000, // cactus shield one day? thanks, subarashii
//SH_PROTECTNUKE = 0x4000, // intentionally no hardcoded defense against nukes
// Indivisible shields
SH_PITY = 1, // the world's most basic shield ever, given to players who suck at Match
SH_WHIRLWIND,
SH_ARMAGEDDON,
// normal shields that use flags
SH_ATTRACT = SH_PROTECTELECTRIC,
SH_ELEMENTAL = SH_PROTECTFIRE|SH_PROTECTWATER,
// Normal shields that use flags
SH_ATTRACT = SH_PITY|SH_PROTECTELECTRIC,
SH_ELEMENTAL = SH_PITY|SH_PROTECTFIRE|SH_PROTECTWATER,
// Sonic 3 shields
SH_FLAMEAURA = SH_PROTECTFIRE,
SH_BUBBLEWRAP = SH_PROTECTWATER,
SH_FLAMEAURA = SH_PITY|SH_PROTECTFIRE,
SH_BUBBLEWRAP = SH_PITY|SH_PROTECTWATER,
SH_THUNDERCOIN = SH_WHIRLWIND|SH_PROTECTELECTRIC,
// The force shield uses the lower 8 bits to count how many extra hits are left.
@ -475,6 +485,7 @@ typedef struct player_s
angle_t awayviewaiming; // Used for cut-away view
boolean spectator;
boolean outofcoop;
UINT8 bot;
tic_t jointime; // Timer when player joins game to change skin/color

File diff suppressed because it is too large Load Diff

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@ -27,13 +27,6 @@ typedef enum
UNDO_DONE = 0,
} undotype_f;
#ifdef DELFILE
void DEH_WriteUndoline(const char *value, const char *data, undotype_f flags);
void DEH_UnloadDehackedWad(UINT16 wad);
#else // null the undo lines
#define DEH_WriteUndoline(a,b,c)
#endif
void DEH_LoadDehackedLump(lumpnum_t lumpnum);
void DEH_LoadDehackedLumpPwad(UINT16 wad, UINT16 lump);

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@ -90,6 +90,10 @@ static unsigned long nombre = NEWTICRATE*10;
static void I_BlitScreenVesa1(void); //see later
void I_FinishUpdate (void)
{
// draw captions if enabled
if (cv_closedcaptioning.value)
SCR_ClosedCaptions();
// draw FPS if enabled
if (cv_ticrate.value)
SCR_DisplayTicRate();

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@ -207,8 +207,9 @@ typedef struct
#define ZSHIFT 4
extern const UINT8 Color_Index[MAXTRANSLATIONS-1][16];
extern const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS];
extern const UINT8 Color_Opposite[MAXSKINCOLORS*2];
extern const UINT8 Color_Opposite[(MAXSKINCOLORS - 1)*2];
#define NUMMAPS 1035

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@ -214,7 +214,7 @@ extern FILE *logstream;
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
#define MODVERSION 22
#define MODVERSION 24
// =========================================================================
@ -229,39 +229,77 @@ extern FILE *logstream;
typedef enum
{
SKINCOLOR_NONE = 0,
// Greyscale ranges
SKINCOLOR_WHITE,
SKINCOLOR_SILVER,
SKINCOLOR_BONE,
SKINCOLOR_CLOUDY,
SKINCOLOR_GREY,
SKINCOLOR_SILVER,
SKINCOLOR_CARBON,
SKINCOLOR_JET,
SKINCOLOR_BLACK,
SKINCOLOR_BEIGE,
SKINCOLOR_PEACH,
// Desaturated
SKINCOLOR_AETHER,
SKINCOLOR_SLATE,
SKINCOLOR_PINK,
SKINCOLOR_YOGURT,
SKINCOLOR_BROWN,
SKINCOLOR_TAN,
SKINCOLOR_BEIGE,
SKINCOLOR_MOSS,
SKINCOLOR_AZURE,
SKINCOLOR_LAVENDER,
// Viv's vivid colours (toast 21/07/17)
SKINCOLOR_RUBY,
SKINCOLOR_SALMON,
SKINCOLOR_RED,
SKINCOLOR_CRIMSON,
SKINCOLOR_FLAME,
SKINCOLOR_PEACHY,
SKINCOLOR_QUAIL,
SKINCOLOR_SUNSET,
SKINCOLOR_APRICOT,
SKINCOLOR_ORANGE,
SKINCOLOR_RUST,
SKINCOLOR_GOLD,
SKINCOLOR_SANDY,
SKINCOLOR_YELLOW,
SKINCOLOR_TAN,
SKINCOLOR_MOSS,
SKINCOLOR_OLIVE,
SKINCOLOR_LIME,
SKINCOLOR_PERIDOT,
SKINCOLOR_GREEN,
SKINCOLOR_FOREST,
SKINCOLOR_EMERALD,
SKINCOLOR_MINT,
SKINCOLOR_SEAFOAM,
SKINCOLOR_AQUA,
SKINCOLOR_TEAL,
SKINCOLOR_WAVE,
SKINCOLOR_CYAN,
SKINCOLOR_SKY,
SKINCOLOR_CERULEAN,
SKINCOLOR_ICY,
SKINCOLOR_SAPPHIRE, // sweet mother, i cannot weave slender aphrodite has overcome me with longing for a girl
SKINCOLOR_CORNFLOWER,
SKINCOLOR_BLUE,
SKINCOLOR_AZURE,
SKINCOLOR_COBALT,
SKINCOLOR_VAPOR,
SKINCOLOR_DUSK,
SKINCOLOR_PASTEL,
SKINCOLOR_PURPLE,
SKINCOLOR_LAVENDER,
SKINCOLOR_BUBBLEGUM,
SKINCOLOR_MAGENTA,
SKINCOLOR_PINK,
SKINCOLOR_NEON,
SKINCOLOR_VIOLET,
SKINCOLOR_LILAC,
SKINCOLOR_PLUM,
SKINCOLOR_ROSY,
//SKINCOLOR_?
//SKINCOLOR_?
// Careful! MAXSKINCOLORS cannot be greater than 0x20! Two slots left...
// SKINCOLOR_? - one left before we bump up against 0x39, which isn't a HARD limit anymore but would be excessive
MAXSKINCOLORS,
// Super special awesome Super flashing colors!
@ -295,11 +333,11 @@ typedef enum
SKINCOLOR_SUPERPERIDOT4,
SKINCOLOR_SUPERPERIDOT5,
SKINCOLOR_SUPERCYAN1,
SKINCOLOR_SUPERCYAN2,
SKINCOLOR_SUPERCYAN3,
SKINCOLOR_SUPERCYAN4,
SKINCOLOR_SUPERCYAN5,
SKINCOLOR_SUPERSKY1,
SKINCOLOR_SUPERSKY2,
SKINCOLOR_SUPERSKY3,
SKINCOLOR_SUPERSKY4,
SKINCOLOR_SUPERSKY5,
SKINCOLOR_SUPERPURPLE1,
SKINCOLOR_SUPERPURPLE2,
@ -483,10 +521,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
#define ESLOPE_TYPESHIM
#endif
/// Delete file while the game is running.
/// \note EXTREMELY buggy, tends to crash game.
//#define DELFILE
/// Allows the use of devmode in multiplayer. AKA "fishcake"
//#define NETGAME_DEVMODE
@ -546,4 +580,15 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// Hudname padding.
#define SKINNAMEPADDING
/// FINALLY some real clipping that doesn't make walls dissappear AND speeds the game up
/// (that was the original comment from SRB2CB, sadly it is a lie and actually slows game down)
/// on the bright side it fixes some weird issues with translucent walls
/// \note SRB2CB port.
/// SRB2CB itself ported this from PrBoom+
#define NEWCLIP
/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
//#define SECTORSPECIALSAFTERTHINK
#endif // __DOOMDEF__

View File

@ -41,7 +41,8 @@ extern INT16 maptol;
extern UINT8 globalweather;
extern INT32 curWeather;
extern INT32 cursaveslot;
extern INT16 lastmapsaved;
//extern INT16 lastmapsaved;
extern INT16 lastmaploaded;
extern boolean gamecomplete;
#define PRECIP_NONE 0
@ -263,6 +264,7 @@ typedef struct
#define LF_NOSSMUSIC 4 ///< Disable Super Sonic music
#define LF_NORELOAD 8 ///< Don't reload level on death
#define LF_NOZONE 16 ///< Don't include "ZONE" on level title
#define LF_SAVEGAME 32 ///< Save the game upon loading this level
#define LF2_HIDEINMENU 1 ///< Hide in the multiplayer menu
#define LF2_HIDEINSTATS 2 ///< Hide in the statistics screen
@ -379,6 +381,7 @@ nightsdata_t ntemprecords;
extern UINT32 token; ///< Number of tokens collected in a level
extern UINT32 tokenlist; ///< List of tokens collected
extern boolean gottoken; ///< Did you get a token? Used for end of act
extern INT32 tokenbits; ///< Used for setting token bits
extern INT32 sstimer; ///< Time allotted in the special stage
extern UINT32 bluescore; ///< Blue Team Scores
@ -452,19 +455,17 @@ extern mapthing_t *redctfstarts[MAXPLAYERS]; // CTF
#if defined (macintosh)
#define DEBFILE(msg) I_OutputMsg(msg)
extern FILE *debugfile;
#else
#define DEBUGFILE
#ifdef DEBUGFILE
#define DEBFILE(msg) { if (debugfile) { fputs(msg, debugfile); fflush(debugfile); } }
extern FILE *debugfile;
#else
#define DEBFILE(msg) {}
extern FILE *debugfile;
#endif
#endif
#ifdef DEBUGFILE
extern FILE *debugfile;
extern INT32 debugload;
#endif

View File

@ -434,7 +434,6 @@ void F_StartIntro(void)
G_SetGamestate(GS_INTRO);
gameaction = ga_nothing;
playerdeadview = false;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
@ -1125,7 +1124,6 @@ void F_StartCredits(void)
}
gameaction = ga_nothing;
playerdeadview = false;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
@ -1272,7 +1270,6 @@ void F_StartGameEvaluation(void)
G_SaveGame((UINT32)cursaveslot);
gameaction = ga_nothing;
playerdeadview = false;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
@ -1383,7 +1380,6 @@ void F_StartGameEnd(void)
G_SetGamestate(GS_GAMEEND);
gameaction = ga_nothing;
playerdeadview = false;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
@ -1586,7 +1582,6 @@ void F_StartContinue(void)
gameaction = ga_nothing;
keypressed = false;
playerdeadview = false;
paused = false;
CON_ToggleOff();
CON_ClearHUD();
@ -1728,7 +1723,7 @@ static void F_AdvanceToNextScene(void)
void F_EndCutScene(void)
{
cutsceneover = true; // do this first, just in case Y_EndGame or something wants to turn it back false later
cutsceneover = true; // do this first, just in case G_EndGame or something wants to turn it back false later
if (runningprecutscene)
{
if (server)
@ -1743,7 +1738,7 @@ void F_EndCutScene(void)
else if (nextmap < 1100-1)
G_NextLevel();
else
Y_EndGame();
G_EndGame();
}
}
@ -1755,7 +1750,6 @@ void F_StartCustomCutscene(INT32 cutscenenum, boolean precutscene, boolean reset
G_SetGamestate(GS_CUTSCENE);
gameaction = ga_nothing;
playerdeadview = false;
paused = false;
CON_ToggleOff();

View File

@ -86,7 +86,7 @@ INT32 lastwipetic = 0;
static UINT8 *wipe_scr_start; //screen 3
static UINT8 *wipe_scr_end; //screen 4
static UINT8 *wipe_scr; //screen 0 (main drawing)
static fixed_t paldiv;
static fixed_t paldiv = 0;
/** Create fademask_t from lump
*
@ -145,7 +145,7 @@ static fademask_t *F_GetFadeMask(UINT8 masknum, UINT8 scrnnum) {
while (lsize--)
{
// Determine pixel to use from fademask
pcolor = &pLocalPalette[*lump++];
pcolor = &pMasterPalette[*lump++];
*mask++ = FixedDiv((pcolor->s.red+1)<<FRACBITS, paldiv)>>FRACBITS;
}
@ -337,7 +337,8 @@ void F_RunWipe(UINT8 wipetype, boolean drawMenu)
UINT8 wipeframe = 0;
fademask_t *fmask;
paldiv = FixedDiv(257<<FRACBITS, 11<<FRACBITS);
if (!paldiv)
paldiv = FixedDiv(257<<FRACBITS, 11<<FRACBITS);
// Init the wipe
WipeInAction = true;

View File

@ -31,6 +31,8 @@
#include "filesrch.h"
#include "d_netfil.h"
#include "m_misc.h"
#include "z_zone.h"
#include "m_menu.h" // Addons_option_Onchange
#if (defined (_WIN32) && !defined (_WIN32_WCE)) && defined (_MSC_VER) && !defined (_XBOX)
@ -255,6 +257,28 @@ readdir (DIR * dirp)
return (struct dirent *) 0;
}
/*
* rewinddir
*
* Makes the next readdir start from the beginning.
*/
int
rewinddir (DIR * dirp)
{
errno = 0;
/* Check for valid DIR struct. */
if (!dirp)
{
errno = EFAULT;
return -1;
}
dirp->dd_stat = 0;
return 0;
}
/*
* closedir
*
@ -285,6 +309,35 @@ closedir (DIR * dirp)
return rc;
}
#endif
static CV_PossibleValue_t addons_cons_t[] = {{0, "SRB2 Folder"}, /*{1, "HOME"}, {2, "SRB2 Folder"},*/ {3, "CUSTOM"}, {0, NULL}};
consvar_t cv_addons_option = {"addons_option", "SRB2 Folder", CV_SAVE|CV_CALL, addons_cons_t, Addons_option_Onchange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_addons_folder = {"addons_folder", "./", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t addons_md5_cons_t[] = {{0, "Name"}, {1, "Contents"}, {0, NULL}};
consvar_t cv_addons_md5 = {"addons_md5", "Name", CV_SAVE, addons_md5_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_addons_showall = {"addons_showall", "No", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_addons_search_case = {"addons_search_case", "No", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t addons_search_type_cons_t[] = {{0, "Start"}, {1, "Anywhere"}, {0, NULL}};
consvar_t cv_addons_search_type = {"addons_search_type", "Anywhere", CV_SAVE, addons_search_type_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
char menupath[1024];
size_t menupathindex[menudepth];
size_t menudepthleft = menudepth;
char menusearch[MAXSTRINGLENGTH+1];
char **dirmenu;
size_t sizedirmenu;
size_t dir_on[menudepth];
UINT8 refreshdirmenu = 0;
size_t packetsizetally = 0;
size_t mainwadstally = 0;
#if defined (_XBOX) && defined (_MSC_VER)
filestatus_t filesearch(char *filename, const char *startpath, const UINT8 *wantedmd5sum,
boolean completepath, int maxsearchdepth)
@ -296,6 +349,13 @@ filestatus_t filesearch(char *filename, const char *startpath, const UINT8 *want
completepath = false;
return FS_NOTFOUND;
}
boolean preparefilemenu(boolean samedepth)
{
(void)samedepth;
return false;
}
#elif defined (_WIN32_WCE)
filestatus_t filesearch(char *filename, const char *startpath, const UINT8 *wantedmd5sum,
boolean completepath, int maxsearchdepth)
@ -346,6 +406,12 @@ filestatus_t filesearch(char *filename, const char *startpath, const UINT8 *want
#endif
return FS_NOTFOUND;
}
boolean preparefilemenu(boolean samedepth)
{
(void)samedepth;
return false;
}
#else
filestatus_t filesearch(char *filename, const char *startpath, const UINT8 *wantedmd5sum, boolean completepath, int maxsearchdepth)
{
@ -387,25 +453,29 @@ filestatus_t filesearch(char *filename, const char *startpath, const UINT8 *want
{
searchpath[searchpathindex[depthleft]]=0;
dent = readdir(dirhandle[depthleft]);
if (dent)
strcpy(&searchpath[searchpathindex[depthleft]],dent->d_name);
if (!dent)
{
closedir(dirhandle[depthleft++]);
else if (dent->d_name[0]=='.' &&
continue;
}
if (dent->d_name[0]=='.' &&
(dent->d_name[1]=='\0' ||
(dent->d_name[1]=='.' &&
dent->d_name[2]=='\0')))
{
// we don't want to scan uptree
continue;
}
else if (stat(searchpath,&fsstat) < 0) // do we want to follow symlinks? if not: change it to lstat
{
// was the file (re)moved? can't stat it
}
// okay, now we actually want searchpath to incorporate d_name
strcpy(&searchpath[searchpathindex[depthleft]],dent->d_name);
if (stat(searchpath,&fsstat) < 0) // do we want to follow symlinks? if not: change it to lstat
; // was the file (re)moved? can't stat it
else if (S_ISDIR(fsstat.st_mode) && depthleft)
{
strcpy(&searchpath[searchpathindex[depthleft]],dent->d_name);
searchpathindex[--depthleft] = strlen(searchpath) + 1;
dirhandle[depthleft] = opendir(searchpath);
if (!dirhandle[depthleft])
@ -444,6 +514,255 @@ filestatus_t filesearch(char *filename, const char *startpath, const UINT8 *want
free(searchname);
free(searchpathindex);
free(dirhandle);
return retval;
}
char exttable[NUM_EXT_TABLE][5] = {
".txt", ".cfg", // exec
".wad", ".soc", ".lua"}; // addfile
char filenamebuf[MAX_WADFILES][MAX_WADPATH];
static boolean filemenusearch(char *haystack, char *needle)
{
static char localhaystack[128];
strlcpy(localhaystack, haystack, 128);
if (!cv_addons_search_case.value)
strupr(localhaystack);
return ((cv_addons_search_type.value)
? (strstr(localhaystack, needle) != 0)
: (!strncmp(localhaystack, needle, menusearch[0])));
}
#define searchdir if (menusearch[0] && !filemenusearch(dent->d_name, localmenusearch))\
{\
rejected++;\
continue;\
}\
boolean preparefilemenu(boolean samedepth)
{
DIR *dirhandle;
struct dirent *dent;
struct stat fsstat;
size_t pos = 0, folderpos = 0, numfolders = 0, rejected = 0;
char *tempname = NULL;
boolean noresults = false;
char localmenusearch[MAXSTRINGLENGTH] = "";
if (samedepth)
{
if (dirmenu && dirmenu[dir_on[menudepthleft]])
tempname = Z_StrDup(dirmenu[dir_on[menudepthleft]]+DIR_STRING); // don't need to I_Error if can't make - not important, just QoL
}
else
menusearch[0] = menusearch[1] = 0; // clear search
for (; sizedirmenu > 0; sizedirmenu--) // clear out existing items
{
Z_Free(dirmenu[sizedirmenu-1]);
dirmenu[sizedirmenu-1] = NULL;
}
if (!(dirhandle = opendir(menupath))) // get directory
return false;
if (menusearch[0])
{
strcpy(localmenusearch, menusearch+1);
if (!cv_addons_search_case.value)
strupr(localmenusearch);
}
while (true)
{
menupath[menupathindex[menudepthleft]] = 0;
dent = readdir(dirhandle);
if (!dent)
break;
else if (dent->d_name[0]=='.' &&
(dent->d_name[1]=='\0' ||
(dent->d_name[1]=='.' &&
dent->d_name[2]=='\0')))
continue; // we don't want to scan uptree
strcpy(&menupath[menupathindex[menudepthleft]],dent->d_name);
if (stat(menupath,&fsstat) < 0) // do we want to follow symlinks? if not: change it to lstat
; // was the file (re)moved? can't stat it
else // is a file or directory
{
if (!S_ISDIR(fsstat.st_mode)) // file
{
if (!cv_addons_showall.value)
{
size_t len = strlen(dent->d_name)+1;
UINT8 ext;
for (ext = 0; ext < NUM_EXT_TABLE; ext++)
if (!strcasecmp(exttable[ext], dent->d_name+len-5)) break; // extension comparison
if (ext == NUM_EXT_TABLE) continue; // not an addfile-able (or exec-able) file
}
searchdir;
}
else // directory
{
searchdir;
numfolders++;
}
sizedirmenu++;
}
}
if (!rejected && !sizedirmenu)
{
if (tempname)
Z_Free(tempname);
closedir(dirhandle);
return false;
}
if (((noresults = (menusearch[0] && !sizedirmenu)))
|| (!menusearch[0] && menudepthleft != menudepth-1)) // Make room for UP... or search entry
{
sizedirmenu++;
numfolders++;
folderpos++;
}
if (!(dirmenu = Z_Realloc(dirmenu, sizedirmenu*sizeof(char *), PU_STATIC, NULL)))
{
closedir(dirhandle); // just in case
I_Error("Ran out of memory whilst preparing add-ons menu");
}
rejected = 0;
rewinddir(dirhandle);
while ((pos+folderpos) < sizedirmenu)
{
menupath[menupathindex[menudepthleft]] = 0;
dent = readdir(dirhandle);
if (!dent)
break;
else if (dent->d_name[0]=='.' &&
(dent->d_name[1]=='\0' ||
(dent->d_name[1]=='.' &&
dent->d_name[2]=='\0')))
continue; // we don't want to scan uptree
strcpy(&menupath[menupathindex[menudepthleft]],dent->d_name);
if (stat(menupath,&fsstat) < 0) // do we want to follow symlinks? if not: change it to lstat
; // was the file (re)moved? can't stat it
else // is a file or directory
{
char *temp;
size_t len = strlen(dent->d_name)+1;
UINT8 ext = EXT_FOLDER;
UINT8 folder;
if (!S_ISDIR(fsstat.st_mode)) // file
{
if (!((numfolders+pos) < sizedirmenu)) continue; // crash prevention
for (; ext < NUM_EXT_TABLE; ext++)
if (!strcasecmp(exttable[ext], dent->d_name+len-5)) break; // extension comparison
if (ext == NUM_EXT_TABLE && !cv_addons_showall.value) continue; // not an addfile-able (or exec-able) file
ext += EXT_START; // moving to be appropriate position
searchdir;
if (ext >= EXT_LOADSTART)
{
size_t i;
for (i = 0; i < numwadfiles; i++)
{
if (!filenamebuf[i][0])
{
strncpy(filenamebuf[i], wadfiles[i]->filename, MAX_WADPATH);
filenamebuf[i][MAX_WADPATH - 1] = '\0';
nameonly(filenamebuf[i]);
}
if (strcmp(dent->d_name, filenamebuf[i]))
continue;
if (cv_addons_md5.value && !checkfilemd5(menupath, wadfiles[i]->md5sum))
continue;
ext |= EXT_LOADED;
}
}
else if (ext == EXT_TXT)
{
if (!strcmp(dent->d_name, "log.txt") || !strcmp(dent->d_name, "errorlog.txt"))
ext |= EXT_LOADED;
}
if (!strcmp(dent->d_name, configfile))
ext |= EXT_LOADED;
folder = 0;
}
else // directory
{
searchdir;
len += (folder = 1);
}
if (len > 255)
len = 255;
if (!(temp = Z_Malloc((len+DIR_STRING+folder) * sizeof (char), PU_STATIC, NULL)))
I_Error("Ran out of memory whilst preparing add-ons menu");
temp[DIR_TYPE] = ext;
temp[DIR_LEN] = (UINT8)(len);
strlcpy(temp+DIR_STRING, dent->d_name, len);
if (folder)
{
strcpy(temp+len, "/");
dirmenu[folderpos++] = temp;
}
else
dirmenu[numfolders + pos++] = temp;
}
}
closedir(dirhandle);
if (noresults) // no results
dirmenu[0] = Z_StrDup(va("%c\13No results...", EXT_NORESULTS));
else if (!menusearch[0] &&menudepthleft != menudepth-1) // now for UP... entry
dirmenu[0] = Z_StrDup(va("%c\5UP...", EXT_UP));
menupath[menupathindex[menudepthleft]] = 0;
sizedirmenu = (numfolders+pos); // just in case things shrink between opening and rewind
if (tempname)
{
size_t i;
for (i = 0; i < sizedirmenu; i++)
{
if (!strcmp(dirmenu[i]+DIR_STRING, tempname))
{
dir_on[menudepthleft] = i;
break;
}
}
Z_Free(tempname);
}
if (!sizedirmenu)
{
dir_on[menudepthleft] = 0;
Z_Free(dirmenu);
return false;
}
else if (dir_on[menudepthleft] >= sizedirmenu)
dir_on[menudepthleft] = sizedirmenu-1;
return true;
}
#endif

View File

@ -6,6 +6,9 @@
#include "doomdef.h"
#include "d_netfil.h"
#include "m_menu.h" // MAXSTRINGLENGTH
extern consvar_t cv_addons_option, cv_addons_folder, cv_addons_md5, cv_addons_showall, cv_addons_search_case, cv_addons_search_type;
/** \brief The filesearch function
@ -25,4 +28,64 @@
filestatus_t filesearch(char *filename, const char *startpath, const UINT8 *wantedmd5sum,
boolean completepath, int maxsearchdepth);
#define menudepth 20
extern char menupath[1024];
extern size_t menupathindex[menudepth];
extern size_t menudepthleft;
extern char menusearch[MAXSTRINGLENGTH+1];
extern char **dirmenu;
extern size_t sizedirmenu;
extern size_t dir_on[menudepth];
extern UINT8 refreshdirmenu;
extern size_t packetsizetally;
extern size_t mainwadstally;
typedef enum
{
EXT_FOLDER = 0,
EXT_UP,
EXT_NORESULTS,
EXT_START,
EXT_TXT = EXT_START,
EXT_CFG,
EXT_LOADSTART,
EXT_WAD = EXT_LOADSTART,
EXT_SOC,
EXT_LUA, // allowed even if not HAVE_BLUA so that we can yell on load attempt
NUM_EXT,
NUM_EXT_TABLE = NUM_EXT-EXT_START,
EXT_LOADED = 0x80
/*
obviously there can only be 0x7F supported extensions in
addons menu because we're cramming this into a char out of
laziness/easy memory allocation (what's the difference?)
and have stolen a bit to show whether it's loaded or not
in practice the size of the data type is probably overkill
toast 02/05/17
*/
} ext_enum;
typedef enum
{
DIR_TYPE = 0,
DIR_LEN,
DIR_STRING
} dirname_enum;
typedef enum
{
REFRESHDIR_NORMAL = 1,
REFRESHDIR_ADDFILE = 2,
REFRESHDIR_WARNING = 4,
REFRESHDIR_ERROR = 8,
REFRESHDIR_NOTLOADED = 16,
REFRESHDIR_MAX = 32
} refreshdir_enum;
boolean preparefilemenu(boolean samedepth);
#endif // __FILESRCH_H__

View File

@ -77,7 +77,8 @@ INT16 maptol;
UINT8 globalweather = 0;
INT32 curWeather = PRECIP_NONE;
INT32 cursaveslot = -1; // Auto-save 1p savegame slot
INT16 lastmapsaved = 0; // Last map we auto-saved at
//INT16 lastmapsaved = 0; // Last map we auto-saved at
INT16 lastmaploaded = 0; // Last map the game loaded
boolean gamecomplete = false;
UINT16 mainwads = 0;
@ -156,6 +157,7 @@ UINT8 stagefailed; // Used for GEMS BONUS? Also to see if you beat the stage.
UINT16 emeralds;
UINT32 token; // Number of tokens collected in a level
UINT32 tokenlist; // List of tokens collected
boolean gottoken; // Did you get a token? Used for end of act
INT32 tokenbits; // Used for setting token bits
// Old Special Stage
@ -1011,13 +1013,13 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
if (turnleft)
cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]);
}
if (cv_analog.value || twodlevel
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->climbing
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
|| (player->pflags & (PF_SLIDING|PF_FORCESTRAFE))))) // Analog
forcestrafe = true;
if (forcestrafe) // Analog
if (forcestrafe)
{
if (turnright)
side += sidemove[speed];
@ -1030,6 +1032,13 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
side += ((axis * sidemove[1]) >> 10);
}
}
else if (cv_analog.value) // Analog
{
if (turnright)
cmd->buttons |= BT_CAMRIGHT;
if (turnleft)
cmd->buttons |= BT_CAMLEFT;
}
else
{
if (turnright)
@ -1117,15 +1126,6 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
if (PLAYER1INPUTDOWN(gc_use))
cmd->buttons |= BT_USE;
// Camera Controls
if (cv_debug || cv_analog.value || demoplayback || objectplacing || player->powers[pw_carry] == CR_NIGHTSMODE)
{
if (PLAYER1INPUTDOWN(gc_camleft))
cmd->buttons |= BT_CAMLEFT;
if (PLAYER1INPUTDOWN(gc_camright))
cmd->buttons |= BT_CAMRIGHT;
}
if (PLAYER1INPUTDOWN(gc_camreset))
{
if (camera.chase && !resetdown)
@ -1187,10 +1187,19 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
if (!mouseaiming && cv_mousemove.value)
forward += mousey;
if (cv_analog.value ||
(!demoplayback && (player->climbing
if ((!demoplayback && (player->climbing
|| (player->pflags & PF_SLIDING)))) // Analog for mouse
side += mousex*2;
else if (cv_analog.value)
{
if (mousex)
{
if (mousex > 0)
cmd->buttons |= BT_CAMRIGHT;
else
cmd->buttons |= BT_CAMLEFT;
}
}
else
cmd->angleturn = (INT16)(cmd->angleturn - (mousex*8));
@ -1225,9 +1234,10 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
cmd->sidemove = (SINT8)(cmd->sidemove + side);
if (cv_analog.value) {
cmd->angleturn = (INT16)(thiscam->angle >> 16);
if (player->awayviewtics)
cmd->angleturn = (INT16)(player->awayviewmobj->angle >> 16);
else
cmd->angleturn = (INT16)(thiscam->angle >> 16);
}
else
{
@ -1301,7 +1311,7 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
if (turnleft)
cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]);
}
if (cv_analog2.value || twodlevel
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| player->climbing
|| (player->powers[pw_carry] == CR_NIGHTSMODE)
@ -1320,6 +1330,13 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
side += ((axis * sidemove[1]) >> 10);
}
}
else if (cv_analog2.value) // Analog
{
if (turnright)
cmd->buttons |= BT_CAMRIGHT;
if (turnleft)
cmd->buttons |= BT_CAMLEFT;
}
else
{
if (turnright)
@ -1404,15 +1421,6 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
if (PLAYER2INPUTDOWN(gc_use))
cmd->buttons |= BT_USE;
// Camera Controls
if (cv_debug || cv_analog2.value || player->powers[pw_carry] == CR_NIGHTSMODE)
{
if (PLAYER2INPUTDOWN(gc_camleft))
cmd->buttons |= BT_CAMLEFT;
if (PLAYER2INPUTDOWN(gc_camright))
cmd->buttons |= BT_CAMRIGHT;
}
if (PLAYER2INPUTDOWN(gc_camreset))
{
if (camera2.chase && !resetdown)
@ -1474,9 +1482,19 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
if (!mouseaiming && cv_mousemove2.value)
forward += mouse2y;
if (cv_analog2.value || player->climbing
if (player->climbing
|| (player->pflags & PF_SLIDING)) // Analog for mouse
side += mouse2x*2;
else if (cv_analog2.value)
{
if (mouse2x)
{
if (mouse2x > 0)
cmd->buttons |= BT_CAMRIGHT;
else
cmd->buttons |= BT_CAMLEFT;
}
}
else
cmd->angleturn = (INT16)(cmd->angleturn - (mouse2x*8));
@ -1524,9 +1542,10 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
}
if (cv_analog2.value) {
cmd->angleturn = (INT16)(thiscam->angle >> 16);
if (player->awayviewtics)
cmd->angleturn = (INT16)(player->awayviewmobj->angle >> 16);
else
cmd->angleturn = (INT16)(thiscam->angle >> 16);
}
else
{
@ -2072,6 +2091,7 @@ void G_PlayerReborn(INT32 player)
UINT32 availabilities;
tic_t jointime;
boolean spectator;
boolean outofcoop;
INT16 bot;
SINT8 pity;
@ -2082,6 +2102,7 @@ void G_PlayerReborn(INT32 player)
exiting = players[player].exiting;
jointime = players[player].jointime;
spectator = players[player].spectator;
outofcoop = players[player].outofcoop;
pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE));
// As long as we're not in multiplayer, carry over cheatcodes from map to map
@ -2136,6 +2157,7 @@ void G_PlayerReborn(INT32 player)
p->ctfteam = ctfteam;
p->jointime = jointime;
p->spectator = spectator;
p->outofcoop = outofcoop;
// save player config truth reborn
p->skincolor = skincolor;
@ -2187,8 +2209,8 @@ void G_PlayerReborn(INT32 player)
p->rings = 0; // 0 rings
p->panim = PA_IDLE; // standing animation
if ((netgame || multiplayer) && !p->spectator)
p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
//if ((netgame || multiplayer) && !p->spectator) -- moved into P_SpawnPlayer to account for forced changes there
//p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
if (p-players == consoleplayer)
{
@ -2291,6 +2313,9 @@ void G_SpawnPlayer(INT32 playernum, boolean starpost)
if (starpost) //Don't even bother with looking for a place to spawn.
{
P_MovePlayerToStarpost(playernum);
#ifdef HAVE_BLUA
LUAh_PlayerSpawn(&players[playernum]); // Lua hook for player spawning :)
#endif
return;
}
@ -2474,7 +2499,8 @@ void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo)
void G_DoReborn(INT32 playernum)
{
player_t *player = &players[playernum];
boolean starpost = false;
boolean resetlevel = false;
INT32 i;
if (modeattacking)
{
@ -2500,35 +2526,98 @@ void G_DoReborn(INT32 playernum)
B_RespawnBot(playernum);
if (oldmo)
G_ChangePlayerReferences(oldmo, players[playernum].mo);
return;
}
else if (countdowntimeup || (!multiplayer && gametype == GT_COOP))
if (countdowntimeup || (!(netgame || multiplayer) && gametype == GT_COOP))
resetlevel = true;
else if (gametype == GT_COOP && (netgame || multiplayer))
{
boolean notgameover = true;
if (cv_cooplives.value != 0 && player->lives <= 0) // consider game over first
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].exiting || players[i].lives > 0)
break;
}
if (i == MAXPLAYERS)
{
notgameover = false;
if (!countdown2)
{
// They're dead, Jim.
//nextmapoverride = spstage_start;
nextmapoverride = gamemap;
countdown2 = TICRATE;
skipstats = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].score = 0;
}
//emeralds = 0;
tokenbits = 0;
tokenlist = 0;
token = 0;
}
}
}
if (notgameover && cv_coopstarposts.value == 2)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].playerstate != PST_DEAD && !players[i].spectator && players[i].mo && players[i].mo->health)
break;
}
if (i == MAXPLAYERS)
resetlevel = true;
}
}
if (resetlevel)
{
// reload the level from scratch
if (countdowntimeup)
{
player->starpostangle = 0;
player->starposttime = 0;
player->starpostx = 0;
player->starposty = 0;
player->starpostz = 0;
player->starpostnum = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
players[i].starpostangle = 0;
players[i].starposttime = 0;
players[i].starpostx = 0;
players[i].starposty = 0;
players[i].starpostz = 0;
players[i].starpostnum = 0;
}
}
if (!countdowntimeup && (mapheaderinfo[gamemap-1]->levelflags & LF_NORELOAD))
{
INT32 i;
player->playerstate = PST_REBORN;
P_LoadThingsOnly();
P_ClearStarPost(player->starpostnum);
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
players[i].playerstate = PST_REBORN;
P_ClearStarPost(players[i].starpostnum);
}
// Do a wipe
wipegamestate = -1;
if (player->starposttime)
starpost = true;
if (camera.chase)
P_ResetCamera(&players[displayplayer], &camera);
if (camera2.chase && splitscreen)
@ -2536,7 +2625,7 @@ void G_DoReborn(INT32 playernum)
// clear cmd building stuff
memset(gamekeydown, 0, sizeof (gamekeydown));
for (i = 0;i < JOYAXISSET; i++)
for (i = 0; i < JOYAXISSET; i++)
{
joyxmove[i] = joyymove[i] = 0;
joy2xmove[i] = joy2ymove[i] = 0;
@ -2548,31 +2637,45 @@ void G_DoReborn(INT32 playernum)
CON_ClearHUD();
// Starpost support
G_SpawnPlayer(playernum, starpost);
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
G_SpawnPlayer(i, (players[i].starposttime));
}
if (botingame)
{ // Bots respawn next to their master.
players[secondarydisplayplayer].playerstate = PST_REBORN;
G_SpawnPlayer(secondarydisplayplayer, false);
// restore time in netgame (see also p_setup.c)
if ((netgame || multiplayer) && gametype == GT_COOP && cv_coopstarposts.value == 2)
{
// is this a hack? maybe
tic_t maxstarposttime = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].starposttime > maxstarposttime)
maxstarposttime = players[i].starposttime;
}
leveltime = maxstarposttime;
}
}
else
#ifdef HAVE_BLUA
{
#ifdef HAVE_BLUA
LUAh_MapChange();
#endif
G_DoLoadLevel(true);
#ifdef HAVE_BLUA
return;
}
#endif
}
else
{
// respawn at the start
mobj_t *oldmo = NULL;
if (player->starposttime)
starpost = true;
// Not resetting map, so return to level music
if (!countdown2
&& player->lives <= 0
&& cv_cooplives.value == 1) // not allowed for life steal because no way to come back from zero group lives without addons, which should call this anyways
P_RestoreMultiMusic(player);
// first dissasociate the corpse
if (player->mo)
@ -2582,7 +2685,7 @@ void G_DoReborn(INT32 playernum)
P_RemoveMobj(player->mo);
}
G_SpawnPlayer(playernum, starpost);
G_SpawnPlayer(playernum, (player->starposttime));
if (oldmo)
G_ChangePlayerReferences(oldmo, players[playernum].mo);
}
@ -2590,10 +2693,49 @@ void G_DoReborn(INT32 playernum)
void G_AddPlayer(INT32 playernum)
{
INT32 countplayers = 0, notexiting = 0;
player_t *p = &players[playernum];
// Go through the current players and make sure you have the latest starpost set
if (G_PlatformGametype() && (netgame || multiplayer))
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].bot) // ignore dumb, stupid tails
continue;
countplayers++;
if (!players->exiting)
notexiting++;
if (!(cv_coopstarposts.value && (gametype == GT_COOP) && (p->starpostnum < players[i].starpostnum)))
continue;
p->starposttime = players[i].starposttime;
p->starpostx = players[i].starpostx;
p->starposty = players[i].starposty;
p->starpostz = players[i].starpostz;
p->starpostangle = players[i].starpostangle;
p->starpostnum = players[i].starpostnum;
}
}
p->jointime = 0;
p->playerstate = PST_REBORN;
p->height = mobjinfo[MT_PLAYER].height;
if (G_GametypeUsesLives() || ((netgame || multiplayer) && gametype == GT_COOP))
p->lives = cv_startinglives.value;
if (countplayers && !notexiting)
P_DoPlayerExit(p);
}
void G_ExitLevel(void)
@ -2615,7 +2757,7 @@ void G_ExitLevel(void)
CONS_Printf(M_GetText("The round has ended.\n"));
// Remove CEcho text on round end.
HU_DoCEcho("");
HU_ClearCEcho();
}
}
@ -2763,7 +2905,6 @@ static INT16 RandMap(INT16 tolflags, INT16 pprevmap)
static void G_DoCompleted(void)
{
INT32 i;
boolean gottoken = false;
tokenlist = 0; // Reset the list
@ -2849,10 +2990,9 @@ static void G_DoCompleted(void)
if (nextmap >= 1100-1 && nextmap <= 1102-1 && (gametype == GT_RACE || gametype == GT_COMPETITION))
nextmap = (INT16)(spstage_start-1);
if (gametype == GT_COOP && token)
if ((gottoken = (gametype == GT_COOP && token)))
{
token--;
gottoken = true;
if (!(emeralds & EMERALD1))
nextmap = (INT16)(sstage_start - 1); // Special Stage 1
@ -2911,7 +3051,7 @@ void G_AfterIntermission(void)
if (nextmap < 1100-1)
G_NextLevel();
else
Y_EndGame();
G_EndGame();
}
}
@ -2997,6 +3137,38 @@ static void G_DoContinued(void)
gameaction = ga_nothing;
}
//
// G_EndGame (formerly Y_EndGame)
// Frankly this function fits better in g_game.c than it does in y_inter.c
//
// ...Gee, (why) end the game?
// Because G_AfterIntermission and F_EndCutscene would
// both do this exact same thing *in different ways* otherwise,
// which made it so that you could only unlock Ultimate mode
// if you had a cutscene after the final level and crap like that.
// This function simplifies it so only one place has to be updated
// when something new is added.
void G_EndGame(void)
{
// Only do evaluation and credits in coop games.
if (gametype == GT_COOP)
{
if (nextmap == 1102-1) // end game with credits
{
F_StartCredits();
return;
}
if (nextmap == 1101-1) // end game with evaluation
{
F_StartGameEvaluation();
return;
}
}
// 1100 or competitive multiplayer, so go back to title screen.
D_StartTitle();
}
//
// G_LoadGameSettings
//
@ -3561,7 +3733,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
if (netgame || multiplayer)
{
if (!FLS || (players[i].lives < cv_startinglives.value))
if (!FLS || (players[i].lives < 1))
players[i].lives = cv_startinglives.value;
players[i].continues = 0;
}
@ -3619,7 +3791,6 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean
mapmusflags |= MUSIC_RELOADRESET;
ultimatemode = pultmode;
playerdeadview = false;
automapactive = false;
imcontinuing = false;
@ -3647,6 +3818,9 @@ char *G_BuildMapTitle(INT32 mapnum)
{
char *title = NULL;
if (!mapheaderinfo[mapnum-1])
P_AllocMapHeader(mapnum-1);
if (strcmp(mapheaderinfo[mapnum-1]->lvlttl, ""))
{
size_t len = 1;
@ -3880,7 +4054,7 @@ void G_GhostAddColor(ghostcolor_t color)
ghostext.color = (UINT8)color;
}
void G_GhostAddScale(UINT16 scale)
void G_GhostAddScale(fixed_t scale)
{
if (!demorecording || !(demoflags & DF_GHOST))
return;
@ -4361,7 +4535,7 @@ void G_GhostTicker(void)
g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
break;
case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer)
g->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours
g->mo->color = (UINT8)(SKINCOLOR_RUBY + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RUBY))); // Passes through all saturated colours
break;
default:
break;

View File

@ -56,6 +56,9 @@ extern INT16 rw_maximums[NUM_WEAPONS];
// used in game menu
extern consvar_t cv_crosshair, cv_crosshair2;
extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_mousemove;
extern consvar_t cv_invertmouse2, cv_alwaysfreelook2, cv_mousemove2;
extern consvar_t cv_useranalog, cv_useranalog2;
extern consvar_t cv_analog, cv_analog2;
extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_fireaxis,cv_firenaxis;
extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_fireaxis2,cv_firenaxis2;
extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest;
@ -139,7 +142,7 @@ void G_GhostAddSpin(void);
void G_GhostAddRev(void);
void G_GhostAddColor(ghostcolor_t color);
void G_GhostAddFlip(void);
void G_GhostAddScale(UINT16 scale);
void G_GhostAddScale(fixed_t scale);
void G_GhostAddHit(mobj_t *victim);
void G_WriteGhostTic(mobj_t *ghost);
void G_ConsGhostTic(void);
@ -171,6 +174,7 @@ void G_NextLevel(void);
void G_Continue(void);
void G_UseContinue(void);
void G_AfterIntermission(void);
void G_EndGame(void); // moved from y_inter.c/h and renamed
void G_Ticker(boolean run);
boolean G_Responder(event_t *ev);

View File

@ -977,8 +977,6 @@ static const char *gamecontrolname[num_gamecontrols] =
"tossflag",
"use",
"camtoggle",
"camleft",
"camright",
"camreset",
"lookup",
"lookdown",
@ -1074,8 +1072,6 @@ void G_Controldefault(void)
gamecontrol[gc_use ][0] = KEY_JOY1+1; //B
gamecontrol[gc_use ][1] = '.';
gamecontrol[gc_camtoggle ][1] = ',';
gamecontrol[gc_camleft ][0] = 'o';
gamecontrol[gc_camright ][0] = 'p';
gamecontrol[gc_camreset ][0] = 'c';
gamecontrol[gc_lookup ][0] = KEY_PGUP;
gamecontrol[gc_lookdown ][0] = KEY_PGDN;
@ -1178,8 +1174,6 @@ void G_Controldefault(void)
gamecontrol[gc_tossflag ][0] = '\'';
gamecontrol[gc_use ][0] = KEY_LSHIFT;
gamecontrol[gc_camtoggle ][0] = 'v';
gamecontrol[gc_camleft ][0] = '[';
gamecontrol[gc_camright ][0] = ']';
gamecontrol[gc_camreset ][0] = 'r';
gamecontrol[gc_lookup ][0] = KEY_UPARROW;
gamecontrol[gc_lookdown ][0] = KEY_DOWNARROW;

View File

@ -105,8 +105,6 @@ typedef enum
gc_tossflag,
gc_use,
gc_camtoggle,
gc_camleft,
gc_camright,
gc_camreset,
gc_lookup,
gc_lookdown,
@ -126,6 +124,8 @@ typedef enum
// mouse values are used once
extern consvar_t cv_mousesens, cv_mouseysens;
extern consvar_t cv_mousesens2, cv_mouseysens2;
extern consvar_t cv_controlperkey;
extern INT32 mousex, mousey;
extern INT32 mlooky; //mousey with mlookSensitivity

View File

@ -564,8 +564,6 @@ static inline void HWR_SubsecPoly(INT32 num, poly_t *poly)
subsector_t *sub;
seg_t *lseg;
sscount++;
sub = &subsectors[num];
count = sub->numlines;
lseg = &segs[sub->firstline];
@ -880,8 +878,8 @@ static void AdjustSegs(void)
count = subsectors[i].numlines;
lseg = &segs[subsectors[i].firstline];
p = extrasubsectors[i].planepoly;
if (!p)
continue;
//if (!p)
//continue;
for (; count--; lseg++)
{
float distv1,distv2,tmp;
@ -894,29 +892,31 @@ static void AdjustSegs(void)
continue;
#endif
for (j = 0; j < p->numpts; j++)
{
distv1 = p->pts[j].x - FIXED_TO_FLOAT(lseg->v1->x);
tmp = p->pts[j].y - FIXED_TO_FLOAT(lseg->v1->y);
distv1 = distv1*distv1+tmp*tmp;
if (distv1 <= nearv1)
if (p) {
for (j = 0; j < p->numpts; j++)
{
v1found = j;
nearv1 = distv1;
}
// the same with v2
distv2 = p->pts[j].x - FIXED_TO_FLOAT(lseg->v2->x);
tmp = p->pts[j].y - FIXED_TO_FLOAT(lseg->v2->y);
distv2 = distv2*distv2+tmp*tmp;
if (distv2 <= nearv2)
{
v2found = j;
nearv2 = distv2;
distv1 = p->pts[j].x - FIXED_TO_FLOAT(lseg->v1->x);
tmp = p->pts[j].y - FIXED_TO_FLOAT(lseg->v1->y);
distv1 = distv1*distv1+tmp*tmp;
if (distv1 <= nearv1)
{
v1found = j;
nearv1 = distv1;
}
// the same with v2
distv2 = p->pts[j].x - FIXED_TO_FLOAT(lseg->v2->x);
tmp = p->pts[j].y - FIXED_TO_FLOAT(lseg->v2->y);
distv2 = distv2*distv2+tmp*tmp;
if (distv2 <= nearv2)
{
v2found = j;
nearv2 = distv2;
}
}
}
if (nearv1 <= NEARDIST*NEARDIST)
if (p && nearv1 <= NEARDIST*NEARDIST)
// share vertice with segs
lseg->v1 = (vertex_t *)&(p->pts[v1found]);
lseg->pv1 = &(p->pts[v1found]);
else
{
// BP: here we can do better, using PointInSeg and compute
@ -927,24 +927,24 @@ static void AdjustSegs(void)
polyvertex_t *pv = HWR_AllocVertex();
pv->x = FIXED_TO_FLOAT(lseg->v1->x);
pv->y = FIXED_TO_FLOAT(lseg->v1->y);
lseg->v1 = (vertex_t *)pv;
lseg->pv1 = pv;
}
if (nearv2 <= NEARDIST*NEARDIST)
lseg->v2 = (vertex_t *)&(p->pts[v2found]);
if (p && nearv2 <= NEARDIST*NEARDIST)
lseg->pv2 = &(p->pts[v2found]);
else
{
polyvertex_t *pv = HWR_AllocVertex();
pv->x = FIXED_TO_FLOAT(lseg->v2->x);
pv->y = FIXED_TO_FLOAT(lseg->v2->y);
lseg->v2 = (vertex_t *)pv;
lseg->pv2 = pv;
}
// recompute length
{
float x,y;
x = ((polyvertex_t *)lseg->v2)->x - ((polyvertex_t *)lseg->v1)->x
x = ((polyvertex_t *)lseg->pv2)->x - ((polyvertex_t *)lseg->pv1)->x
+ FIXED_TO_FLOAT(FRACUNIT/2);
y = ((polyvertex_t *)lseg->v2)->y - ((polyvertex_t *)lseg->v1)->y
y = ((polyvertex_t *)lseg->pv2)->y - ((polyvertex_t *)lseg->pv1)->y
+ FIXED_TO_FLOAT(FRACUNIT/2);
lseg->flength = (float)hypot(x, y);
// BP: debug see this kind of segs

465
src/hardware/hw_clip.c Normal file
View File

@ -0,0 +1,465 @@
/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
*
*---------------------------------------------------------------------
*/
/*
*
** gl_clipper.cpp
**
** Handles visibility checks.
** Loosely based on the JDoom clipper.
**
**---------------------------------------------------------------------------
** Copyright 2003 Tim Stump
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <math.h>
#include "../v_video.h"
#include "hw_clip.h"
#include "hw_glob.h"
#include "../r_state.h"
#include "../tables.h"
#include "r_opengl/r_opengl.h"
#ifdef HAVE_SPHEREFRUSTRUM
static GLdouble viewMatrix[16];
static GLdouble projMatrix[16];
float frustum[6][4];
#endif
typedef struct clipnode_s
{
struct clipnode_s *prev, *next;
angle_t start, end;
} clipnode_t;
clipnode_t *freelist;
clipnode_t *clipnodes;
clipnode_t *cliphead;
static clipnode_t * gld_clipnode_GetNew(void);
static clipnode_t * gld_clipnode_NewRange(angle_t start, angle_t end);
static boolean gld_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle);
static void gld_clipper_AddClipRange(angle_t start, angle_t end);
static void gld_clipper_RemoveRange(clipnode_t * range);
static void gld_clipnode_Free(clipnode_t *node);
static clipnode_t * gld_clipnode_GetNew(void)
{
if (freelist)
{
clipnode_t * p = freelist;
freelist = p->next;
return p;
}
else
{
return (clipnode_t*)malloc(sizeof(clipnode_t));
}
}
static clipnode_t * gld_clipnode_NewRange(angle_t start, angle_t end)
{
clipnode_t * c = gld_clipnode_GetNew();
c->start = start;
c->end = end;
c->next = c->prev=NULL;
return c;
}
boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle)
{
if(startAngle > endAngle)
{
return (gld_clipper_IsRangeVisible(startAngle, ANGLE_MAX) || gld_clipper_IsRangeVisible(0, endAngle));
}
return gld_clipper_IsRangeVisible(startAngle, endAngle);
}
static boolean gld_clipper_IsRangeVisible(angle_t startAngle, angle_t endAngle)
{
clipnode_t *ci;
ci = cliphead;
if (endAngle == 0 && ci && ci->start == 0)
return false;
while (ci != NULL && ci->start < endAngle)
{
if (startAngle >= ci->start && endAngle <= ci->end)
{
return false;
}
ci = ci->next;
}
return true;
}
static void gld_clipnode_Free(clipnode_t *node)
{
node->next = freelist;
freelist = node;
}
static void gld_clipper_RemoveRange(clipnode_t *range)
{
if (range == cliphead)
{
cliphead = cliphead->next;
}
else
{
if (range->prev)
{
range->prev->next = range->next;
}
if (range->next)
{
range->next->prev = range->prev;
}
}
gld_clipnode_Free(range);
}
void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle)
{
if(startangle > endangle)
{
// The range has to added in two parts.
gld_clipper_AddClipRange(startangle, ANGLE_MAX);
gld_clipper_AddClipRange(0, endangle);
}
else
{
// Add the range as usual.
gld_clipper_AddClipRange(startangle, endangle);
}
}
static void gld_clipper_AddClipRange(angle_t start, angle_t end)
{
clipnode_t *node, *temp, *prevNode, *node2, *delnode;
if (cliphead)
{
//check to see if range contains any old ranges
node = cliphead;
while (node != NULL && node->start < end)
{
if (node->start >= start && node->end <= end)
{
temp = node;
node = node->next;
gld_clipper_RemoveRange(temp);
}
else
{
if (node->start <= start && node->end >= end)
{
return;
}
else
{
node = node->next;
}
}
}
//check to see if range overlaps a range (or possibly 2)
node = cliphead;
while (node != NULL && node->start <= end)
{
if (node->end >= start)
{
// we found the first overlapping node
if (node->start > start)
{
// the new range overlaps with this node's start point
node->start = start;
}
if (node->end < end)
{
node->end = end;
}
node2 = node->next;
while (node2 && node2->start <= node->end)
{
if (node2->end > node->end)
{
node->end = node2->end;
}
delnode = node2;
node2 = node2->next;
gld_clipper_RemoveRange(delnode);
}
return;
}
node = node->next;
}
//just add range
node = cliphead;
prevNode = NULL;
temp = gld_clipnode_NewRange(start, end);
while (node != NULL && node->start < end)
{
prevNode = node;
node = node->next;
}
temp->next = node;
if (node == NULL)
{
temp->prev = prevNode;
if (prevNode)
{
prevNode->next = temp;
}
if (!cliphead)
{
cliphead = temp;
}
}
else
{
if (node == cliphead)
{
cliphead->prev = temp;
cliphead = temp;
}
else
{
temp->prev = prevNode;
prevNode->next = temp;
node->prev = temp;
}
}
}
else
{
temp = gld_clipnode_NewRange(start, end);
cliphead = temp;
return;
}
}
void gld_clipper_Clear(void)
{
clipnode_t *node = cliphead;
clipnode_t *temp;
while (node != NULL)
{
temp = node;
node = node->next;
gld_clipnode_Free(temp);
}
cliphead = NULL;
}
#define RMUL (1.6f/1.333333f)
angle_t gld_FrustumAngle(void)
{
double floatangle;
angle_t a1;
float tilt = (float)fabs(((double)(int)aimingangle) / ANG1);
// NEWCLIP TODO: SRB2CBTODO: make a global render_fov for this function
float render_fov = FIXED_TO_FLOAT(cv_grfov.value);
float render_fovratio = (float)BASEVIDWIDTH / (float)BASEVIDHEIGHT; // SRB2CBTODO: NEWCLIPTODO: Is this right?
float render_multiplier = 64.0f / render_fovratio / RMUL;
if (tilt > 90.0f)
{
tilt = 90.0f;
}
// If the pitch is larger than this you can look all around at a FOV of 90
if (abs(aimingangle) > 46 * ANG1)
return 0xffffffff;
// ok, this is a gross hack that barely works...
// but at least it doesn't overestimate too much...
floatangle = 2.0f + (45.0f + (tilt / 1.9f)) * (float)render_fov * 48.0f / render_multiplier / 90.0f;
a1 = ANG1 * (int)floatangle;
if (a1 >= ANGLE_180)
return 0xffffffff;
return a1;
}
// SRB2CB I don't think used any of this stuff, let's disable for now since SRB2 probably doesn't want it either
// compiler complains about (p)glGetDoublev anyway, in case anyone wants this
// only r_opengl.c can use the base gl funcs as it turns out, that's a problem for whoever wants sphere frustum checks
// btw to renable define HAVE_SPHEREFRUSTRUM in hw_clip.h
#ifdef HAVE_SPHEREFRUSTRUM
//
// gld_FrustrumSetup
//
#define CALCMATRIX(a, b, c, d, e, f, g, h)\
(float)(viewMatrix[a] * projMatrix[b] + \
viewMatrix[c] * projMatrix[d] + \
viewMatrix[e] * projMatrix[f] + \
viewMatrix[g] * projMatrix[h])
#define NORMALIZE_PLANE(i)\
t = (float)sqrt(\
frustum[i][0] * frustum[i][0] + \
frustum[i][1] * frustum[i][1] + \
frustum[i][2] * frustum[i][2]); \
frustum[i][0] /= t; \
frustum[i][1] /= t; \
frustum[i][2] /= t; \
frustum[i][3] /= t
void gld_FrustrumSetup(void)
{
float t;
float clip[16];
pglGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
pglGetDoublev(GL_MODELVIEW_MATRIX, viewMatrix);
clip[0] = CALCMATRIX(0, 0, 1, 4, 2, 8, 3, 12);
clip[1] = CALCMATRIX(0, 1, 1, 5, 2, 9, 3, 13);
clip[2] = CALCMATRIX(0, 2, 1, 6, 2, 10, 3, 14);
clip[3] = CALCMATRIX(0, 3, 1, 7, 2, 11, 3, 15);
clip[4] = CALCMATRIX(4, 0, 5, 4, 6, 8, 7, 12);
clip[5] = CALCMATRIX(4, 1, 5, 5, 6, 9, 7, 13);
clip[6] = CALCMATRIX(4, 2, 5, 6, 6, 10, 7, 14);
clip[7] = CALCMATRIX(4, 3, 5, 7, 6, 11, 7, 15);
clip[8] = CALCMATRIX(8, 0, 9, 4, 10, 8, 11, 12);
clip[9] = CALCMATRIX(8, 1, 9, 5, 10, 9, 11, 13);
clip[10] = CALCMATRIX(8, 2, 9, 6, 10, 10, 11, 14);
clip[11] = CALCMATRIX(8, 3, 9, 7, 10, 11, 11, 15);
clip[12] = CALCMATRIX(12, 0, 13, 4, 14, 8, 15, 12);
clip[13] = CALCMATRIX(12, 1, 13, 5, 14, 9, 15, 13);
clip[14] = CALCMATRIX(12, 2, 13, 6, 14, 10, 15, 14);
clip[15] = CALCMATRIX(12, 3, 13, 7, 14, 11, 15, 15);
// Right plane
frustum[0][0] = clip[ 3] - clip[ 0];
frustum[0][1] = clip[ 7] - clip[ 4];
frustum[0][2] = clip[11] - clip[ 8];
frustum[0][3] = clip[15] - clip[12];
NORMALIZE_PLANE(0);
// Left plane
frustum[1][0] = clip[ 3] + clip[ 0];
frustum[1][1] = clip[ 7] + clip[ 4];
frustum[1][2] = clip[11] + clip[ 8];
frustum[1][3] = clip[15] + clip[12];
NORMALIZE_PLANE(1);
// Bottom plane
frustum[2][0] = clip[ 3] + clip[ 1];
frustum[2][1] = clip[ 7] + clip[ 5];
frustum[2][2] = clip[11] + clip[ 9];
frustum[2][3] = clip[15] + clip[13];
NORMALIZE_PLANE(2);
// Top plane
frustum[3][0] = clip[ 3] - clip[ 1];
frustum[3][1] = clip[ 7] - clip[ 5];
frustum[3][2] = clip[11] - clip[ 9];
frustum[3][3] = clip[15] - clip[13];
NORMALIZE_PLANE(3);
// Far plane
frustum[4][0] = clip[ 3] - clip[ 2];
frustum[4][1] = clip[ 7] - clip[ 6];
frustum[4][2] = clip[11] - clip[10];
frustum[4][3] = clip[15] - clip[14];
NORMALIZE_PLANE(4);
// Near plane
frustum[5][0] = clip[ 3] + clip[ 2];
frustum[5][1] = clip[ 7] + clip[ 6];
frustum[5][2] = clip[11] + clip[10];
frustum[5][3] = clip[15] + clip[14];
NORMALIZE_PLANE(5);
}
boolean gld_SphereInFrustum(float x, float y, float z, float radius)
{
int p;
for (p = 0; p < 4; p++)
{
if (frustum[p][0] * x +
frustum[p][1] * y +
frustum[p][2] * z +
frustum[p][3] <= -radius)
{
return false;
}
}
return true;
}
#endif

24
src/hardware/hw_clip.h Normal file
View File

@ -0,0 +1,24 @@
/*
* hw_clip.h
* SRB2CB
*
* PrBoom's OpenGL clipping
*
*
*/
// OpenGL BSP clipping
#include "../doomdef.h"
#include "../tables.h"
#include "../doomtype.h"
//#define HAVE_SPHEREFRUSTRUM // enable if you want gld_SphereInFrustum and related code
boolean gld_clipper_SafeCheckRange(angle_t startAngle, angle_t endAngle);
void gld_clipper_SafeAddClipRange(angle_t startangle, angle_t endangle);
void gld_clipper_Clear(void);
angle_t gld_FrustumAngle(void);
#ifdef HAVE_SPHEREFRUSTRUM
void gld_FrustrumSetup(void);
boolean gld_SphereInFrustum(float x, float y, float z, float radius);
#endif

View File

@ -789,7 +789,7 @@ boolean HWR_Screenshot(const char *lbmname)
HWD.pfnReadRect(0, 0, vid.width, vid.height, vid.width * 3, (void *)buf);
#ifdef USE_PNG
ret = M_SavePNG(lbmname, buf, vid.width, vid.height, NULL);
ret = M_SavePNG(lbmname, buf, vid.width, vid.height, false);
#else
ret = saveTGA(lbmname, buf, vid.width, vid.height);
#endif

View File

@ -78,6 +78,7 @@ typedef struct gr_vissprite_s
//Hurdler: 25/04/2000: now support colormap in hardware mode
UINT8 *colormap;
INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing
float z1, z2;
} gr_vissprite_t;
// --------

View File

@ -226,8 +226,7 @@ light_t *t_lspr[NUMSPRITES] =
// Collectible Items
&lspr[NOLIGHT], // SPR_RING
&lspr[NOLIGHT], // SPR_TRNG
&lspr[NOLIGHT], // SPR_EMMY
&lspr[BLUEBALL_L], // SPR_TOKE
&lspr[NOLIGHT], // SPR_TOKE
&lspr[REDBALL_L], // SPR_RFLG
&lspr[BLUEBALL_L], // SPR_BFLG
&lspr[NOLIGHT], // SPR_NWNG
@ -243,6 +242,8 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_SPIK
&lspr[NOLIGHT], // SPR_SFLM
&lspr[NOLIGHT], // SPR_USPK
&lspr[NOLIGHT], // SPR_WSPK
&lspr[NOLIGHT], // SPR_WSPB
&lspr[NOLIGHT], // SPR_STPT
&lspr[NOLIGHT], // SPR_BMNE
@ -293,6 +294,12 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_FWR4
&lspr[NOLIGHT], // SPR_BUS1
&lspr[NOLIGHT], // SPR_BUS2
// Trees (both GFZ and misc)
&lspr[NOLIGHT], // SPR_TRE1
&lspr[NOLIGHT], // SPR_TRE2
&lspr[NOLIGHT], // SPR_TRE3
&lspr[NOLIGHT], // SPR_TRE4
&lspr[NOLIGHT], // SPR_TRE5
// Techno Hill Scenery
&lspr[NOLIGHT], // SPR_THZP
@ -316,6 +323,10 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_BMCH
&lspr[NOLIGHT], // SPR_SMCE
&lspr[NOLIGHT], // SPR_BMCE
&lspr[NOLIGHT], // SPR_YSPB
&lspr[NOLIGHT], // SPR_RSPB
&lspr[REDBALL_L], // SPR_SFBR
&lspr[REDBALL_L], // SPR_BFBR
// Arid Canyon Scenery
&lspr[NOLIGHT], // SPR_BTBL
@ -334,6 +345,8 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_XMS1
&lspr[NOLIGHT], // SPR_XMS2
&lspr[NOLIGHT], // SPR_XMS3
&lspr[NOLIGHT], // SPR_XMS4
&lspr[NOLIGHT], // SPR_XMS5
// Botanic Serenity Scenery
&lspr[NOLIGHT], // SPR_BSZ1
@ -345,13 +358,9 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_BSZ7
&lspr[NOLIGHT], // SPR_BSZ8
// Stalagmites
// Misc Scenery
&lspr[NOLIGHT], // SPR_STLG
// Disco Ball
&lspr[NOLIGHT], // SPR_DBAL
// ATZ Red Crystal
&lspr[NOLIGHT], // SPR_RCRY
// Powerup Indicators
@ -396,8 +405,11 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_SPRB Graue
&lspr[NOLIGHT], // SPR_YSPR
&lspr[NOLIGHT], // SPR_RSPR
&lspr[NOLIGHT], // SPR_SSWY
&lspr[NOLIGHT], // SPR_SSWR
&lspr[NOLIGHT], // SPR_SSWB
// Environmentals Effects
// Environmental Effects
&lspr[NOLIGHT], // SPR_RAIN
&lspr[NOLIGHT], // SPR_SNO1
&lspr[NOLIGHT], // SPR_SPLH
@ -405,6 +417,8 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_SMOK
&lspr[NOLIGHT], // SPR_BUBL
&lspr[RINGLIGHT_L], // SPR_WZAP
&lspr[NOLIGHT], // SPR_DUST
&lspr[NOLIGHT], // SPR_FPRT
&lspr[SUPERSPARK_L], // SPR_TFOG
&lspr[NIGHTSLIGHT_L], // SPR_SEED // Sonic CD flower seed
&lspr[NOLIGHT], // SPR_PRTL

View File

@ -44,6 +44,10 @@
#endif
#include "hw_md2.h"
#ifdef NEWCLIP
#include "hw_clip.h"
#endif
#define R_FAKEFLOORS
#define HWPRECIP
#define SORTING
@ -99,8 +103,9 @@ CV_PossibleValue_t granisotropicmode_cons_t[] = {{1, "MIN"}, {16, "MAX"}, {0, NU
boolean drawsky = true;
// needs fix: walls are incorrectly clipped one column less
#ifndef NEWCLIP
static consvar_t cv_grclipwalls = {"gr_clipwalls", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
//development variables for diverse uses
static consvar_t cv_gralpha = {"gr_alpha", "160", 0, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
static consvar_t cv_grbeta = {"gr_beta", "0", 0, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -323,9 +328,6 @@ static angle_t gr_xtoviewangle[MAXVIDWIDTH+1];
// test change fov when looking up/down but bsp projection messup :(
//#define NOCRAPPYMLOOK
/// \note crappy
#define drawtextured true
// base values set at SetViewSize
static float gr_basecentery;
@ -641,13 +643,13 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
{
scrollx = FIXED_TO_FLOAT(FOFsector->floor_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(FOFsector->floor_yoffs)/fflatsize;
angle = FOFsector->floorpic_angle>>ANGLETOFINESHIFT;
angle = FOFsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(FOFsector->ceiling_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(FOFsector->ceiling_yoffs)/fflatsize;
angle = FOFsector->ceilingpic_angle>>ANGLETOFINESHIFT;
angle = FOFsector->ceilingpic_angle;
}
}
else if (gr_frontsector)
@ -656,25 +658,19 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
{
scrollx = FIXED_TO_FLOAT(gr_frontsector->floor_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(gr_frontsector->floor_yoffs)/fflatsize;
angle = gr_frontsector->floorpic_angle>>ANGLETOFINESHIFT;
angle = gr_frontsector->floorpic_angle;
}
else // it's a ceiling
{
scrollx = FIXED_TO_FLOAT(gr_frontsector->ceiling_xoffs)/fflatsize;
scrolly = FIXED_TO_FLOAT(gr_frontsector->ceiling_yoffs)/fflatsize;
angle = gr_frontsector->ceilingpic_angle>>ANGLETOFINESHIFT;
angle = gr_frontsector->ceilingpic_angle;
}
}
if (angle) // Only needs to be done if there's an altered angle
{
// This needs to be done so that it scrolls in a different direction after rotation like software
tempxsow = FLOAT_TO_FIXED(scrollx);
tempytow = FLOAT_TO_FIXED(scrolly);
scrollx = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
scrolly = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
angle = InvAngle(angle)>>ANGLETOFINESHIFT;
// This needs to be done so everything aligns after rotation
// It would be done so that rotation is done, THEN the translation, but I couldn't get it to rotate AND scroll like software does
tempxsow = FLOAT_TO_FIXED(flatxref);
@ -687,7 +683,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
{
// Hurdler: add scrolling texture on floor/ceiling
v3d->sow = (float)((pv->x / fflatsize) - flatxref + scrollx);
v3d->tow = (float)(flatyref - (pv->y / fflatsize) + scrolly);
v3d->tow = (float)(-(pv->y / fflatsize) + flatyref + scrolly);
//v3d->sow = (float)(pv->x / fflatsize);
//v3d->tow = (float)(pv->y / fflatsize);
@ -698,7 +694,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
tempxsow = FLOAT_TO_FIXED(v3d->sow);
tempytow = FLOAT_TO_FIXED(v3d->tow);
v3d->sow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINECOSINE(angle)) - FixedMul(tempytow, FINESINE(angle))));
v3d->tow = (FIXED_TO_FLOAT(-FixedMul(tempxsow, FINESINE(angle)) - FixedMul(tempytow, FINECOSINE(angle))));
v3d->tow = (FIXED_TO_FLOAT(FixedMul(tempxsow, FINESINE(angle)) + FixedMul(tempytow, FINECOSINE(angle))));
}
//v3d->sow = (float)(v3d->sow - flatxref + scrollx);
@ -858,11 +854,11 @@ static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf)
M_ClearBox(segbbox);
M_AddToBox(segbbox,
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->y));
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y));
M_AddToBox(segbbox,
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->y));
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y));
splat = (wallsplat_t *)gr_curline->linedef->splats;
for (; splat; splat = splat->next)
@ -1035,6 +1031,7 @@ static void HWR_ProjectWall(wallVert3D * wallVerts,
// (in fact a clipping plane that has a constant, so can clip with simple 2d)
// with the wall segment
//
#ifndef NEWCLIP
static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2)
{
float num, den;
@ -1063,6 +1060,7 @@ static float HWR_ClipViewSegment(INT32 x, polyvertex_t *v1, polyvertex_t *v2)
return num / den;
}
#endif
//
// HWR_SplitWall
@ -1084,9 +1082,9 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum,
float endheight = 0.0f, endbheight = 0.0f;
fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x);
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].y);
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].z); // not a typo
fixed_t v2x = FLOAT_TO_FIXED(wallVerts[1].x);
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].y);
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].z); // not a typo
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetZAt's return value each time
fixed_t temp;
@ -1437,7 +1435,11 @@ static void HWR_DrawSkyWall(wallVert3D *wallVerts, FSurfaceInfo *Surf, fixed_t b
// Anything between means the wall segment has been clipped with solidsegs,
// reducing wall overdraw to a minimum
//
#ifdef NEWCLIP
static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
#else
static void HWR_StoreWallRange(double startfrac, double endfrac)
#endif
{
wallVert3D wallVerts[4];
v2d_t vs, ve; // start, end vertices of 2d line (view from above)
@ -1462,16 +1464,18 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
extracolormap_t *colormap;
FSurfaceInfo Surf;
#ifndef NEWCLIP
if (startfrac > endfrac)
return;
#endif
gr_sidedef = gr_curline->sidedef;
gr_linedef = gr_curline->linedef;
vs.x = ((polyvertex_t *)gr_curline->v1)->x;
vs.y = ((polyvertex_t *)gr_curline->v1)->y;
ve.x = ((polyvertex_t *)gr_curline->v2)->x;
ve.y = ((polyvertex_t *)gr_curline->v2)->y;
vs.x = ((polyvertex_t *)gr_curline->pv1)->x;
vs.y = ((polyvertex_t *)gr_curline->pv1)->y;
ve.x = ((polyvertex_t *)gr_curline->pv2)->x;
ve.y = ((polyvertex_t *)gr_curline->pv2)->y;
#ifdef ESLOPE
v1x = FLOAT_TO_FIXED(vs.x);
@ -1479,44 +1483,21 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
v2x = FLOAT_TO_FIXED(ve.x);
v2y = FLOAT_TO_FIXED(ve.y);
#endif
if (gr_frontsector->heightsec != -1)
{
#ifdef ESLOPE
worldtop = worldtopslope = sectors[gr_frontsector->heightsec].ceilingheight;
worldbottom = worldbottomslope = sectors[gr_frontsector->heightsec].floorheight;
#else
worldtop = sectors[gr_frontsector->heightsec].ceilingheight;
worldbottom = sectors[gr_frontsector->heightsec].floorheight;
#endif
}
else
{
#ifdef ESLOPE
if (gr_frontsector->c_slope)
{
worldtop = P_GetZAt(gr_frontsector->c_slope, v1x, v1y);
worldtopslope = P_GetZAt(gr_frontsector->c_slope, v2x, v2y);
}
else
{
worldtop = worldtopslope = gr_frontsector->ceilingheight;
}
if (gr_frontsector->f_slope)
{
worldbottom = P_GetZAt(gr_frontsector->f_slope, v1x, v1y);
worldbottomslope = P_GetZAt(gr_frontsector->f_slope, v2x, v2y);
}
else
{
worldbottom = worldbottomslope = gr_frontsector->floorheight;
}
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
if (slope) { \
end1 = P_GetZAt(slope, v1x, v1y); \
end2 = P_GetZAt(slope, v2x, v2y); \
} else \
end1 = end2 = normalheight;
SLOPEPARAMS(gr_frontsector->c_slope, worldtop, worldtopslope, gr_frontsector->ceilingheight)
SLOPEPARAMS(gr_frontsector->f_slope, worldbottom, worldbottomslope, gr_frontsector->floorheight)
#else
worldtop = gr_frontsector->ceilingheight;
worldbottom = gr_frontsector->floorheight;
worldtop = gr_frontsector->ceilingheight;
worldbottom = gr_frontsector->floorheight;
#endif
}
// remember vertices ordering
// 3--2
@ -1531,20 +1512,23 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
wallVerts[2].z = wallVerts[1].z = ve.y;
wallVerts[0].w = wallVerts[1].w = wallVerts[2].w = wallVerts[3].w = 1.0f;
if (drawtextured)
{
// x offset the texture
fixed_t texturehpeg = gr_sidedef->textureoffset + gr_curline->offset;
#ifndef NEWCLIP
// clip texture s start/end coords with solidsegs
if (startfrac > 0.0f && startfrac < 1.0f)
cliplow = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * startfrac);
else
#endif
cliplow = (float)texturehpeg;
#ifndef NEWCLIP
if (endfrac > 0.0f && endfrac < 1.0f)
cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT) * endfrac);
else
#endif
cliphigh = (float)(texturehpeg + (gr_curline->flength*FRACUNIT));
}
@ -1560,43 +1544,15 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
{
INT32 gr_toptexture, gr_bottomtexture;
// two sided line
if (gr_backsector->heightsec != -1)
{
#ifdef ESLOPE
worldhigh = worldhighslope = sectors[gr_backsector->heightsec].ceilingheight;
worldlow = worldlowslope = sectors[gr_backsector->heightsec].floorheight;
#else
worldhigh = sectors[gr_backsector->heightsec].ceilingheight;
worldlow = sectors[gr_backsector->heightsec].floorheight;
#endif
}
else
{
#ifdef ESLOPE
if (gr_backsector->c_slope)
{
worldhigh = P_GetZAt(gr_backsector->c_slope, v1x, v1y);
worldhighslope = P_GetZAt(gr_backsector->c_slope, v2x, v2y);
}
else
{
worldhigh = worldhighslope = gr_backsector->ceilingheight;
}
if (gr_backsector->f_slope)
{
worldlow = P_GetZAt(gr_backsector->f_slope, v1x, v1y);
worldlowslope = P_GetZAt(gr_backsector->f_slope, v2x, v2y);
}
else
{
worldlow = worldlowslope = gr_backsector->floorheight;
}
#ifdef ESLOPE
SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight)
SLOPEPARAMS(gr_backsector->f_slope, worldlow, worldlowslope, gr_backsector->floorheight)
#undef SLOPEPARAMS
#else
worldhigh = gr_backsector->ceilingheight;
worldlow = gr_backsector->floorheight;
worldhigh = gr_backsector->ceilingheight;
worldlow = gr_backsector->floorheight;
#endif
}
// hack to allow height changes in outdoor areas
// This is what gets rid of the upper textures if there should be sky
@ -1620,7 +1576,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
worldhigh < worldtop
) && gr_toptexture)
{
if (drawtextured)
{
fixed_t texturevpegtop; // top
@ -1701,7 +1656,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
#endif
worldlow > worldbottom) && gr_bottomtexture) //only if VISIBLE!!!
{
if (drawtextured)
{
fixed_t texturevpegbottom = 0; // bottom
@ -1893,7 +1847,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
h = min(highcut, polytop);
l = max(polybottom, lowcut);
if (drawtextured)
{
// PEGGING
#ifdef ESLOPE
@ -1949,7 +1902,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
h = min(highcut, polytop);
l = max(polybottom, lowcut);
if (drawtextured)
{
// PEGGING
if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
@ -2141,7 +2093,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture);
if (gr_midtexture)
{
if (drawtextured)
{
fixed_t texturevpeg;
// PEGGING
@ -2282,7 +2233,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0;
}
else if (drawtextured)
else
{
#ifdef ESLOPE // P.S. this is better-organized than the old version
fixed_t offs = sides[(newline ? newline : rover->master)->sidenum[0]].rowoffset;
@ -2415,7 +2366,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
wallVerts[0].s = wallVerts[3].s = 0;
wallVerts[2].s = wallVerts[1].s = 0;
}
else if (drawtextured)
else
{
grTex = HWR_GetTexture(texnum);
@ -2488,6 +2439,110 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
//Hurdler: end of 3d-floors test
}
// From PrBoom:
//
// e6y: Check whether the player can look beyond this line
//
#ifdef NEWCLIP
boolean checkforemptylines = true;
// Don't modify anything here, just check
// Kalaron: Modified for sloped linedefs
static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacksector)
{
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
// GZDoom method of sloped line clipping
#ifdef ESLOPE
if (afrontsector->f_slope || afrontsector->c_slope || abacksector->f_slope || abacksector->c_slope)
{
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x);
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y);
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y);
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
if (slope) { \
end1 = P_GetZAt(slope, v1x, v1y); \
end2 = P_GetZAt(slope, v2x, v2y); \
} else \
end1 = end2 = normalheight;
SLOPEPARAMS(afrontsector->f_slope, frontf1, frontf2, afrontsector->floorheight)
SLOPEPARAMS(afrontsector->c_slope, frontc1, frontc2, afrontsector->ceilingheight)
SLOPEPARAMS( abacksector->f_slope, backf1, backf2, abacksector->floorheight)
SLOPEPARAMS( abacksector->c_slope, backc1, backc2, abacksector->ceilingheight)
#undef SLOPEPARAMS
}
else
#endif
{
frontf1 = frontf2 = afrontsector->floorheight;
frontc1 = frontc2 = afrontsector->ceilingheight;
backf1 = backf2 = abacksector->floorheight;
backc1 = backc2 = abacksector->ceilingheight;
}
// now check for closed sectors!
if (backc1 <= frontf1 && backc2 <= frontf2)
{
checkforemptylines = false;
if (!seg->sidedef->toptexture)
return false;
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
return true;
}
if (backf1 >= frontc1 && backf2 >= frontc2)
{
checkforemptylines = false;
if (!seg->sidedef->bottomtexture)
return false;
// properly render skies (consider door "open" if both floors are sky):
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
return true;
}
if (backc1 <= backf1 && backc2 <= backf2)
{
checkforemptylines = false;
// preserve a kind of transparent door/lift special effect:
if (backc1 < frontc1 || backc2 < frontc2)
{
if (!seg->sidedef->toptexture)
return false;
}
if (backf1 > frontf1 || backf2 > frontf2)
{
if (!seg->sidedef->bottomtexture)
return false;
}
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
return false;
return true;
}
if (backc1 != frontc1 || backc2 != frontc2
|| backf1 != frontf1 || backf2 != frontf2)
{
checkforemptylines = false;
return false;
}
return false;
}
#else
//Hurdler: just like in r_bsp.c
#if 1
#define MAXSEGS MAXVIDWIDTH/2+1
@ -2559,7 +2614,7 @@ static void HWR_ClipSolidWallSegment(INT32 first, INT32 last)
}
else
{
highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
highfrac = HWR_ClipViewSegment(start->first+1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(0, highfrac);
}
// Now adjust the clip size.
@ -2583,8 +2638,8 @@ static void HWR_ClipSolidWallSegment(INT32 first, INT32 last)
}
else
{
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
highfrac = HWR_ClipViewSegment((next+1)->first+1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(lowfrac, highfrac);
}
next++;
@ -2618,7 +2673,7 @@ static void HWR_ClipSolidWallSegment(INT32 first, INT32 last)
}
else
{
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
lowfrac = HWR_ClipViewSegment(next->last-1, (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(lowfrac, 1);
}
}
@ -2681,8 +2736,8 @@ static void HWR_ClipPassWallSegment(INT32 first, INT32 last)
else
{
highfrac = HWR_ClipViewSegment(min(start->first + 1,
start->last), (polyvertex_t *)gr_curline->v1,
(polyvertex_t *)gr_curline->v2);
start->last), (polyvertex_t *)gr_curline->pv1,
(polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(0, highfrac);
}
}
@ -2701,8 +2756,8 @@ static void HWR_ClipPassWallSegment(INT32 first, INT32 last)
}
else
{
lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gr_curline->v1, (polyvertex_t *)gr_curline->v2);
lowfrac = HWR_ClipViewSegment(max(start->last-1,start->first), (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
highfrac = HWR_ClipViewSegment(min((start+1)->first+1,(start+1)->last), (polyvertex_t *)gr_curline->pv1, (polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(lowfrac, highfrac);
}
start++;
@ -2732,8 +2787,8 @@ static void HWR_ClipPassWallSegment(INT32 first, INT32 last)
else
{
lowfrac = HWR_ClipViewSegment(max(start->last - 1,
start->first), (polyvertex_t *)gr_curline->v1,
(polyvertex_t *)gr_curline->v2);
start->first), (polyvertex_t *)gr_curline->pv1,
(polyvertex_t *)gr_curline->pv2);
HWR_StoreWallRange(lowfrac, 1);
}
}
@ -2773,6 +2828,7 @@ static void HWR_ClearClipSegs(void)
gr_solidsegs[1].last = 0x7fffffff;
hw_newend = gr_solidsegs+2;
}
#endif // NEWCLIP
// -----------------+
// HWR_AddLine : Clips the given segment and adds any visible pieces to the line list.
@ -2781,24 +2837,46 @@ static void HWR_ClearClipSegs(void)
// -----------------+
static void HWR_AddLine(seg_t * line)
{
INT32 x1, x2;
angle_t angle1, angle2;
#ifndef NEWCLIP
INT32 x1, x2;
angle_t span, tspan;
#endif
// SoM: Backsector needs to be run through R_FakeFlat
sector_t tempsec;
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
#ifdef POLYOBJECTS
if (line->polyseg && !(line->polyseg->flags & POF_RENDERSIDES))
return;
#endif
gr_curline = line;
// OPTIMIZE: quickly reject orthogonal back sides.
angle1 = R_PointToAngle(FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->y));
angle2 = R_PointToAngle(FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->x),
FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->y));
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->x);
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv1)->y);
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->pv2)->y);
// OPTIMIZE: quickly reject orthogonal back sides.
angle1 = R_PointToAngle(v1x, v1y);
angle2 = R_PointToAngle(v2x, v2y);
#ifdef NEWCLIP
// PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle!
if (angle2 - angle1 < ANGLE_180)
return;
// PrBoom: use REAL clipping math YAYYYYYYY!!!
if (!gld_clipper_SafeCheckRange(angle2, angle1))
{
return;
}
checkforemptylines = true;
#else
// Clip to view edges.
span = angle1 - angle2;
@ -2839,8 +2917,8 @@ static void HWR_AddLine(seg_t * line)
float fx1,fx2,fy1,fy2;
//BP: test with a better projection than viewangletox[R_PointToAngle(angle)]
// do not enable this at release 4 mul and 2 div
fx1 = ((polyvertex_t *)(line->v1))->x-gr_viewx;
fy1 = ((polyvertex_t *)(line->v1))->y-gr_viewy;
fx1 = ((polyvertex_t *)(line->pv1))->x-gr_viewx;
fy1 = ((polyvertex_t *)(line->pv1))->y-gr_viewy;
fy2 = (fx1 * gr_viewcos + fy1 * gr_viewsin);
if (fy2 < 0)
// the point is back
@ -2848,8 +2926,8 @@ static void HWR_AddLine(seg_t * line)
else
fx1 = gr_windowcenterx + (fx1 * gr_viewsin - fy1 * gr_viewcos) * gr_centerx / fy2;
fx2 = ((polyvertex_t *)(line->v2))->x-gr_viewx;
fy2 = ((polyvertex_t *)(line->v2))->y-gr_viewy;
fx2 = ((polyvertex_t *)(line->pv2))->x-gr_viewx;
fy2 = ((polyvertex_t *)(line->pv2))->y-gr_viewy;
fy1 = (fx2 * gr_viewcos + fy2 * gr_viewsin);
if (fy1 < 0)
// the point is back
@ -2877,8 +2955,34 @@ static void HWR_AddLine(seg_t * line)
return;
}
*/
#endif
gr_backsector = line->backsector;
#ifdef NEWCLIP
if (!line->backsector)
{
gld_clipper_SafeAddClipRange(angle2, angle1);
}
else
{
gr_backsector = R_FakeFlat(gr_backsector, &tempsec, NULL, NULL, true);
if (CheckClip(line, gr_frontsector, gr_backsector))
{
gld_clipper_SafeAddClipRange(angle2, angle1);
checkforemptylines = false;
}
// Reject empty lines used for triggers and special events.
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (checkforemptylines && R_IsEmptyLine(line, gr_frontsector, gr_backsector))
return;
}
HWR_ProcessSeg(); // Doesn't need arguments because they're defined globally :D
return;
#else
// Single sided line?
if (!gr_backsector)
goto clipsolid;
@ -2888,14 +2992,9 @@ static void HWR_AddLine(seg_t * line)
#ifdef ESLOPE
if (gr_frontsector->f_slope || gr_frontsector->c_slope || gr_backsector->f_slope || gr_backsector->c_slope)
{
fixed_t v1x, v1y, v2x, v2y; // the seg's vertexes as fixed_t
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1, backf2, backc1, backc2; // back floor ceiling ends
v1x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->x);
v1y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v1)->y);
v2x = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->x);
v2y = FLOAT_TO_FIXED(((polyvertex_t *)gr_curline->v2)->y);
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
if (slope) { \
end1 = P_GetZAt(slope, v1x, v1y); \
@ -2916,6 +3015,13 @@ static void HWR_AddLine(seg_t * line)
goto clipsolid;
}
// Check for automap fix.
if (backc1 <= backf1 && backc2 <= backf2
&& ((backc1 >= frontc1 && backc2 >= frontc2) || gr_curline->sidedef->toptexture)
&& ((backf1 <= frontf1 && backf2 >= frontf2) || gr_curline->sidedef->bottomtexture)
&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum))
goto clipsolid;
// Window.
if (backc1 != frontc1 || backc2 != frontc2
|| backf1 != frontf1 || backf2 != frontf2)
@ -2931,6 +3037,13 @@ static void HWR_AddLine(seg_t * line)
gr_backsector->floorheight >= gr_frontsector->ceilingheight)
goto clipsolid;
// Check for automap fix.
if (gr_backsector->ceilingheight <= gr_backsector->floorheight
&& ((gr_backsector->ceilingheight >= gr_frontsector->ceilingheight) || gr_curline->sidedef->toptexture)
&& ((gr_backsector->floorheight <= gr_backsector->floorheight) || gr_curline->sidedef->bottomtexture)
&& (gr_backsector->ceilingpic != skyflatnum || gr_frontsector->ceilingpic != skyflatnum))
goto clipsolid;
// Window.
if (gr_backsector->ceilingheight != gr_frontsector->ceilingheight ||
gr_backsector->floorheight != gr_frontsector->floorheight)
@ -2941,25 +3054,8 @@ static void HWR_AddLine(seg_t * line)
// Identical floor and ceiling on both sides,
// identical light levels on both sides,
// and no middle texture.
if (
#ifdef POLYOBJECTS
!line->polyseg &&
#endif
gr_backsector->ceilingpic == gr_frontsector->ceilingpic
&& gr_backsector->floorpic == gr_frontsector->floorpic
#ifdef ESLOPE
&& gr_backsector->f_slope == gr_frontsector->f_slope
&& gr_backsector->c_slope == gr_frontsector->c_slope
#endif
&& gr_backsector->lightlevel == gr_frontsector->lightlevel
&& gr_curline->sidedef->midtexture == 0
&& !gr_backsector->ffloors && !gr_frontsector->ffloors)
// SoM: For 3D sides... Boris, would you like to take a
// crack at rendering 3D sides? You would need to add the
// above check and add code to HWR_StoreWallRange...
{
if (R_IsEmptyLine(gr_curline, gr_frontsector, gr_backsector))
return;
}
clippass:
if (x1 == x2)
@ -2971,6 +3067,7 @@ clipsolid:
if (x1 == x2)
goto clippass;
HWR_ClipSolidWallSegment(x1, x2-1);
#endif
}
// HWR_CheckBBox
@ -2982,9 +3079,13 @@ clipsolid:
static boolean HWR_CheckBBox(fixed_t *bspcoord)
{
INT32 boxpos, sx1, sx2;
INT32 boxpos;
fixed_t px1, py1, px2, py2;
angle_t angle1, angle2, span, tspan;
angle_t angle1, angle2;
#ifndef NEWCLIP
INT32 sx1, sx2;
angle_t span, tspan;
#endif
// Find the corners of the box
// that define the edges from current viewpoint.
@ -3010,6 +3111,11 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord)
px2 = bspcoord[checkcoord[boxpos][2]];
py2 = bspcoord[checkcoord[boxpos][3]];
#ifdef NEWCLIP
angle1 = R_PointToAngle(px1, py1);
angle2 = R_PointToAngle(px2, py2);
return gld_clipper_SafeCheckRange(angle2, angle1);
#else
// check clip list for an open space
angle1 = R_PointToAngle(px1, py1) - dup_viewangle;
angle2 = R_PointToAngle(px2, py2) - dup_viewangle;
@ -3057,6 +3163,7 @@ static boolean HWR_CheckBBox(fixed_t *bspcoord)
return false;
return HWR_ClipToSolidSegs(sx1, sx2 - 1);
#endif
}
#ifdef POLYOBJECTS
@ -3090,8 +3197,8 @@ static inline void HWR_AddPolyObjectSegs(void)
pv2->x = FIXED_TO_FLOAT(gr_fakeline->v2->x);
pv2->y = FIXED_TO_FLOAT(gr_fakeline->v2->y);
gr_fakeline->v1 = (vertex_t *)pv1;
gr_fakeline->v2 = (vertex_t *)pv2;
gr_fakeline->pv1 = pv1;
gr_fakeline->pv2 = pv2;
HWR_AddLine(gr_fakeline);
}
@ -3367,7 +3474,6 @@ static void HWR_Subsector(size_t num)
if (num < numsubsectors)
{
sscount++;
// subsector
sub = &subsectors[num];
// sector
@ -3722,6 +3828,9 @@ static void HWR_Subsector(size_t num)
while (count--)
{
#ifdef POLYOBJECTS
if (!line->polyseg) // ignore segs that belong to polyobjects
#endif
HWR_AddLine(line);
line++;
}
@ -4227,6 +4336,7 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
GLPatch_t *gpatch; // sprite patch converted to hardware
FSurfaceInfo Surf;
const boolean hires = (spr->mobj && spr->mobj->skin && ((skin_t *)spr->mobj->skin)->flags & SF_HIRES);
//const boolean papersprite = (spr->mobj && (spr->mobj->frame & FF_PAPERSPRITE));
if (spr->mobj)
this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
if (hires)
@ -4270,7 +4380,8 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
// make a wall polygon (with 2 triangles), using the floor/ceiling heights,
// and the 2d map coords of start/end vertices
wallVerts[0].z = wallVerts[1].z = wallVerts[2].z = wallVerts[3].z = spr->tz;
wallVerts[0].z = wallVerts[3].z = spr->z1;
wallVerts[2].z = wallVerts[1].z = spr->z2;
// transform
wv = wallVerts;
@ -5066,6 +5177,10 @@ static void HWR_ProjectSprite(mobj_t *thing)
angle_t ang;
INT32 heightsec, phs;
const boolean papersprite = (thing->frame & FF_PAPERSPRITE);
float offset;
float ang_scale = 1.0f, ang_scalez = 0.0f;
float z1, z2;
if (!thing)
return;
@ -5080,7 +5195,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE && (!cv_grmd2.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmd2.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
return;
tx = (tr_x * gr_viewsin) - (tr_y * gr_viewcos);
@ -5118,6 +5233,27 @@ static void HWR_ProjectSprite(mobj_t *thing)
I_Error("sprframes NULL for sprite %d\n", thing->sprite);
#endif
if (papersprite)
{
// Use the actual view angle, rather than the angle formed
// between the view point and the thing
// this makes sure paper sprites always appear at the right angle!
// Note: DO NOT do this in software mode version, it actually
// makes papersprites look WORSE there (I know, I've tried)
// Monster Iestyn - 13/05/17
ang = dup_viewangle - (thing->player ? thing->player->drawangle : thing->angle);
ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT));
ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT));
if (ang_scale < 0)
{
ang_scale = -ang_scale;
ang_scalez = -ang_scalez;
}
}
else if (sprframe->rotate != SRF_SINGLE)
ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
if (sprframe->rotate == SRF_SINGLE)
{
// use single rotation for all views
@ -5128,8 +5264,6 @@ static void HWR_ProjectSprite(mobj_t *thing)
else
{
// choose a different rotation based on player view
ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle);
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
rot = 6; // F7 slot
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
@ -5147,9 +5281,12 @@ static void HWR_ProjectSprite(mobj_t *thing)
// calculate edges of the shape
if (flip)
tx -= FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale;
offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width - spritecachedinfo[lumpoff].offset) * this_scale;
else
tx -= FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale;
offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].offset) * this_scale;
z1 = tz - (offset * ang_scalez);
tx -= offset * ang_scale;
// project x
x1 = gr_windowcenterx + (tx * gr_centerx / tz);
@ -5160,7 +5297,14 @@ static void HWR_ProjectSprite(mobj_t *thing)
x1 = tx;
tx += FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale;
offset = FIXED_TO_FLOAT(spritecachedinfo[lumpoff].width) * this_scale;
z2 = z1 + (offset * ang_scalez);
tx += offset * ang_scale;
if (papersprite && max(z1, z2) < ZCLIP_PLANE)
return;
x2 = gr_windowcenterx + (tx * gr_centerx / tz);
if (vflip)
@ -5209,6 +5353,8 @@ static void HWR_ProjectSprite(mobj_t *thing)
vis->patchlumpnum = sprframe->lumppat[rot];
vis->flip = flip;
vis->mobj = thing;
vis->z1 = z1;
vis->z2 = z2;
//Hurdler: 25/04/2000: now support colormap in hardware mode
if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash"
@ -5597,7 +5743,19 @@ if (0)
#ifdef SORTING
drawcount = 0;
#endif
#ifdef NEWCLIP
if (rendermode == render_opengl)
{
angle_t a1 = gld_FrustumAngle();
gld_clipper_Clear();
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
#ifdef HAVE_SPHEREFRUSTRUM
gld_FrustrumSetup();
#endif
}
#else
HWR_ClearClipSegs();
#endif
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
@ -5607,6 +5765,7 @@ if (0)
HWR_RenderBSPNode((INT32)numnodes-1);
#ifndef NEWCLIP
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
@ -5633,6 +5792,7 @@ if (0)
dup_viewangle += ANGLE_90;
}
#endif
// Check for new console commands.
NetUpdate();
@ -5827,7 +5987,19 @@ if (0)
#ifdef SORTING
drawcount = 0;
#endif
#ifdef NEWCLIP
if (rendermode == render_opengl)
{
angle_t a1 = gld_FrustumAngle();
gld_clipper_Clear();
gld_clipper_SafeAddClipRange(viewangle + a1, viewangle - a1);
#ifdef HAVE_SPHEREFRUSTRUM
gld_FrustrumSetup();
#endif
}
#else
HWR_ClearClipSegs();
#endif
//04/01/2000: Hurdler: added for T&L
// Actually it only works on Walls and Planes
@ -5837,6 +6009,7 @@ if (0)
HWR_RenderBSPNode((INT32)numnodes-1);
#ifndef NEWCLIP
// Make a viewangle int so we can render things based on mouselook
if (player == &players[consoleplayer])
viewangle = localaiming;
@ -5863,6 +6036,7 @@ if (0)
dup_viewangle += ANGLE_90;
}
#endif
// Check for new console commands.
NetUpdate();
@ -6008,7 +6182,9 @@ static inline void HWR_AddEngineCommands(void)
{
// engine state variables
//CV_RegisterVar(&cv_grzbuffer);
#ifndef NEWCLIP
CV_RegisterVar(&cv_grclipwalls);
#endif
// engine development mode variables
// - usage may vary from version to version..

View File

@ -298,8 +298,8 @@ static md2_model_t *md2_readModel(const char *filename)
// initialize model and read header
if (fread(&model->header, sizeof (model->header), 1, file) != 1
|| model->header.magic !=
(INT32)(('2' << 24) + ('P' << 16) + ('D' << 8) + 'I'))
|| model->header.magic != MD2_IDENT
|| model->header.version != MD2_VERSION)
{
fclose(file);
free(model);
@ -313,6 +313,7 @@ static md2_model_t *md2_readModel(const char *filename)
{ \
CONS_Alert(CONS_ERROR, "md2_readModel: %s has too many " msgname " (# found: %d, maximum: %d)\n", filename, field, max); \
md2_freeModel (model); \
fclose(file); \
return 0; \
}
@ -334,6 +335,7 @@ static md2_model_t *md2_readModel(const char *filename)
fread(model->skins, sizeof (md2_skin_t), model->header.numSkins, file))
{
md2_freeModel (model);
fclose(file);
return 0;
}
}
@ -347,6 +349,7 @@ static md2_model_t *md2_readModel(const char *filename)
fread(model->texCoords, sizeof (md2_textureCoordinate_t), model->header.numTexCoords, file))
{
md2_freeModel (model);
fclose(file);
return 0;
}
}
@ -360,6 +363,7 @@ static md2_model_t *md2_readModel(const char *filename)
fread(model->triangles, sizeof (md2_triangle_t), model->header.numTriangles, file))
{
md2_freeModel (model);
fclose(file);
return 0;
}
}
@ -372,6 +376,7 @@ static md2_model_t *md2_readModel(const char *filename)
if (!model->frames)
{
md2_freeModel (model);
fclose(file);
return 0;
}
@ -385,6 +390,7 @@ static md2_model_t *md2_readModel(const char *filename)
fread(frame, 1, model->header.frameSize, file))
{
md2_freeModel (model);
fclose(file);
return 0;
}
@ -410,6 +416,7 @@ static md2_model_t *md2_readModel(const char *filename)
fread(model->glCommandBuffer, sizeof (INT32), model->header.numGlCommands, file))
{
md2_freeModel (model);
fclose(file);
return 0;
}
}
@ -961,244 +968,10 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
image = gpatch->mipmap.grInfo.data;
blendimage = blendgpatch->mipmap.grInfo.data;
switch (color)
{
case SKINCOLOR_WHITE:
blendcolor = V_GetColor(3);
break;
case SKINCOLOR_SILVER:
blendcolor = V_GetColor(10);
break;
case SKINCOLOR_GREY:
blendcolor = V_GetColor(15);
break;
case SKINCOLOR_BLACK:
blendcolor = V_GetColor(27);
break;
case SKINCOLOR_BEIGE:
blendcolor = V_GetColor(247);
break;
case SKINCOLOR_PEACH:
blendcolor = V_GetColor(218);
break;
case SKINCOLOR_BROWN:
blendcolor = V_GetColor(234);
break;
case SKINCOLOR_RED:
blendcolor = V_GetColor(38);
break;
case SKINCOLOR_CRIMSON:
blendcolor = V_GetColor(45);
break;
case SKINCOLOR_ORANGE:
blendcolor = V_GetColor(54);
break;
case SKINCOLOR_RUST:
blendcolor = V_GetColor(60);
break;
case SKINCOLOR_GOLD:
blendcolor = V_GetColor(67);
break;
case SKINCOLOR_YELLOW:
blendcolor = V_GetColor(73);
break;
case SKINCOLOR_TAN:
blendcolor = V_GetColor(85);
break;
case SKINCOLOR_MOSS:
blendcolor = V_GetColor(92);
break;
case SKINCOLOR_PERIDOT:
blendcolor = V_GetColor(188);
break;
case SKINCOLOR_GREEN:
blendcolor = V_GetColor(101);
break;
case SKINCOLOR_EMERALD:
blendcolor = V_GetColor(112);
break;
case SKINCOLOR_AQUA:
blendcolor = V_GetColor(122);
break;
case SKINCOLOR_TEAL:
blendcolor = V_GetColor(141);
break;
case SKINCOLOR_CYAN:
blendcolor = V_GetColor(131);
break;
case SKINCOLOR_BLUE:
blendcolor = V_GetColor(152);
break;
case SKINCOLOR_AZURE:
blendcolor = V_GetColor(171);
break;
case SKINCOLOR_PASTEL:
blendcolor = V_GetColor(161);
break;
case SKINCOLOR_PURPLE:
blendcolor = V_GetColor(165);
break;
case SKINCOLOR_LAVENDER:
blendcolor = V_GetColor(195);
break;
case SKINCOLOR_MAGENTA:
blendcolor = V_GetColor(183);
break;
case SKINCOLOR_PINK:
blendcolor = V_GetColor(211);
break;
case SKINCOLOR_ROSY:
blendcolor = V_GetColor(202);
break;
case SKINCOLOR_SUPERSILVER1: // Super silver
blendcolor = V_GetColor(0);
break;
case SKINCOLOR_SUPERSILVER2:
blendcolor = V_GetColor(2);
break;
case SKINCOLOR_SUPERSILVER3:
blendcolor = V_GetColor(4);
break;
case SKINCOLOR_SUPERSILVER4:
blendcolor = V_GetColor(7);
break;
case SKINCOLOR_SUPERSILVER5:
blendcolor = V_GetColor(10);
break;
case SKINCOLOR_SUPERRED1: // Super red
blendcolor = V_GetColor(208);
break;
case SKINCOLOR_SUPERRED2:
blendcolor = V_GetColor(210);
break;
case SKINCOLOR_SUPERRED3:
blendcolor = V_GetColor(32);
break;
case SKINCOLOR_SUPERRED4:
blendcolor = V_GetColor(33);
break;
case SKINCOLOR_SUPERRED5:
blendcolor = V_GetColor(35);
break;
case SKINCOLOR_SUPERORANGE1: // Super orange
blendcolor = V_GetColor(208);
break;
case SKINCOLOR_SUPERORANGE2:
blendcolor = V_GetColor(48);
break;
case SKINCOLOR_SUPERORANGE3:
blendcolor = V_GetColor(50);
break;
case SKINCOLOR_SUPERORANGE4:
blendcolor = V_GetColor(54);
break;
case SKINCOLOR_SUPERORANGE5:
blendcolor = V_GetColor(58);
break;
case SKINCOLOR_SUPERGOLD1: // Super gold
blendcolor = V_GetColor(80);
break;
case SKINCOLOR_SUPERGOLD2:
blendcolor = V_GetColor(83);
break;
case SKINCOLOR_SUPERGOLD3:
blendcolor = V_GetColor(73);
break;
case SKINCOLOR_SUPERGOLD4:
blendcolor = V_GetColor(64);
break;
case SKINCOLOR_SUPERGOLD5:
blendcolor = V_GetColor(67);
break;
case SKINCOLOR_SUPERPERIDOT1: // Super peridot
blendcolor = V_GetColor(88);
break;
case SKINCOLOR_SUPERPERIDOT2:
blendcolor = V_GetColor(188);
break;
case SKINCOLOR_SUPERPERIDOT3:
blendcolor = V_GetColor(189);
break;
case SKINCOLOR_SUPERPERIDOT4:
blendcolor = V_GetColor(190);
break;
case SKINCOLOR_SUPERPERIDOT5:
blendcolor = V_GetColor(191);
break;
case SKINCOLOR_SUPERCYAN1: // Super cyan
blendcolor = V_GetColor(128);
break;
case SKINCOLOR_SUPERCYAN2:
blendcolor = V_GetColor(131);
break;
case SKINCOLOR_SUPERCYAN3:
blendcolor = V_GetColor(133);
break;
case SKINCOLOR_SUPERCYAN4:
blendcolor = V_GetColor(134);
break;
case SKINCOLOR_SUPERCYAN5:
blendcolor = V_GetColor(136);
break;
case SKINCOLOR_SUPERPURPLE1: // Super purple
blendcolor = V_GetColor(144);
break;
case SKINCOLOR_SUPERPURPLE2:
blendcolor = V_GetColor(162);
break;
case SKINCOLOR_SUPERPURPLE3:
blendcolor = V_GetColor(164);
break;
case SKINCOLOR_SUPERPURPLE4:
blendcolor = V_GetColor(166);
break;
case SKINCOLOR_SUPERPURPLE5:
blendcolor = V_GetColor(168);
break;
case SKINCOLOR_SUPERRUST1: // Super rust
blendcolor = V_GetColor(51);
break;
case SKINCOLOR_SUPERRUST2:
blendcolor = V_GetColor(54);
break;
case SKINCOLOR_SUPERRUST3:
blendcolor = V_GetColor(68);
break;
case SKINCOLOR_SUPERRUST4:
blendcolor = V_GetColor(70);
break;
case SKINCOLOR_SUPERRUST5:
blendcolor = V_GetColor(234);
break;
case SKINCOLOR_SUPERTAN1: // Super tan
blendcolor = V_GetColor(80);
break;
case SKINCOLOR_SUPERTAN2:
blendcolor = V_GetColor(82);
break;
case SKINCOLOR_SUPERTAN3:
blendcolor = V_GetColor(84);
break;
case SKINCOLOR_SUPERTAN4:
blendcolor = V_GetColor(87);
break;
case SKINCOLOR_SUPERTAN5:
blendcolor = V_GetColor(247);
break;
default:
blendcolor = V_GetColor(255);
break;
}
if (color == SKINCOLOR_NONE || color >= MAXTRANSLATIONS)
blendcolor = V_GetColor(0xff);
else
blendcolor = V_GetColor(Color_Index[color-1][4]);
while (size--)
{

View File

@ -23,6 +23,11 @@
#include "hw_glob.h"
// magic number "IDP2" or 844121161
#define MD2_IDENT (INT32)(('2' << 24) + ('P' << 16) + ('D' << 8) + 'I')
// model version
#define MD2_VERSION 8
#define MD2_MAX_TRIANGLES 8192
#define MD2_MAX_VERTICES 4096
#define MD2_MAX_TEXCOORDS 4096

View File

@ -107,17 +107,17 @@ static void releaseLineChains(void)
for (i = 0; i < numsectors; i++)
{
sector = &sectors[i];
nextElem = sector->sectorLines;
sector = &sectors[i];
nextElem = sector->sectorLines;
while (nextElem)
{
thisElem = nextElem;
nextElem = thisElem->next;
free(thisElem);
}
while (nextElem)
{
thisElem = nextElem;
nextElem = thisElem->next;
free(thisElem);
}
sector->sectorLines = NULL;
sector->sectorLines = NULL;
}
}
@ -397,7 +397,7 @@ static void sortStacklist(sector_t *sector)
i = 0;
finished = true;
while (NULL != *(list+i+1))
while (*(list+i+1))
{
sec1 = *(list+i);
sec2 = *(list+i+1);
@ -438,7 +438,7 @@ static double calcLineoutLength(sector_t *sector)
double length = 0.0L;
chain = sector->sectorLines;
while (NULL != chain) // sum up lengths of all lines
while (chain) // sum up lengths of all lines
{
length += lineLength(chain->line);
chain = chain->next;
@ -454,7 +454,7 @@ static void calcLineouts(sector_t *sector)
size_t secCount = 0;
sector_t *encSector = *(sector->stackList);
while (NULL != encSector)
while (encSector)
{
if (encSector->lineoutLength < 0.0L) // if length has not yet been calculated
{
@ -552,7 +552,7 @@ static boolean areBottomtexturesMissing(sector_t *thisSector)
if (frontSector == backSector) // skip damn renderer tricks here
continue;
if (frontSector == NULL || backSector == NULL)
if (!frontSector || !backSector)
continue;
sider = &sides[thisElem->line->sidenum[0]];
@ -587,73 +587,12 @@ static boolean areBottomtexturesMissing(sector_t *thisSector)
static boolean isCeilingFloating(sector_t *thisSector)
{
sector_t *adjSector, *refSector = NULL, *frontSector, *backSector;
boolean floating = true;
linechain_t *thisElem, *nextElem;
if (!thisSector)
return false;
nextElem = thisSector->sectorLines;
while (NULL != nextElem) // walk through chain
{
thisElem = nextElem;
nextElem = thisElem->next;
frontSector = thisElem->line->frontsector;
backSector = thisElem->line->backsector;
if (frontSector == thisSector)
adjSector = backSector;
else
adjSector = frontSector;
if (!adjSector) // assume floating sectors have surrounding sectors
{
floating = false;
break;
}
if (!refSector)
{
refSector = adjSector;
continue;
}
// if adjacent sector has same height or more than one adjacent sector exists -> stop
if (thisSector->ceilingheight == adjSector->ceilingheight ||
refSector != adjSector)
{
floating = false;
break;
}
}
// now check for walltextures
if (floating)
{
if (!areToptexturesMissing(thisSector))
{
floating = false;
}
}
return floating;
}
//
// check if no adjacent sector has same ceiling height
// FIXME: throw that together with isCeilingFloating??
//
static boolean isFloorFloating(sector_t *thisSector)
{
sector_t *adjSector, *refSector = NULL, *frontSector, *backSector;
boolean floating = true;
linechain_t *thisElem, *nextElem;
if (!thisSector)
return false;
nextElem = thisSector->sectorLines;
nextElem = thisSector->sectorLines;
while (nextElem) // walk through chain
{
@ -668,36 +607,83 @@ static boolean isFloorFloating(sector_t *thisSector)
else
adjSector = frontSector;
if (NULL == adjSector) // assume floating sectors have surrounding sectors
{
floating = false;
break;
}
if (!adjSector) // assume floating sectors have surrounding sectors
return false;
if (NULL == refSector)
#ifdef ESLOPE
if (adjSector->c_slope) // Don't bother with slopes
return false;
#endif
if (!refSector)
{
refSector = adjSector;
continue;
}
// if adjacent sector has same height or more than one adjacent sector exists -> stop
if (thisSector->floorheight == adjSector->floorheight ||
refSector != adjSector)
{
floating = false;
break;
}
if (thisSector->ceilingheight == adjSector->ceilingheight || refSector != adjSector)
return false;
}
// now check for walltextures
if (floating)
if (!areToptexturesMissing(thisSector))
return false;
return true;
}
//
// check if no adjacent sector has same ceiling height
// FIXME: throw that together with isCeilingFloating??
//
static boolean isFloorFloating(sector_t *thisSector)
{
sector_t *adjSector, *refSector = NULL, *frontSector, *backSector;
linechain_t *thisElem, *nextElem;
if (!thisSector)
return false;
nextElem = thisSector->sectorLines;
while (nextElem) // walk through chain
{
if (!areBottomtexturesMissing(thisSector))
thisElem = nextElem;
nextElem = thisElem->next;
frontSector = thisElem->line->frontsector;
backSector = thisElem->line->backsector;
if (frontSector == thisSector)
adjSector = backSector;
else
adjSector = frontSector;
if (!adjSector) // assume floating sectors have surrounding sectors
return false;
#ifdef ESLOPE
if (adjSector->f_slope) // Don't bother with slopes
return false;
#endif
if (!refSector)
{
floating = false;
refSector = adjSector;
continue;
}
// if adjacent sector has same height or more than one adjacent sector exists -> stop
if (thisSector->floorheight == adjSector->floorheight || refSector != adjSector)
return false;
}
return floating;
// now check for walltextures
if (!areBottomtexturesMissing(thisSector))
return false;
return true;
}
//
@ -707,14 +693,12 @@ static fixed_t estimateCeilHeight(sector_t *thisSector)
{
sector_t *adjSector;
if (!thisSector ||
!thisSector->sectorLines ||
!thisSector->sectorLines->line)
if (!thisSector || !thisSector->sectorLines || !thisSector->sectorLines->line)
return 0;
adjSector = thisSector->sectorLines->line->frontsector;
if (adjSector == thisSector)
adjSector = thisSector->sectorLines->line->backsector;
adjSector = thisSector->sectorLines->line->backsector;
if (!adjSector)
return 0;
@ -729,17 +713,15 @@ static fixed_t estimateFloorHeight(sector_t *thisSector)
{
sector_t *adjSector;
if (!thisSector ||
!thisSector->sectorLines ||
!thisSector->sectorLines->line)
return 0;
if (!thisSector || !thisSector->sectorLines || !thisSector->sectorLines->line)
return 0;
adjSector = thisSector->sectorLines->line->frontsector;
if (adjSector == thisSector)
adjSector = thisSector->sectorLines->line->backsector;
adjSector = thisSector->sectorLines->line->backsector;
if (NULL == adjSector)
return 0;
if (!adjSector)
return 0;
return adjSector->floorheight;
}
@ -845,18 +827,12 @@ void HWR_CorrectSWTricks(void)
// correct height of floating sectors
if (isCeilingFloating(floatSector))
{
fixed_t corrheight;
corrheight = estimateCeilHeight(floatSector);
floatSector->virtualCeilingheight = corrheight;
floatSector->virtualCeilingheight = estimateCeilHeight(floatSector);
floatSector->virtualCeiling = true;
}
if (isFloorFloating(floatSector))
{
fixed_t corrheight;
corrheight = estimateFloorHeight(floatSector);
floatSector->virtualFloorheight = corrheight;
floatSector->virtualFloorheight = estimateFloorHeight(floatSector);
floatSector->virtualFloor = true;
}
}

View File

@ -244,6 +244,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
#define pglMaterialfv glMaterialfv
/* Raster functions */
#define pglPixelStorei glPixelStorei
#define pglReadPixels glReadPixels
/* Texture mapping */
@ -262,15 +263,8 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
/* texture mapping */ //GL_EXT_copy_texture
#ifndef KOS_GL_COMPATIBILITY
#define pglCopyTexImage2D glCopyTexImage2D
#endif
/* GLU functions */
#define pgluBuild2DMipmaps gluBuild2DMipmaps
#endif
#ifndef MINI_GL_COMPATIBILITY
/* 1.3 functions for multitexturing */
#define pglActiveTexture glActiveTexture
#define pglMultiTexCoord2f glMultiTexCoord2f
#endif
#else //!STATIC_OPENGL
/* 1.0 functions */
@ -365,6 +359,8 @@ typedef void (APIENTRY * PFNglMaterialfv) (GLint face, GLenum pname, GLfloat *pa
static PFNglMaterialfv pglMaterialfv;
/* Raster functions */
typedef void (APIENTRY * PFNglPixelStorei) (GLenum pname, GLint param);
static PFNglPixelStorei pglPixelStorei;
typedef void (APIENTRY * PFNglReadPixels) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels);
static PFNglReadPixels pglReadPixels;
@ -391,7 +387,7 @@ static PFNglBindTexture pglBindTexture;
/* texture mapping */ //GL_EXT_copy_texture
typedef void (APIENTRY * PFNglCopyTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
static PFNglCopyTexImage2D pglCopyTexImage2D;
#endif
/* GLU functions */
typedef GLint (APIENTRY * PFNgluBuild2DMipmaps) (GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *data);
static PFNgluBuild2DMipmaps pgluBuild2DMipmaps;
@ -403,7 +399,6 @@ static PFNglActiveTexture pglActiveTexture;
typedef void (APIENTRY *PFNglMultiTexCoord2f) (GLenum, GLfloat, GLfloat);
static PFNglMultiTexCoord2f pglMultiTexCoord2f;
#endif
#endif
#ifndef MINI_GL_COMPATIBILITY
/* 1.2 Parms */
@ -494,6 +489,7 @@ boolean SetupGLfunc(void)
GETOPENGLFUNC(pglLightModelfv , glLightModelfv)
GETOPENGLFUNC(pglMaterialfv , glMaterialfv)
GETOPENGLFUNC(pglPixelStorei , glPixelStorei)
GETOPENGLFUNC(pglReadPixels , glReadPixels)
GETOPENGLFUNC(pglTexEnvi , glTexEnvi)
@ -519,35 +515,23 @@ boolean SetupGLfunc(void)
// This has to be done after the context is created so the version number can be obtained
boolean SetupGLFunc13(void)
{
#ifdef MINI_GL_COMPATIBILITY
return false;
#else
const GLubyte *version = pglGetString(GL_VERSION);
int glmajor, glminor;
gl13 = false;
#ifdef MINI_GL_COMPATIBILITY
return false;
#else
#ifdef STATIC_OPENGL
gl13 = true;
#else
// Parse the GL version
if (version != NULL)
{
if (sscanf((const char*)version, "%d.%d", &glmajor, &glminor) == 2)
{
// Look, we gotta prepare for the inevitable arrival of GL 2.0 code...
switch (glmajor)
{
case 1:
if (glminor == 3) gl13 = true;
break;
case 2:
case 3:
case 4:
gl13 = true;
default:
break;
}
if (glmajor == 1 && glminor >= 3)
gl13 = true;
else if (glmajor > 1)
gl13 = true;
}
}
@ -568,9 +552,6 @@ boolean SetupGLFunc13(void)
}
else
DBG_Printf("GL_ARB_multitexture support: disabled\n");
#undef GETOPENGLFUNC
#endif
return true;
#endif
}
@ -897,7 +878,9 @@ EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height,
GLubyte*top = (GLvoid*)dst_data, *bottom = top + dst_stride * (height - 1);
GLubyte *row = malloc(dst_stride);
if (!row) return;
pglPixelStorei(GL_PACK_ALIGNMENT, 1);
pglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, dst_data);
pglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for(i = 0; i < height/2; i++)
{
memcpy(row, top, dst_stride);
@ -913,7 +896,9 @@ EXPORT void HWRAPI(ReadRect) (INT32 x, INT32 y, INT32 width, INT32 height,
INT32 j;
GLubyte *image = malloc(width*height*3*sizeof (*image));
if (!image) return;
pglPixelStorei(GL_PACK_ALIGNMENT, 1);
pglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, image);
pglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (i = height-1; i >= 0; i--)
{
for (j = 0; j < width; j++)
@ -1815,13 +1800,11 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value)
min_filter = GL_NEAREST;
#endif
}
#ifndef STATIC_OPENGL
if (!pgluBuild2DMipmaps)
{
MipMap = GL_FALSE;
min_filter = GL_LINEAR;
}
#endif
Flush(); //??? if we want to change filter mode by texture, remove this
break;

View File

@ -91,7 +91,8 @@ patch_t *tallminus;
patch_t *emeraldpics[7];
patch_t *tinyemeraldpics[7];
static patch_t *emblemicon;
static patch_t *tokenicon;
patch_t *tokenicon;
static patch_t *exiticon;
//-------------------------------------------
// misc vars
@ -245,6 +246,7 @@ void HU_LoadGraphics(void)
emblemicon = W_CachePatchName("EMBLICON", PU_HUDGFX);
tokenicon = W_CachePatchName("TOKNICON", PU_HUDGFX);
exiticon = W_CachePatchName("EXITICON", PU_HUDGFX);
emeraldpics[0] = W_CachePatchName("CHAOS1", PU_HUDGFX);
emeraldpics[1] = W_CachePatchName("CHAOS2", PU_HUDGFX);
@ -840,7 +842,7 @@ static void HU_DrawChat(void)
else
{
//charwidth = SHORT(hu_font[talk[i]-HU_FONTSTART]->width) * con_scalefactor;
V_DrawCharacter(HU_INPUTX + c, y, talk[i++] | cv_constextsize.value | V_NOSCALESTART, !cv_allcaps.value);
V_DrawCharacter(HU_INPUTX + c, y, talk[i++] | cv_constextsize.value | V_NOSCALESTART, true);
}
c += charwidth;
}
@ -857,7 +859,7 @@ static void HU_DrawChat(void)
else
{
//charwidth = SHORT(hu_font[w_chat[i]-HU_FONTSTART]->width) * con_scalefactor;
V_DrawCharacter(HU_INPUTX + c, y, w_chat[i++] | cv_constextsize.value | V_NOSCALESTART | t, !cv_allcaps.value);
V_DrawCharacter(HU_INPUTX + c, y, w_chat[i++] | cv_constextsize.value | V_NOSCALESTART | t, true);
}
c += charwidth;
@ -869,7 +871,7 @@ static void HU_DrawChat(void)
}
if (hu_tick < 4)
V_DrawCharacter(HU_INPUTX + c, y, '_' | cv_constextsize.value |V_NOSCALESTART|t, !cv_allcaps.value);
V_DrawCharacter(HU_INPUTX + c, y, '_' | cv_constextsize.value |V_NOSCALESTART|t, true);
}
@ -1176,6 +1178,9 @@ void HU_Erase(void)
// IN-LEVEL MULTIPLAYER RANKINGS
//======================================================================
#define supercheckdef ((players[tab[i].num].powers[pw_super] && players[tab[i].num].mo && (players[tab[i].num].mo->state < &states[S_PLAY_SUPER_TRANS] || players[tab[i].num].mo->state > &states[S_PLAY_SUPER_TRANS9])) || (players[tab[i].num].powers[pw_carry] == CR_NIGHTSMODE && skins[players[tab[i].num].skin].flags & SF_SUPER))
#define greycheckdef ((players[tab[i].num].mo && players[tab[i].num].mo->health <= 0) || players[tab[i].num].spectator)
//
// HU_DrawTabRankings
//
@ -1183,6 +1188,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
{
INT32 i;
const UINT8 *colormap;
boolean greycheck, supercheck;
//this function is designed for 9 or less score lines only
I_Assert(scorelines <= 9);
@ -1191,12 +1197,15 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
for (i = 0; i < scorelines; i++)
{
if (players[tab[i].num].spectator)
if (players[tab[i].num].spectator && gametype != GT_COOP)
continue; //ignore them.
greycheck = greycheckdef;
supercheck = supercheckdef;
V_DrawString(x + 20, y,
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS)
| (greycheck ? V_60TRANS : 0)
| V_ALLOWLOWERCASE, tab[i].name);
// Draw emeralds
@ -1206,7 +1215,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
}
if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
if (greycheck)
V_DrawSmallTranslucentPatch (x, y-4, V_80TRANS, livesback);
else
V_DrawSmallScaledPatch (x, y-4, 0, livesback);
@ -1214,11 +1223,11 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
if (tab[i].color == 0)
{
colormap = colormaps;
if (players[tab[i].num].powers[pw_super])
if (supercheck)
V_DrawSmallScaledPatch(x, y-4, 0, superprefix[players[tab[i].num].skin]);
else
{
if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
if (greycheck)
V_DrawSmallTranslucentPatch(x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin]);
else
V_DrawSmallScaledPatch(x, y-4, 0, faceprefix[players[tab[i].num].skin]);
@ -1226,7 +1235,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
}
else
{
if (players[tab[i].num].powers[pw_super] && players[tab[i].num].mo && (players[tab[i].num].mo->state < &states[S_PLAY_SUPER_TRANS] || players[tab[i].num].mo->state > &states[S_PLAY_SUPER_TRANS9]))
if (supercheck)
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo->color, GTC_CACHE);
V_DrawSmallMappedPatch (x, y-4, 0, superprefix[players[tab[i].num].skin], colormap);
@ -1234,23 +1243,26 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
else
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
if (greycheck)
V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap);
else
V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
}
}
if (G_GametypeUsesLives()) //show lives
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%dx", players[tab[i].num].lives));
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3))) //show lives
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE|(greycheck ? V_60TRANS : 0), va("%dx", players[tab[i].num].lives));
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
{
if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
if (greycheck)
V_DrawSmallTranslucentPatch(x-32, y-4, V_60TRANS, tagico);
else
V_DrawSmallScaledPatch(x-32, y-4, 0, tagico);
}
if (players[tab[i].num].exiting)
V_DrawSmallScaledPatch(x - SHORT(exiticon->width)/2 - 1, y-3, 0, exiticon);
if (gametype == GT_RACE)
{
if (circuitmap)
@ -1258,13 +1270,13 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
if (players[tab[i].num].exiting)
V_DrawRightAlignedString(x+240, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
else
V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
V_DrawRightAlignedString(x+240, y, (greycheck ? V_60TRANS : 0), va("%u", tab[i].count));
}
else
V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
V_DrawRightAlignedString(x+240, y, (greycheck ? V_60TRANS : 0), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
}
else
V_DrawRightAlignedString(x+240, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_60TRANS), va("%u", tab[i].count));
V_DrawRightAlignedString(x+240, y, (greycheck ? V_60TRANS : 0), va("%u", tab[i].count));
y += 16;
}
@ -1279,6 +1291,7 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
INT32 redplayers = 0, blueplayers = 0;
const UINT8 *colormap;
char name[MAXPLAYERNAME+1];
boolean greycheck, supercheck;
V_DrawFill(160, 26, 1, 154, 0); //Draw a vertical line to separate the two teams.
V_DrawFill(1, 26, 318, 1, 0); //And a horizontal line to make a T.
@ -1306,10 +1319,13 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
else //er? not on red or blue, so ignore them
continue;
greycheck = greycheckdef;
supercheck = supercheckdef;
strlcpy(name, tab[i].name, 9);
V_DrawString(x + 20, y,
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT)
| (greycheck ? V_TRANSLUCENT : 0)
| V_ALLOWLOWERCASE, name);
if (gametype == GT_CTF)
@ -1327,7 +1343,7 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
HU_DrawEmeralds(x-12,y+2,tab[i].emeralds);
}
if (players[tab[i].num].powers[pw_super])
if (supercheck)
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
V_DrawSmallMappedPatch (x, y-4, 0, superprefix[players[tab[i].num].skin], colormap);
@ -1335,12 +1351,12 @@ void HU_DrawTeamTabRankings(playersort_t *tab, INT32 whiteplayer)
else
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
if (greycheck)
V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap);
else
V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
}
V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
V_DrawRightAlignedThinString(x+120, y, (greycheck ? V_TRANSLUCENT : 0), va("%u", tab[i].count));
}
}
@ -1352,6 +1368,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
INT32 i;
const UINT8 *colormap;
char name[MAXPLAYERNAME+1];
boolean greycheck, supercheck;
V_DrawFill(160, 26, 1, 154, 0); //Draw a vertical line to separate the two sides.
V_DrawFill(1, 26, 318, 1, 0); //And a horizontal line to make a T.
@ -1359,20 +1376,26 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
for (i = 0; i < scorelines; i++)
{
if (players[tab[i].num].spectator)
if (players[tab[i].num].spectator && gametype != GT_COOP)
continue; //ignore them.
greycheck = greycheckdef;
supercheck = supercheckdef;
strlcpy(name, tab[i].name, 9);
V_DrawString(x + 20, y,
((tab[i].num == whiteplayer) ? V_YELLOWMAP : 0)
| ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT)
| (greycheck ? V_TRANSLUCENT : 0)
| V_ALLOWLOWERCASE, name);
if (G_GametypeUsesLives()) //show lives
if (G_GametypeUsesLives() && !(gametype == GT_COOP && (cv_cooplives.value == 0 || cv_cooplives.value == 3))) //show lives
V_DrawRightAlignedString(x, y+4, V_ALLOWLOWERCASE, va("%dx", players[tab[i].num].lives));
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
V_DrawSmallScaledPatch(x-28, y-4, 0, tagico);
if (players[tab[i].num].exiting)
V_DrawSmallScaledPatch(x - SHORT(exiticon->width)/2 - 1, y-3, 0, exiticon);
// Draw emeralds
if (!players[tab[i].num].powers[pw_super]
|| ((leveltime/7) & 1))
@ -1384,19 +1407,19 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
if (tab[i].color == 0)
{
colormap = colormaps;
if (players[tab[i].num].powers[pw_super])
if (supercheck)
V_DrawSmallScaledPatch (x, y-4, 0, superprefix[players[tab[i].num].skin]);
else
{
if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]);
if (greycheck)
V_DrawSmallTranslucentPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin]);
else
V_DrawSmallScaledPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin]);
}
}
else
{
if (players[tab[i].num].powers[pw_super])
if (supercheck)
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
V_DrawSmallMappedPatch (x, y-4, 0, superprefix[players[tab[i].num].skin], colormap);
@ -1404,8 +1427,8 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
else
{
colormap = R_GetTranslationColormap(players[tab[i].num].skin, players[tab[i].num].mo ? players[tab[i].num].mo->color : tab[i].color, GTC_CACHE);
if (players[tab[i].num].mo && players[tab[i].num].mo->health <= 0)
V_DrawSmallTranslucentMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
if (greycheck)
V_DrawSmallTranslucentMappedPatch (x, y-4, V_80TRANS, faceprefix[players[tab[i].num].skin], colormap);
else
V_DrawSmallMappedPatch (x, y-4, 0, faceprefix[players[tab[i].num].skin], colormap);
}
@ -1419,13 +1442,13 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
if (players[tab[i].num].exiting)
V_DrawRightAlignedThinString(x+156, y, 0, va("%i:%02i.%02i", G_TicsToMinutes(players[tab[i].num].realtime,true), G_TicsToSeconds(players[tab[i].num].realtime), G_TicsToCentiseconds(players[tab[i].num].realtime)));
else
V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
V_DrawRightAlignedThinString(x+156, y, (greycheck ? V_TRANSLUCENT : 0), va("%u", tab[i].count));
}
else
V_DrawRightAlignedThinString(x+156, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
V_DrawRightAlignedThinString(x+156, y, (greycheck ? V_TRANSLUCENT : 0), va("%i:%02i.%02i", G_TicsToMinutes(tab[i].count,true), G_TicsToSeconds(tab[i].count), G_TicsToCentiseconds(tab[i].count)));
}
else
V_DrawRightAlignedThinString(x+120, y, ((players[tab[i].num].mo && players[tab[i].num].mo->health > 0) ? 0 : V_TRANSLUCENT), va("%u", tab[i].count));
V_DrawRightAlignedThinString(x+120, y, (greycheck ? V_TRANSLUCENT : 0), va("%u", tab[i].count));
y += 16;
if (y > 160)
@ -1622,61 +1645,67 @@ static void HU_DrawRankings(void)
for (j = 0; j < MAXPLAYERS; j++)
{
if (!playeringame[j] || players[j].spectator)
if (!playeringame[j])
continue;
if (gametype != GT_COOP && players[j].spectator)
continue;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
if (!playeringame[i])
continue;
if (gametype != GT_COOP && players[i].spectator)
continue;
if (gametype == GT_RACE)
{
if (gametype == GT_RACE)
if (circuitmap)
{
if (circuitmap)
if ((unsigned)players[i].laps+1 >= tab[scorelines].count && completed[i] == false)
{
if ((unsigned)players[i].laps+1 >= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].laps+1;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
}
}
else
{
if (players[i].realtime <= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].realtime;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
}
}
}
else if (gametype == GT_COMPETITION)
{
// todo put something more fitting for the gametype here, such as current
// number of categories led
if (players[i].score >= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].score;
tab[scorelines].count = players[i].laps+1;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
tab[scorelines].emeralds = players[i].powers[pw_emeralds];
}
}
else
{
if (players[i].score >= tab[scorelines].count && completed[i] == false)
if (players[i].realtime <= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].score;
tab[scorelines].count = players[i].realtime;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
tab[scorelines].emeralds = players[i].powers[pw_emeralds];
}
}
}
else if (gametype == GT_COMPETITION)
{
// todo put something more fitting for the gametype here, such as current
// number of categories led
if (players[i].score >= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].score;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
tab[scorelines].emeralds = players[i].powers[pw_emeralds];
}
}
else
{
if (players[i].score >= tab[scorelines].count && completed[i] == false)
{
tab[scorelines].count = players[i].score;
tab[scorelines].num = i;
tab[scorelines].color = players[i].skincolor;
tab[scorelines].name = player_names[i];
tab[scorelines].emeralds = players[i].powers[pw_emeralds];
}
}
}
completed[tab[scorelines].num] = true;
scorelines++;

View File

@ -21,7 +21,7 @@
//------------------------------------
// heads up font
//------------------------------------
#define HU_FONTSTART '\x1F' // the first font character
#define HU_FONTSTART '\x16' // the first font character
#define HU_FONTEND '~'
#define HU_FONTSIZE (HU_FONTEND - HU_FONTSTART + 1)
@ -71,6 +71,7 @@ extern patch_t *rmatcico;
extern patch_t *bmatcico;
extern patch_t *tagico;
extern patch_t *tallminus;
extern patch_t *tokenicon;
// set true when entering a chat message
extern boolean chat_on;
@ -78,9 +79,6 @@ extern boolean chat_on;
// set true whenever the tab rankings are being shown for any reason
extern boolean hu_showscores;
// P_DeathThink sets this true to show scores while dead, in multiplayer
extern boolean playerdeadview;
// init heads up data at game startup.
void HU_Init(void);

File diff suppressed because it is too large Load Diff

View File

@ -40,8 +40,6 @@ void A_Scream();
void A_BossDeath();
void A_CustomPower(); // Use this for a custom power
void A_GiveWeapon(); // Gives the player weapon(s)
void A_JumpShield(); // Obtained Jump Shield
void A_RingShield(); // Obtained Ring Shield
void A_RingBox(); // Obtained Ring Box Tails
void A_Invincibility(); // Obtained Invincibility Box
void A_SuperSneakers(); // Obtained Super Sneakers Box
@ -52,13 +50,7 @@ void A_BubbleRise(); // Bubbles float to surface
void A_BubbleCheck(); // Don't draw if not underwater
void A_AwardScore();
void A_ExtraLife(); // Extra Life
void A_BombShield(); // Obtained Bomb Shield
void A_WaterShield(); // Obtained Water Shield
void A_ForceShield(); // Obtained Force Shield
void A_PityShield(); // Obtained Pity Shield. We're... sorry.
void A_FlameShield(); // Obtained Flame Shield
void A_BubbleShield(); // Obtained Bubble Shield
void A_ThunderShield(); // Obtained Thunder Shield
void A_GiveShield(); // Obtained Shield
void A_GravityBox();
void A_ScoreRise(); // Rise the score logo
void A_ParticleSpawn();
@ -84,7 +76,6 @@ void A_DetonChase(); // Deton Chaser
void A_CapeChase(); // Fake little Super Sonic cape
void A_RotateSpikeBall(); // Spike ball rotation
void A_SlingAppear();
void A_MaceRotate();
void A_UnidusBall();
void A_RockSpawn();
void A_SetFuse();
@ -320,7 +311,6 @@ typedef enum sprite
// Collectible Items
SPR_RING,
SPR_TRNG, // Team Rings
SPR_EMMY, // emerald test
SPR_TOKE, // Special Stage Token
SPR_RFLG, // Red CTF Flag
SPR_BFLG, // Blue CTF Flag
@ -337,6 +327,8 @@ typedef enum sprite
SPR_SPIK, // Spike Ball
SPR_SFLM, // Spin fire
SPR_USPK, // Floor spike
SPR_WSPK, // Wall spike
SPR_WSPB, // Wall spike base
SPR_STPT, // Starpost
SPR_BMNE, // Big floating mine
@ -387,6 +379,12 @@ typedef enum sprite
SPR_FWR4,
SPR_BUS1, // GFZ Bush w/ berries
SPR_BUS2, // GFZ Bush w/o berries
// Trees (both GFZ and misc)
SPR_TRE1, // GFZ
SPR_TRE2, // Checker
SPR_TRE3, // Frozen Hillside
SPR_TRE4, // Polygon
SPR_TRE5, // Bush tree
// Techno Hill Scenery
SPR_THZP, // THZ1 Flower
@ -410,6 +408,10 @@ typedef enum sprite
SPR_BMCH, // Big Mace Chain
SPR_SMCE, // Small Mace
SPR_BMCE, // Big Mace
SPR_YSPB, // Yellow spring on a ball
SPR_RSPB, // Red spring on a ball
SPR_SFBR, // Small Firebar
SPR_BFBR, // Big Firebar
// Arid Canyon Scenery
SPR_BTBL, // Big tumbleweed
@ -425,9 +427,11 @@ typedef enum sprite
// Egg Rock Scenery
// Christmas Scenery
SPR_XMS1,
SPR_XMS2,
SPR_XMS3,
SPR_XMS1, // Christmas Pole
SPR_XMS2, // Candy Cane
SPR_XMS3, // Snowman
SPR_XMS4, // Lamppost
SPR_XMS5, // Hanging Star
// Botanic Serenity Scenery
SPR_BSZ1, // Tall flowers
@ -1615,12 +1619,8 @@ typedef enum state
// Individual Team Rings
S_TEAMRING,
// Special Stage Token
S_EMMY,
// Special Stage Token
S_TOKEN,
S_MOVINGTOKEN,
// CTF Flags
S_REDFLAG,
@ -1771,6 +1771,17 @@ typedef enum state
S_SPIKED1,
S_SPIKED2,
// Wall spikes
S_WALLSPIKE1,
S_WALLSPIKE2,
S_WALLSPIKE3,
S_WALLSPIKE4,
S_WALLSPIKE5,
S_WALLSPIKE6,
S_WALLSPIKEBASE,
S_WALLSPIKED1,
S_WALLSPIKED2,
// Starpost
S_STARPOST_IDLE,
S_STARPOST_FLASH,
@ -1959,6 +1970,7 @@ typedef enum state
S_DEMONFIRE5,
S_DEMONFIRE6,
// GFZ flowers
S_GFZFLOWERA,
S_GFZFLOWERB,
S_GFZFLOWERC,
@ -1966,6 +1978,18 @@ typedef enum state
S_BERRYBUSH,
S_BUSH,
// Trees (both GFZ and misc)
S_GFZTREE,
S_GFZBERRYTREE,
S_GFZCHERRYTREE,
S_CHECKERTREE,
S_CHECKERSUNSETTREE,
S_FHZTREE, // Frozen Hillside
S_FHZPINKTREE,
S_POLYGONTREE,
S_BUSHTREE,
S_BUSHREDTREE,
// THZ Plant
S_THZFLOWERA,
S_THZFLOWERB,
@ -1975,6 +1999,7 @@ typedef enum state
// Deep Sea Gargoyle
S_GARGOYLE,
S_BIGGARGOYLE,
// DSZ Seaweed
S_SEAWEED1,
@ -2026,18 +2051,62 @@ typedef enum state
S_SLING1,
S_SLING2,
// CEZ Small Mace Chain
// CEZ maces and chains
S_SMALLMACECHAIN,
// CEZ Big Mace Chain
S_BIGMACECHAIN,
// CEZ Small Mace
S_SMALLMACE,
// CEZ Big Mace
S_BIGMACE,
// Yellow spring on a ball
S_YELLOWSPRINGBALL,
S_YELLOWSPRINGBALL2,
S_YELLOWSPRINGBALL3,
S_YELLOWSPRINGBALL4,
S_YELLOWSPRINGBALL5,
// Red spring on a ball
S_REDSPRINGBALL,
S_REDSPRINGBALL2,
S_REDSPRINGBALL3,
S_REDSPRINGBALL4,
S_REDSPRINGBALL5,
// Small Firebar
S_SMALLFIREBAR1,
S_SMALLFIREBAR2,
S_SMALLFIREBAR3,
S_SMALLFIREBAR4,
S_SMALLFIREBAR5,
S_SMALLFIREBAR6,
S_SMALLFIREBAR7,
S_SMALLFIREBAR8,
S_SMALLFIREBAR9,
S_SMALLFIREBAR10,
S_SMALLFIREBAR11,
S_SMALLFIREBAR12,
S_SMALLFIREBAR13,
S_SMALLFIREBAR14,
S_SMALLFIREBAR15,
S_SMALLFIREBAR16,
// Big Firebar
S_BIGFIREBAR1,
S_BIGFIREBAR2,
S_BIGFIREBAR3,
S_BIGFIREBAR4,
S_BIGFIREBAR5,
S_BIGFIREBAR6,
S_BIGFIREBAR7,
S_BIGFIREBAR8,
S_BIGFIREBAR9,
S_BIGFIREBAR10,
S_BIGFIREBAR11,
S_BIGFIREBAR12,
S_BIGFIREBAR13,
S_BIGFIREBAR14,
S_BIGFIREBAR15,
S_BIGFIREBAR16,
S_CEZFLOWER1,
// Big Tumbleweed
@ -2133,7 +2202,14 @@ typedef enum state
// Xmas-specific stuff
S_XMASPOLE,
S_CANDYCANE,
S_SNOWMAN,
S_SNOWMAN, // normal
S_SNOWMANHAT, // with hat + scarf
S_LAMPPOST1, // normal
S_LAMPPOST2, // with snow
S_HANGSTAR,
// Xmas GFZ bushes
S_XMASBERRYBUSH,
S_XMASBUSH,
// Botanic Serenity's loads of scenery states
S_BSZTALLFLOWER_RED,
@ -2325,10 +2401,6 @@ typedef enum state
S_PITY4,
S_PITY5,
S_PITY6,
S_PITY7,
S_PITY8,
S_PITY9,
S_PITY10,
S_FIRS1,
S_FIRS2,
@ -3008,16 +3080,11 @@ typedef enum state
S_NIGHTSWING_XMAS,
// NiGHTS Paraloop Powerups
S_NIGHTSPOWERUP1,
S_NIGHTSPOWERUP2,
S_NIGHTSPOWERUP3,
S_NIGHTSPOWERUP4,
S_NIGHTSPOWERUP5,
S_NIGHTSPOWERUP6,
S_NIGHTSPOWERUP7,
S_NIGHTSPOWERUP8,
S_NIGHTSPOWERUP9,
S_NIGHTSPOWERUP10,
S_NIGHTSSUPERLOOP,
S_NIGHTSDRILLREFILL,
S_NIGHTSHELPER,
S_NIGHTSEXTRATIME,
S_NIGHTSLINKFREEZE,
S_EGGCAPSULE,
// Orbiting Chaos Emeralds
@ -3233,8 +3300,7 @@ typedef enum mobj_type
MT_BLUEBALL, // Blue sphere replacement for special stages
MT_REDTEAMRING, //Rings collectable by red team.
MT_BLUETEAMRING, //Rings collectable by blue team.
MT_EMMY, // emerald token for special stage
MT_TOKEN, // Special Stage Token (uncollectible part)
MT_TOKEN, // Special Stage token for special stage
MT_REDFLAG, // Red CTF Flag
MT_BLUEFLAG, // Blue CTF Flag
MT_EMBLEM,
@ -3268,6 +3334,8 @@ typedef enum mobj_type
MT_SPECIALSPIKEBALL,
MT_SPINFIRE,
MT_SPIKE,
MT_WALLSPIKE,
MT_WALLSPIKEBASE,
MT_STARPOST,
MT_BIGMINE,
MT_BIGAIRMINE,
@ -3358,6 +3426,17 @@ typedef enum mobj_type
MT_GFZFLOWER3,
MT_BERRYBUSH,
MT_BUSH,
// Trees (both GFZ and misc)
MT_GFZTREE,
MT_GFZBERRYTREE,
MT_GFZCHERRYTREE,
MT_CHECKERTREE,
MT_CHECKERSUNSETTREE,
MT_FHZTREE, // Frozen Hillside
MT_FHZPINKTREE,
MT_POLYGONTREE,
MT_BUSHTREE,
MT_BUSHREDTREE,
// Techno Hill Scenery
MT_THZFLOWER1,
@ -3366,6 +3445,7 @@ typedef enum mobj_type
// Deep Sea Scenery
MT_GARGOYLE, // Deep Sea Gargoyle
MT_BIGGARGOYLE, // Deep Sea Gargoyle (Big)
MT_SEAWEED, // DSZ Seaweed
MT_WATERDRIP, // Dripping Water source
MT_WATERDROP, // Water drop from dripping water
@ -3380,14 +3460,20 @@ typedef enum mobj_type
MT_FLAMEPARTICLE,
MT_EGGSTATUE, // Eggman Statue
MT_MACEPOINT, // Mace rotation point
MT_SWINGMACEPOINT, // Mace swinging point
MT_HANGMACEPOINT, // Hangable mace chain
MT_SPINMACEPOINT, // Spin/Controllable mace chain
MT_CHAINMACEPOINT, // Combination of chains and maces point
MT_SPRINGBALLPOINT, // Spring ball point
MT_CHAINPOINT, // Mace chain
MT_HIDDEN_SLING, // Spin mace chain (activatable)
MT_FIREBARPOINT, // Firebar
MT_CUSTOMMACEPOINT, // Custom mace
MT_SMALLMACECHAIN, // Small Mace Chain
MT_BIGMACECHAIN, // Big Mace Chain
MT_SMALLMACE, // Small Mace
MT_BIGMACE, // Big Mace
MT_YELLOWSPRINGBALL, // Yellow spring on a ball
MT_REDSPRINGBALL, // Red spring on a ball
MT_SMALLFIREBAR, // Small Firebar
MT_BIGFIREBAR, // Big Firebar
MT_CEZFLOWER,
// Arid Canyon Scenery
@ -3434,7 +3520,14 @@ typedef enum mobj_type
// Christmas Scenery
MT_XMASPOLE,
MT_CANDYCANE,
MT_SNOWMAN,
MT_SNOWMAN, // normal
MT_SNOWMANHAT, // with hat + scarf
MT_LAMPPOST1, // normal
MT_LAMPPOST2, // with snow
MT_HANGSTAR,
// Xmas GFZ bushes
MT_XMASBERRYBUSH,
MT_XMASBUSH,
// Botanic Serenity scenery
MT_BSZTALLFLOWER_RED,

View File

@ -462,7 +462,7 @@ static int lib_pSpawnLockOn(lua_State *L)
return LUA_ErrInvalid(L, "mobj_t");
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (player == &players[consoleplayer] || player == &players[secondarydisplayplayer] || player == &players[displayplayer]) // Only display it on your own view.
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
visual->target = lockon;
@ -978,6 +978,19 @@ static int lib_pGivePlayerLives(lua_State *L)
return 0;
}
static int lib_pGiveCoopLives(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
INT32 numlives = (INT32)luaL_checkinteger(L, 2);
boolean sound = (boolean)lua_opttrueboolean(L, 3);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_GiveCoopLives(player, numlives, sound);
return 0;
}
static int lib_pResetScore(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@ -1183,6 +1196,18 @@ static int lib_pTelekinesis(lua_State *L)
return 0;
}
static int lib_pSwitchShield(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
UINT16 shield = luaL_checkinteger(L, 2);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_SwitchShield(player, shield);
return 0;
}
// P_MAP
///////////
@ -2181,6 +2206,31 @@ static int lib_sSoundPlaying(lua_State *L)
return 1;
}
// This doesn't really exist, but we're providing it as a handy netgame-safe wrapper for stuff that should be locally handled.
static int lib_sStartMusicCaption(lua_State *L)
{
player_t *player = NULL;
const char *caption = luaL_checkstring(L, 1);
UINT16 lifespan = (UINT16)luaL_checkinteger(L, 2);
//HUDSAFE
INLEVEL
if (!lua_isnone(L, 3) && lua_isuserdata(L, 3))
{
player = *((player_t **)luaL_checkudata(L, 3, META_PLAYER));
if (!player)
return LUA_ErrInvalid(L, "player_t");
}
if (lifespan && (!player || P_IsLocalPlayer(player)))
{
strlcpy(S_sfx[sfx_None].caption, caption, sizeof(S_sfx[sfx_None].caption));
S_StartCaption(sfx_None, -1, lifespan);
}
return 0;
}
// G_GAME
////////////
@ -2403,6 +2453,7 @@ static luaL_Reg lib[] = {
{"P_SpawnGhostMobj",lib_pSpawnGhostMobj},
{"P_GivePlayerRings",lib_pGivePlayerRings},
{"P_GivePlayerLives",lib_pGivePlayerLives},
{"P_GiveCoopLives",lib_pGiveCoopLives},
{"P_ResetScore",lib_pResetScore},
{"P_DoJumpShield",lib_pDoJumpShield},
{"P_DoBubbleBounce",lib_pDoBubbleBounce},
@ -2420,6 +2471,7 @@ static luaL_Reg lib[] = {
{"P_SpawnThokMobj",lib_pSpawnThokMobj},
{"P_SpawnSpinMobj",lib_pSpawnSpinMobj},
{"P_Telekinesis",lib_pTelekinesis},
{"P_SwitchShield",lib_pSwitchShield},
// p_map
{"P_CheckPosition",lib_pCheckPosition},
@ -2493,6 +2545,7 @@ static luaL_Reg lib[] = {
{"S_OriginPlaying",lib_sOriginPlaying},
{"S_IdPlaying",lib_sIdPlaying},
{"S_SoundPlaying",lib_sSoundPlaying},
{"S_StartMusicCaption", lib_sStartMusicCaption},
// g_game
{"G_BuildMapName",lib_gBuildMapName},

View File

@ -266,4 +266,4 @@ int LUA_BlockmapLib(lua_State *L)
return 0;
}
#endif
#endif

View File

@ -22,8 +22,13 @@
#include "lua_libs.h"
#include "lua_hud.h" // hud_running errors
// for functions not allowed in hud.add hooks
#define NOHUD if (hud_running)\
return luaL_error(L, "HUD rendering code should not call this function!");
// for functions not allowed in hooks or coroutines (supercedes above)
#define NOHOOK if (!lua_lumploading)\
return luaL_error(L, "This function cannot be called from within a hook or coroutine!");
// for functions only allowed within a level
#define INLEVEL if (gamestate != GS_LEVEL)\
return luaL_error(L, "This function can only be used in a level!");
@ -184,7 +189,7 @@ static int lib_comAddCommand(lua_State *L)
strlwr(name);
luaL_checktype(L, 2, LUA_TFUNCTION);
NOHUD
NOHOOK
if (lua_gettop(L) >= 3)
{ // For the third argument, only take a boolean or a number.
lua_settop(L, 3);
@ -296,7 +301,7 @@ static int lib_cvRegisterVar(lua_State *L)
consvar_t *cvar;
luaL_checktype(L, 1, LUA_TTABLE);
lua_settop(L, 1); // Clear out all other possible arguments, leaving only the first one.
NOHUD
NOHOOK
cvar = lua_newuserdata(L, sizeof(consvar_t));
luaL_getmetatable(L, META_CVAR);
lua_setmetatable(L, -2);
@ -394,12 +399,21 @@ static int lib_cvRegisterVar(lua_State *L)
// stack: cvar table, cvar userdata
lua_getfield(L, LUA_REGISTRYINDEX, "CV_Vars");
I_Assert(lua_istable(L, 3));
lua_getfield(L, 3, cvar->name);
if (lua_type(L, -1) != LUA_TNIL)
return luaL_error(L, M_GetText("Variable %s is already defined\n"), cvar->name);
lua_pop(L, 1);
lua_pushvalue(L, 2);
lua_setfield(L, 3, cvar->name);
lua_pop(L, 1);
// actually time to register it to the console now! Finally!
cvar->flags |= CV_MODIFIED;
CV_RegisterVar(cvar);
if (cvar->flags & CV_MODIFIED)
return luaL_error(L, "failed to register cvar (probable conflict with internal variable/command names)");
// return cvar userdata
return 1;

View File

@ -46,6 +46,7 @@ enum hook {
hook_ShieldSpawn,
hook_ShieldSpecial,
hook_MobjMoveBlocked,
hook_MapThingSpawn,
hook_MAX // last hook
};
@ -83,5 +84,6 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8
#define LUAh_ShieldSpawn(player) LUAh_PlayerHook(player, hook_ShieldSpawn) // Hook for P_SpawnShieldOrb
#define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
#define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked)
boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnMapThing by mobj type
#endif

View File

@ -57,6 +57,7 @@ const char *const hookNames[hook_MAX+1] = {
"ShieldSpawn",
"ShieldSpecial",
"MobjMoveBlocked",
"MapThingSpawn",
NULL
};
@ -108,8 +109,8 @@ static int lib_addHook(lua_State *L)
luaL_checktype(L, 1, LUA_TFUNCTION);
if (hud_running)
return luaL_error(L, "HUD rendering code should not call this function!");
if (!lua_lumploading)
return luaL_error(L, "This function cannot be called from within a hook or coroutine!");
switch(hook.type)
{
@ -128,6 +129,7 @@ static int lib_addHook(lua_State *L)
case hook_MobjRemoved:
case hook_HurtMsg:
case hook_MobjMoveBlocked:
case hook_MapThingSpawn:
hook.s.mt = MT_NULL;
if (lua_isnumber(L, 2))
hook.s.mt = lua_tonumber(L, 2);
@ -187,6 +189,7 @@ static int lib_addHook(lua_State *L)
case hook_BossDeath:
case hook_MobjRemoved:
case hook_MobjMoveBlocked:
case hook_MapThingSpawn:
lastp = &mobjhooks[hook.s.mt];
break;
case hook_JumpSpecial:
@ -1073,4 +1076,66 @@ void LUAh_NetArchiveHook(lua_CFunction archFunc)
// stack: tables
}
boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing)
{
hook_p hookp;
boolean hooked = false;
if (!gL || !(hooksAvailable[hook_MapThingSpawn/8] & (1<<(hook_MapThingSpawn%8))))
return false;
lua_settop(gL, 0);
// Look for all generic mobj map thing spawn hooks
for (hookp = mobjhooks[MT_NULL]; hookp; hookp = hookp->next)
if (hookp->type == hook_MapThingSpawn)
{
if (lua_gettop(gL) == 0)
{
LUA_PushUserdata(gL, mo, META_MOBJ);
LUA_PushUserdata(gL, mthing, META_MAPTHING);
}
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
lua_gettable(gL, LUA_REGISTRYINDEX);
lua_pushvalue(gL, -3);
lua_pushvalue(gL, -3);
if (lua_pcall(gL, 2, 1, 0)) {
if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
hookp->error = true;
continue;
}
if (lua_toboolean(gL, -1))
hooked = true;
lua_pop(gL, 1);
}
for (hookp = mobjhooks[mo->type]; hookp; hookp = hookp->next)
if (hookp->type == hook_MapThingSpawn)
{
if (lua_gettop(gL) == 0)
{
LUA_PushUserdata(gL, mo, META_MOBJ);
LUA_PushUserdata(gL, mthing, META_MAPTHING);
}
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
lua_gettable(gL, LUA_REGISTRYINDEX);
lua_pushvalue(gL, -3);
lua_pushvalue(gL, -3);
if (lua_pcall(gL, 2, 1, 0)) {
if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
hookp->error = true;
continue;
}
if (lua_toboolean(gL, -1))
hooked = true;
lua_pop(gL, 1);
}
lua_settop(gL, 0);
return hooked;
}
#endif

View File

@ -612,6 +612,9 @@ static int lib_hudadd(lua_State *L)
luaL_checktype(L, 1, LUA_TFUNCTION);
field = luaL_checkoption(L, 2, "game", hudhook_opt);
if (!lua_lumploading)
return luaL_error(L, "This function cannot be called from within a hook or coroutine!");
lua_getfield(L, LUA_REGISTRYINDEX, "HUD");
I_Assert(lua_istable(L, -1));
lua_rawgeti(L, -1, field+2); // HUD[2+]

View File

@ -31,6 +31,7 @@ enum sfxinfo_read {
sfxinfor_singular,
sfxinfor_priority,
sfxinfor_flags, // "pitch"
sfxinfor_caption,
sfxinfor_skinsound
};
const char *const sfxinfo_ropt[] = {
@ -38,18 +39,21 @@ const char *const sfxinfo_ropt[] = {
"singular",
"priority",
"flags",
"caption",
"skinsound",
NULL};
enum sfxinfo_write {
sfxinfow_singular = 0,
sfxinfow_priority,
sfxinfow_flags // "pitch"
sfxinfow_flags, // "pitch"
sfxinfow_caption
};
const char *const sfxinfo_wopt[] = {
"singular",
"priority",
"flags",
"caption",
NULL};
//
@ -769,8 +773,8 @@ static int lib_getSfxInfo(lua_State *L)
lua_remove(L, 1);
i = luaL_checkinteger(L, 1);
if (i >= NUMSFX)
return luaL_error(L, "sfxinfo[] index %d out of range (0 - %d)", i, NUMSFX-1);
if (i == 0 || i >= NUMSFX)
return luaL_error(L, "sfxinfo[] index %d out of range (1 - %d)", i, NUMSFX-1);
LUA_PushUserdata(L, &S_sfx[i], META_SFXINFO);
return 1;
}
@ -783,9 +787,9 @@ static int lib_setSfxInfo(lua_State *L)
lua_remove(L, 1);
{
UINT32 i = luaL_checkinteger(L, 1);
if (i >= NUMSFX)
return luaL_error(L, "sfxinfo[] index %d out of range (0 - %d)", i, NUMSFX-1);
info = &S_sfx[i]; // get the mobjinfo to assign to.
if (i == 0 || i >= NUMSFX)
return luaL_error(L, "sfxinfo[] index %d out of range (1 - %d)", i, NUMSFX-1);
info = &S_sfx[i]; // get the sfxinfo to assign to.
}
luaL_checktype(L, 2, LUA_TTABLE); // check that we've been passed a table.
lua_remove(L, 1); // pop mobjtype num, don't need it any more.
@ -814,6 +818,9 @@ static int lib_setSfxInfo(lua_State *L)
case sfxinfow_flags:
info->pitch = (INT32)luaL_checkinteger(L, 3);
break;
case sfxinfow_caption:
strlcpy(info->caption, luaL_checkstring(L, 3), sizeof(info->caption));
break;
default:
break;
}
@ -851,11 +858,14 @@ static int sfxinfo_get(lua_State *L)
case sfxinfor_flags:
lua_pushinteger(L, sfx->pitch);
return 1;
case sfxinfor_caption:
lua_pushstring(L, sfx->caption);
return 1;
case sfxinfor_skinsound:
lua_pushinteger(L, sfx->skinsound);
return 1;
default:
return luaL_error(L, "impossible error");
return luaL_error(L, "Field does not exist in sfxinfo_t");
}
return 0;
}
@ -886,8 +896,11 @@ static int sfxinfo_set(lua_State *L)
case sfxinfow_flags:
sfx->pitch = luaL_checkinteger(L, 1);
break;
case sfxinfow_caption:
strlcpy(sfx->caption, luaL_checkstring(L, 1), sizeof(sfx->caption));
break;
default:
return luaL_error(L, "impossible error");
return luaL_error(L, "Field does not exist in sfxinfo_t");
}
return 0;
}

View File

@ -417,7 +417,7 @@ static int mobj_set(lua_State *L)
mo->frame = (UINT32)luaL_checkinteger(L, 3);
break;
case mobj_sprite2:
mo->sprite2 = P_GetMobjSprite2(mo, (UINT8)luaL_checkinteger(L, 3));
mo->sprite2 = P_GetSkinSprite2(((skin_t *)mo->skin), (UINT8)luaL_checkinteger(L, 3), mo->player);
break;
case mobj_anim_duration:
mo->anim_duration = (UINT16)luaL_checkinteger(L, 3);

View File

@ -322,6 +322,8 @@ static int player_get(lua_State *L)
lua_pushangle(L, plr->awayviewaiming);
else if (fastcmp(field,"spectator"))
lua_pushboolean(L, plr->spectator);
else if (fastcmp(field,"outofcoop"))
lua_pushboolean(L, plr->outofcoop);
else if (fastcmp(field,"bot"))
lua_pushinteger(L, plr->bot);
else if (fastcmp(field,"jointime"))
@ -601,6 +603,8 @@ static int player_set(lua_State *L)
plr->awayviewaiming = luaL_checkangle(L, 3);
else if (fastcmp(field,"spectator"))
plr->spectator = lua_toboolean(L, 3);
else if (fastcmp(field,"outofcoop"))
plr->outofcoop = lua_toboolean(L, 3);
else if (fastcmp(field,"bot"))
return NOSET;
else if (fastcmp(field,"jointime"))

View File

@ -161,6 +161,11 @@ void LUA_ClearExtVars(void)
}
#endif
// Use this variable to prevent certain functions from running
// if they were not called on lump load
// (i.e. they were called in hooks or coroutines etc)
boolean lua_lumploading = false;
// Load a script from a MYFILE
static inline void LUA_LoadFile(MYFILE *f, char *name)
{
@ -198,7 +203,9 @@ void LUA_LoadLump(UINT16 wad, UINT16 lump)
name[strlen(wadfiles[wad]->filename)+9] = '\0';
}
LUA_LoadFile(&f, name);
lua_lumploading = true; // turn on loading flag
LUA_LoadFile(&f, name); // actually load file!
lua_lumploading = false; // turn off again
free(name);
Z_Free(f.data);
@ -596,14 +603,14 @@ static UINT8 ArchiveValue(int TABLESINDEX, int myindex)
{
mobjinfo_t *info = *((mobjinfo_t **)lua_touserdata(gL, myindex));
WRITEUINT8(save_p, ARCH_MOBJINFO);
WRITEUINT8(save_p, info - mobjinfo);
WRITEUINT16(save_p, info - mobjinfo);
break;
}
case ARCH_STATE:
{
state_t *state = *((state_t **)lua_touserdata(gL, myindex));
WRITEUINT8(save_p, ARCH_STATE);
WRITEUINT8(save_p, state - states);
WRITEUINT16(save_p, state - states);
break;
}
case ARCH_MOBJ:

View File

@ -38,6 +38,8 @@
void LUA_ClearExtVars(void);
#endif
extern boolean lua_lumploading; // is LUA_LoadLump being called?
void LUA_LoadLump(UINT16 wad, UINT16 lump);
#ifdef LUA_ALLOW_BYTECODE
void LUA_DumpFile(const char *filename);

View File

@ -16,89 +16,127 @@
#include "lua_script.h"
#include "lua_libs.h"
#define META_ITERATIONSTATE "iteration state"
static const char *const iter_opt[] = {
"all",
"mobj",
NULL};
static const actionf_p1 iter_funcs[] = {
NULL,
(actionf_p1)P_MobjThinker
};
struct iterationState {
actionf_p1 filter;
int next;
};
static int iterationState_gc(lua_State *L)
{
struct iterationState *it = luaL_checkudata(L, -1, META_ITERATIONSTATE);
if (it->next != LUA_REFNIL)
{
luaL_unref(L, LUA_REGISTRYINDEX, it->next);
it->next = LUA_REFNIL;
}
return 0;
}
#define push_thinker(th) {\
if ((th)->function.acp1 == (actionf_p1)P_MobjThinker) \
LUA_PushUserdata(L, (th), META_MOBJ); \
else \
lua_pushlightuserdata(L, (th)); \
}
static int lib_iterateThinkers(lua_State *L)
{
int state = luaL_checkoption(L, 1, "mobj", iter_opt);
thinker_t *th = NULL;
actionf_p1 searchFunc;
const char *searchMeta;
thinker_t *th = NULL, *next = NULL;
struct iterationState *it;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
lua_settop(L, 2);
lua_remove(L, 1); // remove state now.
it = luaL_checkudata(L, 1, META_ITERATIONSTATE);
switch(state)
lua_settop(L, 2);
if (lua_isnil(L, 2))
th = &thinkercap;
else if (lua_isuserdata(L, 2))
{
case 0:
searchFunc = NULL;
searchMeta = NULL;
break;
case 1:
default:
searchFunc = (actionf_p1)P_MobjThinker;
searchMeta = META_MOBJ;
break;
if (lua_islightuserdata(L, 2))
th = lua_touserdata(L, 2);
else
{
th = *(thinker_t **)lua_touserdata(L, -1);
if (!th)
{
if (it->next == LUA_REFNIL)
return 0;
lua_rawgeti(L, LUA_REGISTRYINDEX, it->next);
if (lua_islightuserdata(L, -1))
next = lua_touserdata(L, -1);
else
next = *(thinker_t **)lua_touserdata(L, -1);
}
}
}
if (!lua_isnil(L, 1)) {
if (lua_islightuserdata(L, 1))
th = (thinker_t *)lua_touserdata(L, 1);
else if (searchMeta)
th = *((thinker_t **)luaL_checkudata(L, 1, searchMeta));
else
th = *((thinker_t **)lua_touserdata(L, 1));
} else
th = &thinkercap;
luaL_unref(L, LUA_REGISTRYINDEX, it->next);
it->next = LUA_REFNIL;
if (!th) // something got our userdata invalidated!
return 0;
if (th && !next)
next = th->next;
if (!next)
return luaL_error(L, "next thinker invalidated during iteration");
if (searchFunc == NULL)
{
if ((th = th->next) != &thinkercap)
for (; next != &thinkercap; next = next->next)
if (!it->filter || next->function.acp1 == it->filter)
{
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
LUA_PushUserdata(L, th, META_MOBJ);
else
lua_pushlightuserdata(L, th);
push_thinker(next);
if (next->next != &thinkercap)
{
push_thinker(next->next);
it->next = luaL_ref(L, LUA_REGISTRYINDEX);
}
return 1;
}
return 0;
}
for (th = th->next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != searchFunc)
continue;
LUA_PushUserdata(L, th, searchMeta);
return 1;
}
return 0;
}
static int lib_startIterate(lua_State *L)
{
struct iterationState *it;
if (gamestate != GS_LEVEL)
return luaL_error(L, "This function can only be used in a level!");
luaL_checkoption(L, 1, iter_opt[0], iter_opt);
lua_pushcfunction(L, lib_iterateThinkers);
lua_pushvalue(L, 1);
lua_pushvalue(L, lua_upvalueindex(1));
it = lua_newuserdata(L, sizeof(struct iterationState));
luaL_getmetatable(L, META_ITERATIONSTATE);
lua_setmetatable(L, -2);
it->filter = iter_funcs[luaL_checkoption(L, 1, "mobj", iter_opt)];
it->next = LUA_REFNIL;
return 2;
}
#undef push_thinker
int LUA_ThinkerLib(lua_State *L)
{
luaL_newmetatable(L, META_ITERATIONSTATE);
lua_pushcfunction(L, iterationState_gc);
lua_setfield(L, -2, "__gc");
lua_pop(L, 1);
lua_createtable(L, 0, 1);
lua_pushcfunction(L, lib_startIterate);
lua_pushcfunction(L, lib_iterateThinkers);
lua_pushcclosure(L, lib_startIterate, 1);
lua_setfield(L, -2, "iterate");
lua_setglobal(L, "thinkers");
return 0;

View File

@ -18,6 +18,7 @@
#include "z_zone.h"
#include "v_video.h"
#include "i_video.h"
#include "m_misc.h"
// GIFs are always little-endian
#include "byteptr.h"
@ -396,7 +397,6 @@ static void GIF_headwrite(void)
{
UINT8 *gifhead = Z_Malloc(800, PU_STATIC, NULL);
UINT8 *p = gifhead;
RGBA_t *c;
INT32 i;
UINT16 rwidth, rheight;
@ -427,12 +427,17 @@ static void GIF_headwrite(void)
WRITEUINT8(p, 0x00);
// write color table
for (i = 0; i < 256; ++i)
{
c = &pLocalPalette[i];
WRITEUINT8(p, c->s.red);
WRITEUINT8(p, c->s.green);
WRITEUINT8(p, c->s.blue);
RGBA_t *pal = ((cv_screenshot_colorprofile.value)
? pLocalPalette
: pMasterPalette);
for (i = 0; i < 256; i++)
{
WRITEUINT8(p, pal[i].s.red);
WRITEUINT8(p, pal[i].s.green);
WRITEUINT8(p, pal[i].s.blue);
}
}
// write extension block

View File

@ -968,7 +968,7 @@ void OP_NightsObjectplace(player_t *player)
if (player->pflags & PF_ATTACKDOWN)
{
// Are ANY objectplace buttons pressed? If no, remove flag.
if (!(cmd->buttons & (BT_ATTACK|BT_TOSSFLAG|BT_USE|BT_CAMRIGHT|BT_CAMLEFT)))
if (!(cmd->buttons & (BT_ATTACK|BT_TOSSFLAG|BT_USE|BT_WEAPONNEXT|BT_WEAPONPREV)))
player->pflags &= ~PF_ATTACKDOWN;
// Do nothing.
@ -1019,7 +1019,7 @@ void OP_NightsObjectplace(player_t *player)
}
// This places a ring!
if (cmd->buttons & BT_CAMRIGHT)
if (cmd->buttons & BT_WEAPONNEXT)
{
player->pflags |= PF_ATTACKDOWN;
if (!OP_HeightOkay(player, false))
@ -1030,7 +1030,7 @@ void OP_NightsObjectplace(player_t *player)
}
// This places a wing item!
if (cmd->buttons & BT_CAMLEFT)
if (cmd->buttons & BT_WEAPONPREV)
{
player->pflags |= PF_ATTACKDOWN;
if (!OP_HeightOkay(player, false))

View File

@ -499,63 +499,63 @@ emblem_t emblemlocations[MAXEMBLEMS] =
// FLORAL FIELD
// ---
{0, 5394, -996, 160, 50, 'N', SKINCOLOR_RUST, 0, "", 0},
{ET_NGRADE, 0,0,0, 50, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NGRADE, 0,0,0, 50, 'Q', SKINCOLOR_CYAN, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 50, 'T', SKINCOLOR_GREY, 40*TICRATE, "", 0},
// TOXIC PLATEAU
// ---
{0, 780, -1664, 32, 51, 'N', SKINCOLOR_RUST, 0, "", 0},
{ET_NGRADE, 0,0,0, 51, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NGRADE, 0,0,0, 51, 'Q', SKINCOLOR_CYAN, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 51, 'T', SKINCOLOR_GREY, 50*TICRATE, "", 0},
// FLOODED COVE
// ---
{0, 1824, -1888, 2448, 52, 'N', SKINCOLOR_RUST, 0, "", 0},
{ET_NGRADE, 0,0,0, 52, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NGRADE, 0,0,0, 52, 'Q', SKINCOLOR_CYAN, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 52, 'T', SKINCOLOR_GREY, 90*TICRATE, "", 0},
// CAVERN FORTRESS
// ---
{0, -3089, -431, 1328, 53, 'N', SKINCOLOR_RUST, 0, "", 0},
{ET_NGRADE, 0,0,0, 53, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NGRADE, 0,0,0, 53, 'Q', SKINCOLOR_CYAN, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 53, 'T', SKINCOLOR_GREY, 75*TICRATE, "", 0},
// DUSTY WASTELAND
// ---
{0, 957, 924, 2956, 54, 'N', SKINCOLOR_RUST, 0, "", 0},
{ET_NGRADE, 0,0,0, 54, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NGRADE, 0,0,0, 54, 'Q', SKINCOLOR_CYAN, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 54, 'T', SKINCOLOR_GREY, 65*TICRATE, "", 0},
// MAGMA CAVES
// ---
{0, -2752, 3104, 1800, 55, 'N', SKINCOLOR_RUST, 0, "", 0},
{ET_NGRADE, 0,0,0, 55, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NGRADE, 0,0,0, 55, 'Q', SKINCOLOR_CYAN, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 55, 'T', SKINCOLOR_GREY, 80*TICRATE, "", 0},
// EGG SATELLITE
// ---
{0, 5334, -609, 3426, 56, 'N', SKINCOLOR_RUST, 0, "", 0},
{ET_NGRADE, 0,0,0, 56, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NGRADE, 0,0,0, 56, 'Q', SKINCOLOR_CYAN, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 56, 'T', SKINCOLOR_GREY, 120*TICRATE, "", 0},
// BLACK HOLE
// ---
{0, 2108, 3776, 32, 57, 'N', SKINCOLOR_RUST, 0, "", 0},
{ET_NGRADE, 0,0,0, 57, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NGRADE, 0,0,0, 57, 'Q', SKINCOLOR_CYAN, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 57, 'T', SKINCOLOR_GREY, 150*TICRATE, "", 0},
// SPRING HILL
// ---
{0, -1840, -1024, 1644, 58, 'N', SKINCOLOR_RUST, 0, "", 0},
{ET_NGRADE, 0,0,0, 58, 'Q', SKINCOLOR_TEAL, GRADE_A, "", 0},
{ET_NGRADE, 0,0,0, 58, 'Q', SKINCOLOR_CYAN, GRADE_A, "", 0},
{ET_NTIME, 0,0,0, 58, 'T', SKINCOLOR_GREY, 60*TICRATE, "", 0},
};
@ -566,38 +566,38 @@ extraemblem_t extraemblems[MAXEXTRAEMBLEMS] =
{"All Emeralds", "Complete 1P Mode with all Emeralds", 11, 'V', SKINCOLOR_GREY, 0},
{"Perfect Bonus", "Perfect Bonus on a non-secret stage", 30, 'P', SKINCOLOR_GOLD, 0},
{"PLACEHOLDER", "PLACEHOLDER", 0, 'O', SKINCOLOR_RUST, 0},
{"NiGHTS Mastery", "Show your mastery of NiGHTS!", 22, 'W', SKINCOLOR_TEAL, 0},
{"NiGHTS Mastery", "Show your mastery of NiGHTS!", 22, 'W', SKINCOLOR_CYAN, 0},
};
// Default Unlockables
unlockable_t unlockables[MAXUNLOCKABLES] =
{
// Name, Objective, Menu Height, ConditionSet, Unlock Type, Variable, NoCecho, NoChecklist
/* 01 */ {"Record Attack", "Complete Greenflower Zone, Act 1", 0, 1, SECRET_RECORDATTACK, 0, true, true, 0},
/* 02 */ {"NiGHTS Mode", "Complete Floral Field", 0, 2, SECRET_NIGHTSMODE, 0, true, true, 0},
/* 01 */ {"Record Attack", "/", 0, 1, SECRET_RECORDATTACK, 0, true, true, 0},
/* 02 */ {"NiGHTS Mode", "/", 0, 2, SECRET_NIGHTSMODE, 0, true, true, 0},
/* 03 */ {"Play Credits", "Complete 1P Mode", 30, 10, SECRET_CREDITS, 0, true, true, 0},
/* 04 */ {"Sound Test", "Complete 1P Mode", 40, 10, SECRET_SOUNDTEST, 0, false, false, 0},
/* 03 */ {"Play Credits", "/", 30, 10, SECRET_CREDITS, 0, true, true, 0},
/* 04 */ {"Sound Test", "/", 40, 10, SECRET_SOUNDTEST, 0, false, false, 0},
/* 05 */ {"EXTRA LEVELS", "", 60, 0, SECRET_HEADER, 0, true, true, 0},
/* 05 */ {"EXTRA LEVELS", "/", 58, 0, SECRET_HEADER, 0, true, true, 0},
/* 06 */ {"Aerial Garden Zone", "Complete 1P Mode w/ all emeralds", 70, 11, SECRET_WARP, 40, false, false, 0},
/* 07 */ {"Azure Temple Zone", "Complete Aerial Garden Zone", 80, 20, SECRET_WARP, 41, false, false, 0},
/* 06 */ {"Aerial Garden Zone", "/", 70, 11, SECRET_WARP, 40, false, false, 0},
/* 07 */ {"Azure Temple Zone", "/", 80, 20, SECRET_WARP, 41, false, false, 0},
/* 08 */ {"BONUS LEVELS", "", 100, 0, SECRET_HEADER, 0, true, true, 0},
/* 08 */ {"BONUS LEVELS", "/", 98, 0, SECRET_HEADER, 0, true, true, 0},
/* 09 */ {"PLACEHOLDER", "PLACEHOLDER", 0, 0, SECRET_NONE, 0, true, true, 0},
/* 10 */ {"Mario Koopa Blast", "Collect 60 Emblems", 110, 42, SECRET_WARP, 30, false, false, 0},
/* 11 */ {"PLACEHOLDER", "PLACEHOLDER", 0, 0, SECRET_NONE, 0, true, true, 0},
/* 09 */ {"PLACEHOLDER", "/", 0, 0, SECRET_NONE, 0, true, true, 0},
/* 10 */ {"Mario Koopa Blast", "/", 110, 42, SECRET_WARP, 30, false, false, 0},
/* 11 */ {"PLACEHOLDER", "/", 0, 0, SECRET_NONE, 0, true, true, 0},
/* 12 */ {"Spring Hill Zone", "Collect 100 Emblems", 0, 44, SECRET_NONE, 0, false, false, 0},
/* 13 */ {"Black Hole", "A Rank in all Special Stages", 0, 50, SECRET_NONE, 0, false, true, 0},
/* 12 */ {"Spring Hill Zone", "/", 0, 44, SECRET_NONE, 0, false, false, 0},
/* 13 */ {"Black Hole", "Get grade A in all Special Stages", 0, 50, SECRET_NONE, 0, false, true, 0},
/* 14 */ {"Emblem Hints", "Collect 40 Emblems", 0, 41, SECRET_EMBLEMHINTS, 0, false, true, 0},
/* 15 */ {"Emblem Radar", "Collect 80 Emblems", 0, 43, SECRET_ITEMFINDER, 0, false, true, 0},
/* 14 */ {"Emblem Hints", "/", 0, 41, SECRET_EMBLEMHINTS, 0, false, true, 0},
/* 15 */ {"Emblem Radar", "/", 0, 43, SECRET_ITEMFINDER, 0, false, true, 0},
/* 16 */ {"Pandora's Box", "Collect All Emblems", 0, 45, SECRET_PANDORA, 0, false, false, 0},
/* 17 */ {"Level Select", "Collect All Emblems", 20, 45, SECRET_LEVELSELECT, 1, false, true, 0},
/* 16 */ {"Pandora's Box", "/", 0, 45, SECRET_PANDORA, 0, false, false, 0},
/* 17 */ {"Level Select", "/", 20, 45, SECRET_LEVELSELECT, 1, false, true, 0},
};
// Default number of emblems and extra emblems

View File

@ -66,14 +66,18 @@ typedef struct
} conditionset_t;
// Emblem information
#define ET_GLOBAL 0 // Global map emblem, var == color
#define ET_SKIN 1 // Skin specific emblem, var == skin
#define ET_SCORE 2
#define ET_TIME 3
#define ET_RINGS 4
#define ET_NGRADE 5
#define ET_NTIME 6
#define ET_MAP 7
#define ET_GLOBAL 0 // Emblem with a position in space
#define ET_SKIN 1 // Skin specific emblem with a position in space, var == skin
#define ET_MAP 2 // Beat the map
#define ET_SCORE 3 // Get the score
#define ET_TIME 4 // Get the time
#define ET_RINGS 5 // Get the rings
#define ET_NGRADE 6 // Get the grade
#define ET_NTIME 7 // Get the time (NiGHTS mode)
// Global emblem flags
#define GE_NIGHTSPULL 1 // sun off the nights track - loop it
#define GE_NIGHTSITEM 2 // moon on the nights track - find it
// Map emblem flags
#define ME_ALLEMERALDS 1

File diff suppressed because it is too large Load Diff

View File

@ -124,6 +124,8 @@ boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt);
#define IT_HEADER (IT_SPACE +IT_HEADERTEXT)
#define IT_SECRET (IT_SPACE +IT_QUESTIONMARKS)
#define MAXSTRINGLENGTH 32
typedef union
{
struct menu_s *submenu; // IT_SUBMENU
@ -249,6 +251,9 @@ void Nextmap_OnChange(void);
void Moviemode_mode_Onchange(void);
void Screenshot_option_Onchange(void);
// Addons menu updating
void Addons_option_Onchange(void);
// These defines make it a little easier to make menus
#define DEFAULTMENUSTYLE(header, source, prev, x, y)\
{\
@ -262,6 +267,18 @@ void Screenshot_option_Onchange(void);
NULL\
}
#define DEFAULTSCROLLMENUSTYLE(header, source, prev, x, y)\
{\
header,\
sizeof(source)/sizeof(menuitem_t),\
prev,\
source,\
M_DrawGenericScrollMenu,\
x, y,\
0,\
NULL\
}
#define PAUSEMENUSTYLE(source, x, y)\
{\
NULL,\

View File

@ -100,6 +100,8 @@ static CV_PossibleValue_t screenshot_cons_t[] = {{0, "Default"}, {1, "HOME"}, {2
consvar_t cv_screenshot_option = {"screenshot_option", "Default", CV_SAVE|CV_CALL, screenshot_cons_t, Screenshot_option_Onchange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_screenshot_folder = {"screenshot_folder", "", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_screenshot_colorprofile = {"screenshot_colorprofile", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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};
@ -610,20 +612,25 @@ static void PNG_warn(png_structp PNG, png_const_charp pngtext)
CONS_Debug(DBG_RENDER, "libpng warning at %p: %s", PNG, pngtext);
}
static void M_PNGhdr(png_structp png_ptr, png_infop png_info_ptr, PNG_CONST png_uint_32 width, PNG_CONST png_uint_32 height, PNG_CONST png_byte *palette)
static void M_PNGhdr(png_structp png_ptr, png_infop png_info_ptr, PNG_CONST png_uint_32 width, PNG_CONST png_uint_32 height, const boolean palette)
{
const png_byte png_interlace = PNG_INTERLACE_NONE; //PNG_INTERLACE_ADAM7
if (palette)
{
png_colorp png_PLTE = png_malloc(png_ptr, sizeof(png_color)*256); //palette
const png_byte *pal = palette;
png_uint_16 i;
RGBA_t *pal = ((cv_screenshot_colorprofile.value)
? pLocalPalette
: pMasterPalette);
for (i = 0; i < 256; i++)
{
png_PLTE[i].red = *pal; pal++;
png_PLTE[i].green = *pal; pal++;
png_PLTE[i].blue = *pal; pal++;
png_PLTE[i].red = pal[i].s.red;
png_PLTE[i].green = pal[i].s.green;
png_PLTE[i].blue = pal[i].s.blue;
}
png_set_IHDR(png_ptr, png_info_ptr, width, height, 8, PNG_COLOR_TYPE_PALETTE,
png_interlace, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE);
png_write_info_before_PLTE(png_ptr, png_info_ptr);
@ -924,7 +931,7 @@ static void M_PNGfix_acTL(png_structp png_ptr, png_infop png_info_ptr)
fseek(apng_FILE, oldpos, SEEK_SET);
}
static boolean M_SetupaPNG(png_const_charp filename, png_bytep pal)
static boolean M_SetupaPNG(png_const_charp filename, boolean palette)
{
apng_FILE = fopen(filename,"wb+"); // + mode for reading
if (!apng_FILE)
@ -966,7 +973,7 @@ static boolean M_SetupaPNG(png_const_charp filename, png_bytep pal)
png_set_compression_strategy(apng_ptr, cv_zlib_strategya.value);
png_set_compression_window_bits(apng_ptr, cv_zlib_window_bitsa.value);
M_PNGhdr(apng_ptr, apng_info_ptr, vid.width, vid.height, pal);
M_PNGhdr(apng_ptr, apng_info_ptr, vid.width, vid.height, palette);
M_PNGText(apng_ptr, apng_info_ptr, true);
@ -1007,9 +1014,9 @@ static inline moviemode_t M_StartMovieAPNG(const char *pathname)
}
if (rendermode == render_soft)
ret = M_SetupaPNG(va(pandf,pathname,freename), W_CacheLumpName(GetPalette(), PU_CACHE));
ret = M_SetupaPNG(va(pandf,pathname,freename), true);
else
ret = M_SetupaPNG(va(pandf,pathname,freename), NULL);
ret = M_SetupaPNG(va(pandf,pathname,freename), false);
if (!ret)
{
@ -1215,11 +1222,10 @@ void M_StopMovie(void)
* \param palette Palette of image data
* \note if palette is NULL, BGR888 format
*/
boolean M_SavePNG(const char *filename, void *data, int width, int height, const UINT8 *palette)
boolean M_SavePNG(const char *filename, void *data, int width, int height, const boolean palette)
{
png_structp png_ptr;
png_infop png_info_ptr;
PNG_CONST png_byte *PLTE = (const png_byte *)palette;
#ifdef PNG_SETJMP_SUPPORTED
#ifdef USE_FAR_KEYWORD
jmp_buf jmpbuf;
@ -1282,7 +1288,7 @@ boolean M_SavePNG(const char *filename, void *data, int width, int height, const
png_set_compression_strategy(png_ptr, cv_zlib_strategy.value);
png_set_compression_window_bits(png_ptr, cv_zlib_window_bits.value);
M_PNGhdr(png_ptr, png_info_ptr, width, height, PLTE);
M_PNGhdr(png_ptr, png_info_ptr, width, height, palette);
M_PNGText(png_ptr, png_info_ptr, false);
@ -1329,7 +1335,7 @@ typedef struct
* \param palette Palette of image data
*/
#if NUMSCREENS > 2
static boolean WritePCXfile(const char *filename, const UINT8 *data, int width, int height, const UINT8 *palette)
static boolean WritePCXfile(const char *filename, const UINT8 *data, int width, int height)
{
int i;
size_t length;
@ -1370,8 +1376,20 @@ static boolean WritePCXfile(const char *filename, const UINT8 *data, int width,
// write the palette
*pack++ = 0x0c; // palette ID byte
for (i = 0; i < 768; i++)
*pack++ = *palette++;
// write color table
{
RGBA_t *pal = ((cv_screenshot_colorprofile.value)
? pLocalPalette
: pMasterPalette);
for (i = 0; i < 256; i++)
{
*pack++ = pal[i].s.red;
*pack++ = pal[i].s.green;
*pack++ = pal[i].s.blue;
}
}
// write output file
length = pack - (UINT8 *)pcx;
@ -1445,11 +1463,9 @@ void M_DoScreenShot(void)
if (rendermode != render_none)
{
#ifdef USE_PNG
ret = M_SavePNG(va(pandf,pathname,freename), linear, vid.width, vid.height,
W_CacheLumpName(GetPalette(), PU_CACHE));
ret = M_SavePNG(va(pandf,pathname,freename), linear, vid.width, vid.height, true);
#else
ret = WritePCXfile(va(pandf,pathname,freename), linear, vid.width, vid.height,
W_CacheLumpName(GetPalette(), PU_CACHE));
ret = WritePCXfile(va(pandf,pathname,freename), linear, vid.width, vid.height);
#endif
}

View File

@ -19,6 +19,7 @@
#include "tables.h"
#include "d_event.h" // Screenshot responder
#include "command.h"
typedef enum {
MM_OFF = 0,
@ -28,6 +29,12 @@ typedef enum {
} moviemode_t;
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_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;
void M_StartMovie(void);
void M_SaveFrame(void);
void M_StopMovie(void);
@ -57,7 +64,7 @@ void FIL_ForceExtension(char *path, const char *extension);
boolean FIL_CheckExtension(const char *in);
#ifdef HAVE_PNG
boolean M_SavePNG(const char *filename, void *data, int width, int height, const UINT8 *palette);
boolean M_SavePNG(const char *filename, void *data, int width, int height, const boolean palette);
#endif
extern boolean takescreenshot;

View File

@ -93,20 +93,12 @@ void A_Explode(mobj_t *actor);
void A_BossDeath(mobj_t *actor);
void A_CustomPower(mobj_t *actor);
void A_GiveWeapon(mobj_t *actor);
void A_JumpShield(mobj_t *actor);
void A_RingShield(mobj_t *actor);
void A_RingBox(mobj_t *actor);
void A_Invincibility(mobj_t *actor);
void A_SuperSneakers(mobj_t *actor);
void A_AwardScore(mobj_t *actor);
void A_ExtraLife(mobj_t *actor);
void A_BombShield(mobj_t *actor);
void A_WaterShield(mobj_t *actor);
void A_ForceShield(mobj_t *actor);
void A_PityShield(mobj_t *actor);
void A_FlameShield(mobj_t *actor);
void A_BubbleShield(mobj_t *actor);
void A_ThunderShield(mobj_t *actor);
void A_GiveShield(mobj_t *actor);
void A_GravityBox(mobj_t *actor);
void A_ScoreRise(mobj_t *actor);
void A_ParticleSpawn(mobj_t *actor);
@ -137,7 +129,6 @@ void A_DetonChase(mobj_t *actor);
void A_CapeChase(mobj_t *actor);
void A_RotateSpikeBall(mobj_t *actor);
void A_SlingAppear(mobj_t *actor);
void A_MaceRotate(mobj_t *actor);
void A_UnidusBall(mobj_t *actor);
void A_RockSpawn(mobj_t *actor);
void A_SetFuse(mobj_t *actor);
@ -841,6 +832,34 @@ static mobjtype_t P_DoRandomBoxChances(void)
mobjtype_t spawnchance[256];
INT32 numchoices = 0, i = 0;
if (!(netgame || multiplayer))
{
switch (P_RandomKey(10))
{
case 0:
return MT_RING_ICON;
case 1:
return MT_SNEAKERS_ICON;
case 2:
return MT_INVULN_ICON;
case 3:
return MT_WHIRLWIND_ICON;
case 4:
return MT_ELEMENTAL_ICON;
case 5:
return MT_ATTRACT_ICON;
case 6:
return MT_FORCE_ICON;
case 7:
return MT_ARMAGEDDON_ICON;
case 8:
return MT_1UP_ICON;
case 9:
return MT_EGGMAN_ICON;
}
return MT_NULL;
}
#define QUESTIONBOXCHANCES(type, cvar) \
for (i = cvar.value; i; --i) spawnchance[numchoices++] = type
QUESTIONBOXCHANCES(MT_RING_ICON, cv_superring);
@ -1145,7 +1164,7 @@ void A_JetJawChomp(mobj_t *actor)
if (!actor->target || !(actor->target->flags & MF_SHOOTABLE)
|| actor->target->health <= 0 || !P_CheckSight(actor, actor->target))
{
P_SetMobjState(actor, actor->info->spawnstate);
P_SetMobjStateNF(actor, actor->info->spawnstate);
return;
}
@ -2835,8 +2854,8 @@ void A_BossDeath(mobj_t *mo)
// make sure there is a player alive for victory
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && ((players[i].mo && players[i].mo->health > 0)
|| ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0))))
if (playeringame[i] && ((players[i].mo && players[i].mo->health)
|| ((netgame || multiplayer) && (players[i].lives || players[i].continues))))
break;
if (i == MAXPLAYERS)
@ -3057,62 +3076,6 @@ void A_GiveWeapon(mobj_t *actor)
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_JumpShield
//
// Description: Awards the player a jump shield.
//
// var1 = unused
// var2 = unused
//
void A_JumpShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_JumpShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_WHIRLWIND);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_RingShield
//
// Description: Awards the player a ring shield.
//
// var1 = unused
// var2 = unused
//
void A_RingShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RingShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_ATTRACT);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_RingBox
//
// Description: Awards the player 10 rings.
@ -3170,6 +3133,8 @@ void A_Invincibility(mobj_t *actor)
S_StopMusic();
if (mariomode)
G_GhostAddColor(GHC_INVINCIBLE);
strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]);
S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false);
}
}
@ -3208,6 +3173,8 @@ void A_SuperSneakers(mobj_t *actor)
S_StopMusic();
S_ChangeMusicInternal("_shoes", false);
}
strlcpy(S_sfx[sfx_None].caption, "Speed shoes", 12);
S_StartCaption(sfx_None, -1, player->powers[pw_sneakers]);
}
}
@ -3276,25 +3243,28 @@ void A_ExtraLife(mobj_t *actor)
// In shooter gametypes, give the player 100 rings instead of an extra life.
if (gametype != GT_COOP && gametype != GT_COMPETITION)
{
P_GivePlayerRings(player, 100);
P_PlayLivesJingle(player);
}
else
P_GivePlayerLives(player, 1);
P_PlayLivesJingle(player);
P_GiveCoopLives(player, 1, true);
}
// Function: A_BombShield
// Function: A_GiveShield
//
// Description: Awards the player a bomb shield.
// Description: Awards the player a specified shield.
//
// var1 = unused
// var1 = Shield type (make with SH_ constants)
// var2 = unused
//
void A_BombShield(mobj_t *actor)
void A_GiveShield(mobj_t *actor)
{
player_t *player;
UINT16 locvar1 = var1;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_BombShield", actor))
if (LUA_CallAction("A_GiveShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
@ -3305,196 +3275,10 @@ void A_BombShield(mobj_t *actor)
player = actor->target->player;
// If you already have a bomb shield, use it!
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON)
P_BlackOw(player);
// Now we know for certain that we don't have a bomb shield, so add one. :3
P_SwitchShield(player, SH_ARMAGEDDON);
P_SwitchShield(player, locvar1);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_WaterShield
//
// Description: Awards the player a water shield.
//
// var1 = unused
// var2 = unused
//
void A_WaterShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_WaterShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_ELEMENTAL);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_ForceShield
//
// Description: Awards the player a force shield.
//
// var1 = Number of additional hitpoints to give
// var2 = unused
//
void A_ForceShield(mobj_t *actor)
{
player_t *player;
INT32 locvar1 = var1;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_ForceShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
if (locvar1 & ~SH_FORCEHP)
{
CONS_Debug(DBG_GAMELOGIC, "Invalid number of additional hitpoints.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_FORCE|locvar1);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_PityShield
//
// Description: Awards the player a pity shield.
// Because you fail it.
// Your skill is not enough.
// See you next time.
// Bye-bye.
//
// var1 = unused
// var2 = unused
//
void A_PityShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_PityShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_PITY);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_FlameShield
//
// Description: Awards the player a flame shield.
//
// var1 = unused
// var2 = unused
//
void A_FlameShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlameShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_FLAMEAURA);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_BubbleShield
//
// Description: Awards the player a bubble shield.
//
// var1 = unused
// var2 = unused
//
void A_BubbleShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_BubbleShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_BUBBLEWRAP);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_ThunderShield
//
// Description: Awards the player a thunder shield.
//
// var1 = unused
// var2 = unused
//
void A_ThunderShield(mobj_t *actor)
{
player_t *player;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_ThunderShield", actor))
return;
#endif
if (!actor->target || !actor->target->player)
{
CONS_Debug(DBG_GAMELOGIC, "Powerup has no target.\n");
return;
}
player = actor->target->player;
P_SwitchShield(player, SH_THUNDERCOIN);
S_StartSound(player->mo, actor->info->seesound);
}
// Function: A_GravityBox
//
// Description: Awards the player gravity boots.
@ -3579,12 +3363,12 @@ void A_ParticleSpawn(mobj_t *actor)
spawn->tics = (tic_t)actor->health;
spawn->flags2 |= (actor->flags2 & MF2_OBJECTFLIP);
spawn->angle += P_RandomKey(36)*ANG10; // irrelevant for default objects but might make sense for some custom ones
if (spawn->frame & FF_ANIMATE)
spawn->frame += P_RandomKey(spawn->state->var1);
actor->angle += actor->movedir;
}
actor->angle += (angle_t)actor->movecount;
actor->tics = (tic_t)actor->reactiontime;
}
// Function: A_BunnyHop
@ -4106,15 +3890,18 @@ void A_SetSolidSteam(mobj_t *actor)
#endif
actor->flags &= ~MF_NOCLIP;
actor->flags |= MF_SOLID;
if (P_RandomChance(FRACUNIT/8))
if (!(actor->flags2 & MF2_AMBUSH))
{
if (actor->info->deathsound)
S_StartSound(actor, actor->info->deathsound); // Hiss!
}
else
{
if (actor->info->painsound)
S_StartSound(actor, actor->info->painsound);
if (P_RandomChance(FRACUNIT/8))
{
if (actor->info->deathsound)
S_StartSound(actor, actor->info->deathsound); // Hiss!
}
else
{
if (actor->info->painsound)
S_StartSound(actor, actor->info->painsound);
}
}
P_SetObjectMomZ (actor, 1, true);
@ -4174,12 +3961,12 @@ void A_SignPlayer(mobj_t *actor)
of in the name. If you have a better idea, feel free
to let me know. ~toast 2016/07/20
*/
actor->frame += Color_Opposite[Color_Opposite[skin->prefoppositecolor*2]*2+1];
actor->frame += (15 - Color_Opposite[(Color_Opposite[(skin->prefoppositecolor - 1)*2] - 1)*2 + 1]);
}
else // Set the sign to be an appropriate background color for this player's skincolor.
else if (actor->target->player->skincolor) // Set the sign to be an appropriate background color for this player's skincolor.
{
actor->color = Color_Opposite[actor->target->player->skincolor*2];
actor->frame += Color_Opposite[actor->target->player->skincolor*2+1];
actor->color = Color_Opposite[(actor->target->player->skincolor - 1)*2];
actor->frame += (15 - Color_Opposite[(actor->target->player->skincolor - 1)*2 + 1]);
}
if (skin->sprites[SPR2_SIGN].numframes)
@ -5141,15 +4928,12 @@ void A_SlingAppear(mobj_t *actor)
actor->movefactor = actor->threshold;
actor->friction = 128;
actor->flags |= MF_SLIDEME;
while (mlength > 0)
{
spawnee = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMALLMACECHAIN);
P_SetTarget(&spawnee->target, actor);
spawnee->movecount = 0;
spawnee->threshold = 0;
spawnee->reactiontime = mlength;
@ -5164,129 +4948,6 @@ void A_SlingAppear(mobj_t *actor)
}
}
//
// Function: A_MaceRotate
//
// Spins an object around its target, or, swings it from side to side.
//
// var1 = unused
// var2 = unused
//
// So NOBODY forgets:
// actor->
// threshold - X tilt
// movecount - Z tilt
// reactiontime - link # in the chain (1 is closest)
// lastlook - speed
// friction - top speed
// movedir - current angle holder
// extravalue1 - smoothly move link into place
//
void A_MaceRotate(mobj_t *actor)
{
TVector v;
TVector *res;
fixed_t radius;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_MaceRotate", actor))
return;
#endif
// Target was removed.
if (!actor->target)
{
P_RemoveMobj(actor);
return;
}
P_UnsetThingPosition(actor);
// Radius of the link's rotation.
radius = FixedMul(actor->info->speed * actor->reactiontime, actor->target->scale);
// Double the radius if the chain links are made up of maces.
if (actor->target->type == MT_AXIS && (actor->type == MT_SMALLMACE || actor->type == MT_BIGMACE))
radius *= 2;
// Axis offset for the axis.
radius += actor->target->extravalue1;
// Smoothly move the link into position.
if (actor->extravalue1)
{
radius = FixedMul(radius, FixedDiv(actor->extravalue1, 100));
actor->extravalue1 += 1;
if (actor->extravalue1 >= 100)
actor->extravalue1 = 0;
}
actor->x = actor->target->x;
actor->y = actor->target->y;
actor->z = actor->target->z;
// Cut the height to align the link with the axis.
if (actor->type == MT_SMALLMACECHAIN || actor->type == MT_BIGMACECHAIN)
actor->z -= actor->height/4;
else
actor->z -= actor->height/2;
// Set the top speed for the link if it happens to be over that speed.
if (actor->target->lastlook > actor->target->friction)
actor->target->lastlook = actor->target->friction;
// Swinging Chain.
if (actor->target->type == MT_HANGMACEPOINT || actor->target->type == MT_SWINGMACEPOINT)
{
actor->movecount += actor->target->lastlook;
actor->movecount &= FINEMASK;
actor->threshold = FixedMul(FINECOSINE(actor->movecount), actor->target->lastlook << FRACBITS);
v[0] = FRACUNIT;
v[1] = 0;
v[2] = -radius;
v[3] = FRACUNIT;
// Calculate the angle matrixes for the link.
res = VectorMatrixMultiply(v, *RotateXMatrix(FixedAngle(actor->threshold)));
M_Memcpy(&v, res, sizeof(v));
res = VectorMatrixMultiply(v, *RotateZMatrix(actor->target->health << ANGLETOFINESHIFT));
M_Memcpy(&v, res, sizeof(v));
}
// Rotating Chain.
else
{
angle_t fa;
actor->threshold += actor->target->lastlook;
actor->threshold &= FINEMASK;
actor->target->health &= FINEMASK;
fa = actor->threshold;
v[0] = FixedMul(FINECOSINE(fa), radius);
v[1] = 0;
v[2] = FixedMul(FINESINE(fa), radius);
v[3] = FRACUNIT;
// Calculate the angle matrixes for the link.
res = VectorMatrixMultiply(v, *RotateXMatrix(actor->target->threshold << ANGLETOFINESHIFT));
M_Memcpy(&v, res, sizeof(v));
res = VectorMatrixMultiply(v, *RotateZMatrix(actor->target->health << ANGLETOFINESHIFT));
M_Memcpy(&v, res, sizeof(v));
}
// Add on the appropriate distances to the actor's co-ordinates.
actor->x += v[0];
actor->y += v[1];
actor->z += v[2];
P_SetThingPosition(actor);
if (!(actor->target->flags2 & MF2_BOSSNOTRAP) // flag that makes maces shut up on request
&& !(leveltime & 63) && (actor->type == MT_BIGMACE || actor->type == MT_SMALLMACE) && actor->target->type == MT_MACEPOINT)
S_StartSound(actor, actor->info->activesound);
}
// Function: A_SetFuse
//
// Description: Sets the actor's fuse timer if not set already. May also change state when fuse reaches the last tic, otherwise by default the actor will die or disappear. (Replaces A_SnowBall)
@ -5605,7 +5266,10 @@ void A_MixUp(mobj_t *actor)
// No mix-up monitors in hide and seek or time only race.
// The random factor is okay for other game modes, but in these, it is cripplingly unfair.
if (gametype == GT_HIDEANDSEEK || gametype == GT_RACE)
{
S_StartSound(actor, sfx_lose);
return;
}
numplayers = 0;
memset(teleported, 0, sizeof (teleported));
@ -5623,7 +5287,10 @@ void A_MixUp(mobj_t *actor)
}
if (numplayers <= 1) // Not enough players to mix up.
{
S_StartSound(actor, sfx_lose);
return;
}
else if (numplayers == 2) // Special case -- simple swap
{
fixed_t x, y, z;
@ -5869,7 +5536,10 @@ void A_RecyclePowers(mobj_t *actor)
#endif
if (!multiplayer)
{
S_StartSound(actor, sfx_lose);
return;
}
numplayers = 0;
@ -5905,7 +5575,10 @@ void A_RecyclePowers(mobj_t *actor)
}
if (numplayers <= 1)
{
S_StartSound(actor, sfx_lose);
return; //nobody to touch!
}
//shuffle the post scramble list, whee!
// hardcoded 0-1 to 1-0 for two players
@ -9385,8 +9058,8 @@ void A_ForceWin(mobj_t *actor)
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && ((players[i].mo && players[i].mo->health > 0)
|| ((netgame || multiplayer) && (players[i].lives > 0 || players[i].continues > 0))))
if (playeringame[i] && ((players[i].mo && players[i].mo->health)
|| ((netgame || multiplayer) && (players[i].lives || players[i].continues))))
break;
}
@ -10787,26 +10460,33 @@ void A_FlickyFlutter(mobj_t *actor)
// Description: Creates the mobj's painchance at a random position around the object's radius.
//
// var1 = momz of particle.
// var2 = chance of particle spawn
//
void A_FlameParticle(mobj_t *actor)
{
mobjtype_t type = (mobjtype_t)(mobjinfo[actor->type].painchance);
fixed_t rad, hei;
mobj_t *particle;
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlameParticle", actor))
return;
#endif
if (type)
{
fixed_t rad = 2*actor->radius>>FRACBITS;
fixed_t hei = actor->height>>FRACBITS;
mobj_t *particle = P_SpawnMobjFromMobj(actor,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(hei/2, hei)<<FRACBITS,
type);
P_SetObjectMomZ(particle, locvar1<<FRACBITS, false);
}
if (!P_RandomChance(locvar2))
return;
if (!type)
return;
rad = 2*actor->radius>>FRACBITS;
hei = actor->height>>FRACBITS;
particle = P_SpawnMobjFromMobj(actor,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(rad, -rad)<<FRACBITS,
P_RandomRange(hei/2, hei)<<FRACBITS,
type);
P_SetObjectMomZ(particle, locvar1<<FRACBITS, false);
}

View File

@ -2061,6 +2061,33 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies)
P_RemoveThinker(&nobaddies->thinker);
}
//
// P_IsObjectOnRealGround
//
// Helper function for T_EachTimeThinker
// Like P_IsObjectOnGroundIn, except ONLY THE REAL GROUND IS CONSIDERED, NOT FOFS
// I'll consider whether to make this a more globally accessible function or whatever in future
// -- Monster Iestyn
//
static boolean P_IsObjectOnRealGround(mobj_t *mo, sector_t *sec)
{
// Is the object in reverse gravity?
if (mo->eflags & MFE_VERTICALFLIP)
{
// Detect if the player is on the ceiling.
if (mo->z+mo->height >= P_GetSpecialTopZ(mo, sec, sec))
return true;
}
// Nope!
else
{
// Detect if the player is on the floor.
if (mo->z <= P_GetSpecialBottomZ(mo, sec, sec))
return true;
}
return false;
}
//
// P_HavePlayersEnteredArea
//
@ -2113,6 +2140,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
boolean inAndOut = false;
boolean floortouch = false;
fixed_t bottomheight, topheight;
msecnode_t *node;
for (i = 0; i < MAXPLAYERS; i++)
{
@ -2174,7 +2202,23 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
if ((netgame || multiplayer) && players[j].spectator)
continue;
if (players[j].mo->subsector->sector != targetsec)
if (players[j].mo->subsector->sector == targetsec)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[j].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == targetsec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
else
continue;
topheight = P_GetSpecialTopZ(players[j].mo, sec, targetsec);
@ -2224,10 +2268,30 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
if ((netgame || multiplayer) && players[i].spectator)
continue;
if (players[i].mo->subsector->sector != sec)
if (players[i].mo->subsector->sector == sec)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == sec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
else
continue;
if (floortouch == true && P_IsObjectOnGroundIn(players[i].mo, sec))
if (!(players[i].mo->subsector->sector == sec
|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
continue;
if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))
{
if (i & 1)
eachtime->var2s[i/2] |= 1;
@ -2557,6 +2621,12 @@ void T_PlaneDisplace(planedisplace_t *pd)
direction = (control->floorheight > pd->last_height) ? 1 : -1;
diff = FixedMul(control->floorheight-pd->last_height, pd->speed);
if (pd->reverse) // reverse direction?
{
direction *= -1;
diff *= -1;
}
if (pd->type == pd_floor || pd->type == pd_both)
T_MovePlane(target, INT32_MAX/2, target->floorheight+diff, 0, 0, direction); // move floor
if (pd->type == pd_ceiling || pd->type == pd_both)
@ -2923,7 +2993,7 @@ void EV_CrumbleChain(sector_t *sec, ffloor_t *rover)
fixed_t leftx, rightx;
fixed_t topy, bottomy;
fixed_t topz, bottomz;
fixed_t widthfactor, heightfactor;
fixed_t widthfactor = FRACUNIT, heightfactor = FRACUNIT;
fixed_t a, b, c;
mobjtype_t type = MT_ROCKCRUMBLE1;
fixed_t spacing = (32<<FRACBITS);
@ -3240,14 +3310,6 @@ INT32 EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher)
}
else
{
if (thing->type == MT_EMMY && thing->spawnpoint && (thing->spawnpoint->options & MTF_OBJECTSPECIAL))
{
mobj_t *tokenobj = P_SpawnMobj(sector->soundorg.x, sector->soundorg.y, topheight, MT_TOKEN);
P_SetTarget(&thing->tracer, tokenobj);
P_SetTarget(&tokenobj->target, thing);
P_SetMobjState(tokenobj, mobjinfo[MT_TOKEN].seestate);
}
// "Powerup rise" sound
S_StartSound(puncher, sfx_mario9); // Puncher is "close enough"
}

View File

@ -257,6 +257,8 @@ void P_DoMatchSuper(player_t *player)
S_StopMusic();
if (mariomode)
G_GhostAddColor(GHC_INVINCIBLE);
strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]);
S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false);
}
@ -278,6 +280,8 @@ void P_DoMatchSuper(player_t *player)
S_StopMusic();
if (mariomode)
G_GhostAddColor(GHC_INVINCIBLE);
strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]);
S_ChangeMusicInternal((mariomode) ? "_minv" : "_inv", false);
}
}
@ -410,13 +414,15 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
////////////////////////////////////////////////////////
if (special->type == MT_GSNAPPER && !(((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|| player->powers[pw_invulnerability] || player->powers[pw_super] || elementalpierce)
&& toucher->z < special->z + special->height && toucher->z + toucher->height > special->z)
&& toucher->z < special->z + special->height && toucher->z + toucher->height > special->z
&& !(player->powers[pw_shield] & SH_PROTECTSPIKE))
{
// Can only hit snapper from above
P_DamageMobj(toucher, special, special, 1, 0);
P_DamageMobj(toucher, special, special, 1, DMG_SPIKE);
}
else if (special->type == MT_SHARP
&& ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2)))
&& ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2))
&& !(player->powers[pw_shield] & SH_PROTECTSPIKE))
{
if (player->pflags & PF_BOUNCING)
{
@ -424,7 +430,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_DoAbilityBounce(player, false);
}
else // Cannot hit sharp from above or when red and angry
P_DamageMobj(toucher, special, special, 1, 0);
P_DamageMobj(toucher, special, special, 1, DMG_SPIKE);
}
else if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING))
|| ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
@ -566,21 +572,25 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// Gameplay related collectibles //
// ***************************** //
// Special Stage Token
case MT_EMMY:
case MT_TOKEN:
if (player->bot)
return;
tokenlist += special->health;
P_AddPlayerScore(player, 1000);
if (ALL7EMERALDS(emeralds)) // Got all 7
{
P_GivePlayerRings(player, 50);
nummaprings += 50; // no cheating towards Perfect!
if (!(netgame || multiplayer))
{
player->continues += 1;
players->gotcontinue = true;
if (P_IsLocalPlayer(player))
S_StartSound(NULL, sfx_s3kac);
}
}
else
token++;
if (special->tracer) // token BG
P_RemoveMobj(special->tracer);
break;
// Emerald Hunt
@ -870,7 +880,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (!(mo2->flags & MF_SPECIAL) && mo2->health)
{
P_SetMobjState(mo2, mo2->info->seestate);
mo2->flags2 &= ~MF2_DONTDRAW;
mo2->flags |= MF_SPECIAL;
mo2->flags &= ~MF_NIGHTSITEM;
S_StartSound(toucher, sfx_hidden);
@ -879,7 +889,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
}
if (!(mo2->type == MT_NIGHTSWING || mo2->type == MT_RING || mo2->type == MT_COIN
|| mo2->type == MT_BLUEBALL))
|| mo2->type == MT_BLUEBALL
|| ((mo2->type == MT_EMBLEM) && (mo2->reactiontime & GE_NIGHTSPULL))))
continue;
// Yay! The thing's in reach! Pull it in!
@ -1282,13 +1293,40 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->starpostnum >= special->health)
return; // Already hit this post
// Save the player's time and position.
player->starposttime = leveltime;
player->starpostx = toucher->x>>FRACBITS;
player->starposty = toucher->y>>FRACBITS;
player->starpostz = special->z>>FRACBITS;
player->starpostangle = special->angle;
player->starpostnum = special->health;
if (cv_coopstarposts.value && gametype == GT_COOP && (netgame || multiplayer))
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
if (players[i].bot) // ignore dumb, stupid tails
continue;
players[i].starposttime = leveltime;
players[i].starpostx = player->mo->x>>FRACBITS;
players[i].starposty = player->mo->y>>FRACBITS;
players[i].starpostz = special->z>>FRACBITS;
players[i].starpostangle = special->angle;
players[i].starpostnum = special->health;
if (cv_coopstarposts.value == 2 && (players[i].playerstate == PST_DEAD || players[i].spectator) && P_GetLives(&players[i]))
P_SpectatorJoinGame(&players[i]); //players[i].playerstate = PST_REBORN;
}
}
S_StartSound(NULL, special->info->painsound);
}
else
{
// Save the player's time and position.
player->starposttime = leveltime;
player->starpostx = toucher->x>>FRACBITS;
player->starposty = toucher->y>>FRACBITS;
player->starpostz = special->z>>FRACBITS;
player->starpostangle = special->angle;
player->starpostnum = special->health;
S_StartSound(toucher, special->info->painsound);
}
P_ClearStarPost(special->health);
// Find all starposts in the level with this value.
@ -1460,10 +1498,19 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->powers[pw_flashing])
return;
if (special->movefactor && special->tracer && (angle_t)special->tracer->health != ANGLE_90 && (angle_t)special->tracer->health != ANGLE_270)
{ // I don't expect you to understand this, Mr Bond...
angle_t ang = R_PointToAngle2(special->x, special->y, toucher->x, toucher->y) - special->tracer->threshold;
if ((special->movefactor > 0) == ((angle_t)special->tracer->health > ANGLE_90 && (angle_t)special->tracer->health < ANGLE_270))
ang += ANGLE_180;
if (ang < ANGLE_180)
return; // I expect you to die.
}
P_ResetPlayer(player);
P_SetTarget(&toucher->tracer, special);
if (special->target && (special->target->type == MT_SPINMACEPOINT || special->target->type == MT_HIDDEN_SLING))
if (special->tracer && !(special->tracer->flags2 & MF2_STRONGBOX))
{
player->powers[pw_carry] = CR_MACESPIN;
S_StartSound(toucher, sfx_spin);
@ -1474,6 +1521,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// Can't jump first frame
player->pflags |= PF_JUMPSTASIS;
return;
case MT_BIGMINE:
case MT_BIGAIRMINE:
@ -1657,7 +1705,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
if (damagetype == DMG_NUKE) // SH_ARMAGEDDON, armageddon shield
str = M_GetText("%s%s's armageddon blast %s %s.\n");
else if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && (inflictor->player->pflags & PF_SHIELDABILITY))
str = M_GetText("%s%s's flame stomp %s %s.\n");
str = M_GetText("%s%s's elemental stomp %s %s.\n");
else if (inflictor->player->powers[pw_invulnerability])
str = M_GetText("%s%s's invincibility aura %s %s.\n");
else if (inflictor->player->powers[pw_super])
@ -1711,6 +1759,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
str = M_GetText("%s was %s by Eggman's nefarious TV magic.\n");
break;
case MT_SPIKE:
case MT_WALLSPIKE:
str = M_GetText("%s was %s by spikes.\n");
break;
default:
@ -2097,7 +2146,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
{
if (metalrecording) // Ack! Metal Sonic shouldn't die! Cut the tape, end recording!
G_StopMetalRecording();
if (gametype == GT_MATCH && cv_match_scoring.value == 0 // note, no team match suicide penalty
if (gametype == GT_MATCH // note, no team match suicide penalty
&& ((target == source) || (source == NULL && inflictor == NULL) || (source && !source->player)))
{ // Suicide penalty
if (target->player->score >= 50)
@ -2208,14 +2257,34 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
target->flags |= MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY;
P_SetThingPosition(target);
if (!target->player->bot && !G_IsSpecialStage(gamemap)
if ((target->player->lives <= 1) && (netgame || multiplayer) && (gametype == GT_COOP) && (cv_cooplives.value == 0))
;
else if (!target->player->bot && !target->player->spectator && !G_IsSpecialStage(gamemap)
&& G_GametypeUsesLives())
{
target->player->lives -= 1; // Lose a life Tails 03-11-2000
if (target->player->lives <= 0) // Tails 03-14-2000
{
if (P_IsLocalPlayer(target->player)/* && target->player == &players[consoleplayer] */)
boolean gameovermus = false;
if ((netgame || multiplayer) && (gametype == GT_COOP) && (cv_cooplives.value != 1))
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].lives > 0)
break;
}
if (i == MAXPLAYERS)
gameovermus = true;
}
else if (P_IsLocalPlayer(target->player))
gameovermus = true;
if (gameovermus)
{
S_StopMusic(); // Stop the Music! Tails 03-14-2000
S_ChangeMusicInternal("_gover", false); // Yousa dead now, Okieday? Tails 03-14-2000
@ -2387,7 +2456,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
else
{
P_SetObjectMomZ(target, 14*FRACUNIT, false);
if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // Spikes
if (damagetype == DMG_SPIKE) // Spikes
S_StartSound(target, sfx_spkdth);
else
P_PlayDeathSound(target);
@ -2449,90 +2518,159 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
}
}
if (target->type == MT_SPIKE && inflictor && target->info->deathstate != S_NULL)
if (target->type == MT_SPIKE && target->info->deathstate != S_NULL)
{
const fixed_t x=target->x,y=target->y,z=target->z;
const fixed_t scale=target->scale;
const boolean flip=(target->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP;
S_StartSound(target,target->info->deathsound);
const angle_t ang = ((inflictor) ? inflictor->angle : 0) + ANGLE_90;
const fixed_t scale = target->scale;
const fixed_t xoffs = P_ReturnThrustX(target, ang, 8*scale), yoffs = P_ReturnThrustY(target, ang, 8*scale);
const UINT16 flip = (target->eflags & MFE_VERTICALFLIP);
mobj_t *chunk;
fixed_t momz;
P_SetMobjState(target, target->info->deathstate);
target->health = 0;
target->angle = inflictor->angle + ANGLE_90;
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
if (flip)
target->z -= FixedMul(12*FRACUNIT, target->scale);
else
target->z += FixedMul(12*FRACUNIT, target->scale);
P_SetThingPosition(target);
P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale));
target->momz = FixedMul(7*FRACUNIT, target->scale);
if (flip)
target->momz = -target->momz;
if (flip)
{
target = P_SpawnMobj(x,y,z-FixedMul(12*FRACUNIT, target->scale),MT_SPIKE);
target->eflags |= MFE_VERTICALFLIP;
}
else
target = P_SpawnMobj(x,y,z+FixedMul(12*FRACUNIT, target->scale),MT_SPIKE);
P_SetMobjState(target, target->info->deathstate);
target->health = 0;
target->angle = inflictor->angle - ANGLE_90;
target->destscale = scale;
P_SetScale(target, scale);
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
P_SetThingPosition(target);
P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale));
target->momz = FixedMul(7*FRACUNIT, target->scale);
if (flip)
target->momz = -target->momz;
S_StartSound(target, target->info->deathsound);
if (target->info->xdeathstate != S_NULL)
{
target = P_SpawnMobj(x,y,z,MT_SPIKE);
momz = 6*scale;
if (flip)
target->eflags |= MFE_VERTICALFLIP;
P_SetMobjState(target, target->info->xdeathstate);
target->health = 0;
target->angle = inflictor->angle + ANGLE_90;
target->destscale = scale;
P_SetScale(target, scale);
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
P_SetThingPosition(target);
P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale));
target->momz = FixedMul(6*FRACUNIT, target->scale);
if (flip)
target->momz = -target->momz;
momz *= -1;
#define makechunk(angtweak, xmov, ymov) \
chunk = P_SpawnMobj(target->x, target->y, target->z, MT_SPIKE);\
chunk->eflags |= flip;\
P_SetMobjState(chunk, target->info->xdeathstate);\
chunk->health = 0;\
chunk->angle = angtweak;\
chunk->destscale = scale;\
P_SetScale(chunk, scale);\
P_UnsetThingPosition(chunk);\
chunk->flags = MF_NOCLIP;\
chunk->x += xmov;\
chunk->y += ymov;\
P_SetThingPosition(chunk);\
P_InstaThrust(chunk,chunk->angle, 4*scale);\
chunk->momz = momz
target = P_SpawnMobj(x,y,z,MT_SPIKE);
if (flip)
target->eflags |= MFE_VERTICALFLIP;
P_SetMobjState(target, target->info->xdeathstate);
target->health = 0;
target->angle = inflictor->angle - ANGLE_90;
target->destscale = scale;
P_SetScale(target, scale);
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale));
P_SetThingPosition(target);
P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale));
target->momz = FixedMul(6*FRACUNIT, target->scale);
if (flip)
target->momz = -target->momz;
makechunk(ang + ANGLE_180, -xoffs, -yoffs);
makechunk(ang, xoffs, yoffs);
#undef makechunk
}
momz = 7*scale;
if (flip)
momz *= -1;
chunk = P_SpawnMobj(target->x, target->y, target->z, MT_SPIKE);
chunk->eflags |= flip;
P_SetMobjState(chunk, target->info->deathstate);
chunk->health = 0;
chunk->angle = ang + ANGLE_180;
chunk->destscale = scale;
P_SetScale(chunk, scale);
P_UnsetThingPosition(chunk);
chunk->flags = MF_NOCLIP;
chunk->x -= xoffs;
chunk->y -= yoffs;
if (flip)
chunk->z -= 12*scale;
else
chunk->z += 12*scale;
P_SetThingPosition(chunk);
P_InstaThrust(chunk, chunk->angle, 2*scale);
chunk->momz = momz;
P_SetMobjState(target, target->info->deathstate);
target->health = 0;
target->angle = ang;
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += xoffs;
target->y += yoffs;
target->z = chunk->z;
P_SetThingPosition(target);
P_InstaThrust(target, target->angle, 2*scale);
target->momz = momz;
}
else if (target->type == MT_WALLSPIKE && target->info->deathstate != S_NULL)
{
const angle_t ang = (/*(inflictor) ? inflictor->angle : */target->angle) + ANGLE_90;
const fixed_t scale = target->scale;
const fixed_t xoffs = P_ReturnThrustX(target, ang, 8*scale), yoffs = P_ReturnThrustY(target, ang, 8*scale), forwardxoffs = P_ReturnThrustX(target, target->angle, 7*scale), forwardyoffs = P_ReturnThrustY(target, target->angle, 7*scale);
const UINT16 flip = (target->eflags & MFE_VERTICALFLIP);
mobj_t *chunk;
boolean sprflip;
S_StartSound(target, target->info->deathsound);
if (!P_MobjWasRemoved(target->tracer))
P_RemoveMobj(target->tracer);
if (target->info->xdeathstate != S_NULL)
{
sprflip = P_RandomChance(FRACUNIT/2);
#define makechunk(angtweak, xmov, ymov) \
chunk = P_SpawnMobj(target->x, target->y, target->z, MT_WALLSPIKE);\
chunk->eflags |= flip;\
P_SetMobjState(chunk, target->info->xdeathstate);\
chunk->health = 0;\
chunk->angle = target->angle;\
chunk->destscale = scale;\
P_SetScale(chunk, scale);\
P_UnsetThingPosition(chunk);\
chunk->flags = MF_NOCLIP;\
chunk->x += xmov - forwardxoffs;\
chunk->y += ymov - forwardyoffs;\
P_SetThingPosition(chunk);\
P_InstaThrust(chunk, angtweak, 4*scale);\
chunk->momz = P_RandomRange(5, 7)*scale;\
if (flip)\
chunk->momz *= -1;\
if (sprflip)\
chunk->frame |= FF_VERTICALFLIP
makechunk(ang + ANGLE_180, -xoffs, -yoffs);
sprflip = !sprflip;
makechunk(ang, xoffs, yoffs);
#undef makechunk
}
sprflip = P_RandomChance(FRACUNIT/2);
chunk = P_SpawnMobj(target->x, target->y, target->z, MT_WALLSPIKE);
chunk->eflags |= flip;
P_SetMobjState(chunk, target->info->deathstate);
chunk->health = 0;
chunk->angle = target->angle;
chunk->destscale = scale;
P_SetScale(chunk, scale);
P_UnsetThingPosition(chunk);
chunk->flags = MF_NOCLIP;
chunk->x += forwardxoffs - xoffs;
chunk->y += forwardyoffs - yoffs;
P_SetThingPosition(chunk);
P_InstaThrust(chunk, ang + ANGLE_180, 2*scale);
chunk->momz = P_RandomRange(5, 7)*scale;
if (flip)
chunk->momz *= -1;
if (sprflip)
chunk->frame |= FF_VERTICALFLIP;
P_SetMobjState(target, target->info->deathstate);
target->health = 0;
P_UnsetThingPosition(target);
target->flags = MF_NOCLIP;
target->x += forwardxoffs + xoffs;
target->y += forwardyoffs + yoffs;
P_SetThingPosition(target);
P_InstaThrust(target, ang, 2*scale);
target->momz = P_RandomRange(5, 7)*scale;
if (flip)
target->momz *= -1;
if (!sprflip)
target->frame |= FF_VERTICALFLIP;
}
else if (target->player)
{
@ -2868,7 +3006,7 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source,
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes
if (damagetype == DMG_SPIKE) // spikes
S_StartSound(player->mo, sfx_spkdth);
else
S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss.
@ -2887,7 +3025,7 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source,
{
// Award no points when players shoot each other when cv_friendlyfire is on.
if (!G_GametypeHasTeams() || !(source->player->ctfteam == player->ctfteam && source != player->mo))
P_AddPlayerScore(source->player, cv_match_scoring.value == 1 ? 25 : 50);
P_AddPlayerScore(source->player, 50);
}
}
@ -2897,7 +3035,7 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes
if (damagetype == DMG_SPIKE) // spikes
S_StartSound(player->mo, sfx_spkdth);
if (source && source->player && !player->powers[pw_super]) //don't score points against super players
@ -3075,18 +3213,16 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
switch (damagetype)
{
case DMG_WATER:
if (player->powers[pw_shield] & SH_PROTECTWATER)
return false; // Invincible to water damage
break;
case DMG_FIRE:
if (player->powers[pw_shield] & SH_PROTECTFIRE)
return false; // Invincible to fire damage
break;
case DMG_ELECTRIC:
if (player->powers[pw_shield] & SH_PROTECTELECTRIC)
return false; // Invincible to electric damage
break;
#define DAMAGECASE(type)\
case DMG_##type:\
if (player->powers[pw_shield] & SH_PROTECT##type)\
return false;\
break
DAMAGECASE(WATER);
DAMAGECASE(FIRE);
DAMAGECASE(ELECTRIC);
DAMAGECASE(SPIKE);
#undef DAMAGECASE
default:
break;
}
@ -3120,14 +3256,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false; // Don't get hurt by fire generated from friends.
}
// Sudden-Death mode
if (source && source->type == MT_PLAYER)
{
if ((gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF) && cv_suddendeath.value
&& !player->powers[pw_flashing] && !player->powers[pw_invulnerability])
damagetype = DMG_INSTAKILL;
}
// Player hits another player
if (!force && source && source->player)
{

View File

@ -72,7 +72,6 @@
// both the head and tail of the thinker list
extern thinker_t thinkercap;
extern INT32 runcount;
void P_InitThinkers(void);
void P_AddThinker(thinker_t *thinker);
@ -149,6 +148,7 @@ void P_SwitchShield(player_t *player, UINT16 shieldtype);
mobj_t *P_SpawnGhostMobj(mobj_t *mobj);
void P_GivePlayerRings(player_t *player, INT32 num_rings);
void P_GivePlayerLives(player_t *player, INT32 numlives);
void P_GiveCoopLives(player_t *player, INT32 numlives, boolean sound);
UINT8 P_GetNextEmerald(void);
void P_GiveEmerald(boolean spawnObj);
#if 0
@ -199,6 +199,9 @@ void P_PlayLivesJingle(player_t *player);
#define P_PlayDeathSound(s) S_StartSound(s, sfx_altdi1 + P_RandomKey(4));
#define P_PlayVictorySound(s) S_StartSound(s, sfx_victr1 + P_RandomKey(4));
boolean P_GetLives(player_t *player);
boolean P_SpectatorJoinGame(player_t *player);
void P_RestoreMultiMusic(player_t *player);
//
// P_MOBJ
@ -225,7 +228,6 @@ void P_PrecipitationEffects(void);
void P_RemoveMobj(mobj_t *th);
boolean P_MobjWasRemoved(mobj_t *th);
void P_RemoveSavegameMobj(mobj_t *th);
UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2);
boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
void P_RunShields(void);

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