Merge remote-tracking branch 'origin/next' into reverse-offsetof-macro

This commit is contained in:
James R 2020-10-15 16:15:20 -07:00
commit 374c19f915
39 changed files with 1560 additions and 534 deletions

View file

@ -263,6 +263,7 @@ set(SRB2_LUA_SOURCES
lua_mathlib.c
lua_mobjlib.c
lua_playerlib.c
lua_polyobjlib.c
lua_script.c
lua_skinlib.c
lua_thinkerlib.c

View file

@ -606,8 +606,9 @@ ifndef VALGRIND
ifndef NOOBJDUMP
@echo Dumping debugging info
$(OBJDUMP) $(OBJDUMP_OPTS) $(BIN)/$(EXENAME) > $(BIN)/$(DBGNAME).txt
ifdef WINDOWSHELL
-$(GZIP) $(GZIP_OPTS) $(BIN)/$(DBGNAME).txt
ifndef WINDOWSHELL
else
-$(GZIP) $(GZIP_OPT2) $(BIN)/$(DBGNAME).txt
endif
endif
@ -627,8 +628,9 @@ endif
reobjdump:
@echo Redumping debugging info
$(OBJDUMP) $(OBJDUMP_OPTS) $(BIN)/$(DBGNAME) > $(BIN)/$(DBGNAME).txt
ifdef WINDOWSHELL
-$(GZIP) $(GZIP_OPTS) $(BIN)/$(DBGNAME).txt
ifndef WINDOWSHELL
else
-$(GZIP) $(GZIP_OPT2) $(BIN)/$(DBGNAME).txt
endif

View file

@ -47,5 +47,6 @@ OBJS:=$(OBJS) \
$(OBJDIR)/lua_skinlib.o \
$(OBJDIR)/lua_thinkerlib.o \
$(OBJDIR)/lua_maplib.o \
$(OBJDIR)/lua_polyobjlib.o \
$(OBJDIR)/lua_blockmaplib.o \
$(OBJDIR)/lua_hudlib.o

View file

@ -901,6 +901,9 @@ static void COM_Help_f(void)
CONS_Printf(" Current value: %s\n", cvar->string);
else
CONS_Printf(" Current value: %d\n", cvar->value);
if (cvar->revert.v.string != NULL && strcmp(cvar->revert.v.string, cvar->string) != 0)
CONS_Printf(" Value before netgame: %s\n", cvar->revert.v.string);
}
else
{
@ -1306,6 +1309,7 @@ void CV_RegisterVar(consvar_t *variable)
consvar_vars = variable;
}
variable->string = variable->zstring = NULL;
memset(&variable->revert, 0, sizeof variable->revert);
variable->changed = 0; // new variable has not been modified by the user
#ifdef PARANOIA
@ -1418,6 +1422,18 @@ static void Setvalue(consvar_t *var, const char *valstr, boolean stealth)
for (i = MAXVAL+1; var->PossibleValue[i].strvalue; i++)
if (v == var->PossibleValue[i].value || !stricmp(var->PossibleValue[i].strvalue, valstr))
{
if (client && execversion_enabled)
{
if (var->revert.allocated)
{
Z_Free(var->revert.v.string);
}
var->revert.v.const_munge = var->PossibleValue[i].strvalue;
return;
}
var->value = var->PossibleValue[i].value;
var->string = var->PossibleValue[i].strvalue;
goto finish;
@ -1478,12 +1494,36 @@ static void Setvalue(consvar_t *var, const char *valstr, boolean stealth)
// ...or not.
goto badinput;
found:
if (client && execversion_enabled)
{
if (var->revert.allocated)
{
Z_Free(var->revert.v.string);
}
var->revert.v.const_munge = var->PossibleValue[i].strvalue;
return;
}
var->value = var->PossibleValue[i].value;
var->string = var->PossibleValue[i].strvalue;
goto finish;
}
}
if (client && execversion_enabled)
{
if (var->revert.allocated)
{
Z_Free(var->revert.v.string);
}
var->revert.v.string = Z_StrDup(valstr);
return;
}
// free the old value string
Z_Free(var->zstring);
@ -1702,8 +1742,19 @@ static void CV_LoadVars(UINT8 **p,
serverloading = true;
for (cvar = consvar_vars; cvar; cvar = cvar->next)
{
if (cvar->flags & CV_NETVAR)
{
if (client && cvar->revert.v.string == NULL)
{
cvar->revert.v.const_munge = cvar->string;
cvar->revert.allocated = ( cvar->zstring != NULL );
cvar->zstring = NULL;/* don't free this */
}
Setvalue(cvar, cvar->defaultvalue, true);
}
}
count = READUINT16(*p);
while (count--)
@ -1717,6 +1768,26 @@ static void CV_LoadVars(UINT8 **p,
serverloading = false;
}
void CV_RevertNetVars(void)
{
consvar_t * cvar;
for (cvar = consvar_vars; cvar; cvar = cvar->next)
{
if (cvar->revert.v.string != NULL)
{
Setvalue(cvar, cvar->revert.v.string, false);
if (cvar->revert.allocated)
{
Z_Free(cvar->revert.v.string);
}
cvar->revert.v.string = NULL;
}
}
}
void CV_LoadNetVars(UINT8 **p)
{
CV_LoadVars(p, ReadNetVar);
@ -1790,6 +1861,14 @@ static void CV_SetCVar(consvar_t *var, const char *value, boolean stealth)
// send the value of the variable
UINT8 buf[128];
UINT8 *p = buf;
// Loading from a config in a netgame? Set revert value.
if (client && execversion_enabled)
{
Setvalue(var, value, true);
return;
}
if (!(server || (addedtogame && IsPlayerAdmin(consoleplayer))))
{
CONS_Printf(M_GetText("Only the server or admin can change: %s %s\n"), var->name, var->string);
@ -2323,18 +2402,43 @@ void CV_SaveVariables(FILE *f)
{
char stringtowrite[MAXTEXTCMD+1];
// Silly hack for Min/Max vars
if (!strcmp(cvar->string, "MAX") || !strcmp(cvar->string, "MIN"))
const char * string;
if (cvar->revert.v.string != NULL)
{
if (cvar->flags & CV_FLOAT)
sprintf(stringtowrite, "%f", FIXED_TO_FLOAT(cvar->value));
else
sprintf(stringtowrite, "%d", cvar->value);
string = cvar->revert.v.string;
}
else
strcpy(stringtowrite, cvar->string);
{
string = cvar->string;
}
fprintf(f, "%s \"%s\"\n", cvar->name, stringtowrite);
// Silly hack for Min/Max vars
#define MINVAL 0
#define MAXVAL 1
if (
cvar->PossibleValue != NULL &&
cvar->PossibleValue[0].strvalue &&
stricmp(cvar->PossibleValue[0].strvalue, "MIN") == 0
){ // bounded cvar
int which = stricmp(string, "MAX") == 0;
if (which || stricmp(string, "MIN") == 0)
{
INT32 value = cvar->PossibleValue[which].value;
if (cvar->flags & CV_FLOAT)
sprintf(stringtowrite, "%f", FIXED_TO_FLOAT(value));
else
sprintf(stringtowrite, "%d", value);
string = stringtowrite;
}
}
#undef MINVAL
#undef MAXVAL
fprintf(f, "%s \"%s\"\n", cvar->name, string);
}
}

View file

@ -140,6 +140,16 @@ typedef struct consvar_s //NULL, NULL, 0, NULL, NULL |, 0, NULL, NULL, 0, 0, NUL
const char *string; // value in string
char *zstring; // Either NULL or same as string.
// If non-NULL, must be Z_Free'd later.
struct
{
char allocated; // whether to Z_Free
union
{
char * string;
const char * const_munge;
} v;
} revert; // value of netvar before joining netgame
UINT16 netid; // used internaly : netid for send end receive
// used only with CV_NETVAR
char changed; // has variable been changed by the user? 0 = no, 1 = yes
@ -148,7 +158,7 @@ typedef struct consvar_s //NULL, NULL, 0, NULL, NULL |, 0, NULL, NULL, 0, 0, NUL
/* name, defaultvalue, flags, PossibleValue, func */
#define CVAR_INIT( ... ) \
{ __VA_ARGS__, 0, NULL, NULL, 0U, (char)0, NULL }
{ __VA_ARGS__, 0, NULL, NULL, {0}, 0U, (char)0, NULL }
#ifdef OLD22DEMOCOMPAT
typedef struct old_demo_var old_demo_var_t;
@ -208,6 +218,9 @@ void CV_SaveVars(UINT8 **p, boolean in_demo);
#define CV_SaveNetVars(p) CV_SaveVars(p, false)
void CV_LoadNetVars(UINT8 **p);
// then revert after leaving a netgame
void CV_RevertNetVars(void);
#define CV_SaveDemoVars(p) CV_SaveVars(p, true)
void CV_LoadDemoVars(UINT8 **p);

View file

@ -157,7 +157,7 @@ ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS];
static textcmdtic_t *textcmds[TEXTCMD_HASH_SIZE] = {NULL};
consvar_t cv_showjoinaddress = CVAR_INIT ("showjoinaddress", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_showjoinaddress = CVAR_INIT ("showjoinaddress", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
static CV_PossibleValue_t playbackspeed_cons_t[] = {{1, "MIN"}, {10, "MAX"}, {0, NULL}};
consvar_t cv_playbackspeed = CVAR_INIT ("playbackspeed", "1", 0, playbackspeed_cons_t, NULL);
@ -2119,7 +2119,7 @@ static void SV_SendSaveGame(INT32 node)
#ifdef DUMPCONSISTENCY
#define TMPSAVENAME "badmath.sav"
static consvar_t cv_dumpconsistency = CVAR_INIT ("dumpconsistency", "Off", CV_NETVAR, CV_OnOff, NULL);
static consvar_t cv_dumpconsistency = CVAR_INIT ("dumpconsistency", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
static void SV_SavedGame(void)
{
@ -3208,6 +3208,7 @@ void CL_Reset(void)
doomcom->numslots = 1;
SV_StopServer();
SV_ResetServer();
CV_RevertNetVars();
// make sure we don't leave any fileneeded gunk over from a failed join
fileneedednum = 0;
@ -3677,27 +3678,27 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum)
static CV_PossibleValue_t netticbuffer_cons_t[] = {{0, "MIN"}, {3, "MAX"}, {0, NULL}};
consvar_t cv_netticbuffer = CVAR_INIT ("netticbuffer", "1", CV_SAVE, netticbuffer_cons_t, NULL);
consvar_t cv_allownewplayer = CVAR_INIT ("allowjoin", "On", CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_joinnextround = CVAR_INIT ("joinnextround", "Off", CV_NETVAR, CV_OnOff, NULL); /// \todo not done
consvar_t cv_allownewplayer = CVAR_INIT ("allowjoin", "On", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_joinnextround = CVAR_INIT ("joinnextround", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL); /// \todo not done
static CV_PossibleValue_t maxplayers_cons_t[] = {{2, "MIN"}, {32, "MAX"}, {0, NULL}};
consvar_t cv_maxplayers = CVAR_INIT ("maxplayers", "8", CV_SAVE, maxplayers_cons_t, NULL);
consvar_t cv_maxplayers = CVAR_INIT ("maxplayers", "8", CV_SAVE|CV_NETVAR, maxplayers_cons_t, NULL);
static CV_PossibleValue_t joindelay_cons_t[] = {{1, "MIN"}, {3600, "MAX"}, {0, "Off"}, {0, NULL}};
consvar_t cv_joindelay = CVAR_INIT ("joindelay", "10", CV_SAVE, joindelay_cons_t, NULL);
consvar_t cv_joindelay = CVAR_INIT ("joindelay", "10", CV_SAVE|CV_NETVAR, joindelay_cons_t, NULL);
static CV_PossibleValue_t rejointimeout_cons_t[] = {{1, "MIN"}, {60 * FRACUNIT, "MAX"}, {0, "Off"}, {0, NULL}};
consvar_t cv_rejointimeout = CVAR_INIT ("rejointimeout", "Off", CV_SAVE|CV_FLOAT, rejointimeout_cons_t, NULL);
consvar_t cv_rejointimeout = CVAR_INIT ("rejointimeout", "Off", CV_SAVE|CV_NETVAR|CV_FLOAT, rejointimeout_cons_t, NULL);
static CV_PossibleValue_t resynchattempts_cons_t[] = {{1, "MIN"}, {20, "MAX"}, {0, "No"}, {0, NULL}};
consvar_t cv_resynchattempts = CVAR_INIT ("resynchattempts", "10", CV_SAVE, resynchattempts_cons_t, NULL);
consvar_t cv_blamecfail = CVAR_INIT ("blamecfail", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_resynchattempts = CVAR_INIT ("resynchattempts", "10", CV_SAVE|CV_NETVAR, resynchattempts_cons_t, NULL);
consvar_t cv_blamecfail = CVAR_INIT ("blamecfail", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
// max file size to send to a player (in kilobytes)
static CV_PossibleValue_t maxsend_cons_t[] = {{0, "MIN"}, {51200, "MAX"}, {0, NULL}};
consvar_t cv_maxsend = CVAR_INIT ("maxsend", "4096", CV_SAVE, maxsend_cons_t, NULL);
consvar_t cv_noticedownload = CVAR_INIT ("noticedownload", "Off", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_maxsend = CVAR_INIT ("maxsend", "4096", CV_SAVE|CV_NETVAR, maxsend_cons_t, NULL);
consvar_t cv_noticedownload = CVAR_INIT ("noticedownload", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
// Speed of file downloading (in packets per tic)
static CV_PossibleValue_t downloadspeed_cons_t[] = {{0, "MIN"}, {32, "MAX"}, {0, NULL}};
consvar_t cv_downloadspeed = CVAR_INIT ("downloadspeed", "16", CV_SAVE, downloadspeed_cons_t, NULL);
consvar_t cv_downloadspeed = CVAR_INIT ("downloadspeed", "16", CV_SAVE|CV_NETVAR, downloadspeed_cons_t, NULL);
static void Got_AddPlayer(UINT8 **p, INT32 playernum);

View file

@ -1589,6 +1589,12 @@ void D_SRB2Main(void)
ultimatemode = true;
}
if (M_CheckParm("-splitscreen"))
{
autostart = true;
splitscreen = true;
}
// rei/miru: bootmap (Idea: starts the game on a predefined map)
if (bootmap && !(M_CheckParm("-warp") && M_IsNextParm()))
{

View file

@ -204,20 +204,20 @@ static consvar_t cv_fishcake = CVAR_INIT ("fishcake", "Off", CV_CALL|CV_NOSHOWHE
#endif
static consvar_t cv_dummyconsvar = CVAR_INIT ("dummyconsvar", "Off", CV_CALL|CV_NOSHOWHELP, CV_OnOff, DummyConsvar_OnChange);
consvar_t cv_restrictskinchange = CVAR_INIT ("restrictskinchange", "Yes", CV_NETVAR|CV_CHEAT, CV_YesNo, NULL);
consvar_t cv_allowteamchange = CVAR_INIT ("allowteamchange", "Yes", CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_restrictskinchange = CVAR_INIT ("restrictskinchange", "Yes", CV_SAVE|CV_NETVAR|CV_CHEAT, CV_YesNo, NULL);
consvar_t cv_allowteamchange = CVAR_INIT ("allowteamchange", "Yes", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_startinglives = CVAR_INIT ("startinglives", "3", CV_NETVAR|CV_CHEAT, startingliveslimit_cons_t, NULL);
consvar_t cv_startinglives = CVAR_INIT ("startinglives", "3", CV_SAVE|CV_NETVAR|CV_CHEAT, startingliveslimit_cons_t, NULL);
static CV_PossibleValue_t respawntime_cons_t[] = {{1, "MIN"}, {30, "MAX"}, {0, "Off"}, {0, NULL}};
consvar_t cv_respawntime = CVAR_INIT ("respawndelay", "3", CV_NETVAR|CV_CHEAT, respawntime_cons_t, NULL);
consvar_t cv_respawntime = CVAR_INIT ("respawndelay", "3", CV_SAVE|CV_NETVAR|CV_CHEAT, respawntime_cons_t, NULL);
consvar_t cv_competitionboxes = CVAR_INIT ("competitionboxes", "Mystery", CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL);
consvar_t cv_competitionboxes = CVAR_INIT ("competitionboxes", "Mystery", CV_SAVE|CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL);
#ifdef SEENAMES
static CV_PossibleValue_t seenames_cons_t[] = {{0, "Off"}, {1, "Colorless"}, {2, "Team"}, {3, "Ally/Foe"}, {0, NULL}};
consvar_t cv_seenames = CVAR_INIT ("seenames", "Ally/Foe", CV_SAVE, seenames_cons_t, 0);
consvar_t cv_allowseenames = CVAR_INIT ("allowseenames", "Yes", CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_allowseenames = CVAR_INIT ("allowseenames", "Yes", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
#endif
// names
@ -264,22 +264,22 @@ consvar_t cv_mouse2opt = CVAR_INIT ("mouse2opt", "0", CV_SAVE, NULL, NULL);
consvar_t cv_mouse2port = CVAR_INIT ("mouse2port", "COM2", CV_SAVE, mouse2port_cons_t, NULL);
#endif
consvar_t cv_matchboxes = CVAR_INIT ("matchboxes", "Normal", CV_NETVAR|CV_CHEAT, matchboxes_cons_t, NULL);
consvar_t cv_specialrings = CVAR_INIT ("specialrings", "On", CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_powerstones = CVAR_INIT ("powerstones", "On", CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_matchboxes = CVAR_INIT ("matchboxes", "Normal", CV_SAVE|CV_NETVAR|CV_CHEAT, matchboxes_cons_t, NULL);
consvar_t cv_specialrings = CVAR_INIT ("specialrings", "On", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_powerstones = CVAR_INIT ("powerstones", "On", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_recycler = CVAR_INIT ("tv_recycler", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_teleporters = CVAR_INIT ("tv_teleporter", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_superring = CVAR_INIT ("tv_superring", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_supersneakers = CVAR_INIT ("tv_supersneaker", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_invincibility = CVAR_INIT ("tv_invincibility", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_jumpshield = CVAR_INIT ("tv_jumpshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_watershield = CVAR_INIT ("tv_watershield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_ringshield = CVAR_INIT ("tv_ringshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_forceshield = CVAR_INIT ("tv_forceshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_bombshield = CVAR_INIT ("tv_bombshield", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_1up = CVAR_INIT ("tv_1up", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_eggmanbox = CVAR_INIT ("tv_eggman", "5", CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_recycler = CVAR_INIT ("tv_recycler", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_teleporters = CVAR_INIT ("tv_teleporter", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_superring = CVAR_INIT ("tv_superring", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_supersneakers = CVAR_INIT ("tv_supersneaker", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_invincibility = CVAR_INIT ("tv_invincibility", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_jumpshield = CVAR_INIT ("tv_jumpshield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_watershield = CVAR_INIT ("tv_watershield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_ringshield = CVAR_INIT ("tv_ringshield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_forceshield = CVAR_INIT ("tv_forceshield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_bombshield = CVAR_INIT ("tv_bombshield", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_1up = CVAR_INIT ("tv_1up", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_eggmanbox = CVAR_INIT ("tv_eggman", "5", CV_SAVE|CV_NETVAR|CV_CHEAT, chances_cons_t, NULL);
consvar_t cv_ringslinger = CVAR_INIT ("ringslinger", "No", CV_NETVAR|CV_NOSHOWHELP|CV_CALL|CV_CHEAT, CV_YesNo, Ringslinger_OnChange);
consvar_t cv_gravity = CVAR_INIT ("gravity", "0.5", CV_RESTRICT|CV_FLOAT|CV_CALL, NULL, Gravity_OnChange);
@ -287,20 +287,20 @@ consvar_t cv_gravity = CVAR_INIT ("gravity", "0.5", CV_RESTRICT|CV_FLOAT|CV_CALL
consvar_t cv_soundtest = CVAR_INIT ("soundtest", "0", CV_CALL, NULL, SoundTest_OnChange);
static CV_PossibleValue_t minitimelimit_cons_t[] = {{15, "MIN"}, {9999, "MAX"}, {0, NULL}};
consvar_t cv_countdowntime = CVAR_INIT ("countdowntime", "60", CV_NETVAR|CV_CHEAT, minitimelimit_cons_t, NULL);
consvar_t cv_countdowntime = CVAR_INIT ("countdowntime", "60", CV_SAVE|CV_NETVAR|CV_CHEAT, minitimelimit_cons_t, NULL);
consvar_t cv_touchtag = CVAR_INIT ("touchtag", "Off", CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_hidetime = CVAR_INIT ("hidetime", "30", CV_NETVAR|CV_CALL, minitimelimit_cons_t, Hidetime_OnChange);
consvar_t cv_touchtag = CVAR_INIT ("touchtag", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_hidetime = CVAR_INIT ("hidetime", "30", CV_SAVE|CV_NETVAR|CV_CALL, minitimelimit_cons_t, Hidetime_OnChange);
consvar_t cv_autobalance = CVAR_INIT ("autobalance", "Off", CV_NETVAR|CV_CALL, CV_OnOff, AutoBalance_OnChange);
consvar_t cv_teamscramble = CVAR_INIT ("teamscramble", "Off", CV_NETVAR|CV_CALL|CV_NOINIT, teamscramble_cons_t, TeamScramble_OnChange);
consvar_t cv_scrambleonchange = CVAR_INIT ("scrambleonchange", "Off", CV_NETVAR, teamscramble_cons_t, NULL);
consvar_t cv_autobalance = CVAR_INIT ("autobalance", "Off", CV_SAVE|CV_NETVAR|CV_CALL, CV_OnOff, AutoBalance_OnChange);
consvar_t cv_teamscramble = CVAR_INIT ("teamscramble", "Off", CV_SAVE|CV_NETVAR|CV_CALL|CV_NOINIT, teamscramble_cons_t, TeamScramble_OnChange);
consvar_t cv_scrambleonchange = CVAR_INIT ("scrambleonchange", "Off", CV_SAVE|CV_NETVAR, teamscramble_cons_t, NULL);
consvar_t cv_friendlyfire = CVAR_INIT ("friendlyfire", "Off", CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_friendlyfire = CVAR_INIT ("friendlyfire", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_itemfinder = CVAR_INIT ("itemfinder", "Off", CV_CALL, CV_OnOff, ItemFinder_OnChange);
// Scoring type options
consvar_t cv_overtime = CVAR_INIT ("overtime", "Yes", CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_overtime = CVAR_INIT ("overtime", "Yes", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_rollingdemos = CVAR_INIT ("rollingdemos", "On", CV_SAVE, CV_OnOff, NULL);
@ -311,13 +311,13 @@ static CV_PossibleValue_t powerupdisplay_cons_t[] = {{0, "Never"}, {1, "First-pe
consvar_t cv_powerupdisplay = CVAR_INIT ("powerupdisplay", "First-person only", CV_SAVE, powerupdisplay_cons_t, NULL);
static CV_PossibleValue_t pointlimit_cons_t[] = {{1, "MIN"}, {MAXSCORE, "MAX"}, {0, "None"}, {0, NULL}};
consvar_t cv_pointlimit = CVAR_INIT ("pointlimit", "None", CV_NETVAR|CV_CALL|CV_NOINIT, pointlimit_cons_t, PointLimit_OnChange);
consvar_t cv_pointlimit = CVAR_INIT ("pointlimit", "None", CV_SAVE|CV_NETVAR|CV_CALL|CV_NOINIT, pointlimit_cons_t, PointLimit_OnChange);
static CV_PossibleValue_t timelimit_cons_t[] = {{1, "MIN"}, {30, "MAX"}, {0, "None"}, {0, NULL}};
consvar_t cv_timelimit = CVAR_INIT ("timelimit", "None", CV_NETVAR|CV_CALL|CV_NOINIT, timelimit_cons_t, TimeLimit_OnChange);
consvar_t cv_timelimit = CVAR_INIT ("timelimit", "None", CV_SAVE|CV_NETVAR|CV_CALL|CV_NOINIT, timelimit_cons_t, TimeLimit_OnChange);
static CV_PossibleValue_t numlaps_cons_t[] = {{1, "MIN"}, {50, "MAX"}, {0, NULL}};
consvar_t cv_numlaps = CVAR_INIT ("numlaps", "4", CV_NETVAR|CV_CALL|CV_NOINIT, numlaps_cons_t, NumLaps_OnChange);
static CV_PossibleValue_t basenumlaps_cons_t[] = {{1, "MIN"}, {50, "MAX"}, {0, "Map default"}, {0, NULL}};
consvar_t cv_basenumlaps = CVAR_INIT ("basenumlaps", "Map default", CV_NETVAR|CV_CALL|CV_CHEAT, basenumlaps_cons_t, BaseNumLaps_OnChange);
consvar_t cv_basenumlaps = CVAR_INIT ("basenumlaps", "Map default", CV_SAVE|CV_NETVAR|CV_CALL|CV_CHEAT, basenumlaps_cons_t, BaseNumLaps_OnChange);
// Point and time limits for every gametype
INT32 pointlimits[NUMGAMETYPES];
@ -328,7 +328,7 @@ consvar_t cv_hazardlog = CVAR_INIT ("hazardlog", "Yes", 0, CV_YesNo, NULL);
consvar_t cv_forceskin = CVAR_INIT ("forceskin", "None", CV_NETVAR|CV_CALL|CV_CHEAT, NULL, ForceSkin_OnChange);
consvar_t cv_downloading = CVAR_INIT ("downloading", "On", 0, CV_OnOff, NULL);
consvar_t cv_allowexitlevel = CVAR_INIT ("allowexitlevel", "No", CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_allowexitlevel = CVAR_INIT ("allowexitlevel", "No", CV_SAVE|CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_killingdead = CVAR_INIT ("killingdead", "Off", CV_NETVAR, CV_OnOff, NULL);
@ -336,11 +336,11 @@ consvar_t cv_netstat = CVAR_INIT ("netstat", "Off", 0, CV_OnOff, NULL); // show
static CV_PossibleValue_t nettimeout_cons_t[] = {{TICRATE/7, "MIN"}, {60*TICRATE, "MAX"}, {0, NULL}};
consvar_t cv_nettimeout = CVAR_INIT ("nettimeout", "350", CV_CALL|CV_SAVE, nettimeout_cons_t, NetTimeout_OnChange);
static CV_PossibleValue_t jointimeout_cons_t[] = {{5*TICRATE, "MIN"}, {60*TICRATE, "MAX"}, {0, NULL}};
consvar_t cv_jointimeout = CVAR_INIT ("jointimeout", "350", CV_CALL|CV_SAVE, jointimeout_cons_t, JoinTimeout_OnChange);
consvar_t cv_maxping = CVAR_INIT ("maxping", "0", CV_SAVE, CV_Unsigned, NULL);
consvar_t cv_jointimeout = CVAR_INIT ("jointimeout", "350", CV_CALL|CV_SAVE|CV_NETVAR, jointimeout_cons_t, JoinTimeout_OnChange);
consvar_t cv_maxping = CVAR_INIT ("maxping", "0", CV_SAVE|CV_NETVAR, CV_Unsigned, NULL);
static CV_PossibleValue_t pingtimeout_cons_t[] = {{8, "MIN"}, {120, "MAX"}, {0, NULL}};
consvar_t cv_pingtimeout = CVAR_INIT ("pingtimeout", "10", CV_SAVE, pingtimeout_cons_t, NULL);
consvar_t cv_pingtimeout = CVAR_INIT ("pingtimeout", "10", CV_SAVE|CV_NETVAR, pingtimeout_cons_t, NULL);
// show your ping on the HUD next to framerate. Defaults to warning only (shows up if your ping is > maxping)
static CV_PossibleValue_t showping_cons_t[] = {{0, "Off"}, {1, "Always"}, {2, "Warning"}, {0, NULL}};
@ -348,25 +348,25 @@ consvar_t cv_showping = CVAR_INIT ("showping", "Warning", CV_SAVE, showping_cons
// Intermission time Tails 04-19-2002
static CV_PossibleValue_t inttime_cons_t[] = {{0, "MIN"}, {3600, "MAX"}, {0, NULL}};
consvar_t cv_inttime = CVAR_INIT ("inttime", "10", CV_NETVAR, inttime_cons_t, NULL);
consvar_t cv_inttime = CVAR_INIT ("inttime", "10", CV_SAVE|CV_NETVAR, inttime_cons_t, NULL);
static CV_PossibleValue_t coopstarposts_cons_t[] = {{0, "Per-player"}, {1, "Shared"}, {2, "Teamwork"}, {0, NULL}};
consvar_t cv_coopstarposts = CVAR_INIT ("coopstarposts", "Per-player", CV_NETVAR|CV_CALL, coopstarposts_cons_t, CoopStarposts_OnChange);
consvar_t cv_coopstarposts = CVAR_INIT ("coopstarposts", "Per-player", CV_SAVE|CV_NETVAR|CV_CALL, coopstarposts_cons_t, CoopStarposts_OnChange);
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 = CVAR_INIT ("cooplives", "Avoid Game Over", CV_NETVAR|CV_CALL|CV_CHEAT, cooplives_cons_t, CoopLives_OnChange);
consvar_t cv_cooplives = CVAR_INIT ("cooplives", "Avoid Game Over", CV_SAVE|CV_NETVAR|CV_CALL|CV_CHEAT, cooplives_cons_t, CoopLives_OnChange);
static CV_PossibleValue_t advancemap_cons_t[] = {{0, "Off"}, {1, "Next"}, {2, "Random"}, {0, NULL}};
consvar_t cv_advancemap = CVAR_INIT ("advancemap", "Next", CV_NETVAR, advancemap_cons_t, NULL);
consvar_t cv_advancemap = CVAR_INIT ("advancemap", "Next", CV_SAVE|CV_NETVAR, advancemap_cons_t, 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 = CVAR_INIT ("playersforexit", "All", CV_NETVAR, playersforexit_cons_t, NULL);
consvar_t cv_playersforexit = CVAR_INIT ("playersforexit", "All", CV_SAVE|CV_NETVAR, playersforexit_cons_t, NULL);
consvar_t cv_exitmove = CVAR_INIT ("exitmove", "On", CV_NETVAR|CV_CALL, CV_OnOff, ExitMove_OnChange);
consvar_t cv_exitmove = CVAR_INIT ("exitmove", "On", CV_SAVE|CV_NETVAR|CV_CALL, CV_OnOff, ExitMove_OnChange);
consvar_t cv_runscripts = CVAR_INIT ("runscripts", "Yes", 0, CV_YesNo, NULL);
consvar_t cv_pause = CVAR_INIT ("pausepermission", "Server", CV_NETVAR, pause_cons_t, NULL);
consvar_t cv_pause = CVAR_INIT ("pausepermission", "Server", CV_SAVE|CV_NETVAR, pause_cons_t, NULL);
consvar_t cv_mute = CVAR_INIT ("mute", "Off", CV_NETVAR|CV_CALL, CV_OnOff, Mute_OnChange);
consvar_t cv_sleep = CVAR_INIT ("cpusleep", "1", CV_SAVE, sleeping_cons_t, NULL);
@ -3241,97 +3241,130 @@ static void Got_RunSOCcmd(UINT8 **cp, INT32 playernum)
*/
static void Command_Addfile(void)
{
const char *fn, *p;
char buf[256];
char *buf_p = buf;
INT32 i;
int musiconly; // W_VerifyNMUSlumps isn't boolean
size_t argc = COM_Argc(); // amount of arguments total
size_t curarg; // current argument index
if (COM_Argc() != 2)
const char *addedfiles[argc]; // list of filenames already processed
size_t numfilesadded = 0; // the amount of filenames processed
if (argc < 2)
{
CONS_Printf(M_GetText("addfile <wadfile.wad>: load wad file\n"));
return;
}
else
fn = COM_Argv(1);
// Disallow non-printing characters and semicolons.
for (i = 0; fn[i] != '\0'; i++)
if (!isprint(fn[i]) || fn[i] == ';')
return;
musiconly = W_VerifyNMUSlumps(fn);
if (!musiconly)
{
// ... But only so long as they contain nothing more then music and sprites.
if (netgame && !(server || IsPlayerAdmin(consoleplayer)))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
return;
}
G_SetGameModified(multiplayer);
}
// Add file on your client directly if it is trivial, or you aren't in a netgame.
if (!(netgame || multiplayer) || musiconly)
{
P_AddWadFile(fn);
CONS_Printf(M_GetText("addfile <filename.pk3/wad/lua/soc> [filename2...] [...]: Load add-ons\n"));
return;
}
p = fn+strlen(fn);
while(--p >= fn)
if (*p == '\\' || *p == '/' || *p == ':')
break;
++p;
// check total packet size and no of files currently loaded
// See W_LoadWadFile in w_wad.c
if ((numwadfiles >= MAX_WADFILES)
|| ((packetsizetally + nameonlylength(fn) + 22) > MAXFILENEEDED*sizeof(UINT8)))
// start at one to skip command name
for (curarg = 1; curarg < argc; curarg++)
{
CONS_Alert(CONS_ERROR, M_GetText("Too many files loaded to add %s\n"), fn);
return;
}
const char *fn, *p;
char buf[256];
char *buf_p = buf;
INT32 i;
size_t ii;
int musiconly; // W_VerifyNMUSlumps isn't boolean
boolean fileadded = false;
WRITESTRINGN(buf_p,p,240);
fn = COM_Argv(curarg);
// calculate and check md5
{
UINT8 md5sum[16];
#ifdef NOMD5
memset(md5sum,0,16);
#else
FILE *fhandle;
if ((fhandle = W_OpenWadFile(&fn, true)) != NULL)
// For the amount of filenames previously processed...
for (ii = 0; ii < numfilesadded; ii++)
{
tic_t t = I_GetTime();
CONS_Debug(DBG_SETUP, "Making MD5 for %s\n",fn);
md5_stream(fhandle, md5sum);
CONS_Debug(DBG_SETUP, "MD5 calc for %s took %f second\n", fn, (float)(I_GetTime() - t)/TICRATE);
fclose(fhandle);
}
else // file not found
return;
for (i = 0; i < numwadfiles; i++)
{
if (!memcmp(wadfiles[i]->md5sum, md5sum, 16))
// If this is one of them, don't try to add it.
if (!strcmp(fn, addedfiles[ii]))
{
CONS_Alert(CONS_ERROR, M_GetText("%s is already loaded\n"), fn);
return;
fileadded = true;
break;
}
}
#endif
WRITEMEM(buf_p, md5sum, 16);
}
if (IsPlayerAdmin(consoleplayer) && (!server)) // Request to add file
SendNetXCmd(XD_REQADDFILE, buf, buf_p - buf);
else
SendNetXCmd(XD_ADDFILE, buf, buf_p - buf);
// If we've added this one, skip to the next one.
if (fileadded)
{
CONS_Alert(CONS_WARNING, M_GetText("Already processed %s, skipping\n"), fn);
continue;
}
// Disallow non-printing characters and semicolons.
for (i = 0; fn[i] != '\0'; i++)
if (!isprint(fn[i]) || fn[i] == ';')
return;
musiconly = W_VerifyNMUSlumps(fn);
if (!musiconly)
{
// ... But only so long as they contain nothing more then music and sprites.
if (netgame && !(server || IsPlayerAdmin(consoleplayer)))
{
CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n"));
continue;
}
G_SetGameModified(multiplayer);
}
// Add file on your client directly if it is trivial, or you aren't in a netgame.
if (!(netgame || multiplayer) || musiconly)
{
P_AddWadFile(fn);
addedfiles[numfilesadded++] = fn;
continue;
}
p = fn+strlen(fn);
while(--p >= fn)
if (*p == '\\' || *p == '/' || *p == ':')
break;
++p;
// check total packet size and no of files currently loaded
// See W_LoadWadFile in w_wad.c
if ((numwadfiles >= MAX_WADFILES)
|| ((packetsizetally + nameonlylength(fn) + 22) > MAXFILENEEDED*sizeof(UINT8)))
{
CONS_Alert(CONS_ERROR, M_GetText("Too many files loaded to add %s\n"), fn);
return;
}
WRITESTRINGN(buf_p,p,240);
// calculate and check md5
{
UINT8 md5sum[16];
#ifdef NOMD5
memset(md5sum,0,16);
#else
FILE *fhandle;
if ((fhandle = W_OpenWadFile(&fn, true)) != NULL)
{
tic_t t = I_GetTime();
CONS_Debug(DBG_SETUP, "Making MD5 for %s\n",fn);
md5_stream(fhandle, md5sum);
CONS_Debug(DBG_SETUP, "MD5 calc for %s took %f second\n", fn, (float)(I_GetTime() - t)/TICRATE);
fclose(fhandle);
}
else // file not found
continue;
for (i = 0; i < numwadfiles; i++)
{
if (!memcmp(wadfiles[i]->md5sum, md5sum, 16))
{
CONS_Alert(CONS_ERROR, M_GetText("%s is already loaded\n"), fn);
continue;
}
}
#endif
WRITEMEM(buf_p, md5sum, 16);
}
addedfiles[numfilesadded++] = fn;
if (IsPlayerAdmin(consoleplayer) && (!server)) // Request to add file
SendNetXCmd(XD_REQADDFILE, buf, buf_p - buf);
else
SendNetXCmd(XD_ADDFILE, buf, buf_p - buf);
}
}
static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum)

View file

@ -9908,6 +9908,25 @@ struct {
{"FF_COLORMAPONLY",FF_COLORMAPONLY}, ///< Only copy the colormap, not the lightlevel
{"FF_GOOWATER",FF_GOOWATER}, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop.
// PolyObject flags
{"POF_CLIPLINES",POF_CLIPLINES}, ///< Test against lines for collision
{"POF_CLIPPLANES",POF_CLIPPLANES}, ///< Test against tops and bottoms for collision
{"POF_SOLID",POF_SOLID}, ///< Clips things.
{"POF_TESTHEIGHT",POF_TESTHEIGHT}, ///< Test line collision with heights
{"POF_RENDERSIDES",POF_RENDERSIDES}, ///< Renders the sides.
{"POF_RENDERTOP",POF_RENDERTOP}, ///< Renders the top.
{"POF_RENDERBOTTOM",POF_RENDERBOTTOM}, ///< Renders the bottom.
{"POF_RENDERPLANES",POF_RENDERPLANES}, ///< Renders top and bottom.
{"POF_RENDERALL",POF_RENDERALL}, ///< Renders everything.
{"POF_INVERT",POF_INVERT}, ///< Inverts collision (like a cage).
{"POF_INVERTPLANES",POF_INVERTPLANES}, ///< Render inside planes.
{"POF_INVERTPLANESONLY",POF_INVERTPLANESONLY}, ///< Only render inside planes.
{"POF_PUSHABLESTOP",POF_PUSHABLESTOP}, ///< Pushables will stop movement.
{"POF_LDEXEC",POF_LDEXEC}, ///< This PO triggers a linedef executor.
{"POF_ONESIDE",POF_ONESIDE}, ///< Only use the first side of the linedef.
{"POF_NOSPECIALS",POF_NOSPECIALS}, ///< Don't apply sector specials.
{"POF_SPLAT",POF_SPLAT}, ///< Use splat flat renderer (treat cyan pixels as invisible).
#ifdef HAVE_LUA_SEGS
// Node flags
{"NF_SUBSECTOR",NF_SUBSECTOR}, // Indicate a leaf.

View file

@ -2019,7 +2019,7 @@ boolean G_Responder(event_t *ev)
if (F_CreditResponder(ev))
{
// Skip credits for everyone
if (! serverrunning)/* hahahahahaha */
if (! netgame)
F_StartGameEvaluation();
else if (server || IsPlayerAdmin(consoleplayer))
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
@ -3518,7 +3518,7 @@ INT32 G_GetGametypeByName(const char *gametypestr)
//
boolean G_IsSpecialStage(INT32 mapnum)
{
if (gametype != GT_COOP || modeattacking == ATTACKING_RECORD)
if (modeattacking == ATTACKING_RECORD)
return false;
if (mapnum >= sstage_start && mapnum <= sstage_end)
return true;

View file

@ -132,6 +132,43 @@ typedef struct
FLOAT t; // t texture ordinate (t over w)
} FOutVector;
#ifdef GL_SHADERS
// Predefined shader types
enum
{
SHADER_DEFAULT = 0,
SHADER_FLOOR,
SHADER_WALL,
SHADER_SPRITE,
SHADER_MODEL, SHADER_MODEL_LIGHTING,
SHADER_WATER,
SHADER_FOG,
SHADER_SKY,
NUMBASESHADERS,
};
// Maximum amount of shader programs
// Must be higher than NUMBASESHADERS
#define HWR_MAXSHADERS 16
// Shader sources (vertex and fragment)
typedef struct
{
char *vertex;
char *fragment;
} shadersource_t;
// Custom shader reference table
typedef struct
{
const char *type;
INT32 id;
} customshaderxlat_t;
#endif
typedef struct vbo_vertex_s
{
float x, y, z;

View file

@ -68,14 +68,13 @@ EXPORT void HWRAPI(DrawScreenFinalTexture) (int width, int height);
EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
// jimita
EXPORT boolean HWRAPI(LoadShaders) (void);
EXPORT void HWRAPI(KillShaders) (void);
EXPORT boolean HWRAPI(CompileShaders) (void);
EXPORT void HWRAPI(CleanShaders) (void);
EXPORT void HWRAPI(SetShader) (int shader);
EXPORT void HWRAPI(UnSetShader) (void);
EXPORT void HWRAPI(SetShaderInfo) (hwdshaderinfo_t info, INT32 value);
EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment);
EXPORT boolean HWRAPI(InitCustomShaders) (void);
EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boolean isfragment);
// ==========================================================================
// HWR DRIVER OBJECT, FOR CLIENT PROGRAM
@ -120,14 +119,13 @@ struct hwdriver_s
MakeScreenFinalTexture pfnMakeScreenFinalTexture;
DrawScreenFinalTexture pfnDrawScreenFinalTexture;
LoadShaders pfnLoadShaders;
KillShaders pfnKillShaders;
CompileShaders pfnCompileShaders;
CleanShaders pfnCleanShaders;
SetShader pfnSetShader;
UnSetShader pfnUnSetShader;
SetShaderInfo pfnSetShaderInfo;
LoadCustomShader pfnLoadCustomShader;
InitCustomShaders pfnInitCustomShaders;
};
extern struct hwdriver_s hwdriver;

View file

@ -565,11 +565,11 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
PolyFlags |= PF_Masked|PF_Modulated;
if (PolyFlags & PF_Fog)
shader = 6; // fog shader
shader = SHADER_FOG; // fog shader
else if (PolyFlags & PF_Ripple)
shader = 5; // water shader
shader = SHADER_WATER; // water shader
else
shader = 1; // floor shader
shader = SHADER_FLOOR; // floor shader
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, PolyFlags, shader, false);
@ -766,7 +766,7 @@ static void HWR_DrawSegsSplats(FSurfaceInfo * pSurf)
break;
}
HWD.pfnSetShader(2); // wall shader
HWD.pfnSetShader(SHADER_WALL); // wall shader
HWD.pfnDrawPolygon(&pSurf, wallVerts, 4, i|PF_Modulated|PF_Decal);
}
}
@ -803,7 +803,7 @@ static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIEL
{
HWR_Lighting(pSurf, lightlevel, wallcolormap);
HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, 2, false); // wall shader
HWR_ProcessPolygon(pSurf, wallVerts, 4, blendmode|PF_Modulated|PF_Occlude, SHADER_WALL, false); // wall shader
#ifdef WALLSPLATS
if (gl_curline->linedef->splats && cv_splats.value)
@ -2843,7 +2843,7 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
else
blendmode |= PF_Masked|PF_Modulated|PF_Clip;
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, 1, false); // floor shader
HWR_ProcessPolygon(&Surf, planeVerts, nrPlaneVerts, blendmode, SHADER_FLOOR, false); // floor shader
}
static void HWR_AddPolyObjectPlanes(void)
@ -3655,7 +3655,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
HWR_Lighting(&sSurf, 0, colormap);
sSurf.PolyColor.s.alpha = alpha;
HWR_ProcessPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip, 3, false); // sprite shader
HWR_ProcessPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip, SHADER_SPRITE, false); // sprite shader
}
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
@ -3929,7 +3929,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
Surf.PolyColor.s.alpha = alpha;
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, SHADER_SPRITE, false); // sprite shader
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
@ -3958,7 +3958,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr)
Surf.PolyColor.s.alpha = alpha;
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, SHADER_SPRITE, false); // sprite shader
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
@ -4118,7 +4118,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr)
if (!occlusion) use_linkdraw_hack = true;
}
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, SHADER_SPRITE, false); // sprite shader
if (use_linkdraw_hack)
HWR_LinkDrawHackAdd(wallVerts, spr);
@ -4220,7 +4220,7 @@ static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr)
blend = PF_Translucent|PF_Occlude;
}
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, 3, false); // sprite shader
HWR_ProcessPolygon(&Surf, wallVerts, 4, blend|PF_Modulated|PF_Clip, SHADER_SPRITE, false); // sprite shader
}
#endif
@ -4563,7 +4563,7 @@ static void HWR_CreateDrawNodes(void)
// Okay! Let's draw it all! Woo!
HWD.pfnSetTransform(&atransform);
HWD.pfnSetShader(0);
HWD.pfnSetShader(SHADER_DEFAULT);
for (i = 0; i < p; i++)
{
@ -5383,7 +5383,7 @@ static void HWR_DrawSkyBackground(player_t *player)
HWR_BuildSkyDome();
}
HWD.pfnSetShader(7); // sky shader
HWD.pfnSetShader(SHADER_SKY); // sky shader
HWD.pfnSetTransform(&dometransform);
HWD.pfnRenderSkyDome(&gl_sky);
}
@ -5470,7 +5470,7 @@ static void HWR_DrawSkyBackground(player_t *player)
HWD.pfnDrawPolygon(NULL, v, 4, 0);
}
HWD.pfnSetShader(0);
HWD.pfnSetShader(SHADER_DEFAULT);
}
@ -5674,7 +5674,7 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
// Reset the shader state.
HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_glshaders.value);
HWD.pfnSetShader(0);
HWD.pfnSetShader(SHADER_DEFAULT);
validcount++;
@ -5887,7 +5887,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
// Reset the shader state.
HWD.pfnSetSpecialState(HWD_SET_SHADERS, cv_glshaders.value);
HWD.pfnSetShader(0);
HWD.pfnSetShader(SHADER_DEFAULT);
rs_numbspcalls = 0;
rs_numpolyobjects = 0;
@ -6090,7 +6090,6 @@ void HWR_Startup(void)
// do this once
if (!startupdone)
{
INT32 i;
CONS_Printf("HWR_Startup()...\n");
HWR_InitPolyPool();
@ -6101,10 +6100,8 @@ void HWR_Startup(void)
HWR_InitLight();
#endif
// read every custom shader
for (i = 0; i < numwadfiles; i++)
HWR_ReadShaders(i, (wadfiles[i]->type == RET_PK3));
if (!HWR_LoadShaders())
HWR_LoadAllCustomShaders();
if (!HWR_CompileShaders())
gl_shadersavailable = false;
}
@ -6196,7 +6193,7 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
pSurf->PolyColor.s.alpha = alpha; // put the alpha back after lighting
shader = 2; // wall shader
shader = SHADER_WALL; // wall shader
if (blend & PF_Environment)
blendmode |= PF_Occlude; // PF_Occlude must be used for solid objects
@ -6204,7 +6201,7 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend,
if (fogwall)
{
blendmode |= PF_Fog;
shader = 6; // fog shader
shader = SHADER_FOG; // fog shader
}
blendmode |= PF_Modulated; // No PF_Occlude means overlapping (incorrect) transparency
@ -6389,13 +6386,7 @@ void HWR_DrawScreenFinalTexture(int width, int height)
}
// jimita 18032019
typedef struct
{
char type[16];
INT32 id;
} shaderxlat_t;
static inline UINT16 HWR_CheckShader(UINT16 wadnum)
static inline UINT16 HWR_FindShaderDefs(UINT16 wadnum)
{
UINT16 i;
lumpinfo_t *lump_p;
@ -6408,12 +6399,34 @@ static inline UINT16 HWR_CheckShader(UINT16 wadnum)
return INT16_MAX;
}
boolean HWR_LoadShaders(void)
boolean HWR_CompileShaders(void)
{
return HWD.pfnInitCustomShaders();
return HWD.pfnCompileShaders();
}
void HWR_ReadShaders(UINT16 wadnum, boolean PK3)
customshaderxlat_t shaderxlat[] =
{
{"Flat", SHADER_FLOOR},
{"WallTexture", SHADER_WALL},
{"Sprite", SHADER_SPRITE},
{"Model", SHADER_MODEL},
{"ModelLighting", SHADER_MODEL_LIGHTING},
{"WaterRipple", SHADER_WATER},
{"Fog", SHADER_FOG},
{"Sky", SHADER_SKY},
{NULL, 0},
};
void HWR_LoadAllCustomShaders(void)
{
INT32 i;
// read every custom shader
for (i = 0; i < numwadfiles; i++)
HWR_LoadCustomShadersFromFile(i, (wadfiles[i]->type == RET_PK3));
}
void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3)
{
UINT16 lump;
char *shaderdef, *line;
@ -6424,19 +6437,7 @@ void HWR_ReadShaders(UINT16 wadnum, boolean PK3)
int shadertype = 0;
int i;
#define SHADER_TYPES 7
shaderxlat_t shaderxlat[SHADER_TYPES] =
{
{"Flat", 1},
{"WallTexture", 2},
{"Sprite", 3},
{"Model", 4},
{"WaterRipple", 5},
{"Fog", 6},
{"Sky", 7},
};
lump = HWR_CheckShader(wadnum);
lump = HWR_FindShaderDefs(wadnum);
if (lump == INT16_MAX)
return;
@ -6462,7 +6463,7 @@ void HWR_ReadShaders(UINT16 wadnum, boolean PK3)
value = strtok(NULL, "\r\n ");
if (!value)
{
CONS_Alert(CONS_WARNING, "HWR_ReadShaders: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
stoken = strtok(NULL, "\r\n"); // skip end of line
goto skip_lump;
}
@ -6481,19 +6482,19 @@ skip_lump:
value = strtok(NULL, "\r\n= ");
if (!value)
{
CONS_Alert(CONS_WARNING, "HWR_ReadShaders: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
stoken = strtok(NULL, "\r\n"); // skip end of line
goto skip_field;
}
if (!shadertype)
{
CONS_Alert(CONS_ERROR, "HWR_ReadShaders: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum);
Z_Free(line);
return;
}
for (i = 0; i < SHADER_TYPES; i++)
for (i = 0; shaderxlat[i].type; i++)
{
if (!stricmp(shaderxlat[i].type, stoken))
{
@ -6519,7 +6520,7 @@ skip_lump:
if (shader_lumpnum == INT16_MAX)
{
CONS_Alert(CONS_ERROR, "HWR_ReadShaders: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum);
CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum);
Z_Free(shader_lumpname);
continue;
}
@ -6545,4 +6546,22 @@ skip_field:
return;
}
const char *HWR_GetShaderName(INT32 shader)
{
INT32 i;
if (shader)
{
for (i = 0; shaderxlat[i].type; i++)
{
if (shaderxlat[i].id == shader)
return shaderxlat[i].type;
}
return "Unknown";
}
return "Default";
}
#endif // HWRENDER

View file

@ -70,8 +70,13 @@ void HWR_DrawScreenFinalTexture(int width, int height);
void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap);
UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap); // Let's see if this can work
void HWR_ReadShaders(UINT16 wadnum, boolean PK3);
boolean HWR_LoadShaders(void);
boolean HWR_CompileShaders(void);
void HWR_LoadAllCustomShaders(void);
void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3);
const char *HWR_GetShaderName(INT32 shader);
extern customshaderxlat_t shaderxlat[];
extern CV_PossibleValue_t granisotropicmode_cons_t[];

View file

@ -1572,7 +1572,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
p.mirror = atransform.mirror; // from Kart
#endif
HWD.pfnSetShader(4); // model shader
HWD.pfnSetShader(SHADER_MODEL); // model shader
HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, hflip, &Surf);
}

View file

@ -91,9 +91,10 @@ static GLuint startScreenWipe = 0;
static GLuint endScreenWipe = 0;
static GLuint finalScreenTexture = 0;
// Lactozilla: Set shader programs and uniforms
// Lactozilla: Shader functions
static void *Shader_Load(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade);
static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade);
static void Shader_CompileError(const char *message, GLuint program, INT32 shadernum);
static GLRGBAFloat shader_defaultcolor = {1.0f, 1.0f, 1.0f, 1.0f};
@ -578,15 +579,12 @@ static PFNglUniform2fv pglUniform2fv;
static PFNglUniform3fv pglUniform3fv;
static PFNglGetUniformLocation pglGetUniformLocation;
#define MAXSHADERS 16
#define MAXSHADERPROGRAMS 16
// 18032019
static char *gl_customvertexshaders[MAXSHADERS];
static char *gl_customfragmentshaders[MAXSHADERS];
static GLuint gl_currentshaderprogram = 0;
static boolean gl_shaderprogramchanged = true;
static shadersource_t gl_customshaders[HWR_MAXSHADERS];
// 13062019
typedef enum
{
@ -610,17 +608,59 @@ typedef struct gl_shaderprogram_s
boolean custom;
GLint uniforms[gluniform_max+1];
} gl_shaderprogram_t;
static gl_shaderprogram_t gl_shaderprograms[MAXSHADERPROGRAMS];
static gl_shaderprogram_t gl_shaderprograms[HWR_MAXSHADERS];
// Shader info
static INT32 shader_leveltime = 0;
// ========================
// Fragment shader macros
// ========================
// ================
// Vertex shaders
// ================
//
// GLSL Software fragment shader
// Generic vertex shader
//
#define GLSL_DEFAULT_VERTEX_SHADER \
"void main()\n" \
"{\n" \
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
"gl_FrontColor = gl_Color;\n" \
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
"}\0"
// replicates the way fixed function lighting is used by the model lighting option,
// stores the lighting result to gl_Color
// (ambient lighting of 0.75 and diffuse lighting from above)
#define GLSL_MODEL_LIGHTING_VERTEX_SHADER \
"void main()\n" \
"{\n" \
"float nDotVP = dot(gl_Normal, vec3(0, 1, 0));\n" \
"float light = 0.75 + max(nDotVP, 0.0);\n" \
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
"gl_FrontColor = vec4(light, light, light, 1.0);\n" \
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
"}\0"
// ==================
// Fragment shaders
// ==================
//
// Generic fragment shader
//
#define GLSL_DEFAULT_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"void main(void) {\n" \
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \
"}\0"
//
// Software fragment shader
//
#define GLSL_DOOM_COLORMAP \
@ -761,22 +801,10 @@ static INT32 shader_leveltime = 0;
"gl_FragColor = final_color;\n" \
"}\0"
//
// GLSL generic fragment shader
//
#define GLSL_DEFAULT_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
"void main(void) {\n" \
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \
"}\0"
//
// Sky fragment shader
// Modulates poly_color with gl_Color
//
#define GLSL_SKY_FRAGMENT_SHADER \
"uniform sampler2D tex;\n" \
"uniform vec4 poly_color;\n" \
@ -784,97 +812,42 @@ static INT32 shader_leveltime = 0;
"gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * gl_Color * poly_color;\n" \
"}\0"
static const char *fragment_shaders[] = {
// Default fragment shader
GLSL_DEFAULT_FRAGMENT_SHADER,
// ================
// Shader sources
// ================
// Floor fragment shader
GLSL_SOFTWARE_FRAGMENT_SHADER,
static struct {
const char *vertex;
const char *fragment;
} const gl_shadersources[] = {
// Default shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_DEFAULT_FRAGMENT_SHADER},
// Wall fragment shader
GLSL_SOFTWARE_FRAGMENT_SHADER,
// Floor shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
// Sprite fragment shader
GLSL_SOFTWARE_FRAGMENT_SHADER,
// Wall shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
// Model fragment shader
GLSL_SOFTWARE_FRAGMENT_SHADER,
// Sprite shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
// Water fragment shader
GLSL_WATER_FRAGMENT_SHADER,
// Model shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER},
// Fog fragment shader
GLSL_FOG_FRAGMENT_SHADER,
// Model shader + diffuse lighting from above
{GLSL_MODEL_LIGHTING_VERTEX_SHADER, GLSL_SOFTWARE_MODEL_LIGHTING_FRAGMENT_SHADER},
// Sky fragment shader
GLSL_SKY_FRAGMENT_SHADER,
// Water shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER},
// Model fragment shader + diffuse lighting from above
GLSL_SOFTWARE_MODEL_LIGHTING_FRAGMENT_SHADER,
// Fog shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_FOG_FRAGMENT_SHADER},
NULL,
};
// Sky shader
{GLSL_DEFAULT_VERTEX_SHADER, GLSL_SKY_FRAGMENT_SHADER},
// ======================
// Vertex shader macros
// ======================
//
// GLSL generic vertex shader
//
#define GLSL_DEFAULT_VERTEX_SHADER \
"void main()\n" \
"{\n" \
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
"gl_FrontColor = gl_Color;\n" \
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
"}\0"
// replicates the way fixed function lighting is used by the model lighting option,
// stores the lighting result to gl_Color
// (ambient lighting of 0.75 and diffuse lighting from above)
#define GLSL_MODEL_LIGHTING_VERTEX_SHADER \
"void main()\n" \
"{\n" \
"float nDotVP = dot(gl_Normal, vec3(0, 1, 0));\n" \
"float light = 0.75 + max(nDotVP, 0.0);\n" \
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
"gl_FrontColor = vec4(light, light, light, 1.0);\n" \
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
"gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \
"}\0"
static const char *vertex_shaders[] = {
// Default vertex shader
GLSL_DEFAULT_VERTEX_SHADER,
// Floor vertex shader
GLSL_DEFAULT_VERTEX_SHADER,
// Wall vertex shader
GLSL_DEFAULT_VERTEX_SHADER,
// Sprite vertex shader
GLSL_DEFAULT_VERTEX_SHADER,
// Model vertex shader
GLSL_DEFAULT_VERTEX_SHADER,
// Water vertex shader
GLSL_DEFAULT_VERTEX_SHADER,
// Fog vertex shader
GLSL_DEFAULT_VERTEX_SHADER,
// Sky vertex shader
GLSL_DEFAULT_VERTEX_SHADER,
// Model vertex shader + diffuse lighting from above
GLSL_MODEL_LIGHTING_VERTEX_SHADER,
NULL,
{NULL, NULL},
};
#endif // GL_SHADERS
@ -920,7 +893,7 @@ void SetupGLFunc4(void)
}
// jimita
EXPORT boolean HWRAPI(LoadShaders) (void)
EXPORT boolean HWRAPI(CompileShaders) (void)
{
#ifdef GL_SHADERS
GLuint gl_vertShader, gl_fragShader;
@ -928,25 +901,23 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
if (!pglUseProgram) return false;
gl_customvertexshaders[0] = NULL;
gl_customfragmentshaders[0] = NULL;
gl_customshaders[0].vertex = NULL;
gl_customshaders[0].fragment = NULL;
for (i = 0; vertex_shaders[i] && fragment_shaders[i]; i++)
for (i = 0; gl_shadersources[i].vertex && gl_shadersources[i].fragment; i++)
{
gl_shaderprogram_t *shader;
const GLchar* vert_shader = vertex_shaders[i];
const GLchar* frag_shader = fragment_shaders[i];
boolean custom = ((gl_customvertexshaders[i] || gl_customfragmentshaders[i]) && (i > 0));
const GLchar *vert_shader = gl_shadersources[i].vertex;
const GLchar *frag_shader = gl_shadersources[i].fragment;
boolean custom = ((gl_customshaders[i].vertex || gl_customshaders[i].fragment) && (i > 0));
// 18032019
if (gl_customvertexshaders[i])
vert_shader = gl_customvertexshaders[i];
if (gl_customfragmentshaders[i])
frag_shader = gl_customfragmentshaders[i];
if (gl_customshaders[i].vertex)
vert_shader = gl_customshaders[i].vertex;
if (gl_customshaders[i].fragment)
frag_shader = gl_customshaders[i].fragment;
if (i >= MAXSHADERS)
break;
if (i >= MAXSHADERPROGRAMS)
if (i >= HWR_MAXSHADERS)
break;
shader = &gl_shaderprograms[i];
@ -959,7 +930,7 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
gl_vertShader = pglCreateShader(GL_VERTEX_SHADER);
if (!gl_vertShader)
{
GL_MSG_Error("LoadShaders: Error creating vertex shader %d\n", i);
GL_MSG_Error("CompileShaders: Error creating vertex shader %s\n", HWR_GetShaderName(i));
continue;
}
@ -970,15 +941,7 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
pglGetShaderiv(gl_vertShader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
GLchar* infoLog;
GLint logLength;
pglGetShaderiv(gl_vertShader, GL_INFO_LOG_LENGTH, &logLength);
infoLog = malloc(logLength);
pglGetShaderInfoLog(gl_vertShader, logLength, NULL, infoLog);
GL_MSG_Error("LoadShaders: Error compiling vertex shader %d\n%s", i, infoLog);
Shader_CompileError("Error compiling vertex shader", gl_vertShader, i);
continue;
}
@ -988,7 +951,7 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
gl_fragShader = pglCreateShader(GL_FRAGMENT_SHADER);
if (!gl_fragShader)
{
GL_MSG_Error("LoadShaders: Error creating fragment shader %d\n", i);
GL_MSG_Error("CompileShaders: Error creating fragment shader %s\n", HWR_GetShaderName(i));
continue;
}
@ -999,15 +962,7 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
pglGetShaderiv(gl_fragShader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
{
GLchar* infoLog;
GLint logLength;
pglGetShaderiv(gl_fragShader, GL_INFO_LOG_LENGTH, &logLength);
infoLog = malloc(logLength);
pglGetShaderInfoLog(gl_fragShader, logLength, NULL, infoLog);
GL_MSG_Error("LoadShaders: Error compiling fragment shader %d\n%s", i, infoLog);
Shader_CompileError("Error compiling fragment shader", gl_fragShader, i);
continue;
}
@ -1028,7 +983,7 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
{
shader->program = 0;
shader->custom = false;
GL_MSG_Error("LoadShaders: Error linking shader program %d\n", i);
GL_MSG_Error("CompileShaders: Error linking shader program %s\n", HWR_GetShaderName(i));
continue;
}
@ -1048,8 +1003,10 @@ EXPORT boolean HWRAPI(LoadShaders) (void)
#undef GETUNI
}
#endif
return true;
#else
return false;
#endif
}
//
@ -1077,25 +1034,34 @@ EXPORT void HWRAPI(SetShaderInfo) (hwdshaderinfo_t info, INT32 value)
//
// Custom shader loading
//
EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boolean fragment)
EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boolean isfragment)
{
#ifdef GL_SHADERS
if (!pglUseProgram) return;
if (number < 1 || number > MAXSHADERS)
I_Error("LoadCustomShader(): cannot load shader %d (max %d)", number, MAXSHADERS);
shadersource_t *shader;
if (fragment)
{
gl_customfragmentshaders[number] = malloc(size+1);
strncpy(gl_customfragmentshaders[number], shader, size);
gl_customfragmentshaders[number][size] = 0;
if (!pglUseProgram)
return;
if (number < 1 || number > HWR_MAXSHADERS)
I_Error("LoadCustomShader: cannot load shader %d (min 1, max %d)", number, HWR_MAXSHADERS);
else if (code == NULL)
I_Error("LoadCustomShader: empty shader");
shader = &gl_customshaders[number];
#define COPYSHADER(source) { \
if (shader->source) \
free(shader->source); \
shader->source = malloc(size+1); \
strncpy(shader->source, code, size); \
shader->source[size] = 0; \
}
if (isfragment)
COPYSHADER(fragment)
else
{
gl_customvertexshaders[number] = malloc(size+1);
strncpy(gl_customvertexshaders[number], shader, size);
gl_customvertexshaders[number][size] = 0;
}
COPYSHADER(vertex)
#else
(void)number;
(void)shader;
@ -1104,14 +1070,6 @@ EXPORT void HWRAPI(LoadCustomShader) (int number, char *shader, size_t size, boo
#endif
}
EXPORT boolean HWRAPI(InitCustomShaders) (void)
{
#ifdef GL_SHADERS
KillShaders();
return LoadShaders();
#endif
}
EXPORT void HWRAPI(SetShader) (int shader)
{
#ifdef GL_SHADERS
@ -1119,9 +1077,9 @@ EXPORT void HWRAPI(SetShader) (int shader)
{
// If using model lighting, set the appropriate shader.
// However don't override a custom shader.
// Should use an enum or something...
if (shader == 4 && model_lighting && !gl_shaderprograms[4].custom)
shader = 8;
if (shader == SHADER_MODEL && model_lighting
&& !(gl_shaderprograms[SHADER_MODEL].custom && !gl_shaderprograms[SHADER_MODEL_LIGHTING].custom))
shader = SHADER_MODEL_LIGHTING;
if ((GLuint)shader != gl_currentshaderprogram)
{
gl_currentshaderprogram = shader;
@ -1146,9 +1104,23 @@ EXPORT void HWRAPI(UnSetShader) (void)
#endif
}
EXPORT void HWRAPI(KillShaders) (void)
EXPORT void HWRAPI(CleanShaders) (void)
{
// unused.........................
INT32 i;
for (i = 1; i < HWR_MAXSHADERS; i++)
{
shadersource_t *shader = &gl_customshaders[i];
if (shader->vertex)
free(shader->vertex);
if (shader->fragment)
free(shader->fragment);
shader->vertex = NULL;
shader->fragment = NULL;
}
}
// -----------------+
@ -2017,6 +1989,25 @@ static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAF
#endif
}
static void Shader_CompileError(const char *message, GLuint program, INT32 shadernum)
{
GLchar *infoLog = NULL;
GLint logLength;
pglGetShaderiv(program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength)
{
infoLog = malloc(logLength);
pglGetShaderInfoLog(program, logLength, NULL, infoLog);
}
GL_MSG_Error("CompileShaders: %s (%s)\n%s", message, HWR_GetShaderName(shadernum), (infoLog ? infoLog : ""));
if (infoLog)
free(infoLog);
}
// code that is common between DrawPolygon and DrawIndexedTriangles
// the corona thing is there too, i have no idea if that stuff works with DrawIndexedTriangles and batching
static void PreparePolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FBITFIELD PolyFlags)

View file

@ -173,8 +173,13 @@ static const struct {
{META_SEG, "seg_t"},
{META_NODE, "node_t"},
#endif
{META_SLOPE, "slope_t"},
{META_VECTOR2, "vector2_t"},
{META_VECTOR3, "vector3_t"},
{META_MAPHEADER, "mapheader_t"},
{META_POLYOBJ, "polyobj_t"},
{META_CVAR, "consvar_t"},
{META_SECTORLINES, "sector_t.lines"},
@ -1730,6 +1735,18 @@ static int lib_pFloorzAtPos(lua_State *L)
return 1;
}
static int lib_pCeilingzAtPos(lua_State *L)
{
fixed_t x = luaL_checkfixed(L, 1);
fixed_t y = luaL_checkfixed(L, 2);
fixed_t z = luaL_checkfixed(L, 3);
fixed_t height = luaL_checkfixed(L, 4);
//HUDSAFE
INLEVEL
lua_pushfixed(L, P_CeilingzAtPos(x, y, z, height));
return 1;
}
static int lib_pDoSpring(lua_State *L)
{
mobj_t *spring = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
@ -3604,6 +3621,7 @@ static luaL_Reg lib[] = {
{"P_CheckHoopPosition",lib_pCheckHoopPosition},
{"P_RadiusAttack",lib_pRadiusAttack},
{"P_FloorzAtPos",lib_pFloorzAtPos},
{"P_CeilingzAtPos",lib_pCeilingzAtPos},
{"P_DoSpring",lib_pDoSpring},
// p_inter

View file

@ -1,6 +1,6 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2016 by Iestyn "Monster Iestyn" Jealous.
// Copyright (C) 2016-2020 by Iestyn "Monster Iestyn" Jealous.
// Copyright (C) 2016-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
@ -13,6 +13,7 @@
#include "doomdef.h"
#include "p_local.h"
#include "r_main.h" // validcount
#include "p_polyobj.h"
#include "lua_script.h"
#include "lua_libs.h"
//#include "lua_hud.h" // hud_running errors
@ -20,6 +21,7 @@
static const char *const search_opt[] = {
"objects",
"lines",
"polyobjs",
NULL};
// a quickly-made function pointer typedef used by lib_searchBlockmap...
@ -167,6 +169,55 @@ static UINT8 lib_searchBlockmap_Lines(lua_State *L, INT32 x, INT32 y, mobj_t *th
return 0; // Everything was checked.
}
// Helper function for "polyobjs" search
static UINT8 lib_searchBlockmap_PolyObjs(lua_State *L, INT32 x, INT32 y, mobj_t *thing)
{
INT32 offset;
polymaplink_t *plink; // haleyjd 02/22/06
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
return 0;
offset = y*bmapwidth + x;
// haleyjd 02/22/06: consider polyobject lines
plink = polyblocklinks[offset];
while (plink)
{
polyobj_t *po = plink->po;
if (po->validcount != validcount) // if polyobj hasn't been checked
{
po->validcount = validcount;
lua_pushvalue(L, 1);
LUA_PushUserdata(L, thing, META_MOBJ);
LUA_PushUserdata(L, po, META_POLYOBJ);
if (lua_pcall(gL, 2, 1, 0)) {
if (!blockfuncerror || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
blockfuncerror = true;
return 0; // *shrugs*
}
if (!lua_isnil(gL, -1))
{ // if nil, continue
if (lua_toboolean(gL, -1))
return 2; // stop whole search
else
return 1; // stop block search
}
lua_pop(gL, 1);
if (P_MobjWasRemoved(thing))
return 2;
}
plink = (polymaplink_t *)(plink->link.next);
}
return 0; // Everything was checked.
}
// The searchBlockmap function
// arguments: searchBlockmap(searchtype, function, mobj, [x1, x2, y1, y2])
// return value:
@ -195,6 +246,9 @@ static int lib_searchBlockmap(lua_State *L)
case 1: // "lines"
searchFunc = lib_searchBlockmap_Lines;
break;
case 2: // "polyobjs"
searchFunc = lib_searchBlockmap_PolyObjs;
break;
}
// the mobj we are searching around, the "calling" mobj we could say

View file

@ -50,6 +50,8 @@ extern lua_State *gL;
#define META_VECTOR3 "VECTOR3_T"
#define META_MAPHEADER "MAPHEADER_T*"
#define META_POLYOBJ "POLYOBJ_T*"
#define META_CVAR "CONSVAR_T*"
#define META_SECTORLINES "SECTOR_T*LINES"
@ -58,6 +60,8 @@ extern lua_State *gL;
#define META_LINESTRINGARGS "LINE_T*STRINGARGS"
#define META_THINGARGS "MAPTHING_T*ARGS"
#define META_THINGSTRINGARGS "MAPTHING_T*STRINGARGS"
#define META_POLYOBJVERTICES "POLYOBJ_T*VERTICES"
#define META_POLYOBJLINES "POLYOBJ_T*LINES"
#ifdef HAVE_LUA_SEGS
#define META_NODEBBOX "NODE_T*BBOX"
#define META_NODECHILDREN "NODE_T*CHILDREN"
@ -88,5 +92,6 @@ int LUA_PlayerLib(lua_State *L);
int LUA_SkinLib(lua_State *L);
int LUA_ThinkerLib(lua_State *L);
int LUA_MapLib(lua_State *L);
int LUA_PolyObjLib(lua_State *L);
int LUA_BlockmapLib(lua_State *L);
int LUA_HudLib(lua_State *L);

View file

@ -16,6 +16,7 @@
#include "p_setup.h"
#include "z_zone.h"
#include "p_slopes.h"
#include "p_polyobj.h"
#include "r_main.h"
#include "lua_script.h"
@ -68,6 +69,7 @@ enum subsector_e {
subsector_sector,
subsector_numlines,
subsector_firstline,
subsector_polyList
};
static const char *const subsector_opt[] = {
@ -75,6 +77,7 @@ static const char *const subsector_opt[] = {
"sector",
"numlines",
"firstline",
"polyList",
NULL};
enum line_e {
@ -98,6 +101,7 @@ enum line_e {
line_backsector,
line_firsttag,
line_nexttag,
line_polyobj,
line_text,
line_callcount
};
@ -123,6 +127,7 @@ static const char *const line_opt[] = {
"backsector",
"firsttag",
"nexttag",
"polyobj",
"text",
"callcount",
NULL};
@ -223,6 +228,7 @@ enum seg_e {
seg_linedef,
seg_frontsector,
seg_backsector,
seg_polyseg
};
static const char *const seg_opt[] = {
@ -236,6 +242,7 @@ static const char *const seg_opt[] = {
"linedef",
"frontsector",
"backsector",
"polyseg",
NULL};
enum node_e {
@ -325,9 +332,9 @@ static const char *const vector_opt[] = {
static const char *const array_opt[] ={"iterate",NULL};
static const char *const valid_opt[] ={"valid",NULL};
///////////////////////////////////
// sector list iterate functions //
///////////////////////////////////
/////////////////////////////////////////////
// sector/subsector list iterate functions //
/////////////////////////////////////////////
// iterates through a sector's thinglist!
static int lib_iterateSectorThinglist(lua_State *L)
@ -399,6 +406,41 @@ static int lib_iterateSectorFFloors(lua_State *L)
return 0;
}
// iterates through a subsector's polyList! (for polyobj_t)
static int lib_iterateSubSectorPolylist(lua_State *L)
{
polyobj_t *state = NULL;
polyobj_t *po = NULL;
INLEVEL
if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call subsector.polyList() directly, use it as 'for polyobj in subsector.polyList do <block> end'.");
if (!lua_isnil(L, 1))
state = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
else
return 0; // no polylist to iterate through sorry!
lua_settop(L, 2);
lua_remove(L, 1); // remove state now.
if (!lua_isnil(L, 1))
{
po = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
po = (polyobj_t *)(po->link.next);
}
else
po = state; // state is used as the "start" of the polylist
if (po)
{
LUA_PushUserdata(L, po, META_POLYOBJ);
return 1;
}
return 0;
}
static int sector_iterate(lua_State *L)
{
lua_pushvalue(L, lua_upvalueindex(1)); // iterator function, or the "generator"
@ -687,6 +729,11 @@ static int subsector_get(lua_State *L)
case subsector_firstline:
lua_pushinteger(L, subsector->firstline);
return 1;
case subsector_polyList: // polyList
lua_pushcfunction(L, lib_iterateSubSectorPolylist);
LUA_PushUserdata(L, subsector->polyList, META_POLYOBJ);
lua_pushcclosure(L, sector_iterate, 2); // push lib_iterateSubSectorPolylist and subsector->polyList as upvalues for the function
return 1;
}
return 0;
}
@ -830,6 +877,9 @@ static int line_get(lua_State *L)
case line_nexttag:
lua_pushinteger(L, line->nexttag);
return 1;
case line_polyobj:
LUA_PushUserdata(L, line->polyobj, META_POLYOBJ);
return 1;
case line_text:
lua_pushstring(L, line->text);
return 1;
@ -1092,6 +1142,9 @@ static int seg_get(lua_State *L)
case seg_backsector:
LUA_PushUserdata(L, seg->backsector, META_SECTOR);
return 1;
case seg_polyseg:
LUA_PushUserdata(L, seg->polyseg, META_POLYOBJ);
return 1;
}
return 0;
}

486
src/lua_polyobjlib.c Normal file
View file

@ -0,0 +1,486 @@
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 2020 by Iestyn "Monster Iestyn" Jealous.
// Copyright (C) 2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file lua_polyobjlib.c
/// \brief polyobject library for Lua scripting
#include "doomdef.h"
#include "fastcmp.h"
#include "p_local.h"
#include "p_polyobj.h"
#include "lua_script.h"
#include "lua_libs.h"
#include "lua_hud.h" // hud_running errors
#define NOHUD if (hud_running)\
return luaL_error(L, "HUD rendering code should not call this function!");
enum polyobj_e {
// properties
polyobj_valid = 0,
polyobj_id,
polyobj_parent,
polyobj_vertices,
polyobj_lines,
polyobj_sector,
polyobj_angle,
polyobj_damage,
polyobj_thrust,
polyobj_flags,
polyobj_translucency,
polyobj_triggertag,
// special functions - utility
polyobj_pointInside,
polyobj_mobjTouching,
polyobj_mobjInside,
// special functions - manipulation
polyobj_moveXY,
polyobj_rotate
};
static const char *const polyobj_opt[] = {
// properties
"valid",
"id",
"parent",
"vertices",
"lines",
"sector",
"angle",
"damage",
"thrust",
"flags",
"translucency",
"triggertag",
// special functions - utility
"pointInside",
"mobjTouching",
"mobjInside",
// special functions - manipulation
"moveXY",
"rotate",
NULL};
static const char *const valid_opt[] ={"valid",NULL};
////////////////////////
// polyobj.vertices[] //
////////////////////////
// polyobj.vertices, i -> polyobj.vertices[i]
// polyobj.vertices.valid, for validity checking
//
// see sectorlines_get in lua_maplib.c
//
static int polyobjvertices_get(lua_State *L)
{
vertex_t ***polyverts = *((vertex_t ****)luaL_checkudata(L, 1, META_POLYOBJVERTICES));
size_t i;
size_t numofverts = 0;
lua_settop(L, 2);
if (!lua_isnumber(L, 2))
{
int field = luaL_checkoption(L, 2, NULL, valid_opt);
if (!polyverts || !(*polyverts))
{
if (field == 0) {
lua_pushboolean(L, 0);
return 1;
}
return luaL_error(L, "accessed polyobj_t.vertices doesn't exist anymore.");
} else if (field == 0) {
lua_pushboolean(L, 1);
return 1;
}
}
numofverts = (size_t)(*(size_t *)(((size_t)polyverts) - (offsetof(polyobj_t, vertices) - offsetof(polyobj_t, numVertices))));
if (!numofverts)
return luaL_error(L, "no vertices found!");
i = (size_t)lua_tointeger(L, 2);
if (i >= numofverts)
return 0;
LUA_PushUserdata(L, (*polyverts)[i], META_VERTEX);
return 1;
}
// #(polyobj.vertices) -> polyobj.numVertices
static int polyobjvertices_num(lua_State *L)
{
vertex_t ***polyverts = *((vertex_t ****)luaL_checkudata(L, 1, META_POLYOBJVERTICES));
size_t numofverts = 0;
if (!polyverts || !(*polyverts))
return luaL_error(L, "accessed polyobj_t.vertices doesn't exist anymore.");
numofverts = (size_t)(*(size_t *)(((size_t)polyverts) - (offsetof(polyobj_t, vertices) - offsetof(polyobj_t, numVertices))));
lua_pushinteger(L, numofverts);
return 1;
}
/////////////////////
// polyobj.lines[] //
/////////////////////
// polyobj.lines, i -> polyobj.lines[i]
// polyobj.lines.valid, for validity checking
//
// see sectorlines_get in lua_maplib.c
//
static int polyobjlines_get(lua_State *L)
{
line_t ***polylines = *((line_t ****)luaL_checkudata(L, 1, META_POLYOBJLINES));
size_t i;
size_t numoflines = 0;
lua_settop(L, 2);
if (!lua_isnumber(L, 2))
{
int field = luaL_checkoption(L, 2, NULL, valid_opt);
if (!polylines || !(*polylines))
{
if (field == 0) {
lua_pushboolean(L, 0);
return 1;
}
return luaL_error(L, "accessed polyobj_t.lines doesn't exist anymore.");
} else if (field == 0) {
lua_pushboolean(L, 1);
return 1;
}
}
numoflines = (size_t)(*(size_t *)(((size_t)polylines) - (offsetof(polyobj_t, lines) - offsetof(polyobj_t, numLines))));
if (!numoflines)
return luaL_error(L, "no lines found!");
i = (size_t)lua_tointeger(L, 2);
if (i >= numoflines)
return 0;
LUA_PushUserdata(L, (*polylines)[i], META_LINE);
return 1;
}
// #(polyobj.lines) -> polyobj.numLines
static int polyobjlines_num(lua_State *L)
{
line_t ***polylines = *((line_t ****)luaL_checkudata(L, 1, META_POLYOBJLINES));
size_t numoflines = 0;
if (!polylines || !(*polylines))
return luaL_error(L, "accessed polyobj_t.lines doesn't exist anymore.");
numoflines = (size_t)(*(size_t *)(((size_t)polylines) - (offsetof(polyobj_t, lines) - offsetof(polyobj_t, numLines))));
lua_pushinteger(L, numoflines);
return 1;
}
/////////////////////////////////
// polyobj_t function wrappers //
/////////////////////////////////
// special functions - utility
static int lib_polyobj_PointInside(lua_State *L)
{
polyobj_t *po = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
INLEVEL
if (!po)
return LUA_ErrInvalid(L, "polyobj_t");
lua_pushboolean(L, P_PointInsidePolyobj(po, x, y));
return 1;
}
static int lib_polyobj_MobjTouching(lua_State *L)
{
polyobj_t *po = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
INLEVEL
if (!po)
return LUA_ErrInvalid(L, "polyobj_t");
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_MobjTouchingPolyobj(po, mo));
return 1;
}
static int lib_polyobj_MobjInside(lua_State *L)
{
polyobj_t *po = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
INLEVEL
if (!po)
return LUA_ErrInvalid(L, "polyobj_t");
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_MobjInsidePolyobj(po, mo));
return 1;
}
// special functions - manipulation
static int lib_polyobj_moveXY(lua_State *L)
{
polyobj_t *po = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
boolean checkmobjs = lua_opttrueboolean(L, 4);
NOHUD
INLEVEL
if (!po)
return LUA_ErrInvalid(L, "polyobj_t");
lua_pushboolean(L, Polyobj_moveXY(po, x, y, checkmobjs));
return 1;
}
static int lib_polyobj_rotate(lua_State *L)
{
polyobj_t *po = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
angle_t delta = luaL_checkangle(L, 2);
UINT8 turnthings = (UINT8)luaL_optinteger(L, 3, 0); // don't turn anything by default? (could change this if not desired)
boolean checkmobjs = lua_opttrueboolean(L, 4);
NOHUD
INLEVEL
if (!po)
return LUA_ErrInvalid(L, "polyobj_t");
lua_pushboolean(L, Polyobj_rotate(po, delta, turnthings, checkmobjs));
return 1;
}
///////////////
// polyobj_t //
///////////////
static int polyobj_get(lua_State *L)
{
polyobj_t *polyobj = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
enum polyobj_e field = luaL_checkoption(L, 2, NULL, polyobj_opt);
if (!polyobj) {
if (field == polyobj_valid) {
lua_pushboolean(L, false);
return 1;
}
return LUA_ErrInvalid(L, "polyobj_t");
}
switch (field)
{
// properties
case polyobj_valid:
lua_pushboolean(L, true);
break;
case polyobj_id:
lua_pushinteger(L, polyobj->id);
break;
case polyobj_parent:
lua_pushinteger(L, polyobj->parent);
break;
case polyobj_vertices: // vertices
LUA_PushUserdata(L, &polyobj->vertices, META_POLYOBJVERTICES); // push the address of the "vertices" member in the struct, to allow our hacks to work
break;
case polyobj_lines: // lines
LUA_PushUserdata(L, &polyobj->lines, META_POLYOBJLINES); // push the address of the "lines" member in the struct, to allow our hacks to work
break;
case polyobj_sector: // shortcut that exists only in Lua!
LUA_PushUserdata(L, polyobj->lines[0]->backsector, META_SECTOR);
break;
case polyobj_angle:
lua_pushangle(L, polyobj->angle);
break;
case polyobj_damage:
lua_pushinteger(L, polyobj->damage);
break;
case polyobj_thrust:
lua_pushfixed(L, polyobj->thrust);
break;
case polyobj_flags:
lua_pushinteger(L, polyobj->flags);
break;
case polyobj_translucency:
lua_pushinteger(L, polyobj->translucency);
break;
case polyobj_triggertag:
lua_pushinteger(L, polyobj->triggertag);
break;
// special functions - utility
case polyobj_pointInside:
lua_pushcfunction(L, lib_polyobj_PointInside);
break;
case polyobj_mobjTouching:
lua_pushcfunction(L, lib_polyobj_MobjTouching);
break;
case polyobj_mobjInside:
lua_pushcfunction(L, lib_polyobj_MobjInside);
break;
// special functions - manipulation
case polyobj_moveXY:
lua_pushcfunction(L, lib_polyobj_moveXY);
break;
case polyobj_rotate:
lua_pushcfunction(L, lib_polyobj_rotate);
break;
}
return 1;
}
static int polyobj_set(lua_State *L)
{
polyobj_t *polyobj = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
enum polyobj_e field = luaL_checkoption(L, 2, NULL, polyobj_opt);
if (!polyobj)
return LUA_ErrInvalid(L, "polyobj_t");
if (hud_running)
return luaL_error(L, "Do not alter polyobj_t in HUD rendering code!");
switch (field)
{
default:
return luaL_error(L, LUA_QL("polyobj_t") " field " LUA_QS " cannot be modified.", polyobj_opt[field]);
case polyobj_angle:
return luaL_error(L, LUA_QL("polyobj_t") " field " LUA_QS " should not be set directly. Use the function " LUA_QL("polyobj:rotate(angle)") " instead.", polyobj_opt[field]);
case polyobj_parent:
polyobj->parent = luaL_checkinteger(L, 3);
break;
case polyobj_flags:
polyobj->flags = luaL_checkinteger(L, 3);
break;
case polyobj_translucency:
polyobj->translucency = luaL_checkinteger(L, 3);
break;
}
return 0;
}
static int polyobj_num(lua_State *L)
{
polyobj_t *polyobj = *((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ));
if (!polyobj)
return luaL_error(L, "accessed polyobj_t doesn't exist anymore.");
lua_pushinteger(L, polyobj-PolyObjects);
return 1;
}
///////////////////
// PolyObjects[] //
///////////////////
static int lib_iteratePolyObjects(lua_State *L)
{
INT32 i = -1;
if (lua_gettop(L) < 2)
{
//return luaL_error(L, "Don't call PolyObjects.iterate() directly, use it as 'for polyobj in PolyObjects.iterate do <block> end'.");
lua_pushcfunction(L, lib_iteratePolyObjects);
return 1;
}
lua_settop(L, 2);
lua_remove(L, 1); // state is unused.
if (!lua_isnil(L, 1))
i = (INT32)(*((polyobj_t **)luaL_checkudata(L, 1, META_POLYOBJ)) - PolyObjects);
for (i++; i < numPolyObjects; i++)
{
LUA_PushUserdata(L, &PolyObjects[i], META_POLYOBJ);
return 1;
}
return 0;
}
static int lib_PolyObject_getfornum(lua_State *L)
{
INT32 id = (INT32)luaL_checkinteger(L, 1);
if (!numPolyObjects)
return 0; // if there's no PolyObjects then bail out here
LUA_PushUserdata(L, Polyobj_GetForNum(id), META_POLYOBJ);
return 1;
}
static int lib_getPolyObject(lua_State *L)
{
const char *field;
INT32 i;
// find PolyObject by number
if (lua_type(L, 2) == LUA_TNUMBER)
{
i = luaL_checkinteger(L, 2);
if (i < 0 || i >= numPolyObjects)
return luaL_error(L, "PolyObjects[] index %d out of range (0 - %d)", i, numPolyObjects-1);
LUA_PushUserdata(L, &PolyObjects[i], META_POLYOBJ);
return 1;
}
field = luaL_checkstring(L, 2);
// special function iterate
if (fastcmp(field,"iterate"))
{
lua_pushcfunction(L, lib_iteratePolyObjects);
return 1;
}
// find PolyObject by ID
else if (fastcmp(field,"GetForNum")) // name could probably be better
{
lua_pushcfunction(L, lib_PolyObject_getfornum);
return 1;
}
return 0;
}
static int lib_numPolyObjects(lua_State *L)
{
lua_pushinteger(L, numPolyObjects);
return 1;
}
int LUA_PolyObjLib(lua_State *L)
{
luaL_newmetatable(L, META_POLYOBJVERTICES);
lua_pushcfunction(L, polyobjvertices_get);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, polyobjvertices_num);
lua_setfield(L, -2, "__len");
lua_pop(L, 1);
luaL_newmetatable(L, META_POLYOBJLINES);
lua_pushcfunction(L, polyobjlines_get);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, polyobjlines_num);
lua_setfield(L, -2, "__len");
lua_pop(L, 1);
luaL_newmetatable(L, META_POLYOBJ);
lua_pushcfunction(L, polyobj_get);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, polyobj_set);
lua_setfield(L, -2, "__newindex");
lua_pushcfunction(L, polyobj_num);
lua_setfield(L, -2, "__len");
lua_pop(L,1);
lua_newuserdata(L, 0);
lua_createtable(L, 0, 2);
lua_pushcfunction(L, lib_getPolyObject);
lua_setfield(L, -2, "__index");
lua_pushcfunction(L, lib_numPolyObjects);
lua_setfield(L, -2, "__len");
lua_setmetatable(L, -2);
lua_setglobal(L, "PolyObjects");
return 0;
}

View file

@ -24,6 +24,7 @@
#include "p_saveg.h"
#include "p_local.h"
#include "p_slopes.h" // for P_SlopeById
#include "p_polyobj.h" // polyobj_t, PolyObjects
#ifdef LUA_ALLOW_BYTECODE
#include "d_netfil.h" // for LUA_DumpFile
#endif
@ -50,6 +51,7 @@ static lua_CFunction liblist[] = {
LUA_SkinLib, // skin_t, skins[]
LUA_ThinkerLib, // thinker_t
LUA_MapLib, // line_t, side_t, sector_t, subsector_t
LUA_PolyObjLib, // polyobj_t
LUA_BlockmapLib, // blockmap stuff
LUA_HudLib, // HUD stuff
NULL
@ -774,6 +776,12 @@ void LUA_InvalidateLevel(void)
LUA_InvalidateUserdata(&sides[i]);
for (i = 0; i < numvertexes; i++)
LUA_InvalidateUserdata(&vertexes[i]);
for (i = 0; i < (size_t)numPolyObjects; i++)
{
LUA_InvalidateUserdata(&PolyObjects[i]);
LUA_InvalidateUserdata(&PolyObjects[i].vertices);
LUA_InvalidateUserdata(&PolyObjects[i].lines);
}
#ifdef HAVE_LUA_SEGS
for (i = 0; i < numsegs; i++)
LUA_InvalidateUserdata(&segs[i]);
@ -832,6 +840,7 @@ enum
ARCH_NODE,
#endif
ARCH_FFLOOR,
ARCH_POLYOBJ,
ARCH_SLOPE,
ARCH_MAPHEADER,
ARCH_SKINCOLOR,
@ -858,6 +867,7 @@ static const struct {
{META_NODE, ARCH_NODE},
#endif
{META_FFLOOR, ARCH_FFLOOR},
{META_POLYOBJ, ARCH_POLYOBJ},
{META_SLOPE, ARCH_SLOPE},
{META_MAPHEADER, ARCH_MAPHEADER},
{META_SKINCOLOR, ARCH_SKINCOLOR},
@ -1126,6 +1136,17 @@ static UINT8 ArchiveValue(int TABLESINDEX, int myindex)
}
break;
}
case ARCH_POLYOBJ:
{
polyobj_t *polyobj = *((polyobj_t **)lua_touserdata(gL, myindex));
if (!polyobj)
WRITEUINT8(save_p, ARCH_NULL);
else {
WRITEUINT8(save_p, ARCH_POLYOBJ);
WRITEUINT16(save_p, polyobj-PolyObjects);
}
break;
}
case ARCH_SLOPE:
{
pslope_t *slope = *((pslope_t **)lua_touserdata(gL, myindex));
@ -1381,6 +1402,9 @@ static UINT8 UnArchiveValue(int TABLESINDEX)
LUA_PushUserdata(gL, rover, META_FFLOOR);
break;
}
case ARCH_POLYOBJ:
LUA_PushUserdata(gL, &PolyObjects[READUINT16(save_p)], META_POLYOBJ);
break;
case ARCH_SLOPE:
LUA_PushUserdata(gL, P_SlopeById(READUINT16(save_p)), META_SLOPE);
break;

View file

@ -507,7 +507,7 @@ static void GIF_rgbconvert(UINT8 *linear, UINT8 *scr)
size_t src = 0, dest = 0;
size_t size = (vid.width * vid.height * 3);
InitColorLUT(&gif_colorlookup, gif_framepalette, true);
InitColorLUT(&gif_colorlookup, (gif_localcolortable) ? gif_framepalette : gif_headerpalette, true);
while (src < size)
{

View file

@ -62,7 +62,7 @@ static CV_PossibleValue_t masterserver_update_rate_cons_t[] = {
};
consvar_t cv_masterserver = CVAR_INIT ("masterserver", "https://mb.srb2.org/MS/0", CV_SAVE|CV_CALL, NULL, MasterServer_OnChange);
consvar_t cv_servername = CVAR_INIT ("servername", "SRB2 server", CV_SAVE|CV_CALL|CV_NOINIT, NULL, Update_parameters);
consvar_t cv_servername = CVAR_INIT ("servername", "SRB2 server", CV_SAVE|CV_NETVAR|CV_CALL|CV_NOINIT, NULL, Update_parameters);
consvar_t cv_masterserver_update_rate = CVAR_INIT ("masterserver_update_rate", "15", CV_SAVE|CV_CALL|CV_NOINIT, masterserver_update_rate_cons_t, Update_parameters);

View file

@ -428,6 +428,7 @@ void P_Initsecnode(void);
void P_RadiusAttack(mobj_t *spot, mobj_t *source, fixed_t damagedist, UINT8 damagetype, boolean sightcheck);
fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height);
fixed_t P_CeilingzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height);
boolean PIT_PushableMoved(mobj_t *thing);
boolean P_DoSpring(mobj_t *spring, mobj_t *object);

View file

@ -4963,7 +4963,7 @@ void P_MapEnd(void)
}
// P_FloorzAtPos
// Returns the floorz of the XYZ position // TODO: Need ceilingpos function too
// Returns the floorz of the XYZ position
// Tails 05-26-2003
fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
{
@ -5007,3 +5007,47 @@ fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
return floorz;
}
// P_CeilingZAtPos
// Returns the ceilingz of the XYZ position
fixed_t P_CeilingzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
{
sector_t *sec = R_PointInSubsector(x, y)->sector;
fixed_t ceilingz = P_GetSectorCeilingZAt(sec, x, y);
if (sec->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2, thingtop = z + height;
for (rover = sec->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!(rover->flags & FF_EXISTS))
continue;
if ((!(rover->flags & FF_SOLID || rover->flags & FF_QUICKSAND) || (rover->flags & FF_SWIMMABLE)))
continue;
topheight = P_GetFFloorTopZAt (rover, x, y);
bottomheight = P_GetFFloorBottomZAt(rover, x, y);
if (rover->flags & FF_QUICKSAND)
{
if (thingtop > bottomheight && topheight > z)
{
if (ceilingz > z)
ceilingz = z;
}
continue;
}
delta1 = z - (bottomheight + ((topheight - bottomheight)/2));
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
if (bottomheight < ceilingz && abs(delta1) > abs(delta2))
ceilingz = bottomheight;
}
}
return ceilingz;
}

View file

@ -11047,10 +11047,10 @@ void P_RemoveSavegameMobj(mobj_t *mobj)
}
static CV_PossibleValue_t respawnitemtime_cons_t[] = {{1, "MIN"}, {300, "MAX"}, {0, NULL}};
consvar_t cv_itemrespawntime = CVAR_INIT ("respawnitemtime", "30", CV_NETVAR|CV_CHEAT, respawnitemtime_cons_t, NULL);
consvar_t cv_itemrespawn = CVAR_INIT ("respawnitem", "On", CV_NETVAR, CV_OnOff, NULL);
consvar_t cv_itemrespawntime = CVAR_INIT ("respawnitemtime", "30", CV_SAVE|CV_NETVAR|CV_CHEAT, respawnitemtime_cons_t, NULL);
consvar_t cv_itemrespawn = CVAR_INIT ("respawnitem", "On", CV_SAVE|CV_NETVAR, CV_OnOff, NULL);
static CV_PossibleValue_t flagtime_cons_t[] = {{0, "MIN"}, {300, "MAX"}, {0, NULL}};
consvar_t cv_flagtime = CVAR_INIT ("flagtime", "30", CV_NETVAR|CV_CHEAT, flagtime_cons_t, NULL);
consvar_t cv_flagtime = CVAR_INIT ("flagtime", "30", CV_SAVE|CV_NETVAR|CV_CHEAT, flagtime_cons_t, NULL);
void P_SpawnPrecipitation(void)
{
@ -11956,9 +11956,6 @@ static mobjtype_t P_GetMobjtypeSubstitute(mapthing_t *mthing, mobjtype_t i)
return MT_SCORE1K_BOX; // 1,000
}
if (mariomode && i == MT_ROSY)
return MT_TOAD; // don't remove on penalty of death
return i;
}

View file

@ -976,7 +976,7 @@ static INT32 Polyobj_clipThings(polyobj_t *po, line_t *line)
// Moves a polyobject on the x-y plane.
static boolean Polyobj_moveXY(polyobj_t *po, fixed_t x, fixed_t y, boolean checkmobjs)
boolean Polyobj_moveXY(polyobj_t *po, fixed_t x, fixed_t y, boolean checkmobjs)
{
size_t i;
vertex_t vec;
@ -1162,7 +1162,7 @@ static void Polyobj_rotateThings(polyobj_t *po, vector2_t origin, angle_t delta,
}
// Rotates a polyobject around its start point.
static boolean Polyobj_rotate(polyobj_t *po, angle_t delta, UINT8 turnthings, boolean checkmobjs)
boolean Polyobj_rotate(polyobj_t *po, angle_t delta, UINT8 turnthings, boolean checkmobjs)
{
size_t i;
angle_t angle;

View file

@ -336,6 +336,8 @@ typedef struct polyfadedata_s
// Functions
//
boolean Polyobj_moveXY(polyobj_t *po, fixed_t x, fixed_t y, boolean checkmobjs);
boolean Polyobj_rotate(polyobj_t *po, angle_t delta, UINT8 turnthings, boolean checkmobjs);
polyobj_t *Polyobj_GetForNum(INT32 id);
void Polyobj_InitLevel(void);
void Polyobj_MoveOnLoad(polyobj_t *po, angle_t angle, fixed_t x, fixed_t y);

View file

@ -4011,23 +4011,23 @@ boolean P_LoadLevel(boolean fromnetsave)
wipegamestate = FORCEWIPEOFF;
wipestyleflags = 0;
// Special stage fade to white
// Special stage & record attack retry fade to white
// This is handled BEFORE sounds are stopped.
if (modeattacking && !demoplayback && (pausedelay == INT32_MIN))
ranspecialwipe = 2;
if (G_GetModeAttackRetryFlag())
{
if (modeattacking && !demoplayback)
{
ranspecialwipe = 2;
wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE);
}
G_ClearModeAttackRetryFlag();
}
else if (rendermode != render_none && G_IsSpecialStage(gamemap))
{
P_RunSpecialStageWipe();
ranspecialwipe = 1;
}
if (G_GetModeAttackRetryFlag())
{
if (modeattacking)
wipestyleflags |= (WSF_FADEOUT|WSF_TOWHITE);
G_ClearModeAttackRetryFlag();
}
// Make sure all sounds are stopped before Z_FreeTags.
S_StopSounds();
S_ClearSfx();
@ -4187,9 +4187,9 @@ boolean P_LoadLevel(boolean fromnetsave)
nextmapoverride = 0;
skipstats = 0;
if (!(netgame || multiplayer) && (!modifiedgame || savemoddata))
if (!(netgame || multiplayer || demoplayback) && (!modifiedgame || savemoddata))
mapvisited[gamemap-1] |= MV_VISITED;
else
else if (netgame || multiplayer)
mapvisited[gamemap-1] |= MV_MP; // you want to record that you've been there this session, but not permanently
levelloading = false;

View file

@ -5006,6 +5006,118 @@ static void P_DoTwinSpin(player_t *player)
P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN);
}
//
// returns true if the player used a shield ability, false otherwise
// passing in the mobjs from P_DoJumpStuff is a bit hackily specific, but I don't care enough to make a more elaborate solution (I think that is more appropriately approached with a more general MT_LOCKON spawning system)
//
static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lockonthok, mobj_t *visual)
{
mobj_t *lockonshield = NULL;
if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
&& ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted
{
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
{
if ((lockonshield = P_LookForEnemies(player, false, false)))
{
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
boolean dovis = true;
if (lockonshield == lockonthok)
{
if (leveltime & 2)
dovis = false;
else if (visual)
P_RemoveMobj(visual);
}
if (dovis)
{
visual = P_SpawnMobj(lockonshield->x, lockonshield->y, lockonshield->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&visual->target, lockonshield);
P_SetMobjStateNF(visual, visual->info->spawnstate+1);
}
}
}
}
if (cmd->buttons & BT_SPIN && !LUAh_ShieldSpecial(player)) // Spin button effects
{
// Force stop
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
{
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
S_StartSound(player->mo, sfx_ngskid);
}
else
{
switch (player->powers[pw_shield] & SH_NOSTACK)
{
// Whirlwind jump/Thunder jump
case SH_WHIRLWIND:
case SH_THUNDERCOIN:
P_DoJumpShield(player);
break;
// Armageddon pow
case SH_ARMAGEDDON:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_BlackOw(player);
break;
// Attraction blast
case SH_ATTRACT:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->homing = 2;
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonshield));
if (lockonshield)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonshield->x, lockonshield->y);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k40);
player->homing = 3*TICRATE;
}
else
S_StartSound(player->mo, sfx_s3ka6);
break;
// Elemental stomp/Bubble bounce
case SH_ELEMENTAL:
case SH_BUBBLEWRAP:
{
boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL);
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
if (elem)
{
player->mo->momx = player->mo->momy = 0;
S_StartSound(player->mo, sfx_s3k43);
}
else
{
player->mo->momx -= (player->mo->momx/3);
player->mo->momy -= (player->mo->momy/3);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k44);
}
player->secondjump = 0;
P_SetObjectMomZ(player->mo, -24*FRACUNIT, false);
break;
}
// Flame burst
case SH_FLAMEAURA:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale));
player->drawangle = player->mo->angle;
S_StartSound(player->mo, sfx_s3k43);
default:
break;
}
}
}
return player->pflags & PF_SHIELDABILITY;
}
return false;
}
//
// P_DoJumpStuff
//
@ -5013,7 +5125,7 @@ static void P_DoTwinSpin(player_t *player)
//
static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
{
mobj_t *lockonthok = NULL, *lockonshield = NULL, *visual = NULL;
mobj_t *lockonthok = NULL, *visual = NULL;
if (player->pflags & PF_JUMPSTASIS)
return;
@ -5040,107 +5152,8 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
;
else if (player->pflags & (PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player has used an ability previously
;
else if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
&& ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted
{
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
{
if ((lockonshield = P_LookForEnemies(player, false, false)))
{
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
boolean dovis = true;
if (lockonshield == lockonthok)
{
if (leveltime & 2)
dovis = false;
else if (visual)
P_RemoveMobj(visual);
}
if (dovis)
{
visual = P_SpawnMobj(lockonshield->x, lockonshield->y, lockonshield->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&visual->target, lockonshield);
P_SetMobjStateNF(visual, visual->info->spawnstate+1);
}
}
}
}
if (cmd->buttons & BT_SPIN && !LUAh_ShieldSpecial(player)) // Spin button effects
{
// Force stop
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
{
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
S_StartSound(player->mo, sfx_ngskid);
}
else
{
switch (player->powers[pw_shield] & SH_NOSTACK)
{
// Whirlwind jump/Thunder jump
case SH_WHIRLWIND:
case SH_THUNDERCOIN:
P_DoJumpShield(player);
break;
// Armageddon pow
case SH_ARMAGEDDON:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_BlackOw(player);
break;
// Attraction blast
case SH_ATTRACT:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->homing = 2;
player->secondjump = 0;
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonshield));
if (lockonshield)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonshield->x, lockonshield->y);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k40);
player->homing = 3*TICRATE;
}
else
S_StartSound(player->mo, sfx_s3ka6);
break;
// Elemental stomp/Bubble bounce
case SH_ELEMENTAL:
case SH_BUBBLEWRAP:
{
boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL);
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
if (elem)
{
player->mo->momx = player->mo->momy = 0;
S_StartSound(player->mo, sfx_s3k43);
}
else
{
player->mo->momx -= (player->mo->momx/3);
player->mo->momy -= (player->mo->momy/3);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k44);
}
player->secondjump = 0;
P_SetObjectMomZ(player->mo, -24*FRACUNIT, false);
break;
}
// Flame burst
case SH_FLAMEAURA:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale));
player->drawangle = player->mo->angle;
S_StartSound(player->mo, sfx_s3k43);
default:
break;
}
}
}
}
else if (P_PlayerShieldThink(player, cmd, lockonthok, visual))
;
else if ((cmd->buttons & BT_SPIN))
{
if (!(player->pflags & PF_SPINDOWN) && P_SuperReady(player))

View file

@ -151,6 +151,7 @@ consvar_t cv_flipcam2 = CVAR_INIT ("flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT,
consvar_t cv_shadow = CVAR_INIT ("shadow", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_skybox = CVAR_INIT ("skybox", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_ffloorclip = CVAR_INIT ("ffloorclip", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_allowmlook = CVAR_INIT ("allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL);
consvar_t cv_showhud = CVAR_INIT ("showhud", "Yes", CV_CALL, CV_YesNo, R_SetViewSize);
consvar_t cv_translucenthud = CVAR_INIT ("translucenthud", "10", CV_SAVE, translucenthud_cons_t, NULL);
@ -1615,6 +1616,7 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_shadow);
CV_RegisterVar(&cv_skybox);
CV_RegisterVar(&cv_ffloorclip);
CV_RegisterVar(&cv_cam_dist);
CV_RegisterVar(&cv_cam_still);

View file

@ -107,6 +107,7 @@ extern consvar_t cv_chasecam, cv_chasecam2;
extern consvar_t cv_flipcam, cv_flipcam2;
extern consvar_t cv_shadow;
extern consvar_t cv_ffloorclip;
extern consvar_t cv_translucency;
extern consvar_t cv_drawdist, cv_drawdist_nights, cv_drawdist_precip;
extern consvar_t cv_fov;

View file

@ -55,6 +55,15 @@ static INT32 worldtop, worldbottom, worldhigh, worldlow;
static INT32 worldtopslope, worldbottomslope, worldhighslope, worldlowslope; // worldtop/bottom at end of slope
static fixed_t rw_toptextureslide, rw_midtextureslide, rw_bottomtextureslide; // Defines how to adjust Y offsets along the wall for slopes
static fixed_t rw_midtextureback, rw_midtexturebackslide; // Values for masked midtexture height calculation
// Lactozilla: 3D floor clipping
static boolean rw_floormarked = false;
static boolean rw_ceilingmarked = false;
static INT32 *rw_silhouette = NULL;
static fixed_t *rw_tsilheight = NULL;
static fixed_t *rw_bsilheight = NULL;
static fixed_t pixhigh, pixlow, pixhighstep, pixlowstep;
static fixed_t topfrac, topstep;
static fixed_t bottomfrac, bottomstep;
@ -686,6 +695,19 @@ static void R_DrawRepeatFlippedMaskedColumn(column_t *col)
} while (sprtopscreen < sprbotscreen);
}
// Returns true if a fake floor is translucent.
static boolean R_IsFFloorTranslucent(visffloor_t *pfloor)
{
if (pfloor->polyobj)
return (pfloor->polyobj->translucency > 0);
// Polyobjects have no ffloors, and they're handled in the conditional above.
if (pfloor->ffloor != NULL)
return (pfloor->ffloor->flags & FF_TRANSLUCENT);
return false;
}
//
// R_RenderThickSideRange
// Renders all the thick sides in the given range.
@ -1188,7 +1210,7 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
// R_ExpandPlaneY
//
// A simple function to modify a vsplane's top and bottom for a particular column
// A simple function to modify a visplane's top and bottom for a particular column
// Sort of like R_ExpandPlane in r_plane.c, except this is vertical expansion
static inline void R_ExpandPlaneY(visplane_t *pl, INT32 x, INT16 top, INT16 bottom)
{
@ -1198,6 +1220,14 @@ static inline void R_ExpandPlaneY(visplane_t *pl, INT32 x, INT16 top, INT16 bott
if (pl->bottom[x] < bottom) pl->bottom[x] = bottom;
}
// R_FFloorCanClip
//
// Returns true if a fake floor can clip a column away.
static boolean R_FFloorCanClip(visffloor_t *pfloor)
{
return (cv_ffloorclip.value && !R_IsFFloorTranslucent(pfloor) && !pfloor->polyobj);
}
//
// R_RenderSegLoop
// Draws zero, one, or two textures (and possibly a masked
@ -1279,8 +1309,13 @@ static void R_RenderSegLoop (void)
R_ExpandPlaneY(floorplane, rw_x, top, bottom);
}
rw_floormarked = false;
rw_ceilingmarked = false;
if (numffloors)
{
INT16 fftop, ffbottom;
firstseg->frontscale[rw_x] = frontscale[rw_x];
top = ceilingclip[rw_x]+1; // PRBoom
bottom = floorclip[rw_x]-1; // PRBoom
@ -1311,8 +1346,30 @@ static void R_RenderSegLoop (void)
{
if (top_w <= bottom_w)
{
ffloor[i].plane->top[rw_x] = (INT16)top_w;
ffloor[i].plane->bottom[rw_x] = (INT16)bottom_w;
fftop = (INT16)top_w;
ffbottom = (INT16)bottom_w;
ffloor[i].plane->top[rw_x] = fftop;
ffloor[i].plane->bottom[rw_x] = ffbottom;
// Lactozilla: Cull part of the column by the 3D floor if it can't be seen
// "bottom" is the top pixel of the floor column
if (ffbottom >= bottom-1 && R_FFloorCanClip(&ffloor[i]))
{
rw_floormarked = true;
floorclip[rw_x] = fftop;
if (yh > fftop)
yh = fftop;
if (markfloor && floorplane)
floorplane->top[rw_x] = bottom;
if (rw_silhouette)
{
(*rw_silhouette) |= SIL_BOTTOM;
(*rw_bsilheight) = INT32_MAX;
}
}
}
}
}
@ -1337,8 +1394,30 @@ static void R_RenderSegLoop (void)
{
if (top_w <= bottom_w)
{
ffloor[i].plane->top[rw_x] = (INT16)top_w;
ffloor[i].plane->bottom[rw_x] = (INT16)bottom_w;
fftop = (INT16)top_w;
ffbottom = (INT16)bottom_w;
ffloor[i].plane->top[rw_x] = fftop;
ffloor[i].plane->bottom[rw_x] = ffbottom;
// Lactozilla: Cull part of the column by the 3D floor if it can't be seen
// "top" is the height of the ceiling column
if (fftop <= top+1 && R_FFloorCanClip(&ffloor[i]))
{
rw_ceilingmarked = true;
ceilingclip[rw_x] = ffbottom;
if (yl < ffbottom)
yl = ffbottom;
if (markceiling && ceilingplane)
ceilingplane->bottom[rw_x] = top;
if (rw_silhouette)
{
(*rw_silhouette) |= SIL_TOP;
(*rw_tsilheight) = INT32_MIN;
}
}
}
}
}
@ -1444,20 +1523,25 @@ static void R_RenderSegLoop (void)
// dont draw anything more for this column, since
// a midtexture blocks the view
ceilingclip[rw_x] = (INT16)viewheight;
floorclip[rw_x] = -1;
if (!rw_ceilingmarked)
ceilingclip[rw_x] = (INT16)viewheight;
if (!rw_floormarked)
floorclip[rw_x] = -1;
}
else
{
// note: don't use min/max macros, since casting from INT32 to INT16 is involved here
if (markceiling)
if (markceiling && (!rw_ceilingmarked))
ceilingclip[rw_x] = (yl >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1;
if (markfloor)
if (markfloor && (!rw_floormarked))
floorclip[rw_x] = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight;
}
}
else
{
INT16 topclip = (yl >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1;
INT16 bottomclip = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight;
// two sided line
if (toptexture)
{
@ -1471,7 +1555,10 @@ static void R_RenderSegLoop (void)
if (mid >= yl) // back ceiling lower than front ceiling ?
{
if (yl >= viewheight) // entirely off bottom of screen
ceilingclip[rw_x] = (INT16)viewheight;
{
if (!rw_ceilingmarked)
ceilingclip[rw_x] = (INT16)viewheight;
}
else if (mid >= 0) // safe to draw top texture
{
dc_yl = yl;
@ -1482,14 +1569,14 @@ static void R_RenderSegLoop (void)
colfunc();
ceilingclip[rw_x] = (INT16)mid;
}
else // entirely off top of screen
else if (!rw_ceilingmarked) // entirely off top of screen
ceilingclip[rw_x] = -1;
}
else
ceilingclip[rw_x] = (yl >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1;
else if (!rw_ceilingmarked)
ceilingclip[rw_x] = topclip;
}
else if (markceiling) // no top wall
ceilingclip[rw_x] = (yl >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1;
else if (markceiling && (!rw_ceilingmarked)) // no top wall
ceilingclip[rw_x] = topclip;
if (bottomtexture)
{
@ -1504,7 +1591,10 @@ static void R_RenderSegLoop (void)
if (mid <= yh) // back floor higher than front floor ?
{
if (yh < 0) // entirely off top of screen
floorclip[rw_x] = -1;
{
if (!rw_floormarked)
floorclip[rw_x] = -1;
}
else if (mid < viewheight) // safe to draw bottom texture
{
dc_yl = mid;
@ -1516,14 +1606,14 @@ static void R_RenderSegLoop (void)
colfunc();
floorclip[rw_x] = (INT16)mid;
}
else // entirely off bottom of screen
else if (!rw_floormarked) // entirely off bottom of screen
floorclip[rw_x] = (INT16)viewheight;
}
else
floorclip[rw_x] = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight;
else if (!rw_floormarked)
floorclip[rw_x] = bottomclip;
}
else if (markfloor) // no bottom wall
floorclip[rw_x] = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight;
else if (markfloor && (!rw_floormarked)) // no bottom wall
floorclip[rw_x] = bottomclip;
}
if (maskedtexture || numthicksides)
@ -2786,6 +2876,10 @@ void R_StoreWallRange(INT32 start, INT32 stop)
}
}
rw_silhouette = &(ds_p->silhouette);
rw_tsilheight = &(ds_p->tsilheight);
rw_bsilheight = &(ds_p->bsilheight);
#ifdef WALLSPLATS
if (linedef->splats && cv_splats.value)
{

View file

@ -401,6 +401,7 @@
<ClCompile Include="..\lua_mathlib.c" />
<ClCompile Include="..\lua_mobjlib.c" />
<ClCompile Include="..\lua_playerlib.c" />
<ClCompile Include="..\lua_polyobjlib.c" />
<ClCompile Include="..\lua_script.c" />
<ClCompile Include="..\lua_skinlib.c" />
<ClCompile Include="..\lua_thinkerlib.c" />

View file

@ -723,6 +723,9 @@
<ClCompile Include="..\lua_playerlib.c">
<Filter>LUA</Filter>
</ClCompile>
<ClCompile Include="..\lua_polyobjlib.c">
<Filter>LUA</Filter>
</ClCompile>
<ClCompile Include="..\lua_script.c">
<Filter>LUA</Filter>
</ClCompile>

View file

@ -104,14 +104,13 @@ void *hwSym(const char *funcName,void *handle)
GETFUNC(MakeScreenFinalTexture);
GETFUNC(DrawScreenFinalTexture);
GETFUNC(LoadShaders);
GETFUNC(KillShaders);
GETFUNC(CompileShaders);
GETFUNC(CleanShaders);
GETFUNC(SetShader);
GETFUNC(UnSetShader);
GETFUNC(SetShaderInfo);
GETFUNC(LoadCustomShader);
GETFUNC(InitCustomShaders);
#else //HWRENDER
if (0 == strcmp("FinishUpdate", funcName))

View file

@ -1660,7 +1660,7 @@ static void Impl_SetWindowName(const char *title)
static void Impl_SetWindowIcon(void)
{
if (window && icoSurface)
SDL_SetWindowIcon(window, icoSurface);
SDL_SetWindowIcon(window, icoSurface);
}
static void Impl_VideoSetupSDLBuffer(void)
@ -1770,7 +1770,7 @@ void I_StartupGraphics(void)
// Window icon
#ifdef HAVE_IMAGE
icoSurface = IMG_ReadXPMFromArray(SDL_icon_xpm);
#endif
#endif
// Fury: we do window initialization after GL setup to allow
// SDL_GL_LoadLibrary to work well on Windows
@ -1855,14 +1855,13 @@ void VID_StartupOpenGL(void)
HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL);
HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL);
HWD.pfnLoadShaders = hwSym("LoadShaders",NULL);
HWD.pfnKillShaders = hwSym("KillShaders",NULL);
HWD.pfnCompileShaders = hwSym("CompileShaders",NULL);
HWD.pfnCleanShaders = hwSym("CleanShaders",NULL);
HWD.pfnSetShader = hwSym("SetShader",NULL);
HWD.pfnUnSetShader = hwSym("UnSetShader",NULL);
HWD.pfnSetShaderInfo = hwSym("SetShaderInfo",NULL);
HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL);
HWD.pfnInitCustomShaders= hwSym("InitCustomShaders",NULL);
vid_opengl_state = HWD.pfnInit() ? 1 : -1; // let load the OpenGL library

View file

@ -849,8 +849,8 @@ UINT16 W_InitFile(const char *filename, boolean mainfile, boolean startup)
// Read shaders from file
if (rendermode == render_opengl && (vid_opengl_state == 1))
{
HWR_ReadShaders(numwadfiles - 1, (type == RET_PK3));
HWR_LoadShaders();
HWR_LoadCustomShadersFromFile(numwadfiles - 1, (type == RET_PK3));
HWR_CompileShaders();
}
#endif // HWRENDER