Merge branch 'next' into portal-fix

This commit is contained in:
Alam Ed Arias 2016-03-25 18:43:07 -04:00
commit 49b1c277af
25 changed files with 161 additions and 234 deletions

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@ -10,6 +10,8 @@ compiler:
- clang
cache:
apt: true
ccache: true
directories:
- $HOME/srb2_cache

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@ -6,16 +6,16 @@ find_path(GME_INCLUDE_DIR
NAMES gme.h
PATHS
${GME_PKGCONF_INCLUDE_DIRS}
/usr/include/gme
/usr/local/include/gme
"/usr/include/gme"
"/usr/local/include/gme"
)
find_library(GME_LIBRARY
NAMES gme
PATHS
${GME_PKGCONF_LIBRARY_DIRS}
/usr/lib
/usr/local/lib
"/usr/lib"
"/usr/local/lib"
)
set(GME_PROCESS_INCLUDES GME_INCLUDE_DIR)

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@ -1,4 +1,4 @@
@ECHO OFF
@echo off
set BRA=Unknown
set REV=illegal
@ -13,20 +13,20 @@ goto filwri
:gitrev
set GIT=%2
if "%GIT%"=="" set GIT=git
FOR /F "usebackq" %%s IN (`%GIT% rev-parse --abbrev-ref HEAD`) DO @SET BRA=%%s
FOR /F "usebackq" %%s IN (`%GIT% rev-parse HEAD`) DO @SET REV=%%s
for /f "usebackq" %%s in (`%GIT% rev-parse --abbrev-ref HEAD`) do @set BRA=%%s
for /f "usebackq" %%s in (`%GIT% rev-parse HEAD`) do @set REV=%%s
set REV=%REV:~0,8%
goto filwri
:svnrev
set BRA=Subversion
FOR /F "usebackq" %%s IN (`svnversion .`) DO @SET REV=%%s
for /f "usebackq" %%s in (`svnversion .`) do @set REV=%%s
set REV=r%REV%
goto filwri
:filwri
ECHO // Do not edit! This file was autogenerated > %1\comptime.h
ECHO // by the %0 batch file >> %1\comptime.h
ECHO // >> %1\comptime.h
ECHO const char* compbranch = "%BRA%"; >> %1\comptime.h
ECHO const char* comprevision = "%REV%"; >> %1\comptime.h
echo // Do not edit! This file was autogenerated > %1\comptime.h
echo // by the %0 batch file >> %1\comptime.h
echo // >> %1\comptime.h
echo const char* compbranch = "%BRA%"; >> %1\comptime.h
echo const char* comprevision = "%REV%"; >> %1\comptime.h

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@ -316,6 +316,7 @@ if(${SRB2_CONFIG_HAVE_GME})
find_package(GME)
if(${GME_FOUND})
set(SRB2_HAVE_GME ON)
add_definitions(-DHAVE_LIBGME)
else()
message(WARNING "You have specified that GME is available but it was not found.")
endif()

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@ -262,9 +262,7 @@ else
OBJS+=$(OBJDIR)/hw3sound.o
endif
ifndef NOVERSION
OPTS += -DCOMPVERSION
endif
ifndef NONX86
ifndef GCC29
@ -551,15 +549,11 @@ cleandep:
$(REMOVE) comptime.h
pre-build:
ifdef NOVERSION
-@touch comptime.c
else
ifdef WINDOWSHELL
-..\comptime.bat .
else
-@../comptime.sh .
endif
endif
clean:
$(REMOVE) *~ *.flc

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@ -15,7 +15,9 @@
#define ASSET_HASH_PLAYER_DTA "${SRB2_ASSET_player.dta_HASH}"
#define ASSET_HASH_RINGS_DTA "${SRB2_ASSET_rings.dta_HASH}"
#define ASSET_HASH_ZONES_DTA "${SRB2_ASSET_zones.dta_HASH}"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_DTA "${SRB2_ASSET_patch.dta_HASH}"
#endif
#define SRB2_COMP_REVISION "${SRB2_COMP_REVISION}"
#define SRB2_COMP_BRANCH "${SRB2_COMP_BRANCH}"
@ -26,10 +28,16 @@
#else
/* Manually defined asset hashes for non-CMake builds
* Last updated 2000 / 00 / 00
*/
#define ASSET_HASH_SRB2_SRB "c1b9577687f8a795104aef4600720ea7"
#define ASSET_HASH_ZONES_DTA "303838c6c534d9540288360fa49cca60"
#define ASSET_HASH_PLAYER_DTA "cfca0f1c73023cbbd8f844f45480f799"
#define ASSET_HASH_RINGS_DTA "85901ad4bf94637e5753d2ac2c03ea26"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_DTA "0c66790502e648bfce90fdc5bb15722e"
#endif
#endif
#endif

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@ -513,7 +513,6 @@ static void D_Display(void)
// =========================================================================
tic_t rendergametic;
boolean supdate;
void D_SRB2Loop(void)
{
@ -604,7 +603,6 @@ void D_SRB2Loop(void)
// Update display, next frame, with current state.
D_Display();
supdate = false;
if (moviemode)
M_SaveFrame();
@ -841,8 +839,10 @@ static void IdentifyVersion(void)
// Add the weapons
D_AddFile(va(pandf,srb2waddir,"rings.dta"));
#ifdef USE_PATCH_DTA
// Add our crappy patches to fix our bugs
// D_AddFile(va(pandf,srb2waddir,"patch.dta"));
D_AddFile(va(pandf,srb2waddir,"patch.dta"));
#endif
#if !defined (HAVE_SDL) || defined (HAVE_MIXER)
{
@ -1133,12 +1133,18 @@ void D_SRB2Main(void)
W_VerifyFileMD5(1, ASSET_HASH_ZONES_DTA); // zones.dta
W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta
W_VerifyFileMD5(3, ASSET_HASH_RINGS_DTA); // rings.dta
//W_VerifyFileMD5(4, "0c66790502e648bfce90fdc5bb15722e"); // patch.dta
// don't check music.dta because people like to modify it, and it doesn't matter if they do
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
#ifdef USE_PATCH_DTA
W_VerifyFileMD5(4, ASSET_HASH_PATCH_DTA); // patch.dta
#endif
mainwads = 4; // there are 5 wads not to unload
// don't check music.dta because people like to modify it, and it doesn't matter if they do
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
#endif //ifndef DEVELOP
mainwads = 4; // there are 4 wads not to unload
#ifdef USE_PATCH_DTA
++mainwads; // patch.dta adds one more
#endif
cht_Init();

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@ -17,7 +17,6 @@
#include "d_event.h"
#include "w_wad.h" // for MAX_WADFILES
extern boolean supdate;
extern boolean advancedemo;
// make sure not to write back the config until it's been correctly loaded

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@ -6229,9 +6229,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Collectible Items
"MT_RING",
"MT_FLINGRING", // Lost ring
#ifdef BLUE_SPHERES
"MT_BLUEBALL", // Blue sphere replacement for special stages
#endif
"MT_REDTEAMRING", //Rings collectable by red team.
"MT_BLUETEAMRING", //Rings collectable by blue team.
"MT_EMMY", // emerald token for special stage
@ -6684,6 +6682,7 @@ static const char *const MOBJFLAG2_LIST[] = {
"EXPLOSION", // Thrown ring has explosive properties
"SCATTER", // Thrown ring has scatter properties
"BEYONDTHEGRAVE",// Source of this missile has died and has since respawned.
"PUSHED", // Mobj was already pushed this tic
"SLIDEPUSH", // MF_PUSHABLE that pushes continuously.
"CLASSICPUSH", // Drops straight down when object has negative Z.
"STANDONME", // While not pushable, stand on me anyway.
@ -6712,7 +6711,7 @@ static const char *const MOBJEFLAG_LIST[] = {
"JUSTSTEPPEDDOWN", // used for ramp sectors
"VERTICALFLIP", // Vertically flip sprite/allow upside-down physics
"GOOWATER", // Goo water
"PUSHED", // Mobj was already pushed this tic
"\x01", // free: 1<<7 (name un-matchable)
"SPRUNG", // Mobj was already sprung this tic
"APPLYPMOMZ", // Platform movement
NULL
@ -7267,36 +7266,36 @@ struct {
{"FF_GOOWATER",FF_GOOWATER}, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop.
// Angles
{"ANG1",ANG1>>16},
{"ANG2",ANG2>>16},
{"ANG10",ANG10>>16},
{"ANG15",ANG15>>16},
{"ANG20",ANG20>>16},
{"ANG30",ANG30>>16},
{"ANG60",ANG60>>16},
{"ANG64h",ANG64h>>16},
{"ANG105",ANG105>>16},
{"ANG210",ANG210>>16},
{"ANG255",ANG255>>16},
{"ANG340",ANG340>>16},
{"ANG350",ANG350>>16},
{"ANGLE_11hh",ANGLE_11hh>>16},
{"ANGLE_22h",ANGLE_22h>>16},
{"ANGLE_45",ANGLE_45>>16},
{"ANGLE_67h",ANGLE_67h>>16},
{"ANGLE_90",ANGLE_90>>16},
{"ANGLE_112h",ANGLE_112h>>16},
{"ANGLE_135",ANGLE_135>>16},
{"ANGLE_157h",ANGLE_157h>>16},
{"ANGLE_180",ANGLE_180>>16},
{"ANGLE_202h",ANGLE_202h>>16},
{"ANGLE_225",ANGLE_225>>16},
{"ANGLE_247h",ANGLE_247h>>16},
{"ANGLE_270",ANGLE_270>>16},
{"ANGLE_292h",ANGLE_292h>>16},
{"ANGLE_315",ANGLE_315>>16},
{"ANGLE_337h",ANGLE_337h>>16},
{"ANGLE_MAX",ANGLE_MAX>>16},
{"ANG1",ANG1},
{"ANG2",ANG2},
{"ANG10",ANG10},
{"ANG15",ANG15},
{"ANG20",ANG20},
{"ANG30",ANG30},
{"ANG60",ANG60},
{"ANG64h",ANG64h},
{"ANG105",ANG105},
{"ANG210",ANG210},
{"ANG255",ANG255},
{"ANG340",ANG340},
{"ANG350",ANG350},
{"ANGLE_11hh",ANGLE_11hh},
{"ANGLE_22h",ANGLE_22h},
{"ANGLE_45",ANGLE_45},
{"ANGLE_67h",ANGLE_67h},
{"ANGLE_90",ANGLE_90},
{"ANGLE_112h",ANGLE_112h},
{"ANGLE_135",ANGLE_135},
{"ANGLE_157h",ANGLE_157h},
{"ANGLE_180",ANGLE_180},
{"ANGLE_202h",ANGLE_202h},
{"ANGLE_225",ANGLE_225},
{"ANGLE_247h",ANGLE_247h},
{"ANGLE_270",ANGLE_270},
{"ANGLE_292h",ANGLE_292h},
{"ANGLE_315",ANGLE_315},
{"ANGLE_337h",ANGLE_337h},
{"ANGLE_MAX",ANGLE_MAX},
// P_Chase directions (dirtype_t)
{"DI_NODIR",DI_NODIR},

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@ -148,13 +148,17 @@ extern FILE *logstream;
// we use comprevision and compbranch instead.
#else
#define VERSION 201 // Game version
#define SUBVERSION 14 // more precise version number
#define VERSIONSTRING "v2.1.14"
#define VERSIONSTRINGW L"v2.1.14"
#define SUBVERSION 15 // more precise version number
#define VERSIONSTRING "v2.1.15"
#define VERSIONSTRINGW L"v2.1.15"
// Hey! If you change this, add 1 to the MODVERSION below!
// Otherwise we can't force updates!
#endif
// Does this version require an added patch file?
// Comment or uncomment this as necessary.
#define USE_PATCH_DTA
// Modification options
// If you want to take advantage of the Master Server's ability to force clients to update
// to the latest version, fill these out. Otherwise, just comment out UPDATE_ALERT and leave
@ -208,7 +212,7 @@ extern FILE *logstream;
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
#define MODVERSION 19
#define MODVERSION 20
// =========================================================================
@ -427,9 +431,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// \note obsoleted by cv_maxportals
//#define PORTAL_LIMIT 8
/// Fun experimental slope stuff!
//#define SLOPENESS
/// Kalaron/Eternity Engine slope code (SRB2CB ported)
#define ESLOPE
@ -449,10 +450,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// Polyobject fake flat code
#define POLYOBJECTS_PLANES
/// Blue spheres for future use.
/// \todo Remove this define.
#define BLUE_SPHERES // Blue spheres for future use.
/// Improved way of dealing with ping values and a ping limit.
#define NEWPING

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@ -36,9 +36,7 @@ typedef struct
{
float x;
float y;
//#ifdef SLOPENESS
float z;
//#endif
} polyvertex_t;
#ifdef _MSC_VER

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@ -539,6 +539,8 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
(void)sector;
// no convex poly were generated for this subsector
if (!xsub->planepoly)
return;
@ -678,25 +680,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
v3d->x = pv->x;
v3d->y = height;
v3d->z = pv->y;
#ifdef SLOPENESS
if (sector && sector->special == 65535)
{
size_t q;
for (q = 0; q < sector->linecount; q++)
{
if (v3d->x == sector->lines[q]->v1->x>>FRACBITS)
{
if (v3d->z == sector->lines[q]->v1->y>>FRACBITS)
{
v3d->y += sector->lines[q]->v1->z>>FRACBITS;
break;
}
}
}
}
#else
(void)sector;
#endif
}
// only useful for flat coloured triangles

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@ -4569,7 +4569,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
#ifdef BLUE_SPHERES
{ // MT_BLUEBALL
-1, // doomednum
S_BLUEBALL, // spawnstate
@ -4596,7 +4595,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
MF_SLIDEME|MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
#endif
{ // MT_REDTEAMRING
308, // doomednum

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@ -3049,9 +3049,7 @@ typedef enum mobj_type
// Collectible Items
MT_RING,
MT_FLINGRING, // Lost ring
#ifdef BLUE_SPHERES
MT_BLUEBALL, // Blue sphere replacement for special stages
#endif
MT_REDTEAMRING, //Rings collectable by red team.
MT_BLUETEAMRING, //Rings collectable by blue team.
MT_EMMY, // emerald token for special stage

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@ -85,6 +85,14 @@ static int lib_print(lua_State *L)
return 0;
}
static int lib_evalMath(lua_State *L)
{
const char *word = luaL_checkstring(L, 1);
LUA_Deprecated(L, "EvalMath(string)", "_G[string]");
lua_pushinteger(L, LUA_EvalMath(word));
return 1;
}
// M_RANDOM
//////////////
@ -1899,6 +1907,7 @@ static int lib_gTicsToMilliseconds(lua_State *L)
static luaL_Reg lib[] = {
{"print", lib_print},
{"EvalMath", lib_evalMath},
// m_random
{"P_Random",lib_pRandom},

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@ -30,9 +30,9 @@
#define lua_pushfixed(L, f) lua_pushinteger(L, f)
// angle_t casting
// we reduce the angle to a fixed point between 0.0 and 1.0
#define luaL_checkangle(L, i) (((angle_t)(luaL_checkfixed(L, i)&0xFFFF))<<16)
#define lua_pushangle(L, a) lua_pushfixed(L, a>>16)
// TODO deal with signedness
#define luaL_checkangle(L, i) ((angle_t)luaL_checkinteger(L, i))
#define lua_pushangle(L, a) lua_pushinteger(L, a)
#ifdef _DEBUG
void LUA_ClearExtVars(void);
@ -70,4 +70,15 @@ void COM_Lua_f(void);
#define LUA_ErrInvalid(L, type) luaL_error(L, "accessed " type " doesn't exist anymore, please check 'valid' before using " type ".");
// Deprecation warnings
// Shows once upon use. Then doesn't show again.
#define LUA_Deprecated(L,this_func,use_instead)\
{\
static UINT8 seen = 0;\
if (!seen) {\
seen = 1;\
CONS_Alert(CONS_WARNING,"\"%s\" is deprecated and will be removed.\nUse \"%s\" instead.\n", this_func, use_instead);\
}\
}
#endif

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@ -7223,7 +7223,7 @@ void A_ChangeAngleAbsolute(mobj_t *actor)
//const angle_t amin = FixedAngle(locvar1*FRACUNIT);
//const angle_t amax = FixedAngle(locvar2*FRACUNIT);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_ChangeAngelAbsolute", actor))
if (LUA_CallAction("A_ChangeAngleAbsolute", actor))
return;
#endif

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@ -1973,71 +1973,51 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies)
{
size_t i;
fixed_t upperbound, lowerbound;
sector_t *sec = NULL;
sector_t *targetsec = NULL;
INT32 secnum = -1;
INT32 s;
sector_t *checksector;
msecnode_t *node;
mobj_t *thing;
boolean FOFsector = false;
boolean exists = false;
while ((secnum = P_FindSectorFromLineTag(nobaddies->sourceline, secnum)) >= 0)
for (i = 0; i < nobaddies->sector->linecount; i++)
{
sec = &sectors[secnum];
FOFsector = false;
// Check the lines of this sector, to see if it is a FOF control sector.
for (i = 0; i < sec->linecount; i++)
if (nobaddies->sector->lines[i]->special == 223)
{
INT32 targetsecnum = -1;
if (sec->lines[i]->special < 100 || sec->lines[i]->special >= 300)
continue;
upperbound = nobaddies->sector->ceilingheight;
lowerbound = nobaddies->sector->floorheight;
FOFsector = true;
while ((targetsecnum = P_FindSectorFromLineTag(sec->lines[i], targetsecnum)) >= 0)
for (s = -1; (s = P_FindSectorFromLineTag(nobaddies->sector->lines[i], s)) >= 0 ;)
{
targetsec = &sectors[targetsecnum];
checksector = &sectors[s];
upperbound = targetsec->ceilingheight;
lowerbound = targetsec->floorheight;
node = targetsec->touching_thinglist; // things touching this sector
node = checksector->touching_thinglist; // things touching this sector
while (node)
{
thing = node->m_thing;
if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0
&& thing->z < upperbound && thing->z+thing->height > lowerbound)
return;
&& thing->z < upperbound && thing->z+thing->height > lowerbound)
{
exists = true;
goto foundenemy;
}
node = node->m_snext;
}
}
}
if (!FOFsector)
{
upperbound = sec->ceilingheight;
lowerbound = sec->floorheight;
node = sec->touching_thinglist; // things touching this sector
while (node)
{
thing = node->m_thing;
if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0
&& thing->z < upperbound && thing->z+thing->height > lowerbound)
return;
node = node->m_snext;
}
}
}
foundenemy:
if (exists)
return;
CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", nobaddies->sourceline->tag);
s = P_AproxDistance(nobaddies->sourceline->dx, nobaddies->sourceline->dy)>>FRACBITS;
// No enemies found, run the linedef exec and terminate this thinker
P_RunTriggerLinedef(nobaddies->sourceline, NULL, NULL);
CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", s);
// Otherwise, run the linedef exec and terminate this thinker
P_LinedefExecute((INT16)s, NULL, NULL);
P_RemoveThinker(&nobaddies->thinker);
}

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@ -405,7 +405,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if ((maptol & TOL_NIGHTS) && special->type != MT_FLINGCOIN)
P_DoNightsScore(player);
break;
#ifdef BLUE_SPHERES
case MT_BLUEBALL:
if (!(P_CanPickupItem(player, false)))
return;
@ -422,7 +421,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (maptol & TOL_NIGHTS)
P_DoNightsScore(player);
break;
#endif
case MT_AUTOPICKUP:
case MT_BOUNCEPICKUP:
case MT_SCATTERPICKUP:
@ -766,10 +764,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
}
if (!(mo2->type == MT_NIGHTSWING || mo2->type == MT_RING || mo2->type == MT_COIN
#ifdef BLUE_SPHERES
|| mo2->type == MT_BLUEBALL
#endif
))
|| mo2->type == MT_BLUEBALL))
continue;
// Yay! The thing's in reach! Pull it in!

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@ -2188,9 +2188,7 @@ static boolean P_ZMovement(mobj_t *mo)
case MT_RING: // Ignore still rings
case MT_COIN:
#ifdef BLUE_SPHERES
case MT_BLUEBALL:
#endif
case MT_REDTEAMRING:
case MT_BLUETEAMRING:
case MT_FLINGRING:
@ -6083,7 +6081,8 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->tracer && P_MobjWasRemoved(mobj->tracer))
P_SetTarget(&mobj->tracer, NULL);
mobj->eflags &= ~(MFE_PUSHED|MFE_SPRUNG);
mobj->flags2 &= ~MF2_PUSHED;
mobj->eflags &= ~MFE_SPRUNG;
tmfloorthing = tmhitthing = NULL;
@ -6478,14 +6477,12 @@ void P_MobjThinker(mobj_t *mobj)
else if (mobj->health <= 0) // Dead things think differently than the living.
switch (mobj->type)
{
#ifdef BLUE_SPHERES
case MT_BLUEBALL:
if ((mobj->tics>>2)+1 > 0 && (mobj->tics>>2)+1 <= tr_trans60) // tr_trans50 through tr_trans90, shifting once every second frame
mobj->frame = (NUMTRANSMAPS-((mobj->tics>>2)+1))<<FF_TRANSSHIFT;
else // tr_trans60 otherwise
mobj->frame = tr_trans60<<FF_TRANSSHIFT;
break;
#endif
case MT_EGGCAPSULE:
if (mobj->z <= mobj->floorz)
{
@ -6943,9 +6940,7 @@ void P_MobjThinker(mobj_t *mobj)
break;
case MT_RING:
case MT_COIN:
#ifdef BLUE_SPHERES
case MT_BLUEBALL:
#endif
case MT_REDTEAMRING:
case MT_BLUETEAMRING:
// No need to check water. Who cares?
@ -7711,9 +7706,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
break;
case MT_RING:
case MT_COIN:
#ifdef BLUE_SPHERES
case MT_BLUEBALL:
#endif
nummaprings++;
default:
break;
@ -7839,9 +7832,7 @@ void P_RemoveMobj(mobj_t *mobj)
if (mobj->spawnpoint &&
(mobj->type == MT_RING
|| mobj->type == MT_COIN
#ifdef BLUE_SPHERES
|| mobj->type == MT_BLUEBALL
#endif
|| mobj->type == MT_REDTEAMRING
|| mobj->type == MT_BLUETEAMRING
|| P_WeaponOrPanel(mobj->type))
@ -9627,11 +9618,9 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
ringthing = (gametype == GT_CTF) ? MT_BLUETEAMRING : MT_RING;
break;
default:
#ifdef BLUE_SPHERES
// Spawn rings as blue spheres in special stages, ala S3+K.
if (G_IsSpecialStage(gamemap) && useNightsSS)
ringthing = MT_BLUEBALL;
#endif
break;
}
@ -9696,11 +9685,9 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
if (ultimatemode && !(G_IsSpecialStage(gamemap) || maptol & TOL_NIGHTS))
return;
#ifdef BLUE_SPHERES
// Spawn rings as blue spheres in special stages, ala S3+K.
if (G_IsSpecialStage(gamemap) && useNightsSS)
ringthing = MT_BLUEBALL;
#endif
for (r = 1; r <= 5; r++)
{
@ -9751,11 +9738,9 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
if (ultimatemode && !(G_IsSpecialStage(gamemap) || maptol & TOL_NIGHTS))
return;
#ifdef BLUE_SPHERES
// Spawn rings as blue spheres in special stages, ala S3+K.
if (G_IsSpecialStage(gamemap) && useNightsSS)
ringthing = MT_BLUEBALL;
#endif
angle >>= ANGLETOFINESHIFT;
@ -9848,11 +9833,9 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
if (ultimatemode && !(G_IsSpecialStage(gamemap) || (maptol & TOL_NIGHTS)))
continue;
#ifdef BLUE_SPHERES
// Spawn rings as blue spheres in special stages, ala S3+K.
if (G_IsSpecialStage(gamemap) && useNightsSS)
itemToSpawn = MT_BLUEBALL;
#endif
}
fa = i*FINEANGLES/numitems;

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@ -175,23 +175,24 @@ typedef enum
MF2_EXPLOSION = 1<<7, // Thrown ring has explosive properties
MF2_SCATTER = 1<<8, // Thrown ring has scatter properties
MF2_BEYONDTHEGRAVE = 1<<9, // Source of this missile has died and has since respawned.
MF2_SLIDEPUSH = 1<<10, // MF_PUSHABLE that pushes continuously.
MF2_CLASSICPUSH = 1<<11, // Drops straight down when object has negative Z.
MF2_STANDONME = 1<<12, // While not pushable, stand on me anyway.
MF2_INFLOAT = 1<<13, // Floating to a height for a move, don't auto float to target's height.
MF2_DEBRIS = 1<<14, // Splash ring from explosion ring
MF2_NIGHTSPULL = 1<<15, // Attracted from a paraloop
MF2_JUSTATTACKED = 1<<16, // can be pushed by other moving mobjs
MF2_FIRING = 1<<17, // turret fire
MF2_SUPERFIRE = 1<<18, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
MF2_SHADOW = 1<<19, // Fuzzy draw, makes targeting harder.
MF2_STRONGBOX = 1<<20, // Flag used for "strong" random monitors.
MF2_OBJECTFLIP = 1<<21, // Flag for objects that always have flipped gravity.
MF2_SKULLFLY = 1<<22, // Special handling: skull in flight.
MF2_FRET = 1<<23, // Flashing from a previous hit
MF2_BOSSNOTRAP = 1<<24, // No Egg Trap after boss
MF2_BOSSFLEE = 1<<25, // Boss is fleeing!
MF2_BOSSDEAD = 1<<26, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
MF2_PUSHED = 1<<10, // Mobj was already pushed this tic
MF2_SLIDEPUSH = 1<<11, // MF_PUSHABLE that pushes continuously.
MF2_CLASSICPUSH = 1<<12, // Drops straight down when object has negative Z.
MF2_STANDONME = 1<<13, // While not pushable, stand on me anyway.
MF2_INFLOAT = 1<<14, // Floating to a height for a move, don't auto float to target's height.
MF2_DEBRIS = 1<<15, // Splash ring from explosion ring
MF2_NIGHTSPULL = 1<<16, // Attracted from a paraloop
MF2_JUSTATTACKED = 1<<17, // can be pushed by other moving mobjs
MF2_FIRING = 1<<18, // turret fire
MF2_SUPERFIRE = 1<<19, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it.
MF2_SHADOW = 1<<20, // Fuzzy draw, makes targeting harder.
MF2_STRONGBOX = 1<<21, // Flag used for "strong" random monitors.
MF2_OBJECTFLIP = 1<<22, // Flag for objects that always have flipped gravity.
MF2_SKULLFLY = 1<<23, // Special handling: skull in flight.
MF2_FRET = 1<<24, // Flashing from a previous hit
MF2_BOSSNOTRAP = 1<<25, // No Egg Trap after boss
MF2_BOSSFLEE = 1<<26, // Boss is fleeing!
MF2_BOSSDEAD = 1<<27, // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
// free: to and including 1<<31
} mobjflag2_t;
@ -231,8 +232,7 @@ typedef enum
MFE_VERTICALFLIP = 1<<5,
// Goo water
MFE_GOOWATER = 1<<6,
// Mobj was already pushed this tic
MFE_PUSHED = 1<<7,
// free: to and including 1<<7
// Mobj was already sprung this tic
MFE_SPRUNG = 1<<8,
// Platform movement

View File

@ -1891,7 +1891,6 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|| specialtype == 304 // Ring count - Once
|| specialtype == 307 // Character ability - Once
|| specialtype == 308 // Race only - Once
|| specialtype == 313 // No More Enemies - Once
|| specialtype == 315 // No of pushables - Once
|| specialtype == 318 // Unlockable trigger - Once
|| specialtype == 320 // Unlockable - Once
@ -6029,31 +6028,6 @@ void P_SpawnSpecials(INT32 fromnetsave)
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
break;
#ifdef SLOPENESS
case 999:
sec = sides[*lines[i].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
size_t counting;
sectors[s].floorangle = ANGLE_45;
for (counting = 0; counting < sectors[s].linecount/2; counting++)
{
sectors[s].lines[counting]->v1->z = sectors[sec].floorheight;
CONS_Debug(DBG_GAMELOGIC, "Set it to %d\n", sectors[s].lines[counting]->v1->z>>FRACBITS);
}
for (counting = sectors[s].linecount/2; counting < sectors[s].linecount; counting++)
{
sectors[s].lines[counting]->v1->z = sectors[sec].ceilingheight;
CONS_Debug(DBG_GAMELOGIC, "Set it to %d\n", sectors[s].lines[counting]->v1->z>>FRACBITS);
}
sectors[s].special = 65535;
CONS_Debug(DBG_GAMELOGIC, "Found & Set slope!\n");
}
break;
#endif
case 200: // Double light effect
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES|FF_DOUBLESHADOW, secthinkers);
break;
@ -6468,7 +6442,7 @@ static void P_DoScrollMove(mobj_t *thing, fixed_t dx, fixed_t dy, INT32 exclusiv
thing->momy += dy;
if (exclusive)
thing->eflags |= MFE_PUSHED;
thing->flags2 |= MF2_PUSHED;
}
/** Processes an active scroller.
@ -6572,7 +6546,7 @@ void T_Scroll(scroll_t *s)
{
thing = node->m_thing;
if (thing->eflags & MFE_PUSHED) // Already pushed this tic by an exclusive pusher.
if (thing->flags2 & MF2_PUSHED) // Already pushed this tic by an exclusive pusher.
continue;
height = P_GetSpecialBottomZ(thing, sec, psec);
@ -6594,7 +6568,7 @@ void T_Scroll(scroll_t *s)
{
thing = node->m_thing;
if (thing->eflags & MFE_PUSHED)
if (thing->flags2 & MF2_PUSHED)
continue;
height = P_GetSpecialBottomZ(thing, sec, sec);
@ -6635,7 +6609,7 @@ void T_Scroll(scroll_t *s)
{
thing = node->m_thing;
if (thing->eflags & MFE_PUSHED)
if (thing->flags2 & MF2_PUSHED)
continue;
height = P_GetSpecialTopZ(thing, sec, psec);
@ -6657,7 +6631,7 @@ void T_Scroll(scroll_t *s)
{
thing = node->m_thing;
if (thing->eflags & MFE_PUSHED)
if (thing->flags2 & MF2_PUSHED)
continue;
height = P_GetSpecialTopZ(thing, sec, sec);
@ -7140,7 +7114,7 @@ static pusher_t *tmpusher; // pusher structure for blockmap searches
*/
static inline boolean PIT_PushThing(mobj_t *thing)
{
if (thing->eflags & MFE_PUSHED)
if (thing->flags2 & MF2_PUSHED)
return false;
if (thing->player && thing->player->pflags & PF_ROPEHANG)
@ -7270,7 +7244,7 @@ static inline boolean PIT_PushThing(mobj_t *thing)
}
if (tmpusher->exclusive)
thing->eflags |= MFE_PUSHED;
thing->flags2 |= MF2_PUSHED;
return true;
}
@ -7373,7 +7347,7 @@ void T_Pusher(pusher_t *p)
|| thing->type == MT_BIGTUMBLEWEED))
continue;
if (thing->eflags & MFE_PUSHED)
if (thing->flags2 & MF2_PUSHED)
continue;
if (thing->player && thing->player->pflags & PF_ROPEHANG)
@ -7540,7 +7514,7 @@ void T_Pusher(pusher_t *p)
}
if (p->exclusive)
thing->eflags |= MFE_PUSHED;
thing->flags2 |= MF2_PUSHED;
}
}
}

View File

@ -8857,10 +8857,7 @@ void P_PlayerThink(player_t *player)
mo2 = (mobj_t *)th;
if (!(mo2->type == MT_NIGHTSWING || mo2->type == MT_RING || mo2->type == MT_COIN
#ifdef BLUE_SPHERES
|| mo2->type == MT_BLUEBALL
#endif
))
|| mo2->type == MT_BLUEBALL))
continue;
if (P_AproxDistance(P_AproxDistance(mo2->x - x, mo2->y - y), mo2->z - z) > FixedMul(128*FRACUNIT, player->mo->scale))

View File

@ -369,14 +369,6 @@ typedef struct sector_s
double lineoutLength;
#endif // ----- end special tricks -----
// ZDoom C++ to Legacy C conversion (for slopes)
// store floor and ceiling planes instead of heights
//secplane_t floorplane, ceilingplane;
#ifdef SLOPENESS
//fixed_t floortexz, ceilingtexz; // [RH] used for wall texture mapping
angle_t floorangle;
#endif
// This points to the master's floorheight, so it can be changed in realtime!
fixed_t *gravity; // per-sector gravity
boolean verticalflip; // If gravity < 0, then allow flipped physics

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@ -122,6 +122,7 @@ if(${SDL2_FOUND})
add_framework(SDL2 SRB2SDL2)
add_framework(SDL2_mixer SRB2SDL2)
target_link_libraries(SRB2SDL2 PRIVATE
${GME_LIBRARIES}
${PNG_LIBRARIES}
${ZLIB_LIBRARIES}
${OPENGL_LIBRARIES}
@ -131,6 +132,7 @@ if(${SDL2_FOUND})
target_link_libraries(SRB2SDL2 PRIVATE
${SDL2_LIBRARIES}
${SDL2_MIXER_LIBRARIES}
${GME_LIBRARIES}
${PNG_LIBRARIES}
${ZLIB_LIBRARIES}
${OPENGL_LIBRARIES}
@ -198,6 +200,7 @@ if(${SDL2_FOUND})
target_include_directories(SRB2SDL2 PRIVATE
${SDL2_INCLUDE_DIRS}
${SDL2_MIXER_INCLUDE_DIRS}
${GME_INCLUDE_DIRS}
${PNG_INCLUDE_DIRS}
${ZLIB_INCLUDE_DIRS}
${OPENGL_INCLUDE_DIRS}