This commit is contained in:
toaster 2019-09-20 16:42:22 +01:00
commit 661966ced6
20 changed files with 586 additions and 428 deletions

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

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@ -637,6 +637,8 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_screenshot_folder);
CV_RegisterVar(&cv_screenshot_colorprofile);
CV_RegisterVar(&cv_moviemode);
CV_RegisterVar(&cv_movie_option);
CV_RegisterVar(&cv_movie_folder);
// PNG variables
CV_RegisterVar(&cv_zlib_level);
CV_RegisterVar(&cv_zlib_memory);

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@ -2100,7 +2100,7 @@ static inline void G_PlayerFinishLevel(INT32 player)
// G_PlayerReborn
// Called after a player dies. Almost everything is cleared and initialized.
//
void G_PlayerReborn(INT32 player)
void G_PlayerReborn(INT32 player, boolean betweenmaps)
{
player_t *p;
INT32 score;
@ -2205,7 +2205,7 @@ void G_PlayerReborn(INT32 player)
bot = players[player].bot;
pity = players[player].pity;
if (!G_IsSpecialStage(gamemap))
if (betweenmaps || !G_IsSpecialStage(gamemap))
{
rings = (ultimatemode ? 0 : mapheaderinfo[gamemap-1]->startrings);
spheres = 0;
@ -2284,6 +2284,28 @@ void G_PlayerReborn(INT32 player)
//if ((netgame || multiplayer) && !p->spectator) -- moved into P_SpawnPlayer to account for forced changes there
//p->powers[pw_flashing] = flashingtics-1; // Babysitting deterrent
// Check to make sure their color didn't change somehow...
if (G_GametypeHasTeams())
{
if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_redteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_redteam);
}
else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_blueteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_blueteam);
}
}
if (betweenmaps)
return;
if (p-players == consoleplayer)
{
if (mapmusflags & MUSIC_RELOADRESET)
@ -2303,9 +2325,6 @@ void G_PlayerReborn(INT32 player)
if (gametype == GT_COOP)
P_FindEmerald(); // scan for emeralds to hunt for
// Reset Nights score and max link to 0 on death
p->marescore = p->maxlink = 0;
// If NiGHTS, find lowest mare to start with.
p->mare = P_FindLowestMare();
@ -2313,27 +2332,6 @@ void G_PlayerReborn(INT32 player)
if (p->mare == 255)
p->mare = 0;
p->marelap = p->marebonuslap = 0;
// Check to make sure their color didn't change somehow...
if (G_GametypeHasTeams())
{
if (p->ctfteam == 1 && p->skincolor != skincolor_redteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_redteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_redteam);
}
else if (p->ctfteam == 2 && p->skincolor != skincolor_blueteam)
{
if (p == &players[consoleplayer])
CV_SetValue(&cv_playercolor, skincolor_blueteam);
else if (p == &players[secondarydisplayplayer])
CV_SetValue(&cv_playercolor2, skincolor_blueteam);
}
}
}
//

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

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@ -1202,7 +1202,7 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
if (!md2 || !skin)
return 0;
if ((unsigned)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
if ((playersprite_t)(spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(md2->model->spr2frames[spr2*2 + 1])

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@ -739,7 +739,7 @@ state_t states[NUMSTATES] =
// CA_FLY/CA_SWIM
{SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY
{SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
{SPR_PLAY, SPR2_SWIM, 4, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM
{SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED
// CA_GLIDEANDCLIMB
@ -10041,7 +10041,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
4, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
MF_NOBLOCKMAP|MF_NOCLIP|MF_SPAWNCEILING|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
@ -10068,7 +10068,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
8, // mass
0, // damage
sfx_None, // activesound
MF_SPECIAL|MF_SCENERY, // flags
MF_SPECIAL|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10089,13 +10089,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
29*FRACUNIT, // radius
29*FRACUNIT, // radius
40*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10116,13 +10116,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
30*FRACUNIT, // radius
30*FRACUNIT, // radius
53*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10143,13 +10143,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
28*FRACUNIT, // radius
28*FRACUNIT, // radius
41*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10170,13 +10170,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
56*FRACUNIT, // radius
112*FRACUNIT, // height
56*FRACUNIT, // radius
112*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10197,13 +10197,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
56*FRACUNIT, // radius
112*FRACUNIT, // height
56*FRACUNIT, // radius
112*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
@ -10230,13 +10230,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
4, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_KELP
1007, // doomednum
S_KELP, // spawnstate
S_KELP, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -10251,13 +10251,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
292*FRACUNIT, // height
16*FRACUNIT, // radius
292*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOBLOCKMAP, // flags
MF_SCENERY|MF_NOBLOCKMAP, // flags
S_NULL // raisestate
},
@ -10284,7 +10284,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
4, // mass
0, // damage
sfx_None, // activesound
MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags
S_NULL // raisestate
},
@ -10311,13 +10311,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
4, // mass
0, // damage
sfx_None, // activesound
MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
MF_NOCLIP|MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_DSZSTALAGMITE
1008, // doomednum
S_DSZSTALAGMITE, // spawnstate
S_DSZSTALAGMITE,// spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -10333,12 +10333,12 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
116*FRACUNIT, // height
116*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_SOLID, // flags
MF_SCENERY|MF_SOLID, // flags
S_NULL // raisestate
},
@ -10360,18 +10360,18 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
116*FRACUNIT, // height
116*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_SOLID, // flags
MF_SCENERY|MF_SOLID, // flags
S_NULL // raisestate
},
{ // MT_LIGHTBEAM
1010, // doomednum
S_LIGHTBEAM1, // spawnstate
S_LIGHTBEAM1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -10386,7 +10386,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
16*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
4, // mass
@ -10452,7 +10452,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_FLAMEPARTICLE
-1, // doomednum
S_FLAMEPARTICLE, // spawnstate
S_FLAMEPARTICLE,// spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
@ -11737,7 +11737,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
0, // speed
24*FRACUNIT, // radius
224*FRACUNIT, // height
224*FRACUNIT, // height
0, // display offset
DMG_SPIKE, // mass
0, // damage
@ -11764,7 +11764,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
0, // speed
24*FRACUNIT, // radius
256*FRACUNIT, // height
256*FRACUNIT, // height
0, // display offset
DMG_SPIKE, // mass
0, // damage

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@ -118,7 +118,7 @@ const char *quitmsg[NUM_QUITMESSAGES];
// Stuff for customizing the player select screen Tails 09-22-2003
description_t description[MAXSKINS];
INT16 char_on = -1, startchar = 1;
INT16 char_on = -1, startchar = 0;
static char *char_notes = NULL;
static fixed_t char_scroll = 0;
@ -1363,36 +1363,39 @@ static menuitem_t OP_ScreenshotOptionsMenu[] =
{
{IT_HEADER, NULL, "General", NULL, 0},
{IT_STRING|IT_CVAR, NULL, "Use color profile", &cv_screenshot_colorprofile, 6},
{IT_STRING|IT_CVAR, NULL, "Storage Location", &cv_screenshot_option, 11},
{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Custom Folder", &cv_screenshot_folder, 16},
{IT_HEADER, NULL, "Screenshots (F8)", NULL, 30},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memory, 36},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_level, 41},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategy, 46},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bits, 51},
{IT_HEADER, NULL, "Screenshots (F8)", NULL, 16},
{IT_STRING|IT_CVAR, NULL, "Storage Location", &cv_screenshot_option, 22},
{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Custom Folder", &cv_screenshot_folder, 27},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memory, 42},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_level, 47},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategy, 52},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bits, 57},
{IT_HEADER, NULL, "Movie Mode (F9)", NULL, 60},
{IT_STRING|IT_CVAR, NULL, "Capture Mode", &cv_moviemode, 66},
{IT_HEADER, NULL, "Movie Mode (F9)", NULL, 64},
{IT_STRING|IT_CVAR, NULL, "Storage Location", &cv_movie_option, 70},
{IT_STRING|IT_CVAR|IT_CV_STRING, NULL, "Custom Folder", &cv_movie_folder, 75},
{IT_STRING|IT_CVAR, NULL, "Capture Mode", &cv_moviemode, 90},
{IT_STRING|IT_CVAR, NULL, "Region Optimizing", &cv_gif_optimize, 71},
{IT_STRING|IT_CVAR, NULL, "Downscaling", &cv_gif_downscale, 76},
{IT_STRING|IT_CVAR, NULL, "Region Optimizing", &cv_gif_optimize, 95},
{IT_STRING|IT_CVAR, NULL, "Downscaling", &cv_gif_downscale, 100},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memorya, 71},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_levela, 76},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategya, 81},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bitsa, 86},
{IT_STRING|IT_CVAR, NULL, "Memory Level", &cv_zlib_memorya, 95},
{IT_STRING|IT_CVAR, NULL, "Compression Level", &cv_zlib_levela, 100},
{IT_STRING|IT_CVAR, NULL, "Strategy", &cv_zlib_strategya, 105},
{IT_STRING|IT_CVAR, NULL, "Window Size", &cv_zlib_window_bitsa, 110},
};
enum
{
op_screenshot_colorprofile = 1,
op_screenshot_folder = 3,
op_screenshot_capture = 10,
op_screenshot_gif_start = 11,
op_screenshot_gif_end = 12,
op_screenshot_apng_start = 13,
op_screenshot_apng_end = 16,
op_screenshot_folder = 4,
op_movie_folder = 11,
op_screenshot_capture = 12,
op_screenshot_gif_start = 13,
op_screenshot_gif_end = 14,
op_screenshot_apng_start = 15,
op_screenshot_apng_end = 18,
};
static menuitem_t OP_EraseDataMenu[] =
@ -2210,6 +2213,12 @@ void Addons_option_Onchange(void)
(cv_addons_option.value == 3 ? IT_CVAR|IT_STRING|IT_CV_STRING : IT_DISABLED);
}
void Moviemode_option_Onchange(void)
{
OP_ScreenshotOptionsMenu[op_movie_folder].status =
(cv_movie_option.value == 3 ? IT_CVAR|IT_STRING|IT_CV_STRING : IT_DISABLED);
}
// ==========================================================================
// END ORGANIZATION STUFF.
// ==========================================================================

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@ -397,6 +397,9 @@ void Screenshot_option_Onchange(void);
// Addons menu updating
void Addons_option_Onchange(void);
// Moviemode menu updating
void Moviemode_option_Onchange(void);
// These defines make it a little easier to make menus
#define DEFAULTMENUSTYLE(id, header, source, prev, x, y)\
{\

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

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

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@ -1019,7 +1019,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true; // underneath
if (tmthing->flags & MF_SHOOTABLE && thing->health > 0)
{
UINT8 damagetype = (thing->info->mass & 0xFF);
UINT32 damagetype = (thing->info->mass & 0xFF);
if (!damagetype && thing->flags & MF_FIRE) // BURN!
damagetype = DMG_FIRE;
if (P_DamageMobj(tmthing, thing, thing, 1, damagetype) && (damagetype = (thing->info->mass>>8)))
@ -1036,7 +1036,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true; // underneath
if (thing->flags & MF_SHOOTABLE && tmthing->health > 0)
{
UINT8 damagetype = (tmthing->info->mass & 0xFF);
UINT32 damagetype = (tmthing->info->mass & 0xFF);
if (!damagetype && tmthing->flags & MF_FIRE) // BURN!
damagetype = DMG_FIRE;
if (P_DamageMobj(thing, tmthing, tmthing, 1, damagetype) && (damagetype = (tmthing->info->mass>>8)))
@ -2881,11 +2881,8 @@ static boolean P_ThingHeightClip(mobj_t *thing)
thing->z = thing->ceilingz - thing->height;
}
if (thing->z != oldz)
{
if (thing->player)
P_PlayerHitFloor(thing->player, !onfloor);
}
if (P_MobjFlip(thing)*(thing->z - oldz) > 0 && thing->player)
P_PlayerHitFloor(thing->player, !onfloor);
// debug: be sure it falls to the floor
thing->eflags &= ~MFE_ONGROUND;
@ -3199,7 +3196,7 @@ static boolean P_IsClimbingValid(player_t *player, angle_t angle)
&& glidesector->sector->ceilingpic == skyflatnum)
return false;
if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < ceilingz)
if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < floorz)
|| (player->mo->z >= ceilingz))
floorclimb = true;
}

View File

@ -2381,22 +2381,42 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover)
{
fixed_t topheight;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
{
fixed_t topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
#endif
*rover->topheight;
// not a lava block with solid planes
if (!(rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
&& !(rover->master->flags & ML_BLOCKMONSTERS)))
return false;
if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
&& !(rover->master->flags & ML_BLOCKMONSTERS)
&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale)))
// is solid from the sides
if (rover->master->flags & ML_EFFECT3)
return true;
if (mo->eflags & MFE_VERTICALFLIP)
{
topheight =
#ifdef ESLOPE
*rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) :
#endif
*rover->bottomheight;
if (mo->z+mo->height-mo->momz < topheight + FixedMul(16*FRACUNIT, mo->scale))
return true;
return false;
}
topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
#endif
*rover->topheight;
if (mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale))
return true;
return false;
}
@ -3981,6 +4001,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
}
else
{
#if 0 // i don't know why this is here, it's causing a few undesired state glitches, and disabling it doesn't appear to negatively affect the game, but i don't want it gone permanently just in case some obscure bug crops up
if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling
mobj->player->pflags &= ~PF_STARTJUMP;
mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
@ -3990,6 +4011,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
mobj->player->powers[pw_tailsfly] = 0;
P_SetPlayerMobjState(mobj, S_PLAY_WALK);
}
#endif
mobj->eflags &= ~MFE_JUSTHITFLOOR;
}
@ -10412,7 +10434,7 @@ void P_SpawnPlayer(INT32 playernum)
mobj_t *mobj;
if (p->playerstate == PST_REBORN)
G_PlayerReborn(playernum);
G_PlayerReborn(playernum, false);
// spawn as spectator determination
if (!G_GametypeHasSpectators())

View File

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

View File

@ -1109,7 +1109,7 @@ boolean P_PlayerCanDamage(player_t *player, mobj_t *thing)
}
else if (P_MobjFlip(player->mo)*(topheight - (thing->z + thing->height/2)) < 0)
{
if (player->charability == CA_FLY && player->panim == PA_ABILITY && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) > 0))
if (player->charability == CA_FLY && player->panim == PA_ABILITY && !(player->mo->eflags & MFE_UNDERWATER) && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) > 0))
return true;
}
@ -2217,148 +2217,153 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
player->pflags &= ~PF_SPINNING;
}
if (player->pflags & PF_SPINNING)
{
if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
{
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
}
}
else if (player->pflags & PF_GLIDING) // ground gliding
{
if (dorollstuff)
{
player->skidtime = TICRATE;
player->mo->tics = -1;
}
else if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
}
else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
{
if (player->mo->state-states != S_PLAY_MELEE_LANDING)
{
mobjtype_t type = player->revitem;
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS;
// hearticles
if (type)
{
UINT8 i = 0;
angle_t throwang = -(2*ANG30);
fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t zo = 6*player->mo->scale;
fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
fixed_t ev;
mobj_t *missile = NULL;
if (mu2 < mu)
mu2 = mu;
ev = (50*FRACUNIT - (mu/25))/50;
while (i < 5)
{
missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
P_SetTarget(&missile->target, player->mo);
missile->angle = throwang + player->drawangle;
P_Thrust(missile, player->drawangle + ANGLE_90,
P_ReturnThrustY(missile, throwang, mu)); // side to side component
P_Thrust(missile, player->drawangle, mu2); // forward component
P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
missile->momz += player->mo->pmomz;
missile->fuse = TICRATE/2;
missile->extravalue2 = ev;
i++;
throwang += ANG30;
}
if (mobjinfo[type].seesound && missile)
S_StartSound(missile, missile->info->seesound);
}
}
}
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
;
else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
{
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->rmomx || player->rmomy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->mo->momx || player->mo->momy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
}
if (!(player->pflags & PF_GLIDING))
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
player->secondjump = 0;
player->glidetime = 0;
player->climbing = 0;
player->powers[pw_tailsfly] = 0;
if (player->pflags & PF_SHIELDABILITY)
{
player->pflags &= ~PF_SHIELDABILITY;
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
{
if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
S_StartSound(player->mo, sfx_s3k4c);
else // create a fire pattern on the ground
{
S_StartSound(player->mo, sfx_s3k47);
P_ElementalFire(player, true);
}
P_SetObjectMomZ(player->mo,
(player->mo->eflags & MFE_UNDERWATER)
? 6*FRACUNIT/5
: 5*FRACUNIT/2,
false);
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
player->mo->momx = player->mo->momy = 0;
clipmomz = false;
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
{
P_DoBubbleBounce(player);
clipmomz = false;
}
}
if (player->pflags & PF_BOUNCING)
{
P_MobjCheckWater(player->mo);
player->mo->momz *= -1;
P_DoAbilityBounce(player, true);
if (player->scoreadd)
player->scoreadd--;
if (dorollstuff && player->mo->state-states != S_PLAY_BOUNCE_LANDING)
{
P_MobjCheckWater(player->mo);
player->mo->momz *= -1;
P_DoAbilityBounce(player, true);
if (player->scoreadd)
player->scoreadd--;
}
clipmomz = false;
}
else
{
if (player->pflags & PF_SPINNING)
{
if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
{
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
}
}
else if (player->pflags & PF_GLIDING) // ground gliding
{
if (dorollstuff)
{
player->skidtime = TICRATE;
player->mo->tics = -1;
}
else if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
}
else if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
{
if (player->mo->state-states != S_PLAY_MELEE_LANDING)
{
mobjtype_t type = player->revitem;
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING);
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS;
// hearticles
if (type)
{
UINT8 i = 0;
angle_t throwang = -(2*ANG30);
fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t zo = 6*player->mo->scale;
fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
fixed_t ev;
mobj_t *missile = NULL;
if (mu2 < mu)
mu2 = mu;
ev = (50*FRACUNIT - (mu/25))/50;
while (i < 5)
{
missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
P_SetTarget(&missile->target, player->mo);
missile->angle = throwang + player->drawangle;
P_Thrust(missile, player->drawangle + ANGLE_90,
P_ReturnThrustY(missile, throwang, mu)); // side to side component
P_Thrust(missile, player->drawangle, mu2); // forward component
P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
missile->momz += player->mo->pmomz;
missile->fuse = TICRATE/2;
missile->extravalue2 = ev;
i++;
throwang += ANG30;
}
if (mobjinfo[type].seesound && missile)
S_StartSound(missile, missile->info->seesound);
}
}
}
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
;
else if (player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
{
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->rmomx || player->rmomy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
else if ((player->mo->momx || player->mo->momy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
}
if (!(player->pflags & PF_GLIDING))
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
player->secondjump = 0;
player->glidetime = 0;
player->climbing = 0;
player->powers[pw_tailsfly] = 0;
if (player->pflags & PF_SHIELDABILITY)
{
player->pflags &= ~PF_SHIELDABILITY;
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
{
if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
S_StartSound(player->mo, sfx_s3k4c);
else // create a fire pattern on the ground
{
S_StartSound(player->mo, sfx_s3k47);
P_ElementalFire(player, true);
}
P_SetObjectMomZ(player->mo,
(player->mo->eflags & MFE_UNDERWATER)
? 6*FRACUNIT/5
: 5*FRACUNIT/2,
false);
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
player->mo->momx = player->mo->momy = 0;
clipmomz = false;
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
{
P_DoBubbleBounce(player);
clipmomz = false;
}
}
}
}
return clipmomz;
@ -2964,22 +2969,19 @@ static void P_DoBubbleBreath(player_t *player)
P_SetScale(bubble, bubble->destscale);
}
if (player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS Super doesn't spawn flight bubbles
return;
// Tails stirs up the water while flying in it
if (player->powers[pw_tailsfly] && (leveltime & 1) && player->charability != CA_SWIM)
{
fixed_t radius = (3*player->mo->radius)>>1;
fixed_t radius = player->mo->radius;
angle_t fa = ((leveltime%45)*FINEANGLES/8) & FINEMASK;
fixed_t stirwaterx = FixedMul(FINECOSINE(fa),radius);
fixed_t stirwatery = FixedMul(FINESINE(fa),radius);
fixed_t stirwaterz;
if (player->mo->eflags & MFE_VERTICALFLIP)
stirwaterz = player->mo->z + player->mo->height - FixedDiv(player->mo->height,3*FRACUNIT/2);
stirwaterz = player->mo->z + player->mo->height - (4<<FRACBITS);
else
stirwaterz = player->mo->z + FixedDiv(player->mo->height,3*FRACUNIT/2);
stirwaterz = player->mo->z + (4<<FRACBITS);
bubble = P_SpawnMobj(
player->mo->x + stirwaterx,
@ -8083,7 +8085,7 @@ static void P_MovePlayer(player_t *player)
}
else if (player->pflags & PF_BOUNCING)
{
if (!(player->pflags & PF_JUMPDOWN) || (onground && P_MobjFlip(player->mo)*player->mo->momz <= 0)) // If not holding the jump button OR on flat ground
if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button
{
P_ResetPlayer(player); // down, stop bouncing.
player->pflags |= PF_THOKKED;
@ -8183,12 +8185,18 @@ static void P_MovePlayer(player_t *player)
if (P_MobjFlip(player->mo)*player->mo->momz < FixedMul(5*actionspd, player->mo->scale))
P_SetObjectMomZ(player->mo, actionspd/2, true);
P_SetPlayerMobjState(player->mo, player->mo->state->nextstate);
player->fly1--;
}
}
// Tails Put-Put noise
if (player->charability == CA_FLY && player->bot != 1 && leveltime % 10 == 0 && !player->spectator)
if (player->charability == CA_FLY
&& player->bot != 1
&& !(player->mo->eflags & MFE_UNDERWATER)
&& leveltime % 10 == 0
&& !player->spectator)
S_StartSound(player->mo, sfx_putput);
// Descend
@ -8200,11 +8208,12 @@ static void P_MovePlayer(player_t *player)
else
{
// Tails-gets-tired Stuff
if (player->panim == PA_ABILITY)
if (player->panim == PA_ABILITY && player->mo->state-states != S_PLAY_FLY_TIRED)
P_SetPlayerMobjState(player->mo, S_PLAY_FLY_TIRED);
if (player->charability == CA_FLY && (leveltime % 10 == 0)
&& player->mo->state-states == S_PLAY_FLY_TIRED
&& !(player->mo->eflags & MFE_UNDERWATER)
&& !player->spectator)
S_StartSound(player->mo, sfx_pudpud);
}
@ -10604,7 +10613,8 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
angle_t horizangle = player->drawangle;
fixed_t zoffs = 0;
fixed_t backwards = -1*FRACUNIT;
boolean doroll = (player->panim == PA_ROLL || player->panim == PA_JUMP);
boolean doswim = (player->panim == PA_ABILITY && (player->mo->eflags & MFE_UNDERWATER));
boolean doroll = (player->panim == PA_ROLL || (player->panim == PA_JUMP && !(player->charflags & SF_NOJUMPSPIN)) || doswim);
angle_t rollangle;
boolean panimchange;
INT32 ticnum = 0;
@ -10631,17 +10641,25 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
if (testval < FRACUNIT)
testval = FRACUNIT;
}
if (smilesonground && !player->mo->reactiontime)
if (doswim)
zdist = player->mo->momz<<1;
else if (smilesonground && !player->mo->reactiontime)
zdist = (player->mo->z - tails->threshold);
else
zdist = player->mo->momz;
rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist);
zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT);
backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT);
if (!doswim)
{
zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT);
backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT);
}
}
else if (player->panim == PA_RUN)
backwards = -5*FRACUNIT;
else if (player->panim == PA_SPRING)
else if (player->panim == PA_SPRING || player->panim == PA_JUMP)
{
zoffs += 4*FRACUNIT;
backwards /= 2;
@ -10663,7 +10681,7 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
zoffs = -7*FRACUNIT;
backwards = -9*FRACUNIT;
}
else if (player->mo->sprite2 == SPR2_FLY || player->mo->sprite2 == SPR2_TIRE)
else if (player->panim == PA_ABILITY)
backwards = -5*FRACUNIT;
// sprite...
@ -10680,7 +10698,7 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
else
chosenstate = S_TAILSOVERLAY_0DEGREES;
}
else if (player->panim == PA_SPRING)
else if (player->panim == PA_SPRING || player->panim == PA_JUMP)
chosenstate = S_TAILSOVERLAY_MINUS60DEGREES;
else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
chosenstate = S_TAILSOVERLAY_PLUS60DEGREES;
@ -10703,6 +10721,8 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
}
else if (player->mo->sprite2 == SPR2_FLY)
chosenstate = S_TAILSOVERLAY_FLY;
else if (player->mo->sprite2 == SPR2_SWIM)
chosenstate = S_TAILSOVERLAY_FLY;
else if (player->mo->sprite2 == SPR2_TIRE)
chosenstate = S_TAILSOVERLAY_TIRE;
else if (player->panim == PA_ABILITY2)
@ -10728,8 +10748,10 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
}
}
#if 0
if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground)
P_SetMobjState(tails, chosenstate);
#endif
// animation...
if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
@ -10744,7 +10766,7 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
else if (player->mo->state-states == S_PLAY_GASP)
tails->tics = -1;
else if (player->mo->sprite2 == SPR2_TIRE)
ticnum = 4;
ticnum = (doswim ? 2 : 4);
else if (player->panim != PA_IDLE)
ticnum = player->mo->tics;
@ -10967,7 +10989,8 @@ void P_PlayerThink(player_t *player)
if (player->exiting == 2 || countdown2 == 2)
{
if (cv_playersforexit.value) // Count to be sure everyone's exited
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
if (numneeded) // Count to be sure everyone's exited
{
INT32 i, total = 0, exiting = 0;
@ -10983,7 +11006,7 @@ void P_PlayerThink(player_t *player)
exiting++;
}
if (!total || ((4*exiting)/total) >= cv_playersforexit.value)
if (!total || ((4*exiting)/total) >= numneeded)
{
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
@ -11269,8 +11292,8 @@ void P_PlayerThink(player_t *player)
{
boolean currentlyonground = P_IsObjectOnGround(player->mo);
if (!player->powers[pw_carry]
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
if (!player->powers[pw_carry] && !player->powers[pw_nocontrol]
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE|PF_STASIS)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
&& !(cmd->forwardmove || cmd->sidemove)
&& (player->rmomx || player->rmomy)
&& (!player->capsule || (player->capsule->reactiontime != (player-players)+1)))
@ -11281,7 +11304,7 @@ void P_PlayerThink(player_t *player)
if (!currentlyonground)
acceleration /= 2;
// fake skidding! see P_SkidStuff for reference on conditionals
else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed/2, player->mo->scale))
else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed, player->mo->scale)) // modified from player->runspeed/2 'cuz the skid was just TOO frequent ngl
{
if (player->mo->state-states != S_PLAY_SKID)
P_SetPlayerMobjState(player->mo, S_PLAY_SKID);
@ -11812,6 +11835,8 @@ void P_PlayerAfterThink(player_t *player)
{
if (player->mo->state-states != S_PLAY_RIDE)
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
if ((tails->skin && ((skin_t *)(tails->skin))->sprites[SPR2_SWIM].numframes) && (tails->eflags & MFE_UNDERWATER))
tails->player->powers[pw_tailsfly] = 0;
}
else
P_SetTarget(&player->mo->tracer, NULL);

View File

@ -23,6 +23,7 @@
#include "z_zone.h"
#include "p_setup.h" // levelflats
#include "v_video.h" // pMasterPalette
#include "byteptr.h"
#include "dehacked.h"
#ifdef _WIN32
@ -2819,18 +2820,14 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
UINT8 *imgptr = imgbuf;
UINT8 *colpointers, *startofspan;
#define WRITE8(buf, a) ({*buf = (a); buf++;})
#define WRITE16(buf, a) ({*buf = (a)&255; buf++; *buf = (a)>>8; buf++;})
#define WRITE32(buf, a) ({WRITE16(buf, (a)&65535); WRITE16(buf, (a)>>16);})
if (!raw)
I_Error("R_PNGToPatch: conversion failed");
// Write image size and offset
WRITE16(imgptr, width);
WRITE16(imgptr, height);
WRITE16(imgptr, leftoffset);
WRITE16(imgptr, topoffset);
WRITEINT16(imgptr, width);
WRITEINT16(imgptr, height);
WRITEINT16(imgptr, leftoffset);
WRITEINT16(imgptr, topoffset);
// Leave placeholder to column pointers
colpointers = imgptr;
@ -2845,7 +2842,7 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
//printf("%d ", x);
// Write column pointer (@TODO may be wrong)
WRITE32(colpointers, imgptr - imgbuf);
WRITEINT32(colpointers, imgptr - imgbuf);
// Write pixels
for (y = 0; y < height; y++)
@ -2857,7 +2854,7 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
if (!opaque)
{
if (startofspan)
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 0);
startofspan = NULL;
continue;
}
@ -2869,15 +2866,15 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
// If we reached the span size limit, finish the previous span
if (startofspan)
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 0);
if (y > 254)
{
// Make sure we're aligned to 254
if (lastStartY < 254)
{
WRITE8(imgptr, 254);
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 254);
WRITEUINT8(imgptr, 0);
imgptr += 2;
lastStartY = 254;
}
@ -2887,15 +2884,15 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
while (writeY > 254)
{
WRITE8(imgptr, 254);
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 254);
WRITEUINT8(imgptr, 0);
imgptr += 2;
writeY -= 254;
}
}
startofspan = imgptr;
WRITE8(imgptr, writeY);///@TODO calculate starting y pos
WRITEUINT8(imgptr, writeY);///@TODO calculate starting y pos
imgptr += 2;
spanSize = 0;
@ -2903,21 +2900,17 @@ patch_t *R_PNGToPatch(const UINT8 *png, size_t size, size_t *destsize, boolean t
}
// Write the pixel
WRITE8(imgptr, paletteIndex);
WRITEUINT8(imgptr, paletteIndex);
spanSize++;
startofspan[1] = spanSize;
}
if (startofspan)
WRITE8(imgptr, 0);
WRITEUINT8(imgptr, 0);
WRITE8(imgptr, 0xFF);
WRITEUINT8(imgptr, 0xFF);
}
#undef WRITE8
#undef WRITE16
#undef WRITE32
size = imgptr-imgbuf;
img = Z_Malloc(size, PU_STATIC, NULL);
memcpy(img, imgbuf, size);

View File

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

View File

@ -26,6 +26,8 @@
#include <unistd.h>
#endif
#include "time.h" // For log timestamps
#ifdef HAVE_SDL
#ifdef HAVE_TTF
@ -114,6 +116,7 @@ int main(int argc, char **argv)
#endif
{
const char *logdir = NULL;
char logfile[MAX_WADPATH];
myargc = argc;
myargv = argv; /// \todo pull out path to exe from this string
@ -125,15 +128,35 @@ int main(int argc, char **argv)
#endif
#endif
logdir = D_Home();
#ifdef LOGMESSAGES
if (!M_CheckParm("-nolog"))
{
logdir = D_Home();
time_t my_time;
struct tm * timeinfo;
char buf[26];
my_time = time(NULL);
timeinfo = localtime(&my_time);
strftime(buf, 26, "%Y-%m-%d %H-%M-%S", timeinfo);
strcpy(logfile, va("log-%s.txt", buf));
#ifdef DEFAULTDIR
if (logdir)
logstream = fopen(va("%s/"DEFAULTDIR"/log.txt",logdir), "wt");
else
if (logdir)
{
// Create dirs here because D_SRB2Main() is too late.
I_mkdir(va("%s%s"DEFAULTDIR, logdir, PATHSEP), 0755);
I_mkdir(va("%s%s"DEFAULTDIR"%slogs",logdir, PATHSEP, PATHSEP), 0755);
logstream = fopen(va("%s%s"DEFAULTDIR"%slogs%s%s",logdir, PATHSEP, PATHSEP, PATHSEP, logfile), "wt");
}
else
#endif
logstream = fopen("./log.txt", "wt");
{
I_mkdir("."PATHSEP"logs"PATHSEP, 0755);
logstream = fopen(va("."PATHSEP"logs"PATHSEP"%s", logfile), "wt");
}
}
#endif
//I_OutputMsg("I_StartupSystem() ...\n");
@ -161,6 +184,7 @@ int main(int argc, char **argv)
CONS_Printf("Setting up SRB2...\n");
D_SRB2Main();
CONS_Printf("Entering main game loop...\n");
CONS_Printf("%s\n", logfile);
// never return
D_SRB2Loop();

View File

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

View File

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

View File

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