Merge branch 'master' into damage-control

This commit is contained in:
Monster Iestyn 2016-10-08 17:12:13 +01:00
commit 719220da4a
17 changed files with 503 additions and 179 deletions

View file

@ -6594,7 +6594,7 @@ static const char *const MOBJFLAG_LIST[] = {
"SHOOTABLE",
"NOSECTOR",
"NOBLOCKMAP",
"AMBUSH",
"PAPERCOLLISION",
"PUSHABLE",
"BOSS",
"SPAWNCEILING",
@ -6651,6 +6651,8 @@ static const char *const MOBJFLAG2_LIST[] = {
"BOSSNOTRAP", // No Egg Trap after boss
"BOSSFLEE", // Boss is fleeing!
"BOSSDEAD", // Boss is dead! (Not necessarily fleeing, if a fleeing point doesn't exist.)
"AMBUSH", // Alternate behaviour typically set by MTF_AMBUSH
"LINKDRAW", // Draw vissprite of mobj immediately before/after tracer's vissprite (dependent on dispoffset and position)
NULL
};
@ -6973,9 +6975,13 @@ struct {
// Frame settings
{"FF_FRAMEMASK",FF_FRAMEMASK},
{"FF_VERTICALFLIP",FF_VERTICALFLIP},
{"FF_PAPERSPRITE",FF_PAPERSPRITE},
{"FF_SPR2ENDSTATE",FF_SPR2ENDSTATE},
{"FF_MIDDLESTARTCHANCE",FF_MIDDLESTARTCHANCE},
{"FF_SPR2MIDSTART",FF_SPR2MIDSTART},
{"FF_ANIMATE",FF_ANIMATE},
{"FF_RANDOMANIM",FF_RANDOMANIM},
{"FF_GLOBALANIM",FF_GLOBALANIM},
{"FF_FULLBRIGHT",FF_FULLBRIGHT},
{"FF_TRANSMASK",FF_TRANSMASK},
{"FF_TRANSSHIFT",FF_TRANSSHIFT},

View file

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

View file

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

View file

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

View file

@ -474,8 +474,8 @@ enum playersprite free_spr2 = SPR2_FIRSTFREESLOT;
state_t states[NUMSTATES] =
{
// frame is masked through FF_FRAMEMASK
// FF_ANIMATE (0x4000) makes simple state animations (var1 #frames, var2 tic delay)
// FF_FULLBRIGHT (0x8000) activates the fullbright colormap
// FF_ANIMATE makes simple state animations (var1 #frames, var2 tic delay)
// FF_FULLBRIGHT activates the fullbright colormap
// use FF_TRANS10 - FF_TRANS90 for easy translucency
// (or tr_trans10<<FF_TRANSSHIFT if you want to make it hard on yourself)
@ -1392,7 +1392,7 @@ state_t states[NUMSTATES] =
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30|11, 1, {NULL}, 0, 0, S_MSSHIELD_F1}, // S_MSSHIELD_F12
// Ring
{SPR_RING, FF_ANIMATE, -1, {NULL}, 23, 1, S_RING}, // S_RING
{SPR_RING, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 23, 1, S_RING}, // S_RING
// Blue Sphere Replacement for special stages
{SPR_BBAL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BLUEBALL
@ -1408,7 +1408,7 @@ state_t states[NUMSTATES] =
{SPR_GWLR, 2, 1, {NULL}, 0, 0, S_GRAVWELLRED}, // S_GRAVWELLRED3
// Individual Team Rings (now with shield attracting action! =P)
{SPR_TRNG, FF_ANIMATE, -1, {NULL}, 23, 1, S_TEAMRING}, // S_TEAMRING1
{SPR_TRNG, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 23, 1, S_TEAMRING}, // S_TEAMRING1
// Special Stage Token
{SPR_EMMY, FF_ANIMATE|FF_FULLBRIGHT, -1, {NULL}, 6, 2, S_EMMY}, // S_EMMY
@ -2294,7 +2294,7 @@ state_t states[NUMSTATES] =
// Extra Large Bubble goes POP!
{SPR_BUBL, 5, 16, {NULL}, 0, 0, S_NULL}, // S_POP1
{SPR_WZAP, FF_TRANS10|FF_ANIMATE|FF_MIDDLESTARTCHANCE, 4, {NULL}, 3, 2, S_NULL}, // S_WATERZAP
{SPR_WZAP, FF_TRANS10|FF_ANIMATE|FF_RANDOMANIM, 4, {NULL}, 3, 2, S_NULL}, // S_WATERZAP
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50, 2, {NULL}, 0, 0, S_FOG2}, // S_FOG1
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|1, 2, {NULL}, 0, 0, S_FOG3}, // S_FOG2
@ -2363,16 +2363,16 @@ state_t states[NUMSTATES] =
{SPR_RRNG, FF_FULLBRIGHT|6, 1, {A_ThrownRing}, 0, 0, S_RRNG1}, // S_RRNG7
// Weapon Ring Ammo
{SPR_RNGB, FF_ANIMATE, -1, {NULL}, 34, 1, S_BOUNCERINGAMMO}, // S_BOUNCERINGAMMO
{SPR_RNGR, FF_ANIMATE, -1, {NULL}, 34, 1, S_RAILRINGAMMO}, // S_RAILRINGAMMO
{SPR_RNGI, FF_ANIMATE, -1, {NULL}, 34, 1, S_INFINITYRINGAMMO}, // S_INFINITYRINGAMMO
{SPR_RNGA, FF_ANIMATE, -1, {NULL}, 34, 1, S_AUTOMATICRINGAMMO}, // S_AUTOMATICRINGAMMO
{SPR_RNGE, FF_ANIMATE, -1, {NULL}, 34, 1, S_EXPLOSIONRINGAMMO}, // S_EXPLOSIONRINGAMMO
{SPR_RNGS, FF_ANIMATE, -1, {NULL}, 34, 1, S_SCATTERRINGAMMO}, // S_SCATTERRINGAMMO
{SPR_RNGG, FF_ANIMATE, -1, {NULL}, 34, 1, S_GRENADERINGAMMO}, // S_GRENADERINGAMMO
{SPR_RNGB, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 34, 1, S_BOUNCERINGAMMO}, // S_BOUNCERINGAMMO
{SPR_RNGR, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 34, 1, S_RAILRINGAMMO}, // S_RAILRINGAMMO
{SPR_RNGI, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 34, 1, S_INFINITYRINGAMMO}, // S_INFINITYRINGAMMO
{SPR_RNGA, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 34, 1, S_AUTOMATICRINGAMMO}, // S_AUTOMATICRINGAMMO
{SPR_RNGE, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 34, 1, S_EXPLOSIONRINGAMMO}, // S_EXPLOSIONRINGAMMO
{SPR_RNGS, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 34, 1, S_SCATTERRINGAMMO}, // S_SCATTERRINGAMMO
{SPR_RNGG, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 34, 1, S_GRENADERINGAMMO}, // S_GRENADERINGAMMO
// Bounce Ring Pickup
{SPR_PIKB, FF_ANIMATE, -1, {NULL}, 15, 1, S_BOUNCEPICKUP}, // S_BOUNCEPICKUP
{SPR_PIKB, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 15, 1, S_BOUNCEPICKUP}, // S_BOUNCEPICKUP
{SPR_PIKB, 0, 1, {NULL}, 0, 0, S_BOUNCEPICKUPFADE2}, // S_BOUNCEPICKUPFADE1
{SPR_PIKB, 2, 1, {NULL}, 0, 0, S_BOUNCEPICKUPFADE3}, // S_BOUNCEPICKUPFADE2
@ -2384,7 +2384,7 @@ state_t states[NUMSTATES] =
{SPR_PIKB, 14, 1, {NULL}, 0, 0, S_BOUNCEPICKUPFADE1}, // S_BOUNCEPICKUPFADE8
// Rail Ring Pickup
{SPR_PIKR, FF_ANIMATE, -1, {NULL}, 15, 1, S_RAILPICKUP}, // S_RAILPICKUP
{SPR_PIKR, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 15, 1, S_RAILPICKUP}, // S_RAILPICKUP
{SPR_PIKR, 0, 1, {NULL}, 0, 0, S_RAILPICKUPFADE2}, // S_RAILPICKUPFADE1
{SPR_PIKR, 2, 1, {NULL}, 0, 0, S_RAILPICKUPFADE3}, // S_RAILPICKUPFADE2
@ -2396,7 +2396,7 @@ state_t states[NUMSTATES] =
{SPR_PIKR, 14, 1, {NULL}, 0, 0, S_RAILPICKUPFADE1}, // S_RAILPICKUPFADE8
// Auto Ring Pickup
{SPR_PIKA, FF_ANIMATE, -1, {NULL}, 15, 1, S_AUTOPICKUP}, // S_AUTOPICKUP
{SPR_PIKA, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 15, 1, S_AUTOPICKUP}, // S_AUTOPICKUP
{SPR_PIKA, 0, 1, {NULL}, 0, 0, S_AUTOPICKUPFADE2}, // S_AUTOPICKUPFADE1
{SPR_PIKA, 2, 1, {NULL}, 0, 0, S_AUTOPICKUPFADE3}, // S_AUTOPICKUPFADE2
@ -2408,7 +2408,7 @@ state_t states[NUMSTATES] =
{SPR_PIKA, 14, 1, {NULL}, 0, 0, S_AUTOPICKUPFADE1}, // S_AUTOPICKUPFADE8
// Explode Ring Pickup
{SPR_PIKE, FF_ANIMATE, -1, {NULL}, 15, 1, S_EXPLODEPICKUP}, // S_EXPLODEPICKUP
{SPR_PIKE, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 15, 1, S_EXPLODEPICKUP}, // S_EXPLODEPICKUP
{SPR_PIKE, 0, 1, {NULL}, 0, 0, S_EXPLODEPICKUPFADE2}, // S_EXPLODEPICKUPFADE1
{SPR_PIKE, 2, 1, {NULL}, 0, 0, S_EXPLODEPICKUPFADE3}, // S_EXPLODEPICKUPFADE2
@ -2420,7 +2420,7 @@ state_t states[NUMSTATES] =
{SPR_PIKE, 14, 1, {NULL}, 0, 0, S_EXPLODEPICKUPFADE1}, // S_EXPLODEPICKUPFADE8
// Scatter Ring Pickup
{SPR_PIKS, FF_ANIMATE, -1, {NULL}, 15, 1, S_SCATTERPICKUP}, // S_SCATTERPICKUP
{SPR_PIKS, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 15, 1, S_SCATTERPICKUP}, // S_SCATTERPICKUP
{SPR_PIKS, 0, 1, {NULL}, 0, 0, S_SCATTERPICKUPFADE2}, // S_SCATTERPICKUPFADE1
{SPR_PIKS, 2, 1, {NULL}, 0, 0, S_SCATTERPICKUPFADE3}, // S_SCATTERPICKUPFADE2
@ -2432,7 +2432,7 @@ state_t states[NUMSTATES] =
{SPR_PIKS, 14, 1, {NULL}, 0, 0, S_SCATTERPICKUPFADE1}, // S_SCATTERPICKUPFADE8
// Grenade Ring Pickup
{SPR_PIKG, FF_ANIMATE, -1, {NULL}, 15, 1, S_GRENADEPICKUP}, // S_GRENADEPICKUP
{SPR_PIKG, FF_ANIMATE|FF_GLOBALANIM, -1, {NULL}, 15, 1, S_GRENADEPICKUP}, // S_GRENADEPICKUP
{SPR_PIKG, 0, 1, {NULL}, 0, 0, S_GRENADEPICKUPFADE2}, // S_GRENADEPICKUPFADE1
{SPR_PIKG, 2, 1, {NULL}, 0, 0, S_GRENADEPICKUPFADE3}, // S_GRENADEPICKUPFADE2
@ -2753,22 +2753,22 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 1, {A_RockSpawn}, 0, 0, S_ROCKSPAWN}, // S_ROCKSPAWN
{SPR_ROIA, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEA}, // S_ROCKCRUMBLEA
{SPR_ROIB, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEB}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEC}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLED}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEE}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEF}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEG}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEH}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEI}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEJ}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEK}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEM}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEN}, // S_ROCKCRUMBLEN
{SPR_ROIO, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEO}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE, -1, {NULL}, 4, 2, S_ROCKCRUMBLEP}, // S_ROCKCRUMBLEP
{SPR_ROIA, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEA}, // S_ROCKCRUMBLEA
{SPR_ROIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEB}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEC}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLED}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEE}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEF}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEG}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEH}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEI}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEJ}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEK}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEM}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEN}, // S_ROCKCRUMBLEN
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEO}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_ROCKCRUMBLEP}, // S_ROCKCRUMBLEP
{SPR_SRBA, 0, 5, {A_Look}, 0, 0, S_SRB1_CRAWLA1}, // S_SRB1_CRAWLA1
{SPR_SRBA, 0, 3, {A_Chase}, 0, 0, S_SRB1_CRAWLA3}, // S_SRB1_CRAWLA2
@ -5610,7 +5610,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
32*FRACUNIT, // height
0, // display offset
0, // mass
16*FRACUNIT, // damage
36*FRACUNIT, // damage
sfx_None, // activesound
MF_SOLID|MF_SPRING|MF_NOGRAVITY, // flags
S_YHORIZ2 // raisestate
@ -5637,7 +5637,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
32*FRACUNIT, // height
0, // display offset
0, // mass
64*FRACUNIT, // damage
72*FRACUNIT, // damage
sfx_None, // activesound
MF_SOLID|MF_SPRING|MF_NOGRAVITY, // flags
S_RHORIZ2 // raisestate

View file

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

View file

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

View file

@ -1405,7 +1405,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
case MT_SMALLMACECHAIN:
case MT_BIGMACECHAIN:
// Is this the last link in the chain?
if (toucher->momz > 0 || !(special->flags & MF_AMBUSH)
if (toucher->momz > 0 || !(special->flags2 & MF2_AMBUSH)
|| (player->powers[pw_carry]))
return;

View file

@ -115,6 +115,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
fixed_t offx, offy;
fixed_t vertispeed = spring->info->mass;
fixed_t horizspeed = spring->info->damage;
UINT8 jumping, secondjump;
if (object->eflags & MFE_SPRUNG) // Object was already sprung this tic
return false;
@ -203,25 +204,30 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
}
pflags = object->player->pflags & (PF_JUMPED|PF_SPINNING|PF_THOKKED); // I still need these.
jumping = object->player->jumping;
secondjump = object->player->secondjump;
P_ResetPlayer(object->player);
if (P_MobjFlip(object)*vertispeed > 0)
if (spring->info->painchance)
{
object->player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(object, S_PLAY_JUMP);
}
else if (P_MobjFlip(object)*vertispeed > 0)
P_SetPlayerMobjState(object, S_PLAY_SPRING);
else if (P_MobjFlip(object)*vertispeed < 0)
P_SetPlayerMobjState(object, S_PLAY_FALL);
else // horizontal spring
{
if (pflags & (PF_JUMPED|PF_SPINNING) && (object->player->panim == PA_ROLL || object->player->panim == PA_JUMP || object->player->panim == PA_FALL))
object->player->pflags = pflags;
{
object->player->pflags |= pflags;
object->player->jumping = jumping;
object->player->secondjump = secondjump;
}
else
P_SetPlayerMobjState(object, S_PLAY_WALK);
}
if (spring->info->painchance)
{
object->player->pflags |= PF_JUMPED;
P_SetPlayerMobjState(object, S_PLAY_JUMP);
}
}
return true;
}
@ -501,6 +507,74 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
return true; // didn't hit it
if (thing->flags & MF_PAPERCOLLISION) // CAUTION! Very easy to get stuck inside MF_SOLID objects. Giving the player MF_PAPERCOLLISION is a bad idea unless you know what you're doing.
{
fixed_t cosradius, sinradius;
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef
cosradius = FixedMul(thing->radius, FINECOSINE(thing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(thing->radius, FINESINE(thing->angle>>ANGLETOFINESHIFT));
v1.x = thing->x - cosradius;
v1.y = thing->y - sinradius;
v2.x = thing->x + cosradius;
v2.y = thing->y + sinradius;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
if (tmthing->flags & MF_PAPERCOLLISION) // more strenuous checking to prevent clipping issues
{
INT32 check1, check2, check3, check4;
cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT));
check1 = P_PointOnLineSide(tmx - cosradius, tmy - sinradius, &junk);
check2 = P_PointOnLineSide(tmx + cosradius, tmy + sinradius, &junk);
check3 = P_PointOnLineSide(tmx + tmthing->momx - cosradius, tmy + tmthing->momy - sinradius, &junk);
check4 = P_PointOnLineSide(tmx + tmthing->momx + cosradius, tmy + tmthing->momy + sinradius, &junk);
if ((check1 == check2) && (check2 == check3) && (check3 == check4))
return true; // the line doesn't cross between collider's start or end
}
else
{
if ((P_PointOnLineSide(tmx - tmthing->radius, tmy - tmthing->radius, &junk)
== P_PointOnLineSide(tmx + tmthing->radius, tmy + tmthing->radius, &junk))
&& (P_PointOnLineSide(tmx + tmthing->radius, tmy - tmthing->radius, &junk)
== P_PointOnLineSide(tmx - tmthing->radius, tmy + tmthing->radius, &junk)))
return true; // the line doesn't cross between either pair of opposite corners
}
}
else if (tmthing->flags & MF_PAPERCOLLISION)
{
fixed_t cosradius, sinradius;
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef
cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT));
v1.x = tmx - cosradius;
v1.y = tmy - sinradius;
v2.x = tmx + cosradius;
v2.y = tmy + sinradius;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
// no need to check whether thing has MF_PAPERCOLLISION, since checked above
if ((P_PointOnLineSide(thing->x - thing->radius, thing->y - thing->radius, &junk)
== P_PointOnLineSide(thing->x + thing->radius, thing->y + thing->radius, &junk))
&& (P_PointOnLineSide(thing->x + thing->radius, thing->y - thing->radius, &junk)
== P_PointOnLineSide(thing->x - thing->radius, thing->y + thing->radius, &junk)))
return true; // the line doesn't cross between either pair of opposite corners
}
#ifdef HAVE_BLUA
{
UINT8 shouldCollide = LUAh_MobjCollide(thing, tmthing); // checks hook for thing's type
@ -1179,6 +1253,32 @@ static boolean PIT_CheckLine(line_t *ld)
if (P_BoxOnLineSide(tmbbox, ld) != -1)
return true;
if (tmthing->flags & MF_PAPERCOLLISION) // Caution! Turning whilst up against a wall will get you stuck. You probably shouldn't give the player this flag.
{
fixed_t cosradius, sinradius;
cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(tmthing->radius, FINESINE(tmthing->angle>>ANGLETOFINESHIFT));
if (P_PointOnLineSide(tmx - cosradius, tmy - sinradius, ld)
== P_PointOnLineSide(tmx + cosradius, tmy + sinradius, ld))
return true; // the line doesn't cross between collider's start or end
#ifdef PAPER_COLLISIONCORRECTION
{
fixed_t dist;
vertex_t result;
angle_t langle;
P_ClosestPointOnLine(tmx, tmy, ld, &result);
langle = R_PointToAngle2(ld->v1->x, ld->v1->y, ld->v2->x, ld->v2->y);
langle += ANGLE_90*(P_PointOnLineSide(tmx, tmy, ld) ? -1 : 1);
dist = abs(FixedMul(tmthing->radius, FINECOSINE((tmthing->angle - langle)>>ANGLETOFINESHIFT)));
cosradius = FixedMul(dist, FINECOSINE(langle>>ANGLETOFINESHIFT));
sinradius = FixedMul(dist, FINESINE(langle>>ANGLETOFINESHIFT));
tmthing->flags |= MF_NOCLIP;
P_TeleportMove(tmthing, result.x + cosradius - tmthing->momx, result.y + sinradius - tmthing->momy, tmthing->z);
tmthing->flags &= ~MF_NOCLIP;
}
#endif
}
// A line has been hit
// The moving thing's destination position will cross

View file

@ -81,6 +81,36 @@ void P_AddCachedAction(mobj_t *mobj, INT32 statenum)
actioncachehead.prev = newaction;
}
//
// P_SetupStateAnimation
//
FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *st)
{
if (!(st->frame & FF_ANIMATE))
return;
if (st->var1 == 0 || st->var2 == 0)
{
mobj->frame &= ~FF_ANIMATE;
return; // Crash/stupidity prevention
}
mobj->anim_duration = (UINT16)st->var2;
if (st->frame & FF_GLOBALANIM)
{
// Attempt to account for the pre-ticker for objects spawned on load
if (!leveltime) return;
mobj->anim_duration -= (leveltime + 2) % st->var2; // Duration synced to timer
mobj->frame += ((leveltime + 2) / st->var2) % (st->var1 + 1); // Frame synced to timer (duration taken into account)
}
else if (st->frame & FF_RANDOMANIM)
{
mobj->frame += P_RandomKey(st->var1 + 1); // Random starting frame
mobj->anim_duration -= P_RandomKey(st->var2); // Random duration for first frame
}
}
//
// P_CycleStateAnimation
//
@ -588,7 +618,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
}
else if (mobj->sprite2 != spr2)
{
if ((st->frame & FF_MIDDLESTARTCHANCE) && numframes && P_RandomChance(FRACUNIT/2))
if ((st->frame & FF_SPR2MIDSTART) && numframes && P_RandomChance(FRACUNIT/2))
frame = numframes/2;
else
frame = 0;
@ -621,8 +651,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
{
mobj->sprite = st->sprite;
mobj->frame = st->frame;
if ((st->frame & (FF_ANIMATE|FF_MIDDLESTARTCHANCE)) == (FF_ANIMATE|FF_MIDDLESTARTCHANCE))
mobj->frame += P_RandomKey(st->var1+1);
P_SetupStateAnimation(mobj, st);
}
// Modified handling.
@ -689,7 +718,6 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
// Player animations
if (st->sprite == SPR_PLAY)
@ -714,7 +742,7 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
}
else if (mobj->sprite2 != spr2)
{
if ((st->frame & FF_MIDDLESTARTCHANCE) && numframes && P_RandomChance(FRACUNIT/2))
if ((st->frame & FF_SPR2MIDSTART) && numframes && P_RandomChance(FRACUNIT/2))
frame = numframes/2;
else
frame = 0;
@ -736,8 +764,7 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
{
mobj->sprite = st->sprite;
mobj->frame = st->frame;
if ((st->frame & (FF_ANIMATE|FF_MIDDLESTARTCHANCE)) == (FF_ANIMATE|FF_MIDDLESTARTCHANCE))
mobj->frame += P_RandomKey(st->var1+1);
P_SetupStateAnimation(mobj, st);
}
// Modified handling.
@ -792,7 +819,7 @@ boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state)
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
P_SetupStateAnimation(mobj, st);
return true;
}
@ -811,7 +838,7 @@ static boolean P_SetPrecipMobjState(precipmobj_t *mobj, statenum_t state)
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame;
mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
P_SetupStateAnimation((mobj_t*)mobj, st);
return true;
}
@ -1856,7 +1883,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
mo->momx = player->cmomx;
mo->momy = player->cmomy;
}
else
else if (!(mo->eflags & MFE_SPRUNG))
{
if (oldx == mo->x && oldy == mo->y) // didn't go anywhere
{
@ -2824,7 +2851,7 @@ static boolean P_ZMovement(mobj_t *mo)
&& abs(mom.y) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
{
if (mo->flags & MF_AMBUSH)
if (mo->flags2 & MF2_AMBUSH)
{
// If deafed, give the tumbleweed another random kick if it runs out of steam.
mom.z += P_MobjFlip(mo)*FixedMul(6*FRACUNIT, mo->scale);
@ -6758,7 +6785,7 @@ void P_MobjThinker(mobj_t *mobj)
flame->angle = mobj->angle;
if (mobj->flags & MF_AMBUSH) // Wave up and down instead of side-to-side
if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side
flame->momz = mobj->fuse << (FRACBITS-2);
else
flame->angle += FixedAngle(mobj->fuse*FRACUNIT);
@ -6793,7 +6820,7 @@ void P_MobjThinker(mobj_t *mobj)
strength -= ((20*FRACUNIT)/16)*mobj->movedir;
// If deaf'd, the object spawns on the ceiling.
if (mobj->flags & MF_AMBUSH)
if (mobj->flags2 & MF2_AMBUSH)
{
mobj->z = mobj->ceilingz-mobj->height;
flame->momz = -strength;
@ -7594,7 +7621,7 @@ void P_MobjThinker(mobj_t *mobj)
{
// Special case for ALL monitors.
// If a box's speed is nonzero, it's allowed to respawn as a WRM/SRM.
if (mobj->info->speed != 0 && (mobj->flags & MF_AMBUSH || mobj->flags2 & MF2_STRONGBOX))
if (mobj->info->speed != 0 && (mobj->flags2 & (MF2_AMBUSH|MF2_STRONGBOX)))
{
mobjtype_t spawnchance[64];
INT32 numchoices = 0, i = 0;
@ -7621,21 +7648,12 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
i = P_RandomKey(numchoices); // Gotta love those random numbers!
newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, spawnchance[i]);
// If the monitor respawns randomly, transfer the flag.
if (mobj->flags & MF_AMBUSH)
newmobj->flags |= MF_AMBUSH;
// Transfer flags2 (strongbox, objectflip)
newmobj->flags2 = mobj->flags2;
}
else
{
newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->type);
// Transfer flags2 (strongbox, objectflip)
newmobj->flags2 = mobj->flags2;
}
// Transfer flags2 (ambush, strongbox, objectflip)
newmobj->flags2 = mobj->flags2;
P_RemoveMobj(mobj); // make sure they disappear
return;
}
@ -8007,7 +8025,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
P_SetupStateAnimation(mobj, st);
mobj->friction = ORIG_FRICTION;
@ -8233,7 +8251,7 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set
P_SetupStateAnimation((mobj_t*)mobj, st);
// set subsector and/or block links
P_SetPrecipitationThingPosition(mobj);
@ -9514,7 +9532,7 @@ ML_NOCLIMB : Direction not controllable
if (firsttime)
{
// This is the outermost link in the chain
spawnee->flags |= MF_AMBUSH;
spawnee->flags2 |= MF2_AMBUSH;
firsttime = false;
}
@ -9586,7 +9604,7 @@ ML_NOCLIMB : Direction not controllable
{
// Inverted if uppermost bit is set
if (mthing->angle & 16384)
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
if (mthing->angle > 0)
mobj->radius = (mthing->angle & 16383)*FRACUNIT;
@ -9758,7 +9776,7 @@ ML_NOCLIMB : Direction not controllable
{
// flag for strong/weak random boxes
// any monitor with nonzero speed is allowed to respawn like this
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
}
else if (mthing->type != mobjinfo[MT_AXIS].doomednum &&
@ -9766,7 +9784,7 @@ ML_NOCLIMB : Direction not controllable
mthing->type != mobjinfo[MT_AXISTRANSFERLINE].doomednum &&
mthing->type != mobjinfo[MT_NIGHTSBUMPER].doomednum &&
mthing->type != mobjinfo[MT_STARPOST].doomednum)
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
}
if (mthing->options & MTF_OBJECTSPECIAL)
@ -10103,7 +10121,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
P_SetMobjState(mobj, mobj->info->seestate);
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
mthing->mobj = mobj;
}
// All manners of rings and coins
@ -10177,7 +10195,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
}
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
mthing->mobj = mobj;
}
// ***
@ -10233,7 +10251,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
if (mthing->options & MTF_AMBUSH)
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
}
}
// Diagonal rings (handles both types)
@ -10291,7 +10309,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
mobj->angle = FixedAngle(mthing->angle*FRACUNIT);
if (mthing->options & MTF_AMBUSH)
mobj->flags |= MF_AMBUSH;
mobj->flags2 |= MF2_AMBUSH;
}
}
// Rings of items (all six of them)

View file

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

View file

@ -37,14 +37,12 @@
/// \brief Frame flags: only the frame number - 0 to 511 (Frames from 0 to 63, Sprite2 number uses full range)
#define FF_FRAMEMASK 0x1ff
/// \brief Frame flags: A change of state at the end of Sprite2 animation
/// \brief Frame flags - SPR2: A change of state at the end of Sprite2 animation
#define FF_SPR2ENDSTATE 0x1000
/// \brief Frame flags: 50% of starting in middle of animation (Sprite2 and FF_ANIMATE)
#define FF_MIDDLESTARTCHANCE 0x2000
/// \brief Frame flags: Simple stateless animation
#define FF_ANIMATE 0x4000
/// \brief Frame flags: frame always appears full bright
#define FF_FULLBRIGHT 0x8000
/// \brief Frame flags - SPR2: 50% of starting in middle of Sprite2 animation
#define FF_SPR2MIDSTART 0x2000
/// \brief Frame flags: 0 = no trans(opaque), 1-15 = transl. table
#define FF_TRANSMASK 0xf0000
/// \brief shift for FF_TRANSMASK
@ -60,6 +58,20 @@
#define FF_TRANS80 (tr_trans80<<FF_TRANSSHIFT)
#define FF_TRANS90 (tr_trans90<<FF_TRANSSHIFT)
/// \brief Frame flags: frame always appears full bright
#define FF_FULLBRIGHT 0x00100000
/// \brief Frame flags: Flip sprite vertically (relative to what it should be for its gravity)
#define FF_VERTICALFLIP 0x00200000
/// \brief Frame flags: Thin, paper-like sprite (for collision equivalent, see MF_PAPERCOLLISION)
#define FF_PAPERSPRITE 0x00400000
/// \brief Frame flags - Animate: Simple stateless animation
#define FF_ANIMATE 0x01000000
/// \brief Frame flags - Animate: Start at a random place in the animation (mutually exclusive with below)
#define FF_RANDOMANIM 0x02000000
/// \brief Frame flags - Animate: Sync animation to global timer (mutually exclusive with above)
#define FF_GLOBALANIM 0x04000000
/** \brief translucency tables
\todo add another asm routine which use the fg and bg indexes in the

View file

@ -625,7 +625,7 @@ static void P_DeNightserizePlayer(player_t *player)
if (!(mo2->type == MT_NIGHTSDRONE))
continue;
if (mo2->flags & MF_AMBUSH)
if (mo2->flags2 & MF2_AMBUSH)
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL);
break;
@ -4982,7 +4982,7 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad
boolean transfer1last = false;
boolean transfer2last = false;
vertex_t vertices[4];
fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags & MF_AMBUSH ? -1 : 1);
fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags2 & MF2_AMBUSH ? -1 : 1);
// Find next waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
@ -5656,7 +5656,7 @@ static void P_NiGHTSMovement(player_t *player)
// The 'ambush' flag says you should rotate
// the other way around the axis.
if (player->mo->target->flags & MF_AMBUSH)
if (player->mo->target->flags2 & MF2_AMBUSH)
backwardaxis = true;
player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
@ -7942,7 +7942,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
}
else if (player->mo->target)
{
if (player->mo->target->flags & MF_AMBUSH)
if (player->mo->target->flags2 & MF2_AMBUSH)
angle = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
else
angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->target->x, player->mo->target->y);

View file

@ -709,6 +709,7 @@ void R_DrawPlanes(void)
if (dc_yl <= dc_yh)
{
angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
dc_iscale = FixedMul(skyscale, FINECOSINE(xtoviewangle[x]>>ANGLETOFINESHIFT));
dc_x = x;
dc_source =
R_GetColumn(texturetranslation[skytexture],

View file

@ -728,6 +728,12 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
// Render FOF sides kinda like normal sides, with the frac and step and everything
// NOTE: INT64 instead of fixed_t because overflow concerns
INT64 top_frac, top_step, bottom_frac, bottom_step;
// skew FOF walls with slopes?
boolean slopeskew = false;
fixed_t ffloortextureslide = 0;
INT32 oldx = -1;
fixed_t left_top, left_bottom; // needed here for slope skewing
pslope_t *skewslope = NULL;
#endif
void (*colfunc_2s) (column_t *);
@ -951,21 +957,71 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
mceilingclip = ds->sprtopclip;
dc_texheight = textureheight[texnum]>>FRACBITS;
#ifdef ESLOPE
// calculate both left ends
if (*pfloor->t_slope)
left_top = P_GetZAt(*pfloor->t_slope, ds->leftpos.x, ds->leftpos.y) - viewz;
else
left_top = *pfloor->topheight - viewz;
if (*pfloor->b_slope)
left_bottom = P_GetZAt(*pfloor->b_slope, ds->leftpos.x, ds->leftpos.y) - viewz;
else
left_bottom = *pfloor->bottomheight - viewz;
skewslope = *pfloor->t_slope; // skew using top slope by default
if (newline)
{
if (newline->flags & ML_DONTPEGTOP)
slopeskew = true;
}
else if (pfloor->master->flags & ML_DONTPEGTOP)
slopeskew = true;
if (slopeskew)
dc_texturemid = left_top;
else
#endif
dc_texturemid = *pfloor->topheight - viewz;
if (newline)
{
offsetvalue = sides[newline->sidenum[0]].rowoffset;
if (newline->flags & ML_DONTPEGBOTTOM)
{
#ifdef ESLOPE
skewslope = *pfloor->b_slope; // skew using bottom slope
if (slopeskew)
dc_texturemid = left_bottom;
else
#endif
offsetvalue -= *pfloor->topheight - *pfloor->bottomheight;
}
}
else
{
offsetvalue = sides[pfloor->master->sidenum[0]].rowoffset;
if (curline->linedef->flags & ML_DONTPEGBOTTOM)
{
#ifdef ESLOPE
skewslope = *pfloor->b_slope; // skew using bottom slope
if (slopeskew)
dc_texturemid = left_bottom;
else
#endif
offsetvalue -= *pfloor->topheight - *pfloor->bottomheight;
}
}
#ifdef ESLOPE
if (slopeskew)
{
angle_t lineangle = R_PointToAngle2(curline->v1->x, curline->v1->y, curline->v2->x, curline->v2->y);
if (skewslope)
ffloortextureslide = FixedMul(skewslope->zdelta, FINECOSINE((lineangle-skewslope->xydirection)>>ANGLETOFINESHIFT));
}
#endif
dc_texturemid += offsetvalue;
//faB: handle case where multipatch texture is drawn on a 2sided wall, multi-patch textures
@ -981,23 +1037,18 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
#ifdef ESLOPE
// Set heights according to plane, or slope, whichever
{
fixed_t left_top, right_top, left_bottom, right_bottom;
fixed_t right_top, right_bottom;
// calculate right ends now
if (*pfloor->t_slope)
{
left_top = P_GetZAt(*pfloor->t_slope, ds->leftpos.x, ds->leftpos.y) - viewz;
right_top = P_GetZAt(*pfloor->t_slope, ds->rightpos.x, ds->rightpos.y) - viewz;
}
else
left_top = right_top = *pfloor->topheight - viewz;
right_top = *pfloor->topheight - viewz;
if (*pfloor->b_slope)
{
left_bottom = P_GetZAt(*pfloor->b_slope, ds->leftpos.x, ds->leftpos.y) - viewz;
right_bottom = P_GetZAt(*pfloor->b_slope, ds->rightpos.x, ds->rightpos.y) - viewz;
}
else
left_bottom = right_bottom = *pfloor->bottomheight - viewz;
right_bottom = *pfloor->bottomheight - viewz;
// using INT64 to avoid 32bit overflow
top_frac = (INT64)centeryfrac - (((INT64)left_top * ds->scale1) >> FRACBITS);
@ -1021,6 +1072,13 @@ void R_RenderThickSideRange(drawseg_t *ds, INT32 x1, INT32 x2, ffloor_t *pfloor)
{
if (maskedtexturecol[dc_x] != INT16_MAX)
{
#ifdef ESLOPE
if (ffloortextureslide) { // skew FOF walls
if (oldx != -1)
dc_texturemid += FixedMul(ffloortextureslide, (maskedtexturecol[oldx]-maskedtexturecol[dc_x])<<FRACBITS);
oldx = dc_x;
}
#endif
// SoM: New code does not rely on R_DrawColumnShadowed_8 which
// will (hopefully) put less strain on the stack.
if (dc_numlights)
@ -2622,22 +2680,27 @@ void R_StoreWallRange(INT32 start, INT32 stop)
worldbottomslope >>= 4;
#endif
topstep = -FixedMul (rw_scalestep, worldtop);
topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale);
if (linedef->special == 41) { // HORIZON LINES
topstep = bottomstep = 0;
topfrac = bottomfrac = (centeryfrac>>4);
} else {
topstep = -FixedMul (rw_scalestep, worldtop);
topfrac = (centeryfrac>>4) - FixedMul (worldtop, rw_scale);
bottomstep = -FixedMul (rw_scalestep,worldbottom);
bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale);
bottomstep = -FixedMul (rw_scalestep,worldbottom);
bottomfrac = (centeryfrac>>4) - FixedMul (worldbottom, rw_scale);
#ifdef ESLOPE
if (frontsector->c_slope) {
fixed_t topfracend = (centeryfrac>>4) - FixedMul (worldtopslope, ds_p->scale2);
topstep = (topfracend-topfrac)/(range);
}
if (frontsector->f_slope) {
fixed_t bottomfracend = (centeryfrac>>4) - FixedMul (worldbottomslope, ds_p->scale2);
bottomstep = (bottomfracend-bottomfrac)/(range);
}
if (frontsector->c_slope) {
fixed_t topfracend = (centeryfrac>>4) - FixedMul (worldtopslope, ds_p->scale2);
topstep = (topfracend-topfrac)/(range);
}
if (frontsector->f_slope) {
fixed_t bottomfracend = (centeryfrac>>4) - FixedMul (worldbottomslope, ds_p->scale2);
bottomstep = (bottomfracend-bottomfrac)/(range);
}
#endif
}
dc_numlights = 0;

View file

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

View file

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