Merge branch 'master' into acz-fixes

This commit is contained in:
MascaraSnake 2019-07-10 08:47:22 +02:00
commit 77476d27e5
34 changed files with 2752 additions and 1411 deletions

View File

@ -196,6 +196,7 @@ typedef enum
SH_PITY = 1, // the world's most basic shield ever, given to players who suck at Match SH_PITY = 1, // the world's most basic shield ever, given to players who suck at Match
SH_WHIRLWIND, SH_WHIRLWIND,
SH_ARMAGEDDON, SH_ARMAGEDDON,
SH_PINK, // PITY IN PINK!
// Normal shields that use flags // Normal shields that use flags
SH_ATTRACT = SH_PITY|SH_PROTECTELECTRIC, SH_ATTRACT = SH_PITY|SH_PROTECTELECTRIC,

View File

@ -28,6 +28,7 @@
#include "p_local.h" // for var1 and var2, and some constants #include "p_local.h" // for var1 and var2, and some constants
#include "p_setup.h" #include "p_setup.h"
#include "r_data.h" #include "r_data.h"
#include "r_draw.h"
#include "r_sky.h" #include "r_sky.h"
#include "fastcmp.h" #include "fastcmp.h"
#include "lua_script.h" #include "lua_script.h"
@ -4666,6 +4667,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Boss 3 // Boss 3
"S_EGGMOBILE3_STND", "S_EGGMOBILE3_STND",
"S_EGGMOBILE3_LAUGH1",
"S_EGGMOBILE3_LAUGH2",
"S_EGGMOBILE3_LAUGH3",
"S_EGGMOBILE3_LAUGH4",
"S_EGGMOBILE3_LAUGH5",
"S_EGGMOBILE3_ATK1", "S_EGGMOBILE3_ATK1",
"S_EGGMOBILE3_ATK2", "S_EGGMOBILE3_ATK2",
"S_EGGMOBILE3_ATK3A", "S_EGGMOBILE3_ATK3A",
@ -4674,11 +4680,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE3_ATK3D", "S_EGGMOBILE3_ATK3D",
"S_EGGMOBILE3_ATK4", "S_EGGMOBILE3_ATK4",
"S_EGGMOBILE3_ATK5", "S_EGGMOBILE3_ATK5",
"S_EGGMOBILE3_LAUGH1",
"S_EGGMOBILE3_LAUGH2",
"S_EGGMOBILE3_LAUGH3",
"S_EGGMOBILE3_LAUGH4",
"S_EGGMOBILE3_LAUGH5",
"S_EGGMOBILE3_LAUGH6", "S_EGGMOBILE3_LAUGH6",
"S_EGGMOBILE3_LAUGH7", "S_EGGMOBILE3_LAUGH7",
"S_EGGMOBILE3_LAUGH8", "S_EGGMOBILE3_LAUGH8",
@ -4731,8 +4732,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FAKEMOBILE_ATK3B", "S_FAKEMOBILE_ATK3B",
"S_FAKEMOBILE_ATK3C", "S_FAKEMOBILE_ATK3C",
"S_FAKEMOBILE_ATK3D", "S_FAKEMOBILE_ATK3D",
"S_FAKEMOBILE_ATK4", "S_FAKEMOBILE_DIE1",
"S_FAKEMOBILE_ATK5", "S_FAKEMOBILE_DIE2",
// Boss 4 // Boss 4
"S_EGGMOBILE4_STND", "S_EGGMOBILE4_STND",
@ -4750,15 +4751,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE4_RATK6", "S_EGGMOBILE4_RATK6",
"S_EGGMOBILE4_RAISE1", "S_EGGMOBILE4_RAISE1",
"S_EGGMOBILE4_RAISE2", "S_EGGMOBILE4_RAISE2",
"S_EGGMOBILE4_RAISE3", "S_EGGMOBILE4_PAIN1",
"S_EGGMOBILE4_RAISE4", "S_EGGMOBILE4_PAIN2",
"S_EGGMOBILE4_RAISE5",
"S_EGGMOBILE4_RAISE6",
"S_EGGMOBILE4_RAISE7",
"S_EGGMOBILE4_RAISE8",
"S_EGGMOBILE4_RAISE9",
"S_EGGMOBILE4_RAISE10",
"S_EGGMOBILE4_PAIN",
"S_EGGMOBILE4_DIE1", "S_EGGMOBILE4_DIE1",
"S_EGGMOBILE4_DIE2", "S_EGGMOBILE4_DIE2",
"S_EGGMOBILE4_DIE3", "S_EGGMOBILE4_DIE3",
@ -4776,10 +4770,21 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE4_FLEE1", "S_EGGMOBILE4_FLEE1",
"S_EGGMOBILE4_FLEE2", "S_EGGMOBILE4_FLEE2",
"S_EGGMOBILE4_MACE", "S_EGGMOBILE4_MACE",
"S_EGGMOBILE4_MACE_DIE1",
"S_EGGMOBILE4_MACE_DIE2",
"S_EGGMOBILE4_MACE_DIE3",
// Boss 4 jet flame // Boss 4 jet flame
"S_JETFLAME1", "S_JETFLAME",
"S_JETFLAME2",
// Boss 4 Spectator Eggrobo
"S_EGGROBO1_IDLE",
"S_EGGROBO1_BSLAP1",
"S_EGGROBO2_BSLAP2",
"S_EGGROBO1_PISSED",
// Boss 4 Spectator Eggrobo jet flame
"S_EGGROBOJET",
// Boss 5 // Boss 5
"S_FANG_IDLE1", "S_FANG_IDLE1",
@ -5132,7 +5137,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_METALSONIC_BADBOUNCE", "S_METALSONIC_BADBOUNCE",
"S_METALSONIC_SHOOT", "S_METALSONIC_SHOOT",
"S_METALSONIC_PAIN", "S_METALSONIC_PAIN",
"S_METALSONIC_DEATH", "S_METALSONIC_DEATH1",
"S_METALSONIC_DEATH2",
"S_METALSONIC_DEATH3",
"S_METALSONIC_DEATH4",
"S_METALSONIC_FLEE1", "S_METALSONIC_FLEE1",
"S_METALSONIC_FLEE2", "S_METALSONIC_FLEE2",
"S_METALSONIC_FLEE3", "S_METALSONIC_FLEE3",
@ -6170,6 +6178,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PITY4", "S_PITY4",
"S_PITY5", "S_PITY5",
"S_PITY6", "S_PITY6",
"S_PITY7",
"S_PITY8",
"S_PITY9",
"S_PITY10",
"S_PITY11",
"S_PITY12",
"S_FIRS1", "S_FIRS1",
"S_FIRS2", "S_FIRS2",
@ -6654,6 +6668,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_LOCKON1", "S_LOCKON1",
"S_LOCKON2", "S_LOCKON2",
"S_LOCKON3",
"S_LOCKON4",
"S_LOCKONINF1",
"S_LOCKONINF2",
"S_LOCKONINF3",
"S_LOCKONINF4",
// Tag Sign // Tag Sign
"S_TTAG", "S_TTAG",
@ -6662,6 +6682,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_GOTFLAG", "S_GOTFLAG",
"S_CORK", "S_CORK",
"S_LHRT",
// Red Ring // Red Ring
"S_RRNG1", "S_RRNG1",
@ -7167,6 +7188,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_ROCKCRUMBLEN", "S_ROCKCRUMBLEN",
"S_ROCKCRUMBLEO", "S_ROCKCRUMBLEO",
"S_ROCKCRUMBLEP", "S_ROCKCRUMBLEP",
"S_BRICKDEBRIS",
#ifdef SEENAMES #ifdef SEENAMES
"S_NAMECHECK", "S_NAMECHECK",
@ -7251,11 +7273,14 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_EGGMOBILE3", "MT_EGGMOBILE3",
"MT_PROPELLER", "MT_PROPELLER",
"MT_FAKEMOBILE", "MT_FAKEMOBILE",
"MT_SHOCK",
// Boss 4 // Boss 4
"MT_EGGMOBILE4", "MT_EGGMOBILE4",
"MT_EGGMOBILE4_MACE", "MT_EGGMOBILE4_MACE",
"MT_JETFLAME", "MT_JETFLAME",
"MT_EGGROBO1",
"MT_EGGROBO1JET",
// Boss 5 // Boss 5
"MT_FANG", "MT_FANG",
@ -7732,6 +7757,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_DROWNNUMBERS", // Drowning Timer "MT_DROWNNUMBERS", // Drowning Timer
"MT_GOTEMERALD", // Chaos Emerald (intangible) "MT_GOTEMERALD", // Chaos Emerald (intangible)
"MT_LOCKON", // Target "MT_LOCKON", // Target
"MT_LOCKONINF", // In-level Target
"MT_TAG", // Tag Sign "MT_TAG", // Tag Sign
"MT_GOTFLAG", // Got Flag sign "MT_GOTFLAG", // Got Flag sign
@ -7749,6 +7775,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_MACHINEAMBIENCE", "MT_MACHINEAMBIENCE",
"MT_CORK", "MT_CORK",
"MT_LHRT",
// Ring Weapons // Ring Weapons
"MT_REDRING", "MT_REDRING",
@ -7881,6 +7908,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_ROCKCRUMBLE14", "MT_ROCKCRUMBLE14",
"MT_ROCKCRUMBLE15", "MT_ROCKCRUMBLE15",
"MT_ROCKCRUMBLE16", "MT_ROCKCRUMBLE16",
"MT_BRICKDEBRIS",
#ifdef SEENAMES #ifdef SEENAMES
"MT_NAMECHECK", "MT_NAMECHECK",
@ -8521,6 +8549,7 @@ struct {
{"SH_PITY",SH_PITY}, {"SH_PITY",SH_PITY},
{"SH_WHIRLWIND",SH_WHIRLWIND}, {"SH_WHIRLWIND",SH_WHIRLWIND},
{"SH_ARMAGEDDON",SH_ARMAGEDDON}, {"SH_ARMAGEDDON",SH_ARMAGEDDON},
{"SH_PINK",SH_PINK},
// normal shields that use flags // normal shields that use flags
{"SH_ATTRACT",SH_ATTRACT}, {"SH_ATTRACT",SH_ATTRACT},
{"SH_ELEMENTAL",SH_ELEMENTAL}, {"SH_ELEMENTAL",SH_ELEMENTAL},
@ -8909,6 +8938,14 @@ struct {
{"KR_TIMEOUT",KR_TIMEOUT}, {"KR_TIMEOUT",KR_TIMEOUT},
{"KR_BAN",KR_BAN}, {"KR_BAN",KR_BAN},
{"KR_LEAVE",KR_LEAVE}, {"KR_LEAVE",KR_LEAVE},
// translation colormaps
{"TC_DEFAULT",TC_DEFAULT},
{"TC_BOSS",TC_BOSS},
{"TC_METALSONIC",TC_METALSONIC},
{"TC_ALLWHITE",TC_ALLWHITE},
{"TC_RAINBOW",TC_RAINBOW},
{"TC_BLINK",TC_BLINK},
#endif #endif
{NULL,0} {NULL,0}
@ -9573,11 +9610,6 @@ static inline int lib_getenum(lua_State *L)
lua_pushinteger(L, ((lua_Integer)1<<i)); lua_pushinteger(L, ((lua_Integer)1<<i));
return 1; return 1;
} }
if (fastcmp(p, "NETONLY"))
{
lua_pushinteger(L, (lua_Integer)ML_NETONLY);
return 1;
}
if (mathlib) return luaL_error(L, "linedef flag '%s' could not be found.\n", word); if (mathlib) return luaL_error(L, "linedef flag '%s' could not be found.\n", word);
return 0; return 0;
} }

View File

@ -130,11 +130,9 @@ typedef struct
#define ML_EFFECT4 512 #define ML_EFFECT4 512
#define ML_EFFECT5 1024 #define ML_EFFECT5 1024
// New ones to disable lines for characters #define ML_NETONLY 2048 // Apply effect only in netgames
#define ML_NOSONIC 2048 #define ML_NONET 4096 // Apply effect only in single player games
#define ML_NOTAILS 4096 #define ML_EFFECT6 8192
#define ML_NOKNUX 8192
#define ML_NETONLY 14336 // all of the above
// Bounce off walls! // Bounce off walls!
#define ML_BOUNCY 16384 #define ML_BOUNCY 16384

View File

@ -384,7 +384,7 @@ enum {
LE_PINCHPHASE = -2, // A boss entered pinch phase (and, in most cases, is preparing their pinch phase attack!) LE_PINCHPHASE = -2, // A boss entered pinch phase (and, in most cases, is preparing their pinch phase attack!)
LE_ALLBOSSESDEAD = -3, // All bosses in the map are dead (Egg capsule raise) LE_ALLBOSSESDEAD = -3, // All bosses in the map are dead (Egg capsule raise)
LE_BOSSDEAD = -4, // A boss in the map died (Chaos mode boss tally) LE_BOSSDEAD = -4, // A boss in the map died (Chaos mode boss tally)
LE_BOSS4DROP = -5, // CEZ boss dropped its cage LE_BOSS4DROP = -5, // CEZ boss dropped its cage (also subtract the number of hitpoints it's lost)
LE_BRAKVILEATACK = -6, // Brak's doing his LOS attack, oh noes LE_BRAKVILEATACK = -6, // Brak's doing his LOS attack, oh noes
LE_TURRET = 32000, // THZ turret LE_TURRET = 32000, // THZ turret
LE_BRAKPLATFORM = 4200, // v2.0 Black Eggman destroys platform LE_BRAKPLATFORM = 4200, // v2.0 Black Eggman destroys platform

View File

@ -1022,6 +1022,7 @@ static const char *credits[] = {
"", "",
"\1Boss Design", "\1Boss Design",
"Ben \"Mystic\" Geyer", "Ben \"Mystic\" Geyer",
"Vivian \"toaster\" Grannell",
"Thomas \"Shadow Hog\" Igoe", "Thomas \"Shadow Hog\" Igoe",
"John \"JTE\" Muniz", "John \"JTE\" Muniz",
"Samuel \"Prime 2.0\" Peters", "Samuel \"Prime 2.0\" Peters",

View File

@ -202,6 +202,7 @@ light_t *t_lspr[NUMSPRITES] =
// Boss 4 (Castle Eggman) // Boss 4 (Castle Eggman)
&lspr[NOLIGHT], // SPR_EGGP &lspr[NOLIGHT], // SPR_EGGP
&lspr[REDBALL_L], // SPR_EFIR &lspr[REDBALL_L], // SPR_EFIR
&lspr[NOLIGHT], // SPR_EGR1
// Boss 5 (Arid Canyon) // Boss 5 (Arid Canyon)
&lspr[NOLIGHT], //SPR_FANG // replaces EGGQ &lspr[NOLIGHT], //SPR_FANG // replaces EGGQ
@ -487,6 +488,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_GFLG &lspr[NOLIGHT], // SPR_GFLG
&lspr[NOLIGHT], // SPR_CORK &lspr[NOLIGHT], // SPR_CORK
&lspr[NOLIGHT], // SPR_LHRT
// Ring Weapons // Ring Weapons
&lspr[RINGLIGHT_L], // SPR_RRNG &lspr[RINGLIGHT_L], // SPR_RRNG
@ -580,6 +582,9 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_ROIO &lspr[NOLIGHT], // SPR_ROIO
&lspr[NOLIGHT], // SPR_ROIP &lspr[NOLIGHT], // SPR_ROIP
// Bricks
&lspr[NOLIGHT], // SPR_BRIC
// Gravity Well Objects // Gravity Well Objects
&lspr[NOLIGHT], // SPR_GWLG &lspr[NOLIGHT], // SPR_GWLG
&lspr[NOLIGHT], // SPR_GWLR &lspr[NOLIGHT], // SPR_GWLR

View File

@ -580,7 +580,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
if (nrPlaneVerts < 3) //not even a triangle ? if (nrPlaneVerts < 3) //not even a triangle ?
return; return;
if (nrPlaneVerts > UINT16_MAX) // FIXME: exceeds plVerts size if (nrPlaneVerts > (INT32)UINT16_MAX) // FIXME: exceeds plVerts size
{ {
CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, UINT16_MAX); CONS_Debug(DBG_RENDER, "polygon size of %d exceeds max value of %d vertices\n", nrPlaneVerts, UINT16_MAX);
return; return;
@ -3190,7 +3190,7 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
if (nrPlaneVerts < 3) //not even a triangle ? if (nrPlaneVerts < 3) //not even a triangle ?
return; return;
if (nrPlaneVerts > UINT16_MAX) // FIXME: exceeds plVerts size if (nrPlaneVerts > (size_t)UINT16_MAX) // FIXME: exceeds plVerts size
{ {
CONS_Debug(DBG_RENDER, "polygon size of %s exceeds max value of %d vertices\n", sizeu1(nrPlaneVerts), UINT16_MAX); CONS_Debug(DBG_RENDER, "polygon size of %s exceeds max value of %d vertices\n", sizeu1(nrPlaneVerts), UINT16_MAX);
return; return;
@ -5660,9 +5660,9 @@ static void HWR_ProjectSprite(mobj_t *thing)
vis->z2 = z2; vis->z2 = z2;
//Hurdler: 25/04/2000: now support colormap in hardware mode //Hurdler: 25/04/2000: now support colormap in hardware mode
if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{ {
if (vis->mobj->type == MT_CYBRAKDEMON) if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
vis->colormap = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE); vis->colormap = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
else if (vis->mobj->type == MT_METALSONIC_BATTLE) else if (vis->mobj->type == MT_METALSONIC_BATTLE)
vis->colormap = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE); vis->colormap = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
@ -5672,7 +5672,9 @@ static void HWR_ProjectSprite(mobj_t *thing)
else if (thing->color) else if (thing->color)
{ {
// New colormap stuff for skins Tails 06-07-2002 // New colormap stuff for skins Tails 06-07-2002
if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player! if (thing->colorized)
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
else if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player!
{ {
size_t skinnum = (skin_t*)thing->skin-skins; size_t skinnum = (skin_t*)thing->skin-skins;
vis->colormap = R_GetTranslationColormap((INT32)skinnum, thing->color, GTC_CACHE); vis->colormap = R_GetTranslationColormap((INT32)skinnum, thing->color, GTC_CACHE);

View File

@ -40,6 +40,8 @@
#include "../w_wad.h" #include "../w_wad.h"
#include "../z_zone.h" #include "../z_zone.h"
#include "../r_things.h" #include "../r_things.h"
#include "../r_draw.h"
#include "../p_tick.h"
#include "hw_main.h" #include "hw_main.h"
#include "../v_video.h" #include "../v_video.h"
@ -978,8 +980,18 @@ spritemd2found:
fclose(f); fclose(f);
} }
static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, skincolors_t color) // Define for getting accurate color brightness readings according to how the human eye sees them.
// https://en.wikipedia.org/wiki/Relative_luminance
// 0.2126 to red
// 0.7152 to green
// 0.0722 to blue
// (See this same define in k_kart.c!)
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color)
{ {
UINT8 i;
UINT16 w = gpatch->width, h = gpatch->height; UINT16 w = gpatch->width, h = gpatch->height;
UINT32 size = w*h; UINT32 size = w*h;
RGBA_t *image, *blendimage, *cur, blendcolor; RGBA_t *image, *blendimage, *cur, blendcolor;
@ -1005,50 +1017,112 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
image = gpatch->mipmap.grInfo.data; image = gpatch->mipmap.grInfo.data;
blendimage = blendgpatch->mipmap.grInfo.data; blendimage = blendgpatch->mipmap.grInfo.data;
// Average all of the translation's colors
if (color == SKINCOLOR_NONE || color >= MAXTRANSLATIONS) if (color == SKINCOLOR_NONE || color >= MAXTRANSLATIONS)
blendcolor = V_GetColor(0xff); blendcolor = V_GetColor(0xff);
else else
blendcolor = V_GetColor(Color_Index[color-1][4]);
while (size--)
{ {
if (blendimage->s.alpha == 0) const UINT8 div = 6;
{ const UINT8 start = 4;
// Don't bother with blending the pixel if the alpha of the blend pixel is 0 UINT32 r, g, b;
cur->rgba = image->rgba;
}
else
{
INT32 tempcolor;
INT16 tempmult, tempalpha;
tempalpha = -(abs(blendimage->s.red-127)-127)*2;
if (tempalpha > 255)
tempalpha = 255;
else if (tempalpha < 0)
tempalpha = 0;
tempmult = (blendimage->s.red-127)*2; blendcolor = V_GetColor(Color_Index[color-1][start]);
if (tempmult > 255) r = (UINT32)(blendcolor.s.red*blendcolor.s.red);
tempmult = 255; g = (UINT32)(blendcolor.s.green*blendcolor.s.green);
else if (tempmult < 0) b = (UINT32)(blendcolor.s.blue*blendcolor.s.blue);
tempmult = 0;
tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255; for (i = 1; i < div; i++)
cur->s.red = (UINT8)tempcolor; {
tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255; RGBA_t nextcolor = V_GetColor(Color_Index[color-1][start+i]);
cur->s.green = (UINT8)tempcolor; r += (UINT32)(nextcolor.s.red*nextcolor.s.red);
tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255; g += (UINT32)(nextcolor.s.green*nextcolor.s.green);
cur->s.blue = (UINT8)tempcolor; b += (UINT32)(nextcolor.s.blue*nextcolor.s.blue);
cur->s.alpha = image->s.alpha;
} }
cur++; image++; blendimage++; blendcolor.s.red = (UINT8)(FixedSqrt((r/div)<<FRACBITS)>>FRACBITS);
blendcolor.s.green = (UINT8)(FixedSqrt((g/div)<<FRACBITS)>>FRACBITS);
blendcolor.s.blue = (UINT8)(FixedSqrt((b/div)<<FRACBITS)>>FRACBITS);
}
// rainbow support, could theoretically support boss ones too
if (skinnum == TC_RAINBOW)
{
while (size--)
{
if (image->s.alpha == 0 && blendimage->s.alpha == 0)
{
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
cur->rgba = image->rgba;
}
else
{
UINT32 tempcolor;
UINT16 imagebright, blendbright, finalbright, colorbright;
SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue);
SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
// slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway
finalbright = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
tempcolor = (finalbright*blendcolor.s.red)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.red = (UINT8)tempcolor;
tempcolor = (finalbright*blendcolor.s.green)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.green = (UINT8)tempcolor;
tempcolor = (finalbright*blendcolor.s.blue)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
cur++; image++; blendimage++;
}
}
else
{
while (size--)
{
if (blendimage->s.alpha == 0)
{
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
cur->rgba = image->rgba;
}
else
{
INT32 tempcolor;
INT16 tempmult, tempalpha;
tempalpha = -(abs(blendimage->s.red-127)-127)*2;
if (tempalpha > 255)
tempalpha = 255;
else if (tempalpha < 0)
tempalpha = 0;
tempmult = (blendimage->s.red-127)*2;
if (tempmult > 255)
tempmult = 255;
else if (tempmult < 0)
tempmult = 0;
tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255;
cur->s.red = (UINT8)tempcolor;
tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255;
cur->s.green = (UINT8)tempcolor;
tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255;
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
cur++; image++; blendimage++;
}
} }
return; return;
} }
static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, const UINT8 *colormap, skincolors_t color) #undef SETBRIGHTNESS
static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolors_t color)
{ {
// mostly copied from HWR_GetMappedPatch, hence the similarities and comment // mostly copied from HWR_GetMappedPatch, hence the similarities and comment
GLMipmap_t *grmip, *newmip; GLMipmap_t *grmip, *newmip;
@ -1089,13 +1163,14 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, con
grmip->nextcolormap = newmip; grmip->nextcolormap = newmip;
newmip->colormap = colormap; newmip->colormap = colormap;
HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, color); HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, skinnum, color);
HWD.pfnSetTexture(newmip); HWD.pfnSetTexture(newmip);
Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED); Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
} }
// -----------------+ // -----------------+
// HWR_DrawMD2 : Draw MD2 // HWR_DrawMD2 : Draw MD2
// : (monsters, bonuses, weapons, lights, ...) // : (monsters, bonuses, weapons, lights, ...)
@ -1285,7 +1360,30 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format
&& gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height) && gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height)
{ {
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, spr->colormap, (skincolors_t)spr->mobj->color); INT32 skinnum = TC_DEFAULT;
if ((spr->mobj->flags & (MF_ENEMY|MF_BOSS)) && (spr->mobj->flags2 & MF2_FRET) && !(spr->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{
if (spr->mobj->type == MT_CYBRAKDEMON || spr->mobj->colorized)
skinnum = TC_ALLWHITE;
else if (spr->mobj->type == MT_METALSONIC_BATTLE)
skinnum = TC_METALSONIC;
else
skinnum = TC_BOSS;
}
else if (spr->mobj->color)
{
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (spr->mobj->colorized)
skinnum = TC_RAINBOW;
else
{
skinnum = (INT32)((skin_t*)spr->mobj->skin-skins);
}
}
else skinnum = TC_DEFAULT;
}
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color);
} }
else else
{ {

View File

@ -90,6 +90,7 @@ char sprnames[NUMSPRITES + 1][5] =
// Boss 4 (Castle Eggman) // Boss 4 (Castle Eggman)
"EGGP", "EGGP",
"EFIR", // Boss 4 jet flame "EFIR", // Boss 4 jet flame
"EGR1", // Boss 4 Spectator Eggrobo
// Boss 5 (Arid Canyon) // Boss 5 (Arid Canyon)
"FANG", // replaces EGGQ "FANG", // replaces EGGQ
@ -382,6 +383,7 @@ char sprnames[NUMSPRITES + 1][5] =
"GFLG", // Got Flag sign "GFLG", // Got Flag sign
"CORK", "CORK",
"LHRT",
// Ring Weapons // Ring Weapons
"RRNG", // Red Ring "RRNG", // Red Ring
@ -475,6 +477,9 @@ char sprnames[NUMSPRITES + 1][5] =
"ROIO", "ROIO",
"ROIP", "ROIP",
// Bricks
"BRIC",
// Gravity Well Objects // Gravity Well Objects
"GWLG", "GWLG",
"GWLR", "GWLR",
@ -742,10 +747,10 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_FIRE, 15, {NULL}, S_PLAY_STND, 0, S_PLAY_STND}, // S_PLAY_FIRE_FINISH {SPR_PLAY, SPR2_FIRE, 15, {NULL}, S_PLAY_STND, 0, S_PLAY_STND}, // S_PLAY_FIRE_FINISH
// CA_TWINSPIN // CA_TWINSPIN
{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN {SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
// CA2_MELEE // CA2_MELEE
{SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE {SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE
{SPR_PLAY, SPR2_MLEE, 70, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH {SPR_PLAY, SPR2_MLEE, 70, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
{SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING {SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING
@ -1268,6 +1273,11 @@ state_t states[NUMSTATES] =
// Boss 3 // Boss 3
{SPR_EGGO, 0, 1, {NULL}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_STND {SPR_EGGO, 0, 1, {NULL}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_STND
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH2}, // S_EGGMOBILE3_LAUGH1
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH3}, // S_EGGMOBILE3_LAUGH2
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH4}, // S_EGGMOBILE3_LAUGH3
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH5}, // S_EGGMOBILE3_LAUGH4
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_ATK1}, // S_EGGMOBILE3_LAUGH5
{SPR_EGGO, 1, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK2}, // S_EGGMOBILE3_ATK1 {SPR_EGGO, 1, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK2}, // S_EGGMOBILE3_ATK1
{SPR_EGGO, 2, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK3A}, // S_EGGMOBILE3_ATK2 {SPR_EGGO, 2, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK3A}, // S_EGGMOBILE3_ATK2
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 2, S_EGGMOBILE3_ATK3B}, // S_EGGMOBILE3_ATK3A {SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 2, S_EGGMOBILE3_ATK3B}, // S_EGGMOBILE3_ATK3A
@ -1275,12 +1285,7 @@ state_t states[NUMSTATES] =
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 3, S_EGGMOBILE3_ATK3D}, // S_EGGMOBILE3_ATK3C {SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 3, S_EGGMOBILE3_ATK3D}, // S_EGGMOBILE3_ATK3C
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 5, S_EGGMOBILE3_ATK4}, // S_EGGMOBILE3_ATK3D {SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 5, S_EGGMOBILE3_ATK4}, // S_EGGMOBILE3_ATK3D
{SPR_EGGO, 4, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK5}, // S_EGGMOBILE3_ATK4 {SPR_EGGO, 4, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK5}, // S_EGGMOBILE3_ATK4
{SPR_EGGO, 5, 2, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH1}, // S_EGGMOBILE3_ATK5 {SPR_EGGO, 5, 2, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH6}, // S_EGGMOBILE3_ATK5
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH2}, // S_EGGMOBILE3_LAUGH1
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH3}, // S_EGGMOBILE3_LAUGH2
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH4}, // S_EGGMOBILE3_LAUGH3
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH5}, // S_EGGMOBILE3_LAUGH4
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH6}, // S_EGGMOBILE3_LAUGH5
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH7}, // S_EGGMOBILE3_LAUGH6 {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH7}, // S_EGGMOBILE3_LAUGH6
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH8}, // S_EGGMOBILE3_LAUGH7 {SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH8}, // S_EGGMOBILE3_LAUGH7
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH9}, // S_EGGMOBILE3_LAUGH8 {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH9}, // S_EGGMOBILE3_LAUGH8
@ -1327,14 +1332,14 @@ state_t states[NUMSTATES] =
// Boss 3 Pinch // Boss 3 Pinch
{SPR_FAKE, 0, 1, {A_BossJetFume}, 1, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_INIT {SPR_FAKE, 0, 1, {A_BossJetFume}, 1, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_INIT
{SPR_FAKE, 0, 1, {A_Boss3Path}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE {SPR_FAKE, 0, 1, {A_Boss3Path}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE
{SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK2}, // S_FAKEMOBILE_ATK1 {SPR_FAKE, 0, 22, {NULL}, 0, 0, S_FAKEMOBILE_ATK2}, // S_FAKEMOBILE_ATK1
{SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK3A}, // S_FAKEMOBILE_ATK2 {SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK3A}, // S_FAKEMOBILE_ATK2
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 2, S_FAKEMOBILE_ATK3B}, // S_FAKEMOBILE_ATK3A {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 2, S_FAKEMOBILE_ATK3B}, // S_FAKEMOBILE_ATK3A
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 4, S_FAKEMOBILE_ATK3C}, // S_FAKEMOBILE_ATK3B {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 4, S_FAKEMOBILE_ATK3C}, // S_FAKEMOBILE_ATK3B
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 3, S_FAKEMOBILE_ATK3D}, // S_FAKEMOBILE_ATK3C {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 3, S_FAKEMOBILE_ATK3D}, // S_FAKEMOBILE_ATK3C
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 5, S_FAKEMOBILE_ATK4}, // S_FAKEMOBILE_ATK3D {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 5, S_FAKEMOBILE}, // S_FAKEMOBILE_ATK3D
{SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK5}, // S_FAKEMOBILE_ATK4 {SPR_FAKE, 0, 1, {NULL}, 0, 0, S_FAKEMOBILE_DIE2}, // S_FAKEMOBILE_DIE1
{SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_ATK5 {SPR_NULL, 0, 1, {NULL}, 0, 0, S_FAKEMOBILE_DIE1}, // S_FAKEMOBILE_DIE2
// Boss 4 // Boss 4
{SPR_EGGP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_STND {SPR_EGGP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_STND
@ -1351,16 +1356,9 @@ state_t states[NUMSTATES] =
{SPR_EGGP, 9,150, {A_Boss4SpeedUp}, sfx_mswing, 0, S_EGGMOBILE4_RATK6}, // S_EGGMOBILE4_RATK5 {SPR_EGGP, 9,150, {A_Boss4SpeedUp}, sfx_mswing, 0, S_EGGMOBILE4_RATK6}, // S_EGGMOBILE4_RATK5
{SPR_EGGP,10, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RATK6 {SPR_EGGP,10, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RATK6
{SPR_EGGP, 0, 20, {A_Boss4Raise}, sfx_doord1, 0, S_EGGMOBILE4_RAISE2}, // S_EGGMOBILE4_RAISE1 {SPR_EGGP, 0, 20, {A_Boss4Raise}, sfx_doord1, 0, S_EGGMOBILE4_RAISE2}, // S_EGGMOBILE4_RAISE1
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE3}, // S_EGGMOBILE4_RAISE2 {SPR_EGGP,13|FF_ANIMATE, -1, {NULL}, 1, 10, S_NULL}, // S_EGGMOBILE4_RAISE2
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE4}, // S_EGGMOBILE4_RAISE3 {SPR_EGGP,11, 0, {A_Boss4Reverse}, sfx_alarm, sfx_s3k60, S_EGGMOBILE4_PAIN2}, // S_EGGMOBILE4_PAIN1
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE5}, // S_EGGMOBILE4_RAISE4 {SPR_EGGP,11, 24, {A_Pain}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_PAIN2
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE6}, // S_EGGMOBILE4_RAISE5
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE7}, // S_EGGMOBILE4_RAISE6
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE8}, // S_EGGMOBILE4_RAISE7
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE9}, // S_EGGMOBILE4_RAISE8
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE10},// S_EGGMOBILE4_RAISE9
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RAISE10
{SPR_EGGP,11, 24, {A_Pain}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_PAIN
{SPR_EGGP,12, 8, {A_Fall}, 0, 0, S_EGGMOBILE4_DIE2}, // S_EGGMOBILE4_DIE1 {SPR_EGGP,12, 8, {A_Fall}, 0, 0, S_EGGMOBILE4_DIE2}, // S_EGGMOBILE4_DIE1
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE3}, // S_EGGMOBILE4_DIE2 {SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE3}, // S_EGGMOBILE4_DIE2
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE4}, // S_EGGMOBILE4_DIE3 {SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE4}, // S_EGGMOBILE4_DIE3
@ -1378,10 +1376,21 @@ state_t states[NUMSTATES] =
{SPR_EGGP,13, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE2}, // S_EGGMOBILE4_FLEE1 {SPR_EGGP,13, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE2}, // S_EGGMOBILE4_FLEE1
{SPR_EGGP,14, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE1}, // S_EGGMOBILE4_FLEE2 {SPR_EGGP,14, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE1}, // S_EGGMOBILE4_FLEE2
{SPR_BMCE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_MACE {SPR_BMCE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_MACE
{SPR_BMCE, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_EGGMOBILE4_MACE_DIE2}, // S_EGGMOBILE4_MACE_DIE1
{SPR_NULL, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_EGGMOBILE4_MACE_DIE3}, // S_EGGMOBILE4_MACE_DIE2
{SPR_NULL, 0, 0, {A_Repeat}, 7, S_EGGMOBILE4_MACE_DIE1, S_BOSSEXPLODE}, // S_EGGMOBILE4_MACE_DIE3
// Boss 4 Jet flame // Boss 4 jet flame
{SPR_EFIR, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_JETFLAME2}, // S_JETFLAME1 {SPR_EFIR, FF_FULLBRIGHT|FF_ANIMATE, -1, {NULL}, 1, 1, S_NULL}, // S_JETFLAME
{SPR_EFIR, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_JETFLAME1}, // S_JETFLAME2
// Boss 4 Spectator Eggrobo
{SPR_EGR1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBO1_STND
{SPR_EGR1, 5, 2, {NULL}, 0, 0, S_EGGROBO1_BSLAP2}, // S_EGGROBO1_BSLAP1
{SPR_EGR1, FF_ANIMATE|6, 35, {NULL}, 1, 2, S_EGGROBO1_STND}, // S_EGGROBO1_BSLAP2
{SPR_EGR1, FF_ANIMATE|3, -1, {NULL}, 1, 2, S_NULL}, // S_EGGROBO1_PISSED
// Boss 4 Spectator Eggrobo jet flame
{SPR_EFIR, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBOJET
// Boss 5 // Boss 5
{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2}, // S_FANG_IDLE1 {SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2}, // S_FANG_IDLE1
@ -1746,20 +1755,23 @@ state_t states[NUMSTATES] =
{SPR_METL, 9, 2, {NULL}, 0, 0, S_METALSONIC_RUN1}, // S_METALSONIC_RUN4 {SPR_METL, 9, 2, {NULL}, 0, 0, S_METALSONIC_RUN1}, // S_METALSONIC_RUN4
{SPR_METL, 4, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_FLOAT {SPR_METL, 4, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_FLOAT
{SPR_METL, 12, -1, {NULL}, 0, 0, S_METALSONIC_STUN}, // S_METALSONIC_VECTOR {SPR_METL, 12|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_METALSONIC_STUN}, // S_METALSONIC_VECTOR
{SPR_METL, 0, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_STUN {SPR_METL, 11, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_STUN
{SPR_METL, 13, 40, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_RAISE {SPR_METL, 13, 20, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_RAISE
{SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_GATHER {SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_GATHER
{SPR_METL, 15, -1, {NULL}, 0, 0, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH {SPR_METL, 15, -1, {NULL}, 0, 0, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH
{SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BOUNCE {SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BOUNCE
{SPR_METL, 16, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BADBOUNCE {SPR_METL, 16, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BADBOUNCE
{SPR_METL, 13, -1, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_SHOOT {SPR_METL, 13, -1, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_SHOOT
{SPR_METL, 11, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_PAIN {SPR_METL, 11, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_PAIN
{SPR_METL, 11, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_METALSONIC_DEATH {SPR_METL, 13, 8, {A_Fall}, 0, 0, S_METALSONIC_DEATH2},// S_METALSONIC_DEATH1
{SPR_METL, 3, 4, {NULL}, 0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1 {SPR_METL, 13, 8, {A_BossScream}, 0, 0, S_METALSONIC_DEATH3},// S_METALSONIC_DEATH2
{SPR_METL, 4, 4, {A_BossScream}, 0, 0, S_METALSONIC_FLEE3}, // S_METALSONIC_FLEE2 {SPR_METL, 13, 0, {A_Repeat}, 11, S_METALSONIC_DEATH2, S_METALSONIC_DEATH4}, // S_METALSONIC_DEATH3
{SPR_METL, 5, 4, {NULL}, 0, 0, S_METALSONIC_FLEE4}, // S_METALSONIC_FLEE3 {SPR_METL, 13, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_METALSONIC_DEATH4
{SPR_METL, 4, 4, {NULL}, 0, 0, S_METALSONIC_FLEE1}, // S_METALSONIC_FLEE4 {SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1
{SPR_METL, 11, 4, {A_BossScream}, 0, 0, S_METALSONIC_FLEE3}, // S_METALSONIC_FLEE2
{SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE4}, // S_METALSONIC_FLEE3
{SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE1}, // S_METALSONIC_FLEE4
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 0, 1, {NULL}, 0, 0, S_MSSHIELD_F2}, // S_MSSHIELD_F1 {SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 0, 1, {NULL}, 0, 0, S_MSSHIELD_F2}, // S_MSSHIELD_F1
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 1, 1, {NULL}, 0, 0, S_MSSHIELD_F3}, // S_MSSHIELD_F2 {SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 1, 1, {NULL}, 0, 0, S_MSSHIELD_F3}, // S_MSSHIELD_F2
@ -2803,12 +2815,18 @@ state_t states[NUMSTATES] =
{SPR_ELEM, FF_FULLBRIGHT|20, 1, {NULL}, 0, 0, S_ELEMF10}, // S_ELEMF9 {SPR_ELEM, FF_FULLBRIGHT|20, 1, {NULL}, 0, 0, S_ELEMF10}, // S_ELEMF9
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_ELEMF1 }, // S_ELEMF10 {SPR_NULL, 0, 1, {NULL}, 0, 0, S_ELEMF1 }, // S_ELEMF10
{SPR_PITY, FF_TRANS30 , 2, {NULL}, 0, 0, S_PITY2}, // S_PITY1 {SPR_PITY, FF_TRANS30 , 2, {NULL}, 0, 0, S_PITY2}, // S_PITY1
{SPR_PITY, FF_TRANS30|1, 2, {NULL}, 0, 0, S_PITY3}, // S_PITY2 {SPR_PITY, FF_TRANS30| 1, 2, {NULL}, 0, 0, S_PITY3}, // S_PITY2
{SPR_PITY, FF_TRANS30|2, 2, {NULL}, 0, 0, S_PITY4}, // S_PITY3 {SPR_PITY, FF_TRANS30| 2, 2, {NULL}, 0, 0, S_PITY4}, // S_PITY3
{SPR_PITY, FF_TRANS20|3, 2, {NULL}, 0, 0, S_PITY5}, // S_PITY4 {SPR_PITY, FF_TRANS30| 3, 2, {NULL}, 0, 0, S_PITY5}, // S_PITY4
{SPR_PITY, FF_TRANS30|4, 2, {NULL}, 0, 0, S_PITY6}, // S_PITY5 {SPR_PITY, FF_TRANS30| 4, 2, {NULL}, 0, 0, S_PITY6}, // S_PITY5
{SPR_PITY, FF_TRANS20|5, 2, {NULL}, 0, 0, S_PITY1}, // S_PITY6 {SPR_PITY, FF_TRANS30| 5, 2, {NULL}, 0, 0, S_PITY7}, // S_PITY6
{SPR_PITY, FF_TRANS30| 6, 2, {NULL}, 0, 0, S_PITY8}, // S_PITY7
{SPR_PITY, FF_TRANS30| 7, 2, {NULL}, 0, 0, S_PITY9}, // S_PITY8
{SPR_PITY, FF_TRANS30| 8, 2, {NULL}, 0, 0, S_PITY10}, // S_PITY9
{SPR_PITY, FF_TRANS30| 9, 2, {NULL}, 0, 0, S_PITY11}, // S_PITY10
{SPR_PITY, FF_TRANS30|10, 2, {NULL}, 0, 0, S_PITY12}, // S_PITY11
{SPR_PITY, FF_TRANS30|11, 2, {NULL}, 0, 0, S_PITY1}, // S_PITY12
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40 , 2, {NULL}, 0, 0, S_FIRS2}, // S_FIRS1 {SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40 , 2, {NULL}, 0, 0, S_FIRS2}, // S_FIRS1
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|1, 2, {NULL}, 0, 0, S_FIRS3}, // S_FIRS2 {SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|1, 2, {NULL}, 0, 0, S_FIRS3}, // S_FIRS2
@ -2886,7 +2904,7 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 15*2, {NULL}, 0, 0, S_ZAPSB2 }, // S_ZAPSB11 {SPR_NULL, 0, 15*2, {NULL}, 0, 0, S_ZAPSB2 }, // S_ZAPSB11
// Thunder spark // Thunder spark
{SPR_SSPK, FF_ANIMATE, 18, {NULL}, 1, 2, S_NULL}, // S_THUNDERCOIN_SPARK {SPR_SSPK, FF_ANIMATE, -1, {NULL}, 1, 2, S_NULL}, // S_THUNDERCOIN_SPARK
// Invincibility Sparkles // Invincibility Sparkles
{SPR_IVSP, FF_ANIMATE, 32, {NULL}, 31, 1, S_NULL}, // S_IVSP {SPR_IVSP, FF_ANIMATE, 32, {NULL}, 31, 1, S_NULL}, // S_IVSP
@ -3187,8 +3205,8 @@ state_t states[NUMSTATES] =
{SPR_SSWB, 1, 1, {NULL}, 0, 0, S_BHORIZ1}, // S_BHORIZ8 {SPR_SSWB, 1, 1, {NULL}, 0, 0, S_BHORIZ1}, // S_BHORIZ8
// Rain // Rain
{SPR_RAIN, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1 {SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1
{SPR_RAIN, FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN {SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN
// Snowflake // Snowflake
{SPR_SNO1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW1 {SPR_SNO1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW1
@ -3298,13 +3316,21 @@ state_t states[NUMSTATES] =
{SPR_LCKN, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON1 {SPR_LCKN, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON1
{SPR_LCKN, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON2 {SPR_LCKN, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON2
{SPR_LCKN, 2|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON3
{SPR_LCKN, 3|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON4
{SPR_LCKN, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF1
{SPR_LCKN, 1|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF2
{SPR_LCKN, 2|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF3
{SPR_LCKN, 3|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF4
{SPR_TTAG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_TTAG {SPR_TTAG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_TTAG
// CTF Sign // CTF Sign
{SPR_GFLG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_GOTFLAG {SPR_GFLG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_GOTFLAG
{SPR_CORK, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORK {SPR_CORK, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORK
{SPR_LHRT, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LHRT
// Red Rings (thrown) // Red Rings (thrown)
{SPR_RRNG, FF_FULLBRIGHT, 1, {A_ThrownRing}, 0, 0, S_RRNG2}, // S_RRNG1 {SPR_RRNG, FF_FULLBRIGHT, 1, {A_ThrownRing}, 0, 0, S_RRNG2}, // S_RRNG1
@ -3861,6 +3887,8 @@ state_t states[NUMSTATES] =
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEO {SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEP {SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEP
{SPR_BRIC, FF_ANIMATE, -1, {A_DebrisRandom}, 7, 2, S_NULL}, // S_BRICKDEBRIS
#ifdef SEENAMES #ifdef SEENAMES
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK {SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
#endif #endif
@ -5500,7 +5528,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
MT_PROPELLER, // painchance MT_PROPELLER, // painchance
sfx_dmpain, // painsound sfx_dmpain, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_EGGMOBILE3_ATK1, // missilestate S_EGGMOBILE3_LAUGH1,// missilestate
S_EGGMOBILE3_DIE1, // deathstate S_EGGMOBILE3_DIE1, // deathstate
S_EGGMOBILE3_FLEE1, // xdeathstate S_EGGMOBILE3_FLEE1, // xdeathstate
sfx_cybdth, // deathsound sfx_cybdth, // deathsound
@ -5555,9 +5583,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_s3k7b, // painsound sfx_s3k7b, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_FAKEMOBILE_ATK1, // missilestate S_FAKEMOBILE_ATK1, // missilestate
S_XPLD1, // deathstate S_FAKEMOBILE_DIE1, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_pop, // deathsound sfx_mswarp, // deathsound
8*FRACUNIT, // speed 8*FRACUNIT, // speed
32*FRACUNIT, // radius 32*FRACUNIT, // radius
116*FRACUNIT, // height 116*FRACUNIT, // height
@ -5569,6 +5597,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_SHOCK
-1, // doomednum
S_THUNDERCOIN_SPARK, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_SPRK1, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
10*FRACUNIT, // speed
16*FRACUNIT, // radius
35*FRACUNIT, // height
0, // display offset
DMG_ELECTRIC|(sfx_buzz2<<8), // mass
20, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_EGGMOBILE4 { // MT_EGGMOBILE4
203, // doomednum 203, // doomednum
S_EGGMOBILE4_STND, // spawnstate S_EGGMOBILE4_STND, // spawnstate
@ -5577,7 +5632,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // seesound sfx_None, // seesound
0, // reactiontime 0, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_EGGMOBILE4_PAIN, // painstate S_EGGMOBILE4_PAIN1,// painstate
0, // painchance 0, // painchance
sfx_dmpain, // painsound sfx_dmpain, // painsound
S_EGGMOBILE4_LATK1,// meleestate S_EGGMOBILE4_LATK1,// meleestate
@ -5609,9 +5664,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // painsound sfx_None, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_NULL, // missilestate S_NULL, // missilestate
S_BOSSEXPLODE, // deathstate S_EGGMOBILE4_MACE_DIE1, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_cybdth, // deathsound sfx_None, // deathsound
48*FRACUNIT, // speed 48*FRACUNIT, // speed
34*FRACUNIT, // radius 34*FRACUNIT, // radius
68*FRACUNIT, // height 68*FRACUNIT, // height
@ -5625,7 +5680,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_JETFLAME { // MT_JETFLAME
-1, // doomednum -1, // doomednum
S_JETFLAME1, // spawnstate S_JETFLAME, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_None, // seesound sfx_None, // seesound
@ -5646,7 +5701,61 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
DMG_FIRE, // mass DMG_FIRE, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_None, // activesound
MF_NOGRAVITY|MF_PAIN|MF_FIRE, // flags MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_EGGROBO1
1127, // doomednum
S_EGGROBO1_STND,// spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_s3ka0, // seesound
8, // reactiontime
sfx_bsnipe, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_EGGROBO1_BSLAP1, // meleestate
S_NULL, // missilestate
S_EGGROBO1_PISSED, // deathstate
S_NULL, // xdeathstate
sfx_s3ka0, // deathsound
12*FRACUNIT, // speed
20*FRACUNIT, // radius
72*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_EGGROBOJET
-1, // doomednum
S_EGGROBOJET, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
1, // speed
10*FRACUNIT, // radius
28*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
S_NULL // raisestate S_NULL // raisestate
}, },
@ -5673,7 +5782,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // mass 0, // mass
3, // damage 3, // damage
sfx_boingf, // activesound sfx_boingf, // activesound
MF_SPECIAL|MF_BOSS|MF_SHOOTABLE, // flags MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE, // flags
S_NULL // raisestate S_NULL // raisestate
}, },
@ -6251,13 +6360,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_METALSONIC_DASH, // seestate S_METALSONIC_DASH, // seestate
sfx_s3k54, // seesound sfx_s3k54, // seesound
0, // reactiontime 0, // reactiontime
sfx_trpowr, // attacksound sfx_bechrg, // attacksound
S_METALSONIC_PAIN, // painstate S_METALSONIC_PAIN, // painstate
S_METALSONIC_VECTOR,// painchance S_METALSONIC_VECTOR,// painchance
sfx_dmpain, // painsound sfx_dmpain, // painsound
S_METALSONIC_BADBOUNCE, // meleestate S_METALSONIC_BADBOUNCE, // meleestate
S_METALSONIC_SHOOT, // missilestate S_METALSONIC_SHOOT, // missilestate
S_METALSONIC_DEATH, // deathstate S_METALSONIC_DEATH1,// deathstate
S_METALSONIC_FLEE1, // xdeathstate S_METALSONIC_FLEE1, // xdeathstate
sfx_s3k6e, // deathsound sfx_s3k6e, // deathsound
MT_ENERGYBALL, // speed MT_ENERGYBALL, // speed
@ -6289,7 +6398,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound sfx_None, // deathsound
0, // speed 0, // speed
32*FRACUNIT, // radius 32*FRACUNIT, // radius
64*FRACUNIT, // height 52*FRACUNIT, // height
0, // display offset 0, // display offset
0, // mass 0, // mass
0, // damage 0, // damage
@ -9086,7 +9195,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // painsound sfx_None, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_NULL, // missilestate S_NULL, // missilestate
S_MINE_BOOM1, // deathstate S_XPLD1, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_cybdth, // deathsound sfx_cybdth, // deathsound
20*FRACUNIT, // speed 20*FRACUNIT, // speed
@ -9113,7 +9222,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // painsound sfx_None, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_NULL, // missilestate S_NULL, // missilestate
S_MINE_BOOM1, // deathstate S_XPLD1, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_cybdth, // deathsound sfx_cybdth, // deathsound
20*FRACUNIT, // speed 20*FRACUNIT, // speed
@ -9132,7 +9241,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_ENERGYBALL1, // spawnstate S_ENERGYBALL1, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_s3k54, // seesound sfx_bexpld, // seesound
8, // reactiontime 8, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_NULL, // painstate
@ -16113,7 +16222,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // deathstate S_NULL, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_None, // deathsound sfx_None, // deathsound
-24*FRACUNIT, // speed -72*FRACUNIT, // speed
1*FRACUNIT, // radius 1*FRACUNIT, // radius
8*FRACUNIT, // height 8*FRACUNIT, // height
0, // display offset 0, // display offset
@ -16529,6 +16638,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_LOCKONINF
1126, // doomednum
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
8, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
111, // display offset
16, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_TAG { // MT_TAG
-1, // doomednum -1, // doomednum
S_TTAG, // spawnstate S_TTAG, // spawnstate
@ -16915,6 +17051,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_LHRT
-1, // doomednum
S_LHRT, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_SPRK1, // deathstate
S_SPRK1, // xdeathstate
sfx_None, // deathsound
60*FRACUNIT, // speed
16*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
0, // mass
1, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_MISSILE, // flags
S_NULL // raisestate
},
{ // MT_REDRING { // MT_REDRING
-1, // doomednum -1, // doomednum
S_RRNG1, // spawnstate S_RRNG1, // spawnstate
@ -19970,6 +20133,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_BRICKDEBRIS
-1, // doomednum
S_BRICKDEBRIS, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
#ifdef SEENAMES #ifdef SEENAMES
{ // MT_NAMECHECK { // MT_NAMECHECK
-1, // doomednum -1, // doomednum

View File

@ -335,6 +335,7 @@ typedef enum sprite
// Boss 4 (Castle Eggman) // Boss 4 (Castle Eggman)
SPR_EGGP, SPR_EGGP,
SPR_EFIR, // Boss 4 jet flame SPR_EFIR, // Boss 4 jet flame
SPR_EGR1, // Boss 4 Spectator Eggrobo
// Boss 5 (Arid Canyon) // Boss 5 (Arid Canyon)
SPR_FANG, // replaces EGGQ SPR_FANG, // replaces EGGQ
@ -627,6 +628,7 @@ typedef enum sprite
SPR_GFLG, // Got Flag sign SPR_GFLG, // Got Flag sign
SPR_CORK, SPR_CORK,
SPR_LHRT,
// Ring Weapons // Ring Weapons
SPR_RRNG, // Red Ring SPR_RRNG, // Red Ring
@ -720,6 +722,9 @@ typedef enum sprite
SPR_ROIO, SPR_ROIO,
SPR_ROIP, SPR_ROIP,
// Bricks
SPR_BRIC,
// Gravity Well Objects // Gravity Well Objects
SPR_GWLG, SPR_GWLG,
SPR_GWLR, SPR_GWLR,
@ -1421,6 +1426,11 @@ typedef enum state
// Boss 3 // Boss 3
S_EGGMOBILE3_STND, S_EGGMOBILE3_STND,
S_EGGMOBILE3_LAUGH1,
S_EGGMOBILE3_LAUGH2,
S_EGGMOBILE3_LAUGH3,
S_EGGMOBILE3_LAUGH4,
S_EGGMOBILE3_LAUGH5,
S_EGGMOBILE3_ATK1, S_EGGMOBILE3_ATK1,
S_EGGMOBILE3_ATK2, S_EGGMOBILE3_ATK2,
S_EGGMOBILE3_ATK3A, S_EGGMOBILE3_ATK3A,
@ -1429,11 +1439,6 @@ typedef enum state
S_EGGMOBILE3_ATK3D, S_EGGMOBILE3_ATK3D,
S_EGGMOBILE3_ATK4, S_EGGMOBILE3_ATK4,
S_EGGMOBILE3_ATK5, S_EGGMOBILE3_ATK5,
S_EGGMOBILE3_LAUGH1,
S_EGGMOBILE3_LAUGH2,
S_EGGMOBILE3_LAUGH3,
S_EGGMOBILE3_LAUGH4,
S_EGGMOBILE3_LAUGH5,
S_EGGMOBILE3_LAUGH6, S_EGGMOBILE3_LAUGH6,
S_EGGMOBILE3_LAUGH7, S_EGGMOBILE3_LAUGH7,
S_EGGMOBILE3_LAUGH8, S_EGGMOBILE3_LAUGH8,
@ -1486,8 +1491,8 @@ typedef enum state
S_FAKEMOBILE_ATK3B, S_FAKEMOBILE_ATK3B,
S_FAKEMOBILE_ATK3C, S_FAKEMOBILE_ATK3C,
S_FAKEMOBILE_ATK3D, S_FAKEMOBILE_ATK3D,
S_FAKEMOBILE_ATK4, S_FAKEMOBILE_DIE1,
S_FAKEMOBILE_ATK5, S_FAKEMOBILE_DIE2,
// Boss 4 // Boss 4
S_EGGMOBILE4_STND, S_EGGMOBILE4_STND,
@ -1505,15 +1510,8 @@ typedef enum state
S_EGGMOBILE4_RATK6, S_EGGMOBILE4_RATK6,
S_EGGMOBILE4_RAISE1, S_EGGMOBILE4_RAISE1,
S_EGGMOBILE4_RAISE2, S_EGGMOBILE4_RAISE2,
S_EGGMOBILE4_RAISE3, S_EGGMOBILE4_PAIN1,
S_EGGMOBILE4_RAISE4, S_EGGMOBILE4_PAIN2,
S_EGGMOBILE4_RAISE5,
S_EGGMOBILE4_RAISE6,
S_EGGMOBILE4_RAISE7,
S_EGGMOBILE4_RAISE8,
S_EGGMOBILE4_RAISE9,
S_EGGMOBILE4_RAISE10,
S_EGGMOBILE4_PAIN,
S_EGGMOBILE4_DIE1, S_EGGMOBILE4_DIE1,
S_EGGMOBILE4_DIE2, S_EGGMOBILE4_DIE2,
S_EGGMOBILE4_DIE3, S_EGGMOBILE4_DIE3,
@ -1531,10 +1529,21 @@ typedef enum state
S_EGGMOBILE4_FLEE1, S_EGGMOBILE4_FLEE1,
S_EGGMOBILE4_FLEE2, S_EGGMOBILE4_FLEE2,
S_EGGMOBILE4_MACE, S_EGGMOBILE4_MACE,
S_EGGMOBILE4_MACE_DIE1,
S_EGGMOBILE4_MACE_DIE2,
S_EGGMOBILE4_MACE_DIE3,
// Boss 4 jet flame // Boss 4 jet flame
S_JETFLAME1, S_JETFLAME,
S_JETFLAME2,
// Boss 4 Spectator Eggrobo
S_EGGROBO1_STND,
S_EGGROBO1_BSLAP1,
S_EGGROBO1_BSLAP2,
S_EGGROBO1_PISSED,
// Boss 4 Spectator Eggrobo jet flame
S_EGGROBOJET,
// Boss 5 // Boss 5
S_FANG_IDLE1, S_FANG_IDLE1,
@ -1887,7 +1896,10 @@ typedef enum state
S_METALSONIC_BADBOUNCE, S_METALSONIC_BADBOUNCE,
S_METALSONIC_SHOOT, S_METALSONIC_SHOOT,
S_METALSONIC_PAIN, S_METALSONIC_PAIN,
S_METALSONIC_DEATH, S_METALSONIC_DEATH1,
S_METALSONIC_DEATH2,
S_METALSONIC_DEATH3,
S_METALSONIC_DEATH4,
S_METALSONIC_FLEE1, S_METALSONIC_FLEE1,
S_METALSONIC_FLEE2, S_METALSONIC_FLEE2,
S_METALSONIC_FLEE3, S_METALSONIC_FLEE3,
@ -2925,6 +2937,12 @@ typedef enum state
S_PITY4, S_PITY4,
S_PITY5, S_PITY5,
S_PITY6, S_PITY6,
S_PITY7,
S_PITY8,
S_PITY9,
S_PITY10,
S_PITY11,
S_PITY12,
S_FIRS1, S_FIRS1,
S_FIRS2, S_FIRS2,
@ -3409,6 +3427,12 @@ typedef enum state
S_LOCKON1, S_LOCKON1,
S_LOCKON2, S_LOCKON2,
S_LOCKON3,
S_LOCKON4,
S_LOCKONINF1,
S_LOCKONINF2,
S_LOCKONINF3,
S_LOCKONINF4,
// Tag Sign // Tag Sign
S_TTAG, S_TTAG,
@ -3417,6 +3441,7 @@ typedef enum state
S_GOTFLAG, S_GOTFLAG,
S_CORK, S_CORK,
S_LHRT,
// Red Ring // Red Ring
S_RRNG1, S_RRNG1,
@ -3923,6 +3948,9 @@ typedef enum state
S_ROCKCRUMBLEO, S_ROCKCRUMBLEO,
S_ROCKCRUMBLEP, S_ROCKCRUMBLEP,
// Bricks
S_BRICKDEBRIS,
#ifdef SEENAMES #ifdef SEENAMES
S_NAMECHECK, S_NAMECHECK,
#endif #endif
@ -4026,11 +4054,14 @@ typedef enum mobj_type
MT_EGGMOBILE3, MT_EGGMOBILE3,
MT_PROPELLER, MT_PROPELLER,
MT_FAKEMOBILE, MT_FAKEMOBILE,
MT_SHOCK,
// Boss 4 // Boss 4
MT_EGGMOBILE4, MT_EGGMOBILE4,
MT_EGGMOBILE4_MACE, MT_EGGMOBILE4_MACE,
MT_JETFLAME, MT_JETFLAME,
MT_EGGROBO1,
MT_EGGROBO1JET,
// Boss 5 // Boss 5
MT_FANG, MT_FANG,
@ -4507,6 +4538,7 @@ typedef enum mobj_type
MT_DROWNNUMBERS, // Drowning Timer MT_DROWNNUMBERS, // Drowning Timer
MT_GOTEMERALD, // Chaos Emerald (intangible) MT_GOTEMERALD, // Chaos Emerald (intangible)
MT_LOCKON, // Target MT_LOCKON, // Target
MT_LOCKONINF, // In-level Target
MT_TAG, // Tag Sign MT_TAG, // Tag Sign
MT_GOTFLAG, // Got Flag sign MT_GOTFLAG, // Got Flag sign
@ -4524,6 +4556,7 @@ typedef enum mobj_type
MT_MACHINEAMBIENCE, MT_MACHINEAMBIENCE,
MT_CORK, MT_CORK,
MT_LHRT,
// Ring Weapons // Ring Weapons
MT_REDRING, MT_REDRING,
@ -4657,6 +4690,9 @@ typedef enum mobj_type
MT_ROCKCRUMBLE15, MT_ROCKCRUMBLE15,
MT_ROCKCRUMBLE16, MT_ROCKCRUMBLE16,
// Bricks
MT_BRICKDEBRIS,
#ifdef SEENAMES #ifdef SEENAMES
MT_NAMECHECK, MT_NAMECHECK,
#endif #endif

View File

@ -540,6 +540,7 @@ static int lib_pSpawnLockOn(lua_State *L)
{ {
mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
visual->target = lockon; visual->target = lockon;
visual->flags2 |= MF2_DONTDRAW;
P_SetMobjStateNF(visual, state); P_SetMobjStateNF(visual, state);
} }
return 0; return 0;
@ -951,6 +952,21 @@ static int lib_pResetPlayer(lua_State *L)
return 0; return 0;
} }
static int lib_pPlayerCanDamage(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
NOHUD // was hud safe but then i added a lua hook
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_PlayerCanDamage(player, thing));
return 1;
}
static int lib_pIsObjectInGoop(lua_State *L) static int lib_pIsObjectInGoop(lua_State *L)
{ {
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
@ -1219,8 +1235,8 @@ static int lib_pHomingAttack(lua_State *L)
INLEVEL INLEVEL
if (!source || !enemy) if (!source || !enemy)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
P_HomingAttack(source, enemy); lua_pushboolean(L, P_HomingAttack(source, enemy));
return 0; return 1;
} }
static int lib_pSuperReady(lua_State *L) static int lib_pSuperReady(lua_State *L)
@ -2774,6 +2790,7 @@ static luaL_Reg lib[] = {
{"P_PlayerInPain",lib_pPlayerInPain}, {"P_PlayerInPain",lib_pPlayerInPain},
{"P_DoPlayerPain",lib_pDoPlayerPain}, {"P_DoPlayerPain",lib_pDoPlayerPain},
{"P_ResetPlayer",lib_pResetPlayer}, {"P_ResetPlayer",lib_pResetPlayer},
{"P_PlayerCanDamage",lib_pPlayerCanDamage},
{"P_IsObjectInGoop",lib_pIsObjectInGoop}, {"P_IsObjectInGoop",lib_pIsObjectInGoop},
{"P_IsObjectOnGround",lib_pIsObjectOnGround}, {"P_IsObjectOnGround",lib_pIsObjectOnGround},
{"P_InSpaceSector",lib_pInSpaceSector}, {"P_InSpaceSector",lib_pInSpaceSector},

View File

@ -48,6 +48,7 @@ enum hook {
hook_MobjMoveBlocked, hook_MobjMoveBlocked,
hook_MapThingSpawn, hook_MapThingSpawn,
hook_FollowMobj, hook_FollowMobj,
hook_PlayerCanDamage,
hook_PlayerQuit, hook_PlayerQuit,
hook_MAX // last hook hook_MAX // last hook
@ -87,7 +88,8 @@ boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source, UINT8
#define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities #define LUAh_ShieldSpecial(player) LUAh_PlayerHook(player, hook_ShieldSpecial) // Hook for shield abilities
#define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked) #define LUAh_MobjMoveBlocked(mo) LUAh_MobjHook(mo, hook_MobjMoveBlocked) // Hook for P_XYMovement (when movement is blocked)
boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnMapThing by mobj type boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnMapThing by mobj type
boolean LUAh_FollowMobj(player_t *player, mobj_t *mo); // Hook for P_PlayerAfterThink Smiles mobj-following boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAfterThink Smiles mobj-following
UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage
void LUAh_PlayerQuit(player_t *plr, int reason); // Hook for player quitting void LUAh_PlayerQuit(player_t *plr, int reason); // Hook for player quitting
#endif #endif

File diff suppressed because it is too large Load Diff

View File

@ -670,8 +670,8 @@ static int libd_getColormap(lua_State *L)
else if (lua_type(L, 1) == LUA_TNUMBER) // skin number else if (lua_type(L, 1) == LUA_TNUMBER) // skin number
{ {
skinnum = (INT32)luaL_checkinteger(L, 1); skinnum = (INT32)luaL_checkinteger(L, 1);
if (skinnum < TC_ALLWHITE || skinnum >= MAXSKINS) if (skinnum < TC_BLINK || skinnum >= MAXSKINS)
return luaL_error(L, "skin number %d is out of range (%d - %d)", skinnum, TC_ALLWHITE, MAXSKINS-1); return luaL_error(L, "skin number %d is out of range (%d - %d)", skinnum, TC_BLINK, MAXSKINS-1);
} }
else // skin name else // skin name
{ {

View File

@ -83,12 +83,11 @@ enum mobj_e {
mobj_extravalue1, mobj_extravalue1,
mobj_extravalue2, mobj_extravalue2,
mobj_cusval, mobj_cusval,
#ifdef ESLOPE
mobj_cvmem, mobj_cvmem,
mobj_standingslope #ifdef ESLOPE
#else mobj_standingslope,
mobj_cvmem
#endif #endif
mobj_colorized
}; };
static const char *const mobj_opt[] = { static const char *const mobj_opt[] = {
@ -154,6 +153,7 @@ static const char *const mobj_opt[] = {
#ifdef ESLOPE #ifdef ESLOPE
"standingslope", "standingslope",
#endif #endif
"colorized",
NULL}; NULL};
#define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field]) #define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field])
@ -371,6 +371,9 @@ static int mobj_get(lua_State *L)
LUA_PushUserdata(L, mo->standingslope, META_SLOPE); LUA_PushUserdata(L, mo->standingslope, META_SLOPE);
break; break;
#endif #endif
case mobj_colorized:
lua_pushboolean(L, mo->colorized);
break;
default: // extra custom variables in Lua memory default: // extra custom variables in Lua memory
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
I_Assert(lua_istable(L, -1)); I_Assert(lua_istable(L, -1));
@ -692,6 +695,9 @@ static int mobj_set(lua_State *L)
case mobj_standingslope: case mobj_standingslope:
return NOSET; return NOSET;
#endif #endif
case mobj_colorized:
mo->colorized = luaL_checkboolean(L, 3);
break;
default: default:
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
I_Assert(lua_istable(L, -1)); I_Assert(lua_istable(L, -1));

View File

@ -2953,8 +2953,9 @@ boolean M_Responder(event_t *ev)
return true; return true;
M_StartControlPanel(); M_StartControlPanel();
M_Options(0); M_Options(0);
currentMenu = &OP_SoundOptionsDef; // Uncomment the below if you want the menu to reset to the top each time like before. M_SetupNextMenu will fix it automatically.
itemOn = 0; //OP_SoundOptionsDef.lastOn = 0;
M_SetupNextMenu(&OP_SoundOptionsDef);
return true; return true;
case KEY_F5: // Video Mode case KEY_F5: // Video Mode

View File

@ -2348,7 +2348,7 @@ void A_VultureHover(mobj_t *actor)
fixed_t targetz; fixed_t targetz;
fixed_t distdif; fixed_t distdif;
fixed_t memz = actor->z; fixed_t memz = actor->z;
INT8 i; SINT8 i;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_VultureHover", actor)) if (LUA_CallAction("A_VultureHover", actor))
@ -2411,6 +2411,8 @@ void A_VultureBlast(mobj_t *actor)
{ {
mobj_t *dust; mobj_t *dust;
UINT8 i; UINT8 i;
angle_t faa;
fixed_t faacos, faasin;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_VultureBlast", actor)) if (LUA_CallAction("A_VultureBlast", actor))
@ -2419,18 +2421,21 @@ void A_VultureBlast(mobj_t *actor)
S_StartSound(actor, actor->info->attacksound); S_StartSound(actor, actor->info->attacksound);
faa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK;
faacos = FINECOSINE(faa);
faasin = FINESINE(faa);
for (i = 0; i <= 7; i++) for (i = 0; i <= 7; i++)
{ {
angle_t fa = ((i*(angle_t)ANGLE_45) >> ANGLETOFINESHIFT) & FINEMASK; angle_t fa = ((i*(angle_t)ANGLE_45) >> ANGLETOFINESHIFT) & FINEMASK;
angle_t faa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK; dust = P_SpawnMobj(actor->x + 48*FixedMul(FINECOSINE(fa), -faasin), actor->y + 48*FixedMul(FINECOSINE(fa), faacos), actor->z + actor->height/2 + 48*FINESINE(fa), MT_PARTICLE);
dust = P_SpawnMobj(actor->x + 48*FixedMul(FINECOSINE(fa), -FINESINE(faa)), actor->y + 48*FixedMul(FINECOSINE(fa), FINECOSINE(faa)), actor->z + actor->height/2 + 48*FINESINE(fa), MT_PARTICLE);
P_SetScale(dust, 4*FRACUNIT); P_SetScale(dust, 4*FRACUNIT);
dust->destscale = FRACUNIT; dust->destscale = FRACUNIT;
dust->scalespeed = 4*FRACUNIT/TICRATE; dust->scalespeed = 4*FRACUNIT/TICRATE;
dust->fuse = TICRATE; dust->fuse = TICRATE;
dust->momx = FixedMul(FINECOSINE(fa), -FINESINE(faa))*3; dust->momx = FixedMul(FINECOSINE(fa), -faasin)*3;
dust->momy = FixedMul(FINECOSINE(fa), FINECOSINE(faa))*3; dust->momy = FixedMul(FINECOSINE(fa), faacos)*3;
dust->momz = FINESINE(fa)*6; dust->momz = FINESINE(fa)*6;
} }
} }
@ -2858,6 +2863,7 @@ void A_BossFireShot(mobj_t *actor)
fixed_t x, y, z; fixed_t x, y, z;
INT32 locvar1 = var1; INT32 locvar1 = var1;
INT32 locvar2 = var2; INT32 locvar2 = var2;
mobj_t *missile;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_BossFireShot", actor)) if (LUA_CallAction("A_BossFireShot", actor))
@ -2925,7 +2931,10 @@ void A_BossFireShot(mobj_t *actor)
break; break;
} }
P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z); missile = P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z);
if (missile && actor->tracer && (actor->tracer->flags & MF_BOSS)) // Don't harm your papa.
P_SetTarget(&missile->target, actor->tracer);
} }
// Function: A_Boss7FireMissiles // Function: A_Boss7FireMissiles
@ -3154,21 +3163,35 @@ void A_FocusTarget(mobj_t *actor)
// Description: Reverse arms direction. // Description: Reverse arms direction.
// //
// var1 = sfx to play // var1 = sfx to play
// var2 = unused // var2 = sfx to play in pinch
// //
void A_Boss4Reverse(mobj_t *actor) void A_Boss4Reverse(mobj_t *actor)
{ {
sfxenum_t locvar1 = (sfxenum_t)var1; sfxenum_t locvar1 = (sfxenum_t)var1;
sfxenum_t locvar2 = (sfxenum_t)var2;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss4Reverse", actor)) if (LUA_CallAction("A_Boss4Reverse", actor))
return; return;
#endif #endif
S_StartSound(NULL, locvar1);
actor->reactiontime = 0; actor->reactiontime = 0;
if (actor->movedir == 1) if (actor->movedir < 3)
actor->movedir = 2; {
S_StartSound(NULL, locvar1);
if (actor->movedir == 1)
actor->movedir = 2;
else
actor->movedir = 1;
}
else else
actor->movedir = 1; {
S_StartSound(NULL, locvar2);
if (actor->movedir == 4)
actor->movedir = 5;
else
actor->movedir = 4;
actor->angle += ANGLE_180;
actor->movefactor = -actor->movefactor;
}
} }
// Function: A_Boss4SpeedUp // Function: A_Boss4SpeedUp
@ -6622,6 +6645,9 @@ void A_RecyclePowers(mobj_t *actor)
players[recv_pl].ringweapons = weapons[send_pl]; players[recv_pl].ringweapons = weapons[send_pl];
players[recv_pl].currentweapon = weaponheld[send_pl]; players[recv_pl].currentweapon = weaponheld[send_pl];
if (((players[recv_pl].powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (players[recv_pl].revitem == MT_LHRT || players[recv_pl].spinitem == MT_LHRT || players[recv_pl].thokitem == MT_LHRT)) // Healers can't keep their buff.
players[recv_pl].powers[pw_shield] &= SH_STACK;
P_SpawnShieldOrb(&players[recv_pl]); P_SpawnShieldOrb(&players[recv_pl]);
if (P_IsLocalPlayer(&players[recv_pl])) if (P_IsLocalPlayer(&players[recv_pl]))
P_RestoreMusic(&players[recv_pl]); P_RestoreMusic(&players[recv_pl]);
@ -7753,9 +7779,11 @@ void A_Boss3TakeDamage(mobj_t *actor)
return; return;
#endif #endif
actor->movecount = var1; actor->movecount = var1;
actor->movefactor = -512*FRACUNIT;
/*if (actor->target && actor->target->spawnpoint)
actor->threshold = actor->target->spawnpoint->extrainfo;*/
if (actor->target && actor->target->spawnpoint)
actor->threshold = actor->target->spawnpoint->extrainfo;
} }
// Function: A_Boss3Path // Function: A_Boss3Path
@ -7792,21 +7820,31 @@ void A_Boss3Path(mobj_t *actor)
} }
else if (actor->threshold >= 0) // Traveling mode else if (actor->threshold >= 0) // Traveling mode
{ {
thinker_t *th; fixed_t dist = 0;
mobj_t *mo2;
fixed_t dist, dist2;
fixed_t speed; fixed_t speed;
P_SetTarget(&actor->target, NULL); if (!(actor->flags2 & MF2_STRONGBOX))
// scan the thinkers
// to find a point that matches
// the number
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
mo2 = (mobj_t *)th; thinker_t *th;
if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == actor->threshold) mobj_t *mo2;
P_SetTarget(&actor->target, NULL);
// scan the thinkers
// to find a point that matches
// the number
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
mo2 = (mobj_t *)th;
if (mo2->type != MT_BOSS3WAYPOINT)
continue;
if (!mo2->spawnpoint)
continue;
if (mo2->spawnpoint->angle != actor->threshold)
continue;
if (mo2->spawnpoint->extrainfo != actor->cusval)
continue;
P_SetTarget(&actor->target, mo2); P_SetTarget(&actor->target, mo2);
break; break;
} }
@ -7814,67 +7852,62 @@ void A_Boss3Path(mobj_t *actor)
if (!actor->target) // Should NEVER happen if (!actor->target) // Should NEVER happen
{ {
CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy was unable to find specified waypoint: %d\n", actor->threshold); CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy was unable to find specified waypoint: %d, %d\n", actor->threshold, actor->cusval);
return; return;
} }
dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z - actor->z);
if (dist < 1)
dist = 1;
if (actor->tracer && ((actor->tracer->movedir) if (actor->tracer && ((actor->tracer->movedir)
|| (actor->tracer->health <= actor->tracer->info->damage))) || (actor->tracer->health <= actor->tracer->info->damage)))
speed = actor->info->speed * 2; speed = actor->info->speed * 2;
else else
speed = actor->info->speed; speed = actor->info->speed;
actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), speed); if (actor->target->x == actor->x && actor->target->y == actor->y)
actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), speed); {
actor->momz = FixedMul(FixedDiv(actor->target->z - actor->z, dist), speed); dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z + actor->movefactor - actor->z);
if (actor->momx != 0 || actor->momy != 0) if (dist < 1)
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); dist = 1;
dist2 = P_AproxDistance(P_AproxDistance(actor->target->x - (actor->x + actor->momx), actor->target->y - (actor->y + actor->momy)), actor->target->z - (actor->z + actor->momz)); actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), speed);
actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), speed);
actor->momz = FixedMul(FixedDiv(actor->target->z + actor->movefactor - actor->z, dist), speed);
if (dist2 < 1) if (actor->momx != 0 || actor->momy != 0)
dist2 = 1; actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
}
if ((dist >> FRACBITS) <= (dist2 >> FRACBITS)) if (dist <= speed)
{ {
// If further away, set XYZ of mobj to waypoint location // If further away, set XYZ of mobj to waypoint location
P_UnsetThingPosition(actor); P_UnsetThingPosition(actor);
actor->x = actor->target->x; actor->x = actor->target->x;
actor->y = actor->target->y; actor->y = actor->target->y;
actor->z = actor->target->z; actor->z = actor->target->z + actor->movefactor;
actor->momx = actor->momy = actor->momz = 0; actor->momx = actor->momy = actor->momz = 0;
P_SetThingPosition(actor); P_SetThingPosition(actor);
if (actor->threshold == 0) if (!actor->movefactor) // firing mode
{
actor->movecount |= 2;
actor->movefactor = -512*FRACUNIT;
actor->flags2 &= ~MF2_STRONGBOX;
}
else if (!(actor->flags2 & MF2_STRONGBOX)) // just spawned or going down
{
actor->flags2 |= MF2_STRONGBOX;
actor->movefactor = -512*FRACUNIT;
}
else if (!(actor->flags2 & MF2_AMBUSH)) // just shifted tube
{
actor->flags2 |= MF2_AMBUSH;
actor->movefactor = 0;
}
else // just hit the bottom of your tube
{ {
P_RemoveMobj(actor); // Cycle completed. Dummy removed. P_RemoveMobj(actor); // Cycle completed. Dummy removed.
return; return;
} }
// Set to next waypoint in sequence
if (actor->target->spawnpoint)
{
// From the center point, choose one of the five paths
if (actor->target->spawnpoint->angle == 0)
{
P_RemoveMobj(actor); // Cycle completed. Dummy removed.
return;
}
else
actor->threshold = actor->target->spawnpoint->extrainfo;
// If the deaf flag is set, go into firing mode
if (actor->target->spawnpoint->options & MTF_AMBUSH)
actor->movecount |= 2;
}
else // This should never happen, as well
CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy waypoint has no spawnpoint associated with it.\n");
} }
} }
} }
@ -8666,8 +8699,8 @@ void A_BossJetFume(mobj_t *actor)
{ {
fixed_t jetx, jety, jetz; fixed_t jetx, jety, jetz;
jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -60*actor->scale);
jety = actor->y + P_ReturnThrustY(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); jety = actor->y + P_ReturnThrustY(actor, actor->angle, -60*actor->scale);
if (actor->eflags & MFE_VERTICALFLIP) if (actor->eflags & MFE_VERTICALFLIP)
jetz = actor->z + actor->height - FixedMul(17*FRACUNIT + mobjinfo[MT_PROPELLER].height, actor->scale); jetz = actor->z + actor->height - FixedMul(17*FRACUNIT + mobjinfo[MT_PROPELLER].height, actor->scale);
else else
@ -8700,7 +8733,7 @@ void A_BossJetFume(mobj_t *actor)
if (actor->eflags & MFE_VERTICALFLIP) if (actor->eflags & MFE_VERTICALFLIP)
jetz = actor->z + actor->height + FixedMul(50*FRACUNIT - mobjinfo[MT_JETFLAME].height, actor->scale); jetz = actor->z + actor->height + FixedMul(50*FRACUNIT - mobjinfo[MT_JETFLAME].height, actor->scale);
else else
jetz = actor->z - FixedMul(50*FRACUNIT, actor->scale); jetz = actor->z - 50*actor->scale;
filler = P_SpawnMobj(actor->x, actor->y, jetz, MT_JETFLAME); filler = P_SpawnMobj(actor->x, actor->y, jetz, MT_JETFLAME);
P_SetTarget(&filler->target, actor); P_SetTarget(&filler->target, actor);
// Boss 4 already uses its tracer for other things // Boss 4 already uses its tracer for other things
@ -8709,6 +8742,30 @@ void A_BossJetFume(mobj_t *actor)
if (actor->eflags & MFE_VERTICALFLIP) if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP; filler->flags2 |= MF2_OBJECTFLIP;
} }
else if (locvar1 == 4) // Boss 4 Spectator Eggrobo jet flame
{
fixed_t jetx, jety, jetz, movefactor = 12;
jetz = actor->z;
if (actor->eflags & MFE_VERTICALFLIP)
jetz += (actor->height - FixedMul(mobjinfo[MT_EGGROBO1JET].height, actor->scale));
while (true)
{
jetx = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, movefactor*actor->scale) - P_ReturnThrustX(actor, actor->angle, 19*actor->scale);
jety = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, movefactor*actor->scale) - P_ReturnThrustY(actor, actor->angle, 19*actor->scale);
filler = P_SpawnMobj(jetx, jety, jetz, MT_EGGROBO1JET);
filler->movefactor = movefactor;
P_SetTarget(&filler->target, actor);
filler->destscale = actor->scale;
P_SetScale(filler, filler->destscale);
if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP;
if (movefactor <= 0)
break;
movefactor = -movefactor;
}
}
} }
// Function: A_RandomState // Function: A_RandomState

View File

@ -3130,7 +3130,7 @@ void EV_CrumbleChain(sector_t *sec, ffloor_t *rover)
// no longer exists (can't collide with again) // no longer exists (can't collide with again)
rover->flags &= ~FF_EXISTS; rover->flags &= ~FF_EXISTS;
rover->master->frontsector->moved = true; rover->master->frontsector->moved = true;
sec->moved = true; P_RecalcPrecipInSector(sec);
} }
// Used for bobbing platforms on the water // Used for bobbing platforms on the water

View File

@ -315,6 +315,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// Can happen with a sliding player corpse. // Can happen with a sliding player corpse.
if (toucher->health <= 0) if (toucher->health <= 0)
return; return;
if (special->health <= 0)
return;
if (heightcheck) if (heightcheck)
{ {
@ -340,9 +342,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
} }
} }
if (special->health <= 0)
return;
player = toucher->player; player = toucher->player;
I_Assert(player != NULL); // Only players can touch stuff! I_Assert(player != NULL); // Only players can touch stuff!
@ -447,13 +446,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
break; break;
} }
if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING)) if (P_PlayerCanDamage(player, special)) // Do you possess the ability to subdue the object?
|| ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|| (player->pflags & (PF_SPINNING|PF_GLIDING))
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|| ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|| player->powers[pw_invulnerability] || player->powers[pw_super]
|| elementalpierce) // Do you possess the ability to subdue the object?
{ {
if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1)) if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1))
{ {
@ -468,18 +461,12 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{ {
toucher->momx = -toucher->momx; toucher->momx = -toucher->momx;
toucher->momy = -toucher->momy; toucher->momy = -toucher->momy;
if (player->charability == CA_FLY && player->panim == PA_ABILITY)
toucher->momz = -toucher->momz/2;
} }
P_DamageMobj(special, toucher, toucher, 1, 0); P_DamageMobj(special, toucher, toucher, 1, 0);
} if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) P_TwinSpinRejuvenate(player, player->thokitem);
|| (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP)))
&& player->charability == CA_FLY
&& (player->powers[pw_tailsfly]
|| toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with her propeller.
{
toucher->momz = -toucher->momz/2;
P_DamageMobj(special, toucher, toucher, 1, 0);
} }
else else
P_DamageMobj(toucher, special, special, 1, 0); P_DamageMobj(toucher, special, special, 1, 0);
@ -1557,6 +1544,45 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
} }
return; return;
case MT_EGGROBO1:
if (special->state == &states[special->info->deathstate])
return;
if (P_PlayerInPain(player))
return;
P_SetMobjState(special, special->info->meleestate);
special->angle = special->movedir;
special->momx = special->momy = 0;
// Buenos Dias Mandy
P_SetPlayerMobjState(toucher, S_PLAY_STUN);
player->pflags &= ~PF_APPLYAUTOBRAKE;
player->drawangle = special->angle + ANGLE_180;
P_InstaThrust(toucher, special->angle, FixedMul(3*special->info->speed, special->scale/2));
toucher->z += P_MobjFlip(toucher);
if (toucher->eflags & MFE_UNDERWATER) // unlikely.
P_SetObjectMomZ(toucher, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false);
else
P_SetObjectMomZ(toucher, FixedDiv(69*FRACUNIT,10*FRACUNIT), false);
if (P_IsLocalPlayer(player))
{
quake.intensity = 9*FRACUNIT;
quake.time = TICRATE/2;
quake.epicenter = NULL;
}
#if 0 // camera redirection - deemed unnecessary
toucher->angle = special->angle;
if (player == &players[consoleplayer])
localangle = toucher->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = toucher->angle;
#endif
S_StartSound(toucher, special->info->attacksound); // home run
return;
case MT_BIGTUMBLEWEED: case MT_BIGTUMBLEWEED:
case MT_LITTLETUMBLEWEED: case MT_LITTLETUMBLEWEED:
if (toucher->momx || toucher->momy) if (toucher->momx || toucher->momy)
@ -1798,6 +1824,10 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
deadtarget = (player->mo->health <= 0); deadtarget = (player->mo->health <= 0);
// Don't log every hazard hit if they don't want us to.
if (!deadtarget && !cv_hazardlog.value)
return;
// Target's name // Target's name
snprintf(targetname, sizeof(targetname), "%s%s%s", snprintf(targetname, sizeof(targetname), "%s%s%s",
CTFTEAMCODE(player), CTFTEAMCODE(player),
@ -1901,7 +1931,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
switch (damagetype) switch (damagetype)
{ {
case DMG_WATER: case DMG_WATER:
str = M_GetText("%s was %s by chemical water.\n"); str = M_GetText("%s was %s by dangerous water.\n");
break; break;
case DMG_FIRE: case DMG_FIRE:
str = M_GetText("%s was %s by molten lava.\n"); str = M_GetText("%s was %s by molten lava.\n");
@ -1949,10 +1979,6 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
if (!str) // Should not happen! Unless we missed catching something above. if (!str) // Should not happen! Unless we missed catching something above.
return; return;
// Don't log every hazard hit if they don't want us to.
if (!deadtarget && !cv_hazardlog.value)
return;
if (deathonly) if (deathonly)
{ {
if (!deadtarget) if (!deadtarget)
@ -2550,13 +2576,20 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
mo = (mobj_t *)th; mo = (mobj_t *)th;
if (mo->type == (mobjtype_t)target->info->mass && mo->tracer == target) if (mo->type != (mobjtype_t)target->info->mass)
{ continue;
P_RemoveMobj(mo); if (mo->tracer != target)
i++; continue;
}
if (i == 2) // we've already removed 2 of these, let's stop now P_KillMobj(mo, inflictor, source, damagetype);
mo->destscale = mo->scale/8;
mo->scalespeed = (mo->scale - mo->destscale)/(2*TICRATE);
mo->momz = mo->info->speed;
mo->angle = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
if (++i == 2) // we've already removed 2 of these, let's stop now
break; break;
else
S_StartSound(mo, mo->info->deathsound); // done once to prevent sound stacking
} }
} }
break; break;
@ -2871,26 +2904,47 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou
if (player->powers[pw_flashing] || player->powers[pw_invulnerability]) if (player->powers[pw_flashing] || player->powers[pw_invulnerability])
return false; return false;
// Ignore IT players shooting each other, unless friendlyfire is on.
if ((player->pflags & PF_TAGIT && !((cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) &&
source && source->player && source->player->pflags & PF_TAGIT)))
return false;
// Don't allow any damage before the round starts. // Don't allow any damage before the round starts.
if (leveltime <= hidetime * TICRATE) if (leveltime <= hidetime * TICRATE)
return false; return false;
// Ignore IT players shooting each other, unless friendlyfire is on.
if ((player->pflags & PF_TAGIT && !((cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) &&
source && source->player && source->player->pflags & PF_TAGIT)))
{
if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
{
if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
{
P_SwitchShield(player, SH_PINK);
S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
}
}
return false;
}
// Don't allow players on the same team to hurt one another, // Don't allow players on the same team to hurt one another,
// unless cv_friendlyfire is on. // unless cv_friendlyfire is on.
if (!(cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT)) if (!(cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT))
{ {
if (!(inflictor->flags & MF_FIRE)) if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
{
if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
{
P_SwitchShield(player, SH_PINK);
S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
}
}
else if (!(inflictor->flags & MF_FIRE))
P_GivePlayerRings(player, 1); P_GivePlayerRings(player, 1);
if (inflictor->flags2 & MF2_BOUNCERING) if (inflictor->flags2 & MF2_BOUNCERING)
inflictor->fuse = 0; // bounce ring disappears at -1 not 0 inflictor->fuse = 0; // bounce ring disappears at -1 not 0
return false; return false;
} }
if (inflictor->type == MT_LHRT)
return false;
// The tag occurs so long as you aren't shooting another tagger with friendlyfire on. // The tag occurs so long as you aren't shooting another tagger with friendlyfire on.
if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT)) if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT))
{ {
@ -2957,7 +3011,17 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj
// In COOP/RACE, you can't hurt other players unless cv_friendlyfire is on // In COOP/RACE, you can't hurt other players unless cv_friendlyfire is on
if (!cv_friendlyfire.value && (G_PlatformGametype())) if (!cv_friendlyfire.value && (G_PlatformGametype()))
{
if (gametype == GT_COOP && inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK)) // co-op only
{
if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
{
P_SwitchShield(player, SH_PINK);
S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
}
}
return false; return false;
}
} }
// Tag handling // Tag handling
@ -2971,7 +3035,15 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj
// unless cv_friendlyfire is on. // unless cv_friendlyfire is on.
if (!cv_friendlyfire.value && target->player->ctfteam == source->player->ctfteam) if (!cv_friendlyfire.value && target->player->ctfteam == source->player->ctfteam)
{ {
if (!(inflictor->flags & MF_FIRE)) if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
{
if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
{
P_SwitchShield(player, SH_PINK);
S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
}
}
else if (!(inflictor->flags & MF_FIRE))
P_GivePlayerRings(target->player, 1); P_GivePlayerRings(target->player, 1);
if (inflictor->flags2 & MF2_BOUNCERING) if (inflictor->flags2 & MF2_BOUNCERING)
inflictor->fuse = 0; // bounce ring disappears at -1 not 0 inflictor->fuse = 0; // bounce ring disappears at -1 not 0
@ -2980,6 +3052,9 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj
} }
} }
if (inflictor->type == MT_LHRT)
return false;
// Add pity. // Add pity.
if (!player->powers[pw_flashing] && !player->powers[pw_invulnerability] && !player->powers[pw_super] if (!player->powers[pw_flashing] && !player->powers[pw_invulnerability] && !player->powers[pw_super]
&& source->player->score > player->score) && source->player->score > player->score)

View File

@ -134,6 +134,7 @@ pflags_t P_GetJumpFlags(player_t *player);
boolean P_PlayerInPain(player_t *player); boolean P_PlayerInPain(player_t *player);
void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor); void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
void P_ResetPlayer(player_t *player); void P_ResetPlayer(player_t *player);
boolean P_PlayerCanDamage(player_t *player, mobj_t *thing);
boolean P_IsLocalPlayer(player_t *player); boolean P_IsLocalPlayer(player_t *player);
boolean P_IsObjectInGoop(mobj_t *mo); boolean P_IsObjectInGoop(mobj_t *mo);
@ -164,6 +165,7 @@ boolean P_AutoPause(void);
void P_DoJumpShield(player_t *player); void P_DoJumpShield(player_t *player);
void P_DoBubbleBounce(player_t *player); void P_DoBubbleBounce(player_t *player);
void P_DoAbilityBounce(player_t *player, boolean changemomz); void P_DoAbilityBounce(player_t *player, boolean changemomz);
void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type);
void P_BlackOw(player_t *player); void P_BlackOw(player_t *player);
void P_ElementalFire(player_t *player, boolean cropcircle); void P_ElementalFire(player_t *player, boolean cropcircle);
@ -180,7 +182,7 @@ void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move);
mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet); mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius); void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
boolean P_SuperReady(player_t *player); boolean P_SuperReady(player_t *player);
void P_DoJump(player_t *player, boolean soundandstate); void P_DoJump(player_t *player, boolean soundandstate);
#if 0 #if 0

View File

@ -135,6 +135,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
fixed_t vertispeed = spring->info->mass; fixed_t vertispeed = spring->info->mass;
fixed_t horizspeed = spring->info->damage; fixed_t horizspeed = spring->info->damage;
boolean final = false; boolean final = false;
UINT8 strong = 0;
// Object was already sprung this tic // Object was already sprung this tic
if (object->eflags & MFE_SPRUNG) if (object->eflags & MFE_SPRUNG)
@ -148,6 +149,14 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (!spring->health || !object->health) if (!spring->health || !object->health)
return false; return false;
if (object->player)
{
if (object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY)
strong = 1;
else if (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2)
strong = 2;
}
if (spring->info->painchance == -1) // Pinball bumper mode. if (spring->info->painchance == -1) // Pinball bumper mode.
{ {
// The first of the entirely different spring modes! // The first of the entirely different spring modes!
@ -188,6 +197,9 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
{ {
fixed_t playervelocity; fixed_t playervelocity;
if (strong)
vertispeed <<= 1;
if (!(object->player->pflags & PF_THOKKED) && !(object->player->homing) if (!(object->player->pflags & PF_THOKKED) && !(object->player->homing)
&& ((playervelocity = FixedDiv(9*FixedHypot(object->player->speed, object->momz), 10<<FRACBITS)) > vertispeed)) && ((playervelocity = FixedDiv(9*FixedHypot(object->player->speed, object->momz), 10<<FRACBITS)) > vertispeed))
vertispeed = playervelocity; vertispeed = playervelocity;
@ -260,11 +272,8 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
return false; return false;
} }
if (object->player if (strong)
&& ((object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY)
|| (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2)))
{ {
S_StartSound(object, sfx_s3k8b);
if (horizspeed) if (horizspeed)
horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3); horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3);
if (vertispeed) if (vertispeed)
@ -399,6 +408,12 @@ springstate:
P_AddPlayerScore(object->player, 10); P_AddPlayerScore(object->player, 10);
spring->reactiontime--; spring->reactiontime--;
} }
if (strong)
{
P_TwinSpinRejuvenate(object->player, (strong == 1 ? object->player->thokitem : object->player->revitem));
S_StartSound(object, sfx_sprong); // strong spring. sprong.
}
} }
return final; return final;
@ -745,6 +760,27 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true; return true;
} }
// vectorise metal - done in a special case as at this point neither has the right flags for touching
if (thing->type == MT_METALSONIC_BATTLE
&& (tmthing->flags & MF_MISSILE)
&& tmthing->target != thing
&& thing->state == &states[thing->info->spawnstate])
{
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
return true; // didn't hit it
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // underneath
thing->flags2 |= MF2_CLASSICPUSH;
return true;
}
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING))) if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
return true; return true;
@ -1156,7 +1192,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
tmthing->y = thing->y; tmthing->y = thing->y;
P_SetThingPosition(tmthing); P_SetThingPosition(tmthing);
} }
else if (!(tmthing->type == MT_SHELL && thing->player)) // player collision handled in touchspecial else if (!(tmthing->type == MT_SHELL && thing->player)) // player collision handled in touchspecial for shell
{ {
UINT8 damagetype = tmthing->info->mass; UINT8 damagetype = tmthing->info->mass;
if (!damagetype && tmthing->flags & MF_FIRE) // BURN! if (!damagetype && tmthing->flags & MF_FIRE) // BURN!
@ -1485,51 +1521,45 @@ static boolean PIT_CheckThing(mobj_t *thing)
} }
// Monitor? // Monitor?
else if (thing->flags & MF_MONITOR else if (thing->flags & MF_MONITOR
&& !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2))) && !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2))
&& (!(thing->flags & MF_SOLID) || P_PlayerCanDamage(tmthing->player, thing)))
{ {
// 0 = none, 1 = elemental pierce, 2 = bubble bounce if (thing->z - thing->scale <= tmthing->z + tmthing->height
UINT8 elementalpierce = (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (tmthing->player->pflags & PF_SHIELDABILITY) && thing->z + thing->height + thing->scale >= tmthing->z)
? (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2)
: 0);
if (!(thing->flags & MF_SOLID)
|| tmthing->player->pflags & (PF_SPINNING|PF_GLIDING)
|| ((tmthing->player->pflags & PF_JUMPED)
&& (!(tmthing->player->pflags & PF_NOJUMPDAMAGE)
|| (tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY)))
|| (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)
|| ((tmthing->player->charflags & SF_STOMPDAMAGE || tmthing->player->pflags & PF_BOUNCING)
&& (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0))
|| elementalpierce)
{ {
if (thing->z - thing->scale <= tmthing->z + tmthing->height player_t *player = tmthing->player;
&& thing->z + thing->height + thing->scale >= tmthing->z) // 0 = none, 1 = elemental pierce, 2 = bubble bounce
UINT8 elementalpierce = (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY)
? (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2)
: 0);
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed.
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;;
fixed_t *z = &tmthing->z; // aau.
// Going down? Then bounce back up.
if (P_DamageMobj(thing, tmthing, tmthing, 1, 0) // break the monitor
&& (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up
&& (elementalpierce != 1)) // you're not piercing through the monitor...
{ {
player_t *player = tmthing->player; if (elementalpierce == 2)
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed. P_DoBubbleBounce(player);
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;; else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
fixed_t *z = &tmthing->z; // aau.
// Going down? Then bounce back up.
if (P_DamageMobj(thing, tmthing, tmthing, 1, 0) // break the monitor
&& (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up
&& (elementalpierce != 1)) // you're not piercing through the monitor...
{ {
if (elementalpierce == 2) *momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
P_DoBubbleBounce(player); if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)) P_TwinSpinRejuvenate(player, player->thokitem);
*momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
} }
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
{
if (player->pflags & PF_BOUNCING)
P_DoAbilityBounce(player, false);
return false;
}
else
*z -= *momz; // to ensure proper collision.
} }
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
return true; {
if (player->pflags & PF_BOUNCING)
P_DoAbilityBounce(player, false);
return false;
}
else
*z -= *momz; // to ensure proper collision.
} }
return true;
} }
} }

File diff suppressed because it is too large Load Diff

View File

@ -371,6 +371,8 @@ typedef struct mobj_s
struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?) struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?)
#endif #endif
boolean colorized; // Whether the mobj uses the rainbow colormap
// WARNING: New fields must be added separately to savegame and Lua. // WARNING: New fields must be added separately to savegame and Lua.
} mobj_t; } mobj_t;

View File

@ -1262,12 +1262,11 @@ typedef enum
MD2_HNEXT = 1<<7, MD2_HNEXT = 1<<7,
MD2_HPREV = 1<<8, MD2_HPREV = 1<<8,
MD2_FLOORROVER = 1<<9, MD2_FLOORROVER = 1<<9,
#ifdef ESLOPE
MD2_CEILINGROVER = 1<<10, MD2_CEILINGROVER = 1<<10,
MD2_SLOPE = 1<<11 #ifdef ESLOPE
#else MD2_SLOPE = 1<<11,
MD2_CEILINGROVER = 1<<10
#endif #endif
MD2_COLORIZED = 1<<12,
} mobj_diff2_t; } mobj_diff2_t;
typedef enum typedef enum
@ -1485,6 +1484,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
if (mobj->standingslope) if (mobj->standingslope)
diff2 |= MD2_SLOPE; diff2 |= MD2_SLOPE;
#endif #endif
if (mobj->colorized)
diff2 |= MD2_COLORIZED;
if (diff2 != 0) if (diff2 != 0)
diff |= MD_MORE; diff |= MD_MORE;
@ -1647,6 +1648,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
if (diff2 & MD2_SLOPE) if (diff2 & MD2_SLOPE)
WRITEUINT16(save_p, mobj->standingslope->id); WRITEUINT16(save_p, mobj->standingslope->id);
#endif #endif
if (diff2 & MD2_COLORIZED)
WRITEUINT8(save_p, mobj->colorized);
WRITEUINT32(save_p, mobj->mobjnum); WRITEUINT32(save_p, mobj->mobjnum);
} }
@ -2717,7 +2720,8 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
if (diff2 & MD2_SLOPE) if (diff2 & MD2_SLOPE)
mobj->standingslope = P_SlopeById(READUINT16(save_p)); mobj->standingslope = P_SlopeById(READUINT16(save_p));
#endif #endif
if (diff2 & MD2_COLORIZED)
mobj->colorized = READUINT8(save_p);
if (diff & MD_REDFLAG) if (diff & MD_REDFLAG)
{ {

View File

@ -1282,6 +1282,9 @@ static void P_LoadLineDefs2(void)
// Compile linedef 'text' from both sidedefs 'text' for appropriate specials. // Compile linedef 'text' from both sidedefs 'text' for appropriate specials.
switch(ld->special) switch(ld->special)
{ {
case 331: // Trigger linedef executor: Skin - Continuous
case 332: // Trigger linedef executor: Skin - Each time
case 333: // Trigger linedef executor: Skin - Once
case 443: // Calls a named Lua function case 443: // Calls a named Lua function
if (sides[ld->sidenum[0]].text) if (sides[ld->sidenum[0]].text)
{ {
@ -1492,6 +1495,9 @@ static void P_LoadRawSideDefs2(void *data)
break; break;
} }
case 331: // Trigger linedef executor: Skin - Continuous
case 332: // Trigger linedef executor: Skin - Each time
case 333: // Trigger linedef executor: Skin - Once
case 443: // Calls a named Lua function case 443: // Calls a named Lua function
case 459: // Control text prompt (named tag) case 459: // Control text prompt (named tag)
{ {

View File

@ -259,9 +259,9 @@ static void line_SpawnViaLine(const int linenum, const boolean spawnthinker)
boolean backceil = (special == 711 || special == 712 || special == 703); boolean backceil = (special == 711 || special == 712 || special == 703);
UINT8 flags = 0; // Slope flags UINT8 flags = 0; // Slope flags
if (line->flags & ML_NOSONIC) if (line->flags & ML_NETONLY)
flags |= SL_NOPHYSICS; flags |= SL_NOPHYSICS;
if (line->flags & ML_NOTAILS) if (line->flags & ML_NONET)
flags |= SL_DYNAMIC; flags |= SL_DYNAMIC;
if(!frontfloor && !backfloor && !frontceil && !backceil) if(!frontfloor && !backfloor && !frontceil && !backceil)
@ -468,9 +468,9 @@ static void line_SpawnViaVertexes(const int linenum, const boolean spawnthinker)
UINT16 tag1, tag2, tag3; UINT16 tag1, tag2, tag3;
UINT8 flags = 0; UINT8 flags = 0;
if (line->flags & ML_NOSONIC) if (line->flags & ML_NETONLY)
flags |= SL_NOPHYSICS; flags |= SL_NOPHYSICS;
if (line->flags & ML_NOTAILS) if (line->flags & ML_NONET)
flags |= SL_DYNAMIC; flags |= SL_DYNAMIC;
switch(line->special) switch(line->special)
@ -494,7 +494,7 @@ static void line_SpawnViaVertexes(const int linenum, const boolean spawnthinker)
return; return;
} }
if (line->flags & ML_NOKNUX) if (line->flags & ML_EFFECT6)
{ {
tag1 = line->tag; tag1 = line->tag;
tag2 = side->textureoffset >> FRACBITS; tag2 = side->textureoffset >> FRACBITS;

View File

@ -36,6 +36,7 @@
#include "m_cond.h" //unlock triggers #include "m_cond.h" //unlock triggers
#include "lua_hook.h" // LUAh_LinedefExecute #include "lua_hook.h" // LUAh_LinedefExecute
#include "f_finale.h" // control text prompt #include "f_finale.h" // control text prompt
#include "r_things.h" // skins
#ifdef HW3SOUND #ifdef HW3SOUND
#include "hardware/hw3sound.h" #include "hardware/hw3sound.h"
@ -98,7 +99,6 @@ typedef struct
thinker_t **thinkers; thinker_t **thinkers;
} thinkerlist_t; } thinkerlist_t;
static void P_SearchForDisableLinedefs(void);
static void P_SpawnScrollers(void); static void P_SpawnScrollers(void);
static void P_SpawnFriction(void); static void P_SpawnFriction(void);
static void P_SpawnPushers(void); static void P_SpawnPushers(void);
@ -2008,7 +2008,12 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
if (!P_CheckNightsTriggerLine(triggerline, actor)) if (!P_CheckNightsTriggerLine(triggerline, actor))
return false; return false;
break; break;
case 331: // continuous
case 332: // each time
case 333: // once
if (!(actor && actor->player && ((stricmp(triggerline->text, skins[actor->player->skin].name) == 0) ^ ((triggerline->flags & ML_NOCLIMB) == ML_NOCLIMB))))
return false;
break;
default: default:
break; break;
} }
@ -2141,6 +2146,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|| specialtype == 326 // DeNightserize - Once || specialtype == 326 // DeNightserize - Once
|| specialtype == 328 // Nights lap - Once || specialtype == 328 // Nights lap - Once
|| specialtype == 330 // Nights Bonus Time - Once || specialtype == 330 // Nights Bonus Time - Once
|| specialtype == 333 // Skin - Once
|| specialtype == 399) // Level Load || specialtype == 399) // Level Load
triggerline->special = 0; // Clear it out triggerline->special = 0; // Clear it out
@ -2181,7 +2187,8 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller)
|| lines[masterline].special == 306 // Character ability - Each time || lines[masterline].special == 306 // Character ability - Each time
|| lines[masterline].special == 310 // CTF Red team - Each time || lines[masterline].special == 310 // CTF Red team - Each time
|| lines[masterline].special == 312 // CTF Blue team - Each time || lines[masterline].special == 312 // CTF Blue team - Each time
|| lines[masterline].special == 322) // Trigger on X calls - Each Time || lines[masterline].special == 322 // Trigger on X calls - Each Time
|| lines[masterline].special == 332)// Skin - Each time
continue; continue;
if (lines[masterline].special < 300 if (lines[masterline].special < 300
@ -3382,7 +3389,10 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
// if flags changed, reset sector's light list // if flags changed, reset sector's light list
if (rover->flags != oldflags) if (rover->flags != oldflags)
{
sec->moved = true; sec->moved = true;
P_RecalcPrecipInSector(sec);
}
} }
} }
@ -5611,26 +5621,26 @@ ffloor_t *P_GetFFloorByID(sector_t *sec, UINT16 id)
/** Adds a newly formed 3Dfloor structure to a sector's ffloors list. /** Adds a newly formed 3Dfloor structure to a sector's ffloors list.
* *
* \param sec Target sector. * \param sec Target sector.
* \param ffloor Newly formed 3Dfloor structure. * \param fflr Newly formed 3Dfloor structure.
* \sa P_AddFakeFloor * \sa P_AddFakeFloor
*/ */
static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *ffloor) static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *fflr)
{ {
ffloor_t *rover; ffloor_t *rover;
if (!sec->ffloors) if (!sec->ffloors)
{ {
sec->ffloors = ffloor; sec->ffloors = fflr;
ffloor->next = 0; fflr->next = 0;
ffloor->prev = 0; fflr->prev = 0;
return; return;
} }
for (rover = sec->ffloors; rover->next; rover = rover->next); for (rover = sec->ffloors; rover->next; rover = rover->next);
rover->next = ffloor; rover->next = fflr;
ffloor->prev = rover; fflr->prev = rover;
ffloor->next = 0; fflr->next = 0;
} }
/** Adds a 3Dfloor. /** Adds a 3Dfloor.
@ -5645,7 +5655,7 @@ static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *ffloor)
*/ */
static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, ffloortype_e flags, thinkerlist_t *secthinkers) static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, ffloortype_e flags, thinkerlist_t *secthinkers)
{ {
ffloor_t *ffloor; ffloor_t *fflr;
thinker_t *th; thinker_t *th;
friction_t *f; friction_t *f;
pusher_t *p; pusher_t *p;
@ -5655,8 +5665,8 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
if (sec == sec2) if (sec == sec2)
return NULL; //Don't need a fake floor on a control sector. return NULL; //Don't need a fake floor on a control sector.
if ((ffloor = (P_GetFFloorBySec(sec, sec2)))) if ((fflr = (P_GetFFloorBySec(sec, sec2))))
return ffloor; // If this ffloor already exists, return it return fflr; // If this ffloor already exists, return it
if (sec2->ceilingheight < sec2->floorheight) if (sec2->ceilingheight < sec2->floorheight)
{ {
@ -5695,27 +5705,27 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
} }
// Add the floor // Add the floor
ffloor = Z_Calloc(sizeof (*ffloor), PU_LEVEL, NULL); fflr = Z_Calloc(sizeof (*fflr), PU_LEVEL, NULL);
ffloor->secnum = sec2 - sectors; fflr->secnum = sec2 - sectors;
ffloor->target = sec; fflr->target = sec;
ffloor->bottomheight = &sec2->floorheight; fflr->bottomheight = &sec2->floorheight;
ffloor->bottompic = &sec2->floorpic; fflr->bottompic = &sec2->floorpic;
ffloor->bottomxoffs = &sec2->floor_xoffs; fflr->bottomxoffs = &sec2->floor_xoffs;
ffloor->bottomyoffs = &sec2->floor_yoffs; fflr->bottomyoffs = &sec2->floor_yoffs;
ffloor->bottomangle = &sec2->floorpic_angle; fflr->bottomangle = &sec2->floorpic_angle;
// Add the ceiling // Add the ceiling
ffloor->topheight = &sec2->ceilingheight; fflr->topheight = &sec2->ceilingheight;
ffloor->toppic = &sec2->ceilingpic; fflr->toppic = &sec2->ceilingpic;
ffloor->toplightlevel = &sec2->lightlevel; fflr->toplightlevel = &sec2->lightlevel;
ffloor->topxoffs = &sec2->ceiling_xoffs; fflr->topxoffs = &sec2->ceiling_xoffs;
ffloor->topyoffs = &sec2->ceiling_yoffs; fflr->topyoffs = &sec2->ceiling_yoffs;
ffloor->topangle = &sec2->ceilingpic_angle; fflr->topangle = &sec2->ceilingpic_angle;
#ifdef ESLOPE #ifdef ESLOPE
// Add slopes // Add slopes
ffloor->t_slope = &sec2->c_slope; fflr->t_slope = &sec2->c_slope;
ffloor->b_slope = &sec2->f_slope; fflr->b_slope = &sec2->f_slope;
// mark the target sector as having slopes, if the FOF has any of its own // mark the target sector as having slopes, if the FOF has any of its own
// (this fixes FOF slopes glitching initially at level load in software mode) // (this fixes FOF slopes glitching initially at level load in software mode)
if (sec2->hasslope) if (sec2->hasslope)
@ -5728,10 +5738,10 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
if ((flags & FF_SOLID) && (master->flags & ML_EFFECT2)) // Block all BUT player if ((flags & FF_SOLID) && (master->flags & ML_EFFECT2)) // Block all BUT player
flags &= ~FF_BLOCKPLAYER; flags &= ~FF_BLOCKPLAYER;
ffloor->spawnflags = ffloor->flags = flags; fflr->spawnflags = fflr->flags = flags;
ffloor->master = master; fflr->master = master;
ffloor->norender = INFTICS; fflr->norender = INFTICS;
ffloor->fadingdata = NULL; fflr->fadingdata = NULL;
// Scan the thinkers to check for special conditions applying to this FOF. // Scan the thinkers to check for special conditions applying to this FOF.
// If we have thinkers sorted by sector, just check the relevant ones; // If we have thinkers sorted by sector, just check the relevant ones;
@ -5787,14 +5797,14 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
if (flags & FF_TRANSLUCENT) if (flags & FF_TRANSLUCENT)
{ {
if (sides[master->sidenum[0]].toptexture > 0) if (sides[master->sidenum[0]].toptexture > 0)
ffloor->alpha = sides[master->sidenum[0]].toptexture; // for future reference, "#0" is 1, and "#255" is 256. Be warned fflr->alpha = sides[master->sidenum[0]].toptexture; // for future reference, "#0" is 1, and "#255" is 256. Be warned
else else
ffloor->alpha = 0x80; fflr->alpha = 0x80;
} }
else else
ffloor->alpha = 0xff; fflr->alpha = 0xff;
ffloor->spawnalpha = ffloor->alpha; // save for netgames fflr->spawnalpha = fflr->alpha; // save for netgames
if (flags & FF_QUICKSAND) if (flags & FF_QUICKSAND)
CheckForQuicksand = true; CheckForQuicksand = true;
@ -5818,9 +5828,9 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
CheckForFloatBob = true; CheckForFloatBob = true;
} }
P_AddFFloorToList(sec, ffloor); P_AddFFloorToList(sec, fflr);
return ffloor; return fflr;
} }
// //
@ -6131,7 +6141,7 @@ static inline void P_AddNoEnemiesThinker(sector_t *sec, line_t *sourceline)
* \sa P_SpawnSpecials, T_EachTimeThinker * \sa P_SpawnSpecials, T_EachTimeThinker
* \author SSNTails <http://www.ssntails.org> * \author SSNTails <http://www.ssntails.org>
*/ */
static inline void P_AddEachTimeThinker(sector_t *sec, line_t *sourceline) static void P_AddEachTimeThinker(sector_t *sec, line_t *sourceline)
{ {
levelspecthink_t *eachtime; levelspecthink_t *eachtime;
@ -6183,30 +6193,30 @@ void T_LaserFlash(laserthink_t *flash)
msecnode_t *node; msecnode_t *node;
mobj_t *thing; mobj_t *thing;
sector_t *sourcesec; sector_t *sourcesec;
ffloor_t *ffloor = flash->ffloor; ffloor_t *fflr = flash->ffloor;
sector_t *sector = flash->sector; sector_t *sector = flash->sector;
fixed_t top, bottom; fixed_t top, bottom;
if (!ffloor || !(ffloor->flags & FF_EXISTS)) if (!fflr || !(fflr->flags & FF_EXISTS))
return; return;
if (leveltime & 2) if (leveltime & 2)
//ffloor->flags |= FF_RENDERALL; //fflr->flags |= FF_RENDERALL;
ffloor->alpha = 0xB0; fflr->alpha = 0xB0;
else else
//ffloor->flags &= ~FF_RENDERALL; //fflr->flags &= ~FF_RENDERALL;
ffloor->alpha = 0x90; fflr->alpha = 0x90;
sourcesec = ffloor->master->frontsector; // Less to type! sourcesec = fflr->master->frontsector; // Less to type!
#ifdef ESLOPE #ifdef ESLOPE
top = (*ffloor->t_slope) ? P_GetZAt(*ffloor->t_slope, sector->soundorg.x, sector->soundorg.y) top = (*fflr->t_slope) ? P_GetZAt(*fflr->t_slope, sector->soundorg.x, sector->soundorg.y)
: *ffloor->topheight; : *fflr->topheight;
bottom = (*ffloor->b_slope) ? P_GetZAt(*ffloor->b_slope, sector->soundorg.x, sector->soundorg.y) bottom = (*fflr->b_slope) ? P_GetZAt(*fflr->b_slope, sector->soundorg.x, sector->soundorg.y)
: *ffloor->bottomheight; : *fflr->bottomheight;
sector->soundorg.z = (top + bottom)/2; sector->soundorg.z = (top + bottom)/2;
#else #else
sector->soundorg.z = (*ffloor->topheight + *ffloor->bottomheight)/2; sector->soundorg.z = (*fflr->topheight + *fflr->bottomheight)/2;
#endif #endif
S_StartSound(&sector->soundorg, sfx_laser); S_StartSound(&sector->soundorg, sfx_laser);
@ -6215,7 +6225,7 @@ void T_LaserFlash(laserthink_t *flash)
{ {
thing = node->m_thing; thing = node->m_thing;
if ((ffloor->master->flags & ML_EFFECT1) if ((fflr->master->flags & ML_EFFECT1)
&& thing->flags & MF_BOSS) && thing->flags & MF_BOSS)
continue; // Don't hurt bosses continue; // Don't hurt bosses
@ -6239,7 +6249,7 @@ void T_LaserFlash(laserthink_t *flash)
/** Adds a laser thinker to a 3Dfloor. /** Adds a laser thinker to a 3Dfloor.
* *
* \param ffloor 3Dfloor to turn into a laser block. * \param fflr 3Dfloor to turn into a laser block.
* \param sector Target sector. * \param sector Target sector.
* \param secthkiners Lists of thinkers sorted by sector. May be NULL. * \param secthkiners Lists of thinkers sorted by sector. May be NULL.
* \sa T_LaserFlash * \sa T_LaserFlash
@ -6248,9 +6258,9 @@ void T_LaserFlash(laserthink_t *flash)
static inline void EV_AddLaserThinker(sector_t *sec, sector_t *sec2, line_t *line, thinkerlist_t *secthinkers) static inline void EV_AddLaserThinker(sector_t *sec, sector_t *sec2, line_t *line, thinkerlist_t *secthinkers)
{ {
laserthink_t *flash; laserthink_t *flash;
ffloor_t *ffloor = P_AddFakeFloor(sec, sec2, line, laserflags, secthinkers); ffloor_t *fflr = P_AddFakeFloor(sec, sec2, line, laserflags, secthinkers);
if (!ffloor) if (!fflr)
return; return;
flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL);
@ -6258,7 +6268,7 @@ static inline void EV_AddLaserThinker(sector_t *sec, sector_t *sec2, line_t *lin
P_AddThinker(THINK_MAIN, &flash->thinker); P_AddThinker(THINK_MAIN, &flash->thinker);
flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash; flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash;
flash->ffloor = ffloor; flash->ffloor = fflr;
flash->sector = sec; // For finding mobjs flash->sector = sec; // For finding mobjs
flash->sec = sec2; flash->sec = sec2;
flash->sourceline = line; flash->sourceline = line;
@ -6322,7 +6332,7 @@ void P_InitSpecials(void)
static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flatangle, fixed_t xoffs, fixed_t yoffs) static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flatangle, fixed_t xoffs, fixed_t yoffs)
{ {
if (!(master->flags & ML_NOSONIC)) // Modify floor flat alignment unless NOSONIC flag is set if (!(master->flags & ML_NETONLY)) // Modify floor flat alignment unless ML_NETONLY flag is set
{ {
sector->spawn_flrpic_angle = sector->floorpic_angle = flatangle; sector->spawn_flrpic_angle = sector->floorpic_angle = flatangle;
sector->floor_xoffs += xoffs; sector->floor_xoffs += xoffs;
@ -6332,7 +6342,7 @@ static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flata
sector->spawn_flr_yoffs = sector->floor_yoffs; sector->spawn_flr_yoffs = sector->floor_yoffs;
} }
if (!(master->flags & ML_NOTAILS)) // Modify ceiling flat alignment unless NOTAILS flag is set if (!(master->flags & ML_NONET)) // Modify ceiling flat alignment unless ML_NONET flag is set
{ {
sector->spawn_ceilpic_angle = sector->ceilingpic_angle = flatangle; sector->spawn_ceilpic_angle = sector->ceilingpic_angle = flatangle;
sector->ceiling_xoffs += xoffs; sector->ceiling_xoffs += xoffs;
@ -6413,8 +6423,6 @@ void P_SpawnSpecials(INT32 fromnetsave)
} }
} }
P_SearchForDisableLinedefs(); // Disable linedefs are now allowed to disable *any* line
P_SpawnScrollers(); // Add generalized scrollers P_SpawnScrollers(); // Add generalized scrollers
P_SpawnFriction(); // Friction model using linedefs P_SpawnFriction(); // Friction model using linedefs
P_SpawnPushers(); // Pusher model using linedefs P_SpawnPushers(); // Pusher model using linedefs
@ -6463,28 +6471,22 @@ void P_SpawnSpecials(INT32 fromnetsave)
// Init line EFFECTs // Init line EFFECTs
for (i = 0; i < numlines; i++) for (i = 0; i < numlines; i++)
{ {
if (lines[i].special != 7) // This is a hack. I can at least hope nobody wants to prevent flat alignment with arbitrary skin setups... if (lines[i].special != 7) // This is a hack. I can at least hope nobody wants to prevent flat alignment in netgames...
{ {
// set line specials to 0 here too, same reason as above // set line specials to 0 here too, same reason as above
if (netgame || multiplayer) if (netgame || multiplayer)
{ {
// future: nonet flag? if (lines[i].flags & ML_NONET)
}
else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY)
{
lines[i].special = 0;
continue;
}
else
{
if ((players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC))
|| (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS))
|| (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX)))
{ {
lines[i].special = 0; lines[i].special = 0;
continue; continue;
} }
} }
else if (lines[i].flags & ML_NETONLY)
{
lines[i].special = 0;
continue;
}
} }
switch (lines[i].special) switch (lines[i].special)
@ -6523,20 +6525,14 @@ void P_SpawnSpecials(INT32 fromnetsave)
P_AddCameraScanner(&sectors[sec], &sectors[s], R_PointToAngle2(lines[i].v2->x, lines[i].v2->y, lines[i].v1->x, lines[i].v1->y)); P_AddCameraScanner(&sectors[sec], &sectors[s], R_PointToAngle2(lines[i].v2->x, lines[i].v2->y, lines[i].v1->x, lines[i].v1->y));
break; break;
#ifdef PARANOIA
case 6: // Disable tags if level not cleared
I_Error("Failed to catch a disable linedef");
break;
#endif
case 7: // Flat alignment - redone by toast case 7: // Flat alignment - redone by toast
if ((lines[i].flags & (ML_NOSONIC|ML_NOTAILS)) != (ML_NOSONIC|ML_NOTAILS)) // If you can do something... if ((lines[i].flags & (ML_NETONLY|ML_NONET)) != (ML_NETONLY|ML_NONET)) // If you can do something...
{ {
angle_t flatangle = InvAngle(R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y)); angle_t flatangle = InvAngle(R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y));
fixed_t xoffs; fixed_t xoffs;
fixed_t yoffs; fixed_t yoffs;
if (lines[i].flags & ML_NOKNUX) // Set offset through x and y texture offsets if NOKNUX flag is set if (lines[i].flags & ML_EFFECT6) // Set offset through x and y texture offsets if ML_EFFECT6 flag is set
{ {
xoffs = sides[lines[i].sidenum[0]].textureoffset; xoffs = sides[lines[i].sidenum[0]].textureoffset;
yoffs = sides[lines[i].sidenum[0]].rowoffset; yoffs = sides[lines[i].sidenum[0]].rowoffset;
@ -7175,6 +7171,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 301: case 301:
case 310: case 310:
case 312: case 312:
case 332:
sec = sides[*lines[i].sidenum].sector - sectors; sec = sides[*lines[i].sidenum].sector - sectors;
P_AddEachTimeThinker(&sectors[sec], &lines[i]); P_AddEachTimeThinker(&sectors[sec], &lines[i]);
break; break;
@ -7223,6 +7220,11 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 330: case 330:
break; break;
// Skin trigger executors
case 331:
case 333:
break;
case 399: // Linedef execute on map load case 399: // Linedef execute on map load
// This is handled in P_RunLevelLoadExecutors. // This is handled in P_RunLevelLoadExecutors.
break; break;
@ -7879,6 +7881,7 @@ void T_Disappear(disappear_t *d)
} }
} }
sectors[s].moved = true; sectors[s].moved = true;
P_RecalcPrecipInSector(&sectors[s]);
} }
if (d->exists) if (d->exists)
@ -8227,7 +8230,7 @@ static void P_AddFakeFloorFader(ffloor_t *rover, size_t sectornum, size_t ffloor
d->ffloornum = (UINT32)ffloornum; d->ffloornum = (UINT32)ffloornum;
d->alpha = d->sourcevalue = rover->alpha; d->alpha = d->sourcevalue = rover->alpha;
d->destvalue = max(1, min(256, relative ? rover->alpha + destvalue : destvalue)); // ffloor->alpha is 1-256 d->destvalue = max(1, min(256, relative ? rover->alpha + destvalue : destvalue)); // rover->alpha is 1-256
if (ticbased) if (ticbased)
{ {
@ -9177,40 +9180,4 @@ static void P_SpawnPushers(void)
Add_Pusher(p_downwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); Add_Pusher(p_downwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
break; break;
} }
} }
static void P_SearchForDisableLinedefs(void)
{
size_t i;
INT32 j;
// Look for disable linedefs
for (i = 0; i < numlines; i++)
{
if (lines[i].special == 6)
{
// Remove special
// Do *not* remove tag. That would mess with the tag lists
// that P_InitTagLists literally just created!
lines[i].special = 0;
// Ability flags can disable disable linedefs now, lol
if (netgame || multiplayer)
{
// future: nonet flag?
}
else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY)
continue; // Net-only never triggers in single player
else if (players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC))
continue;
else if (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS))
continue;
else if (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX))
continue;
// Disable any linedef specials with our tag.
for (j = -1; (j = P_FindLineFromLineTag(&lines[i], j)) >= 0;)
lines[j].special = 0;
}
}
}

View File

@ -848,6 +848,9 @@ boolean P_PlayerInPain(player_t *player)
if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate] && player->powers[pw_flashing]) if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate] && player->powers[pw_flashing])
return true; return true;
if (player->mo->state == &states[S_PLAY_STUN])
return true;
return false; return false;
} }
@ -959,6 +962,68 @@ void P_ResetPlayer(player_t *player)
CV_SetValue(&cv_analog2, true); CV_SetValue(&cv_analog2, true);
} }
// P_PlayerCanDamage
//
// Can player do damage?
//
boolean P_PlayerCanDamage(player_t *player, mobj_t *thing)
{
if (!player->mo || player->spectator || !thing || P_MobjWasRemoved(thing))
return false;
#ifdef HAVE_BLUA
{
UINT8 shouldCollide = LUAh_PlayerCanDamage(player, thing);
if (P_MobjWasRemoved(thing))
return false; // removed???
if (shouldCollide == 1)
return true; // force yes
else if (shouldCollide == 2)
return false; // force no
}
#endif
// Invinc/super. Not for Monitors.
if (!(thing->flags & MF_MONITOR) && (player->powers[pw_invulnerability] || player->powers[pw_super]))
return true;
// NiGHTS drill. Wasn't originally for monitors, but that's more an oversight being corrected than anything else.
if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING))
return true;
// Jumping.
if ((player->pflags & PF_JUMPED)
&& (!(player->pflags & PF_NOJUMPDAMAGE)
|| (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
return true;
// Spinning.
if (player->pflags & PF_SPINNING)
return true;
// From the front.
if (((player->pflags & PF_GLIDING) || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
&& (player->drawangle - R_PointToAngle2(player->mo->x - player->mo->momx, player->mo->y - player->mo->momy, thing->x, thing->y) + + ANGLE_90) < ANGLE_180)
return true;
// From the top/bottom.
if (P_MobjFlip(player->mo)*(player->mo->z - (thing->z + thing->height/2)) > 0)
{
if ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(player->mo)*player->mo->momz < 0))
return true;
}
else if (player->charability == CA_FLY && player->panim == PA_ABILITY)
return true;
// Shield stomp.
if (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY))
return true;
return false;
}
// //
// P_GivePlayerRings // P_GivePlayerRings
// //
@ -1533,6 +1598,7 @@ void P_SpawnShieldOrb(player_t *player)
orbtype = MT_ARMAGEDDON_ORB; orbtype = MT_ARMAGEDDON_ORB;
break; break;
case SH_PITY: case SH_PITY:
case SH_PINK: // PITY IN PINK
orbtype = MT_PITY_ORB; orbtype = MT_PITY_ORB;
break; break;
case SH_FLAMEAURA: case SH_FLAMEAURA:
@ -1560,7 +1626,13 @@ void P_SpawnShieldOrb(player_t *player)
shieldobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, orbtype); shieldobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, orbtype);
shieldobj->flags2 |= MF2_SHIELD; shieldobj->flags2 |= MF2_SHIELD;
P_SetTarget(&shieldobj->target, player->mo); P_SetTarget(&shieldobj->target, player->mo);
shieldobj->color = (UINT8)shieldobj->info->painchance; if ((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK)
{
shieldobj->color = SKINCOLOR_PINK;
shieldobj->colorized = true;
}
else
shieldobj->color = (UINT8)shieldobj->info->painchance;
shieldobj->threshold = (player->powers[pw_shield] & SH_FORCE) ? SH_FORCE : (player->powers[pw_shield] & SH_NOSTACK); shieldobj->threshold = (player->powers[pw_shield] & SH_FORCE) ? SH_FORCE : (player->powers[pw_shield] & SH_NOSTACK);
if (shieldobj->info->seestate) if (shieldobj->info->seestate)
@ -1666,6 +1738,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
} }
ghost->color = mobj->color; ghost->color = mobj->color;
ghost->colorized = mobj->colorized; // alternatively, "true" for sonic advance style colourisation
ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle); ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle);
ghost->sprite = mobj->sprite; ghost->sprite = mobj->sprite;
@ -1708,6 +1781,9 @@ void P_SpawnThokMobj(player_t *player)
if (player->spectator) if (player->spectator)
return; return;
if (!type)
return;
if (type == MT_GHOST) if (type == MT_GHOST)
mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us
else else
@ -1768,6 +1844,9 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type)
if (player->spectator) if (player->spectator)
return; return;
if (!type)
return;
if (type == MT_GHOST) if (type == MT_GHOST)
mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us
else else
@ -1923,10 +2002,45 @@ boolean P_PlayerHitFloor(player_t *player)
} }
else if (player->charability2 == CA2_MELEE && (player->panim == PA_ABILITY2 && player->mo->state-states != S_PLAY_MELEE_LANDING)) else if (player->charability2 == CA2_MELEE && (player->panim == PA_ABILITY2 && player->mo->state-states != S_PLAY_MELEE_LANDING))
{ {
mobjtype_t type = player->revitem;
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING); 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; player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_s3k8b); S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS; 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;
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->fuse = TICRATE/2;
missile->extravalue2 = ev;
i++;
throwang += ANG30;
}
if (mobjinfo[type].seesound)
S_StartSound(missile, missile->info->seesound);
}
} }
else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING) else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING)
|| player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED) || player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED)
@ -4267,7 +4381,11 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
P_SetObjectMomZ(player->mo, player->mindash, false); P_SetObjectMomZ(player->mo, player->mindash, false);
if (player->mo->eflags & MFE_UNDERWATER) if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz >>= 1; player->mo->momz >>= 1;
#if 0
if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale)) if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale))
#else
if (player->speed < FixedMul(player->maxdash, player->mo->scale))
#endif
{ {
player->drawangle = player->mo->angle; player->drawangle = player->mo->angle;
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale)); P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
@ -4341,6 +4459,7 @@ void P_DoJumpShield(player_t *player)
P_InstaThrust(spark, travelangle + i*(ANGLE_MAX/numangles), FixedMul(4*FRACUNIT, spark->scale)); P_InstaThrust(spark, travelangle + i*(ANGLE_MAX/numangles), FixedMul(4*FRACUNIT, spark->scale));
if (i % 2) if (i % 2)
P_SetObjectMomZ(spark, -4*FRACUNIT, false); P_SetObjectMomZ(spark, -4*FRACUNIT, false);
spark->fuse = 18;
} }
#undef limitangle #undef limitangle
#undef numangles #undef numangles
@ -4401,6 +4520,57 @@ void P_DoAbilityBounce(player_t *player, boolean changemomz)
player->pflags |= PF_BOUNCING|PF_THOKKED; player->pflags |= PF_BOUNCING|PF_THOKKED;
} }
//
// P_TwinSpinRejuvenate
//
// CA_TWINSPIN landing handling
//
void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type)
{
fixed_t actionspd;
angle_t movang, ang, fa;
fixed_t v, h;
UINT8 i;
if (!player->mo || !type)
return;
actionspd = FixedMul(player->actionspd, player->mo->scale);
fa = (R_PointToAngle2(0, 0, player->mo->momz, FixedHypot(player->mo->momx, player->mo->momy))>>ANGLETOFINESHIFT) & FINEMASK;
movang = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
ang = 0;
v = FixedMul(actionspd, FINESINE(fa));
h = actionspd - FixedMul(actionspd, FINECOSINE(fa));
// hearticles
for (i = 0; i <= 7; i++)
{
fixed_t side = actionspd - FixedMul(h, abs(FINESINE((ang>>ANGLETOFINESHIFT) & FINEMASK)));
fixed_t xo = P_ReturnThrustX(NULL, ang + movang, side);
fixed_t yo = P_ReturnThrustY(NULL, ang + movang, side);
fixed_t zo = -FixedMul(FINECOSINE(((ang>>ANGLETOFINESHIFT) & FINEMASK)), v);
mobj_t *missile = P_SpawnMobjFromMobj(player->mo,
xo,
yo,
player->mo->height/2 + zo,
type);
P_SetTarget(&missile->target, player->mo);
P_SetScale(missile, (missile->destscale >>= 1));
missile->angle = ang + movang;
missile->fuse = TICRATE/2;
missile->extravalue2 = (99*FRACUNIT)/100;
missile->momx = xo;
missile->momy = yo;
missile->momz = zo;
ang += ANGLE_45;
}
player->pflags &= ~PF_THOKKED;
}
// //
// P_Telekinesis // P_Telekinesis
// //
@ -4613,10 +4783,10 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
player->mo->momx /= 2; player->mo->momx /= 2;
player->mo->momy /= 2; player->mo->momy /= 2;
} }
else if (player->charability == CA_HOMINGTHOK) if (player->charability == CA_HOMINGTHOK)
{ {
player->mo->momx /= 3; player->mo->momx /= 2;
player->mo->momy /= 3; player->mo->momy /= 2;
} }
if (player->charability == CA_HOMINGTHOK) if (player->charability == CA_HOMINGTHOK)
@ -7718,7 +7888,7 @@ static void P_MovePlayer(player_t *player)
if (!(player->pflags & (PF_USEDOWN|PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player is not holding down BT_USE, or having used an ability previously if (!(player->pflags & (PF_USEDOWN|PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player is not holding down BT_USE, or having used an ability previously
&& (!(player->powers[pw_shield] & SH_NOSTACK) || !(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX))) // thokked is optional if you're bubblewrapped/turning super && (!(player->powers[pw_shield] & SH_NOSTACK) || !(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX))) // thokked is optional if you're bubblewrapped/turning super
{ {
// Force shield activation // Force stop
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE) if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
{ {
player->pflags |= PF_THOKKED|PF_SHIELDABILITY; player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
@ -7734,17 +7904,17 @@ static void P_MovePlayer(player_t *player)
if (P_SuperReady(player)) if (P_SuperReady(player))
P_DoSuperTransformation(player, false); P_DoSuperTransformation(player, false);
break; break;
// Whirlwind/Thundercoin shield activation // Whirlwind jump/Thunder jump
case SH_WHIRLWIND: case SH_WHIRLWIND:
case SH_THUNDERCOIN: case SH_THUNDERCOIN:
P_DoJumpShield(player); P_DoJumpShield(player);
break; break;
// Armageddon shield activation // Armageddon pow
case SH_ARMAGEDDON: case SH_ARMAGEDDON:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY; player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_BlackOw(player); P_BlackOw(player);
break; break;
// Attract shield activation // Attraction blast
case SH_ATTRACT: case SH_ATTRACT:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY; player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->homing = 2; player->homing = 2;
@ -7753,13 +7923,14 @@ static void P_MovePlayer(player_t *player)
{ {
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y); player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y);
player->pflags &= ~PF_NOJUMPDAMAGE; player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k40); S_StartSound(player->mo, sfx_s3k40);
player->homing = 3*TICRATE; player->homing = 3*TICRATE;
} }
else else
S_StartSound(player->mo, sfx_s3ka6); S_StartSound(player->mo, sfx_s3ka6);
break; break;
// Elemental/Bubblewrap shield activation // Elemental stomp/Bubble bounce
case SH_ELEMENTAL: case SH_ELEMENTAL:
case SH_BUBBLEWRAP: case SH_BUBBLEWRAP:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY; player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
@ -7773,7 +7944,7 @@ static void P_MovePlayer(player_t *player)
? sfx_s3k43 ? sfx_s3k43
: sfx_s3k44); : sfx_s3k44);
break; break;
// Flame shield activation // Flame burst
case SH_FLAMEAURA: case SH_FLAMEAURA:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY; player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale)); P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale));
@ -7794,8 +7965,7 @@ static void P_MovePlayer(player_t *player)
{ {
if (player->homing && player->mo->tracer) if (player->homing && player->mo->tracer)
{ {
P_HomingAttack(player->mo, player->mo->tracer); if (!P_HomingAttack(player->mo, player->mo->tracer))
if (player->mo->tracer->health <= 0 || (player->mo->tracer->flags2 & MF2_FRET))
{ {
P_SetObjectMomZ(player->mo, 6*FRACUNIT, false); P_SetObjectMomZ(player->mo, 6*FRACUNIT, false);
if (player->mo->eflags & MFE_UNDERWATER) if (player->mo->eflags & MFE_UNDERWATER)
@ -7814,10 +7984,9 @@ static void P_MovePlayer(player_t *player)
if (player->homing && player->mo->tracer) if (player->homing && player->mo->tracer)
{ {
P_SpawnThokMobj(player); P_SpawnThokMobj(player);
P_HomingAttack(player->mo, player->mo->tracer);
// But if you don't, then stop homing. // But if you don't, then stop homing.
if (player->mo->tracer->health <= 0 || (player->mo->tracer->flags2 & MF2_FRET)) if (!P_HomingAttack(player->mo, player->mo->tracer))
{ {
if (player->mo->eflags & MFE_UNDERWATER) if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(457*FRACUNIT,72*FRACUNIT), false); P_SetObjectMomZ(player->mo, FixedDiv(457*FRACUNIT,72*FRACUNIT), false);
@ -8397,7 +8566,7 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
{ {
mo = (mobj_t *)think; mo = (mobj_t *)think;
if (!(mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR|MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag if (!((mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (mo->flags & MF_SHOOTABLE)) || (mo->flags & MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag
continue; // not a valid target continue; // not a valid target
if (mo->health <= 0) // dead if (mo->health <= 0) // dead
@ -8409,9 +8578,6 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
if (mo->flags2 & MF2_FRET) if (mo->flags2 & MF2_FRET)
continue; continue;
if ((mo->flags & (MF_ENEMY|MF_BOSS)) && !(mo->flags & MF_SHOOTABLE)) // don't aim at something you can't shoot at anyway (see Egg Guard or Minus)
continue;
if (!nonenemies && mo->flags & (MF_MONITOR|MF_SPRING)) if (!nonenemies && mo->flags & (MF_MONITOR|MF_SPRING))
continue; continue;
@ -8465,17 +8631,23 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
return closestmo; return closestmo;
} }
void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target boolean P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target
{ {
fixed_t zdist; fixed_t zdist;
fixed_t dist; fixed_t dist;
fixed_t ns = 0; fixed_t ns = 0;
if (!enemy) if (!enemy)
return; return false;
if (!(enemy->health)) if (!enemy->health)
return; return false;
if (enemy->flags2 & MF2_FRET)
return false;
if (!(enemy->flags & (MF_SHOOTABLE|MF_SPRING)) == !(enemy->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag
return false;
// change angle // change angle
source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y); source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y);
@ -8518,6 +8690,8 @@ void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target
source->momx = FixedMul(FixedDiv(enemy->x - source->x, dist), ns); source->momx = FixedMul(FixedDiv(enemy->x - source->x, dist), ns);
source->momy = FixedMul(FixedDiv(enemy->y - source->y, dist), ns); source->momy = FixedMul(FixedDiv(enemy->y - source->y, dist), ns);
source->momz = FixedMul(FixedDiv(zdist, dist), ns); source->momz = FixedMul(FixedDiv(zdist, dist), ns);
return true;
} }
// Search for emeralds // Search for emeralds
@ -9684,12 +9858,12 @@ void P_DoPityCheck(player_t *player)
// Apply pity shield if available. // Apply pity shield if available.
if ((player->pity >= 3 || player->pity < 0) && player->powers[pw_shield] == SH_NONE) if ((player->pity >= 3 || player->pity < 0) && player->powers[pw_shield] == SH_NONE)
{ {
P_SwitchShield(player, SH_PITY);
if (player->pity > 0) if (player->pity > 0)
S_StartSound(player->mo, mobjinfo[MT_PITY_ICON].seesound); S_StartSound(player->mo, mobjinfo[MT_PITY_ICON].seesound);
player->pity = 0; player->pity = 0;
player->powers[pw_shield] = SH_PITY;
P_SpawnShieldOrb(player);
} }
} }

View File

@ -126,10 +126,12 @@ UINT32 nflatxshift, nflatyshift, nflatshiftup, nflatmask;
#define BOSS_TT_CACHE_INDEX (MAXSKINS + 1) #define BOSS_TT_CACHE_INDEX (MAXSKINS + 1)
#define METALSONIC_TT_CACHE_INDEX (MAXSKINS + 2) #define METALSONIC_TT_CACHE_INDEX (MAXSKINS + 2)
#define ALLWHITE_TT_CACHE_INDEX (MAXSKINS + 3) #define ALLWHITE_TT_CACHE_INDEX (MAXSKINS + 3)
#define RAINBOW_TT_CACHE_INDEX (MAXSKINS + 4)
#define BLINK_TT_CACHE_INDEX (MAXSKINS + 5)
#define DEFAULT_STARTTRANSCOLOR 96 #define DEFAULT_STARTTRANSCOLOR 96
#define NUM_PALETTE_ENTRIES 256 #define NUM_PALETTE_ENTRIES 256
static UINT8** translationtablecache[MAXSKINS + 4] = {NULL}; static UINT8** translationtablecache[MAXSKINS + 6] = {NULL};
const UINT8 Color_Index[MAXTRANSLATIONS-1][16] = { const UINT8 Color_Index[MAXTRANSLATIONS-1][16] = {
// {0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff}, // SKINCOLOR_NONE // {0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff}, // SKINCOLOR_NONE
@ -457,17 +459,82 @@ void R_InitTranslationTables(void)
\return void \return void
*/ */
// Define for getting accurate color brightness readings according to how the human eye sees them.
// https://en.wikipedia.org/wiki/Relative_luminance
// 0.2126 to red
// 0.7152 to green
// 0.0722 to blue
// (See this same define in hw_md2.c!)
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
/** \brief Generates the rainbow colourmaps that are used when a player has the invincibility power... stolen from kart, with permission
\param dest_colormap colormap to populate
\param skincolor translation color
*/
static void R_RainbowColormap(UINT8 *dest_colormap, UINT8 skincolor)
{
INT32 i;
RGBA_t color;
UINT8 brightness;
INT32 j;
UINT8 colorbrightnesses[16];
UINT16 brightdif;
INT32 temp;
// first generate the brightness of all the colours of that skincolour
for (i = 0; i < 16; i++)
{
color = V_GetColor(Color_Index[skincolor-1][i]);
SETBRIGHTNESS(colorbrightnesses[i], color.s.red, color.s.green, color.s.blue);
}
// next, for every colour in the palette, choose the transcolor that has the closest brightness
for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
{
if (i == 0 || i == 31) // pure black and pure white don't change
{
dest_colormap[i] = (UINT8)i;
continue;
}
color = V_GetColor(i);
SETBRIGHTNESS(brightness, color.s.red, color.s.green, color.s.blue);
brightdif = 256;
for (j = 0; j < 16; j++)
{
temp = abs((INT16)brightness - (INT16)colorbrightnesses[j]);
if (temp < brightdif)
{
brightdif = (UINT16)temp;
dest_colormap[i] = Color_Index[skincolor-1][j];
}
}
}
}
#undef SETBRIGHTNESS
static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color) static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, UINT8 color)
{ {
INT32 i, starttranscolor, skinramplength; INT32 i, starttranscolor, skinramplength;
// Handle a couple of simple special cases // Handle a couple of simple special cases
if (skinnum == TC_BOSS || skinnum == TC_ALLWHITE || skinnum == TC_METALSONIC || color == SKINCOLOR_NONE) if (skinnum == TC_BOSS
|| skinnum == TC_ALLWHITE
|| skinnum == TC_METALSONIC
|| skinnum == TC_BLINK
|| color == SKINCOLOR_NONE)
{ {
for (i = 0; i < NUM_PALETTE_ENTRIES; i++) if (skinnum == TC_ALLWHITE)
memset(dest_colormap, 0, NUM_PALETTE_ENTRIES * sizeof(UINT8));
else if (skinnum == TC_BLINK && color != SKINCOLOR_NONE)
memset(dest_colormap, Color_Index[color-1][3], NUM_PALETTE_ENTRIES * sizeof(UINT8));
else
{ {
if (skinnum == TC_ALLWHITE) dest_colormap[i] = 0; for (i = 0; i < NUM_PALETTE_ENTRIES; i++)
else dest_colormap[i] = (UINT8)i; dest_colormap[i] = (UINT8)i;
} }
// White! // White!
@ -478,6 +545,11 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U
return; return;
} }
else if (skinnum == TC_RAINBOW)
{
R_RainbowColormap(dest_colormap, color);
return;
}
if (color >= MAXTRANSLATIONS) if (color >= MAXTRANSLATIONS)
I_Error("Invalid skin color #%hu.", (UINT16)color); I_Error("Invalid skin color #%hu.", (UINT16)color);
@ -522,6 +594,8 @@ UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags)
else if (skinnum == TC_BOSS) skintableindex = BOSS_TT_CACHE_INDEX; else if (skinnum == TC_BOSS) skintableindex = BOSS_TT_CACHE_INDEX;
else if (skinnum == TC_METALSONIC) skintableindex = METALSONIC_TT_CACHE_INDEX; else if (skinnum == TC_METALSONIC) skintableindex = METALSONIC_TT_CACHE_INDEX;
else if (skinnum == TC_ALLWHITE) skintableindex = ALLWHITE_TT_CACHE_INDEX; else if (skinnum == TC_ALLWHITE) skintableindex = ALLWHITE_TT_CACHE_INDEX;
else if (skinnum == TC_RAINBOW) skintableindex = RAINBOW_TT_CACHE_INDEX;
else if (skinnum == TC_BLINK) skintableindex = BLINK_TT_CACHE_INDEX;
else skintableindex = skinnum; else skintableindex = skinnum;
if (flags & GTC_CACHE) if (flags & GTC_CACHE)

View File

@ -105,6 +105,8 @@ extern lumpnum_t viewborderlump[8];
#define TC_BOSS -2 #define TC_BOSS -2
#define TC_METALSONIC -3 // For Metal Sonic battle #define TC_METALSONIC -3 // For Metal Sonic battle
#define TC_ALLWHITE -4 // For Cy-Brak-demon #define TC_ALLWHITE -4 // For Cy-Brak-demon
#define TC_RAINBOW -5 // For single colour
#define TC_BLINK -6 // For item blinking, according to kart
// Initialize color translation tables, for player rendering etc. // Initialize color translation tables, for player rendering etc.
void R_InitTranslationTables(void); void R_InitTranslationTables(void);

View File

@ -719,11 +719,11 @@ static void R_DrawVisSprite(vissprite_t *vis)
colfunc = basecolfunc; // hack: this isn't resetting properly somewhere. colfunc = basecolfunc; // hack: this isn't resetting properly somewhere.
dc_colormap = vis->colormap; dc_colormap = vis->colormap;
if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{ {
// translate certain pixels to white // translate certain pixels to white
colfunc = transcolfunc; colfunc = transcolfunc;
if (vis->mobj->type == MT_CYBRAKDEMON) if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE); dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
else if (vis->mobj->type == MT_METALSONIC_BATTLE) else if (vis->mobj->type == MT_METALSONIC_BATTLE)
dc_translation = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE); dc_translation = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
@ -734,7 +734,9 @@ static void R_DrawVisSprite(vissprite_t *vis)
{ {
colfunc = transtransfunc; colfunc = transtransfunc;
dc_transmap = vis->transmap; dc_transmap = vis->transmap;
if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_> if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_>
{ {
size_t skinnum = (skin_t*)vis->mobj->skin-skins; size_t skinnum = (skin_t*)vis->mobj->skin-skins;
dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
@ -753,7 +755,9 @@ static void R_DrawVisSprite(vissprite_t *vis)
colfunc = transcolfunc; colfunc = transcolfunc;
// New colormap stuff for skins Tails 06-07-2002 // New colormap stuff for skins Tails 06-07-2002
if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player! if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
{ {
size_t skinnum = (skin_t*)vis->mobj->skin-skins; size_t skinnum = (skin_t*)vis->mobj->skin-skins;
dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
@ -2443,7 +2447,7 @@ static void R_DrawMaskedList (drawnode_t* head)
void R_DrawMasked(maskcount_t* masks, UINT8 nummasks) void R_DrawMasked(maskcount_t* masks, UINT8 nummasks)
{ {
drawnode_t heads[nummasks]; /**< Drawnode lists; as many as number of views/portals. */ drawnode_t heads[nummasks]; /**< Drawnode lists; as many as number of views/portals. */
INT8 i; SINT8 i;
for (i = 0; i < nummasks; i++) for (i = 0; i < nummasks; i++)
{ {
@ -2700,6 +2704,9 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem; player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem;
player->followitem = skin->followitem; player->followitem = skin->followitem;
if (((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (player->revitem == MT_LHRT || player->spinitem == MT_LHRT || player->thokitem == MT_LHRT)) // Healers can't keep their buff.
player->powers[pw_shield] &= SH_STACK;
player->actionspd = skin->actionspd; player->actionspd = skin->actionspd;
player->mindash = skin->mindash; player->mindash = skin->mindash;
player->maxdash = skin->maxdash; player->maxdash = skin->maxdash;

View File

@ -137,7 +137,7 @@ sfxinfo_t S_sfx[NUMSFX] =
// Game objects, etc // Game objects, etc
{"appear", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Appearing platform"}, {"appear", false, 127, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Appearing platform"},
{"bkpoof", false, 70, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Armageddon explosion"}, {"bkpoof", false, 70, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Armageddon pow"},
{"bnce1", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bounce"}, // Boing! {"bnce1", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bounce"}, // Boing!
{"bnce2", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Scatter"}, // Boing! {"bnce2", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Scatter"}, // Boing!
{"cannon", false, 64, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Powerful shot"}, {"cannon", false, 64, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Powerful shot"},
@ -197,6 +197,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"corkh", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork hit"}, {"corkh", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork hit"},
{"bowl", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bowling"}, {"bowl", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bowling"},
{"chuchu", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Train horn"}, {"chuchu", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Train horn"},
{"bsnipe", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Home-run smash"},
{"sprong", false, 112, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Power spring"},
// Menu, interface // Menu, interface
{"chchng", false, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Score"}, {"chchng", false, 120, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Score"},
@ -303,7 +305,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3k3e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame Shield"}, {"s3k3e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame Shield"},
{"s3k3f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bubble Shield"}, {"s3k3f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bubble Shield"},
{"s3k40", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Attraction blast"}, {"s3k40", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Attraction blast"},
{"s3k41", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Lightning Shield"}, {"s3k41", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Thunder Shield"},
{"s3k42", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Twinspin"}, {"s3k42", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Twinspin"},
{"s3k43", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame burst"}, {"s3k43", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flame burst"},
{"s3k44", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bubble bounce"}, {"s3k44", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bubble bounce"},
@ -334,7 +336,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3k5d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Heavy hit"}, {"s3k5d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Heavy hit"},
{"s3k5e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"}, {"s3k5e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Firing laser"},
{"s3k5f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Crusher stomp"}, {"s3k5f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Crusher stomp"},
{"s3k60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying away"}, {"s3k60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Accelerating"},
{"s3k61", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Drilling"}, {"s3k61", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Drilling"},
{"s3k62", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Jump"}, {"s3k62", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Jump"},
{"s3k63", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Starpost"}, {"s3k63", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Starpost"},
@ -430,8 +432,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3kbcl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // long version of previous {"s3kbcl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // long version of previous
{"s3kbds", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying fortress"}, {"s3kbds", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying fortress"},
{"s3kbdl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying fortress"}, // ditto {"s3kbdl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying fortress"}, // ditto
{"s3kbes", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying away"}, {"s3kbes", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying"},
{"s3kbel", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying away"}, // ditto {"s3kbel", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Flying"}, // ditto
{"s3kbfs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turbine"}, {"s3kbfs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turbine"},
{"s3kbfl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turbine"}, // ditto {"s3kbfl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turbine"}, // ditto
{"s3kc0s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turbine"}, {"s3kc0s", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Turbine"},

View File

@ -263,6 +263,8 @@ typedef enum
sfx_corkh, sfx_corkh,
sfx_bowl, sfx_bowl,
sfx_chuchu, sfx_chuchu,
sfx_bsnipe,
sfx_sprong,
// Menu, interface // Menu, interface
sfx_chchng, sfx_chchng,

View File

@ -95,6 +95,7 @@ static patch_t *ringshield;
static patch_t *watershield; static patch_t *watershield;
static patch_t *bombshield; static patch_t *bombshield;
static patch_t *pityshield; static patch_t *pityshield;
static patch_t *pinkshield;
static patch_t *flameshield; static patch_t *flameshield;
static patch_t *bubbleshield; static patch_t *bubbleshield;
static patch_t *thundershield; static patch_t *thundershield;
@ -285,6 +286,7 @@ void ST_LoadGraphics(void)
watershield = W_CachePatchName("TVELICON", PU_HUDGFX); watershield = W_CachePatchName("TVELICON", PU_HUDGFX);
bombshield = W_CachePatchName("TVARICON", PU_HUDGFX); bombshield = W_CachePatchName("TVARICON", PU_HUDGFX);
pityshield = W_CachePatchName("TVPIICON", PU_HUDGFX); pityshield = W_CachePatchName("TVPIICON", PU_HUDGFX);
pinkshield = W_CachePatchName("TVPPICON", PU_HUDGFX);
flameshield = W_CachePatchName("TVFLICON", PU_HUDGFX); flameshield = W_CachePatchName("TVFLICON", PU_HUDGFX);
bubbleshield = W_CachePatchName("TVBBICON", PU_HUDGFX); bubbleshield = W_CachePatchName("TVBBICON", PU_HUDGFX);
thundershield = W_CachePatchName("TVZPICON", PU_HUDGFX); thundershield = W_CachePatchName("TVZPICON", PU_HUDGFX);
@ -1250,6 +1252,7 @@ static void ST_drawPowerupHUD(void)
case SH_ARMAGEDDON: p = bombshield; break; case SH_ARMAGEDDON: p = bombshield; break;
case SH_ATTRACT: p = ringshield; break; case SH_ATTRACT: p = ringshield; break;
case SH_PITY: p = pityshield; break; case SH_PITY: p = pityshield; break;
case SH_PINK: p = pinkshield; break;
case SH_FLAMEAURA: p = flameshield; break; case SH_FLAMEAURA: p = flameshield; break;
case SH_BUBBLEWRAP: p = bubbleshield; break; case SH_BUBBLEWRAP: p = bubbleshield; break;
case SH_THUNDERCOIN: p = thundershield; break; case SH_THUNDERCOIN: p = thundershield; break;