Merge branch 'master' into knuxstuff

Update to master (necessary for climbing changes)
This commit is contained in:
lachwright 2019-09-30 09:56:04 +08:00
commit 906a2b1f59
23 changed files with 1185 additions and 335 deletions

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@ -62,7 +62,7 @@ static const UINT8 NOCLIMBYELLOWS = (11*16);
#define NOCLIMBCDWALLCOLORS NOCLIMBYELLOWS
#define THINGCOLORS GREENS
#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
#define XHAIRCOLORS GRAYS
#define XHAIRCOLORS DWHITE
// controls
#define AM_PANUPKEY KEY_UPARROW
@ -111,11 +111,6 @@ typedef struct
mpoint_t a, b;
} mline_t;
typedef struct
{
fixed_t slp, islp;
} islope_t;
//
// The vector graphics for the automap.
// A line drawing of the player pointing right,
@ -137,16 +132,14 @@ static const mline_t player_arrow[] = {
#undef R
#define NUMPLYRLINES (sizeof (player_arrow)/sizeof (mline_t))
#if 0
#define R (FRACUNIT)
static mline_t triangle_guy[] = {
{ { (fixed_t)-.867f*R, (fixed_t)-.5f*R }, { (fixed_t) .867f*R, (fixed_t)-.5f*R } },
{ { (fixed_t) .867f*R, (fixed_t)-.5f*R }, { (fixed_t) 0, (fixed_t) R } },
{ { (fixed_t) 0, (fixed_t) R }, { (fixed_t)-.867f*R, (fixed_t)-.5f*R } }
static const mline_t cross_mark[] =
{
{ { -R, 0 }, { R, 0} },
{ { 0, -R }, { 0, R } },
};
#undef R
#define NUMTRIANGLEGUYLINES (sizeof (triangle_guy)/sizeof (mline_t))
#endif
#define NUMCROSSMARKLINES (sizeof(cross_mark)/sizeof(mline_t))
#define R (FRACUNIT)
static const mline_t thintriangle_guy[] = {
@ -206,7 +199,7 @@ static fixed_t scale_ftom;
static player_t *plr; // the player represented by an arrow
static INT32 followplayer = true; // specifies whether to follow the player around
static boolean followplayer = true; // specifies whether to follow the player around
// function for drawing lines, depends on rendermode
typedef void (*AMDRAWFLINEFUNC) (const fline_t *fl, INT32 color);
@ -816,17 +809,18 @@ static void AM_drawGrid(INT32 color)
fixed_t x, y;
fixed_t start, end;
mline_t ml;
fixed_t gridsize = (MAPBLOCKUNITS<<MAPBITS);
// Figure out start of vertical gridlines
start = m_x;
if ((start - bmaporgx) % (MAPBLOCKUNITS<<FRACBITS))
start += (MAPBLOCKUNITS<<FRACBITS) - ((start - bmaporgx) % (MAPBLOCKUNITS<<FRACBITS));
if ((start - (bmaporgx>>FRACTOMAPBITS)) % gridsize)
start += gridsize - ((start - (bmaporgx>>FRACTOMAPBITS)) % gridsize);
end = m_x + m_w;
// draw vertical gridlines
ml.a.y = m_y;
ml.b.y = m_y + m_h;
for (x = start; x < end; x += (MAPBLOCKUNITS<<FRACBITS))
for (x = start; x < end; x += gridsize)
{
ml.a.x = x;
ml.b.x = x;
@ -835,14 +829,14 @@ static void AM_drawGrid(INT32 color)
// Figure out start of horizontal gridlines
start = m_y;
if ((start - bmaporgy) % (MAPBLOCKUNITS<<FRACBITS))
start += (MAPBLOCKUNITS<<FRACBITS) - ((start - bmaporgy) % (MAPBLOCKUNITS<<FRACBITS));
if ((start - (bmaporgy>>FRACTOMAPBITS)) % gridsize)
start += gridsize - ((start - (bmaporgy>>FRACTOMAPBITS)) % gridsize);
end = m_y + m_h;
// draw horizontal gridlines
ml.a.x = m_x;
ml.b.x = m_x + m_w;
for (y = start; y < end; y += (MAPBLOCKUNITS<<FRACBITS))
for (y = start; y < end; y += gridsize)
{
ml.a.y = y;
ml.b.y = y;
@ -1039,7 +1033,7 @@ static inline void AM_drawPlayers(void)
if (!multiplayer)
{
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle, DWHITE, plr->mo->x, plr->mo->y);
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 16<<FRACBITS, plr->mo->angle, DWHITE, plr->mo->x, plr->mo->y);
return;
}
@ -1053,7 +1047,7 @@ static inline void AM_drawPlayers(void)
if (p->skincolor > 0)
color = R_GetTranslationColormap(TC_DEFAULT, p->skincolor, GTC_CACHE)[GREENS + 8];
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle, color, p->mo->x, p->mo->y);
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 16<<FRACBITS, p->mo->angle, color, p->mo->x, p->mo->y);
}
}
@ -1073,13 +1067,30 @@ static inline void AM_drawThings(UINT8 colors)
}
}
/** Draws the crosshair, actually just a dot in software mode.
/** Draws the crosshair.
*
* \param color Color for the crosshair.
*/
static inline void AM_drawCrosshair(UINT8 color)
{
V_DrawFill(f_w/2 + f_x, f_h/2 + f_y, 1, 1, color|V_NOSCALESTART);
const fixed_t scale = 4<<FRACBITS;
size_t i;
fline_t fl;
for (i = 0; i < NUMCROSSMARKLINES; i++)
{
fl.a.x = FixedMul(cross_mark[i].a.x, scale) >> FRACBITS;
fl.a.y = FixedMul(cross_mark[i].a.y, scale) >> FRACBITS;
fl.b.x = FixedMul(cross_mark[i].b.x, scale) >> FRACBITS;
fl.b.y = FixedMul(cross_mark[i].b.y, scale) >> FRACBITS;
fl.a.x += f_x + (f_w / 2);
fl.a.y += f_y + (f_h / 2);
fl.b.x += f_x + (f_w / 2);
fl.b.y += f_y + (f_h / 2);
AM_drawFline(&fl, color);
}
}
/** Draws the automap.
@ -1095,5 +1106,5 @@ void AM_Drawer(void)
AM_drawPlayers();
AM_drawThings(THINGCOLORS);
AM_drawCrosshair(XHAIRCOLORS);
if (!followplayer) AM_drawCrosshair(XHAIRCOLORS);
}

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@ -26,11 +26,6 @@ typedef struct
fpoint_t a, b;
} fline_t;
// Used by ST StatusBar stuff.
#define AM_MSGHEADER (('a'<<24)+('m'<<16))
#define AM_MSGENTERED (AM_MSGHEADER | ('e'<<8))
#define AM_MSGEXITED (AM_MSGHEADER | ('x'<<8))
extern boolean am_recalc; // true if screen size changes
extern boolean automapactive; // In AutoMap mode?

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@ -246,20 +246,20 @@ INT32 cv_debug;
consvar_t cv_usemouse = {"use_mouse", "On", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usemouse2 = {"use_mouse2", "Off", CV_SAVE|CV_CALL,usemouse_cons_t, I_StartupMouse2, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick = {"use_joystick", "1", CV_SAVE|CV_CALL, usejoystick_cons_t,
consvar_t cv_usejoystick = {"use_gamepad", "1", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usejoystick2 = {"use_joystick2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t,
consvar_t cv_usejoystick2 = {"use_gamepad2", "2", CV_SAVE|CV_CALL, usejoystick_cons_t,
I_InitJoystick2, 0, NULL, NULL, 0, 0, NULL};
#if (defined (LJOYSTICK) || defined (HAVE_SDL))
#ifdef LJOYSTICK
consvar_t cv_joyport = {"joyport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyport2 = {"joyport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: for later
consvar_t cv_joyport = {"padport", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyport2 = {"padport2", "/dev/js0", CV_SAVE, joyport_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: for later
#endif
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale = {"padscale", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_joyscale2 = {"padscale2", "1", CV_SAVE|CV_CALL, NULL, I_JoyScale2, 0, NULL, NULL, 0, 0, NULL};
#else
consvar_t cv_joyscale = {"joyscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale2 = {"joyscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale = {"padscale", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
consvar_t cv_joyscale2 = {"padscale2", "1", CV_SAVE|CV_HIDEN, NULL, NULL, 0, NULL, NULL, 0, 0, NULL}; //Alam: Dummy for save
#endif
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
consvar_t cv_mouse2port = {"mouse2port", "/dev/gpmdata", CV_SAVE, mouse2port_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};

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@ -2325,6 +2325,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss1Spikeballs}, "A_BOSS1SPIKEBALLS"},
{{A_Boss3TakeDamage}, "A_BOSS3TAKEDAMAGE"},
{{A_Boss3Path}, "A_BOSS3PATH"},
{{A_Boss3ShockThink}, "A_BOSS3SHOCKTHINK"},
{{A_LinedefExecute}, "A_LINEDEFEXECUTE"},
{{A_PlaySeeSound}, "A_PLAYSEESOUND"},
{{A_PlayAttackSound}, "A_PLAYATTACKSOUND"},
@ -2431,6 +2432,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss5CheckFalling}, "A_BOSS5CHECKFALLING"},
{{A_Boss5PinchShot}, "A_BOSS5PINCHSHOT"},
{{A_Boss5MakeItRain}, "A_BOSS5MAKEITRAIN"},
{{A_Boss5MakeJunk}, "A_BOSS5MAKEJUNK"},
{{A_LookForBetter}, "A_LOOKFORBETTER"},
{{A_Boss5BombExplode}, "A_BOSS5BOMBEXPLODE"},
{{A_DustDevilThink}, "A_DUSTDEVILTHINK"},
@ -4743,6 +4745,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BOSSSEBH1",
"S_BOSSSEBH2",
// Boss 3 Shockwave
"S_SHOCKWAVE1",
"S_SHOCKWAVE2",
// Boss 4
"S_EGGMOBILE4_STND",
"S_EGGMOBILE4_LATK1",
@ -4785,6 +4792,25 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGROBOJET",
// Boss 5
"S_FANG_SETUP",
"S_FANG_INTRO0",
"S_FANG_INTRO1",
"S_FANG_INTRO2",
"S_FANG_INTRO3",
"S_FANG_INTRO4",
"S_FANG_INTRO5",
"S_FANG_INTRO6",
"S_FANG_INTRO7",
"S_FANG_INTRO8",
"S_FANG_INTRO9",
"S_FANG_INTRO10",
"S_FANG_INTRO11",
"S_FANG_INTRO12",
"S_FANG_CLONE1",
"S_FANG_CLONE2",
"S_FANG_CLONE3",
"S_FANG_CLONE4",
"S_FANG_IDLE0",
"S_FANG_IDLE1",
"S_FANG_IDLE2",
"S_FANG_IDLE3",
@ -4856,6 +4882,26 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FANG_FLEEBOUNCE2",
"S_FANG_KO",
"S_BROKENROBOTRANDOM",
"S_BROKENROBOTA",
"S_BROKENROBOTB",
"S_BROKENROBOTC",
"S_BROKENROBOTD",
"S_BROKENROBOTE",
"S_BROKENROBOTF",
"S_ALART1",
"S_ALART2",
"S_VWREF",
"S_VWREB",
"S_PROJECTORLIGHT1",
"S_PROJECTORLIGHT2",
"S_PROJECTORLIGHT3",
"S_PROJECTORLIGHT4",
"S_PROJECTORLIGHT5",
"S_FBOMB1",
"S_FBOMB2",
"S_FBOMB_EXPL1",
@ -7254,7 +7300,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Boss 3
"MT_EGGMOBILE3",
"MT_FAKEMOBILE",
"MT_SHOCK",
"MT_SHOCKWAVE",
// Boss 4
"MT_EGGMOBILE4",
@ -7265,6 +7311,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Boss 5
"MT_FANG",
"MT_BROKENROBOT",
"MT_VWREF",
"MT_VWREB",
"MT_PROJECTORLIGHT",
"MT_FBOMB",
"MT_TNTDUST", // also used by barrel
"MT_FSGNA",

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@ -506,6 +506,9 @@ INT32 I_GetKey(void);
#define max(x, y) (((x) > (y)) ? (x) : (y))
#endif
// Max gamepad/joysticks that can be detected/used.
#define MAX_JOYSTICKS 4
// Floating point comparison epsilons from float.h
#ifndef FLT_EPSILON
#define FLT_EPSILON 1.1920928955078125e-7f

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@ -886,6 +886,7 @@ static fixed_t angleturn[3] = {640, 1280, 320}; // + slow turn
void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
{
boolean forcestrafe = false;
boolean forcefullinput = false;
INT32 tspeed, forward, side, axis, altaxis, i;
const INT32 speed = 1;
// these ones used for multiple conditions
@ -959,6 +960,10 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
if (turnleft)
cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]);
}
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->pflags & PF_SLIDING)))
forcefullinput = true;
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->climbing
@ -1172,11 +1177,13 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
// No additional acceleration when moving forward/backward and strafing simultaneously.
// do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this.
// 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this
if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward)))
if (!forcefullinput && forward && side)
{
forward = FixedMul(forward, 3*FRACUNIT/4);
side = FixedMul(side, 3*FRACUNIT/4);
angle_t angle = R_PointToAngle2(0, 0, side << FRACBITS, forward << FRACBITS);
INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
forward = max(min(forward, maxforward), -maxforward);
side = max(min(side, maxside), -maxside);
}
//Silly hack to make 2d mode *somewhat* playable with no chasecam.
@ -1212,6 +1219,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
{
boolean forcestrafe = false;
boolean forcefullinput = false;
INT32 tspeed, forward, side, axis, altaxis, i;
const INT32 speed = 1;
// these ones used for multiple conditions
@ -1283,6 +1291,10 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
if (turnleft)
cmd->angleturn = (INT16)(cmd->angleturn + angleturn[tspeed]);
}
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| (!demoplayback && (player->pflags & PF_SLIDING)))
forcefullinput = true;
if (twodlevel
|| (player->mo && (player->mo->flags2 & MF2_TWOD))
|| player->climbing
@ -1493,11 +1505,13 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
// No additional acceleration when moving forward/backward and strafing simultaneously.
// do this AFTER we cap to MAXPLMOVE so people can't find ways to cheese around this.
// 9-18-2017: ALSO, only do this when using keys to move. Gamepad analog sticks get severely gimped by this
if (!forcestrafe && (((movefkey || movebkey) && side) || ((strafelkey || straferkey) && forward)))
if (!forcefullinput && forward && side)
{
forward = FixedMul(forward, 3*FRACUNIT/4);
side = FixedMul(side, 3*FRACUNIT/4);
angle_t angle = R_PointToAngle2(0, 0, side << FRACBITS, forward << FRACBITS);
INT32 maxforward = abs(P_ReturnThrustY(NULL, angle, MAXPLMOVE));
INT32 maxside = abs(P_ReturnThrustX(NULL, angle, MAXPLMOVE));
forward = max(min(forward, maxforward), -maxforward);
side = max(min(side, maxside), -maxside);
}
//Silly hack to make 2d mode *somewhat* playable with no chasecam.

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@ -197,6 +197,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_EGGO
&lspr[NOLIGHT], // SPR_SEBH
&lspr[NOLIGHT], // SPR_FAKE
&lspr[NOLIGHT], // SPR_SHCK
// Boss 4 (Castle Eggman)
&lspr[NOLIGHT], // SPR_EGGP
@ -204,11 +205,15 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_EGR1
// Boss 5 (Arid Canyon)
&lspr[NOLIGHT], //SPR_FANG // replaces EGGQ
&lspr[NOLIGHT], //SPR_FBOM
&lspr[NOLIGHT], //SPR_FSGN
&lspr[REDBALL_L], //SPR_BARX // bomb explosion (also used by barrel)
&lspr[NOLIGHT], //SPR_BARD // bomb dust (also used by barrel)
&lspr[NOLIGHT], // SPR_FANG // replaces EGGQ
&lspr[NOLIGHT], // SPR_BRKN
&lspr[NOLIGHT], // SPR_WHAT
&lspr[INVINCIBLE_L], // SPR_VWRE
&lspr[INVINCIBLE_L], // SPR_PROJ
&lspr[NOLIGHT], // SPR_FBOM
&lspr[NOLIGHT], // SPR_FSGN
&lspr[REDBALL_L], // SPR_BARX // bomb explosion (also used by barrel)
&lspr[NOLIGHT], // SPR_BARD // bomb dust (also used by barrel)
// Boss 6 (Red Volcano)
&lspr[NOLIGHT], // SPR_EEGR

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@ -26,6 +26,7 @@
#include <string.h>
#include <math.h>
#include "../d_main.h"
#include "../doomdef.h"
#include "../doomstat.h"
#include "../fastcmp.h"
@ -70,6 +71,10 @@
#endif
#endif
#ifndef errno
#include "errno.h"
#endif
#define NUMVERTEXNORMALS 162
float avertexnormals[NUMVERTEXNORMALS][3] = {
{-0.525731f, 0.000000f, 0.850651f},
@ -294,7 +299,8 @@ static md2_model_t *md2_readModel(const char *filename)
if (model == NULL)
return 0;
file = fopen(filename, "rb");
//Filename checking fixed ~Monster Iestyn and Golden
file = fopen(va("%s"PATHSEP"%s", srb2home, filename), "rb");
if (!file)
{
free(model);
@ -523,7 +529,8 @@ static GrTextureFormat_t PNG_Load(const char *filename, int *w, int *h, GLPatch_
#endif
#endif
png_FILE_p png_FILE;
char *pngfilename = va("md2/%s", filename);
//Filename checking fixed ~Monster Iestyn and Golden
char *pngfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename);
FIL_ForceExtension(pngfilename, ".png");
png_FILE = fopen(pngfilename, "rb");
@ -651,7 +658,8 @@ static GrTextureFormat_t PCX_Load(const char *filename, int *w, int *h,
size_t pw, ph, size, ptr = 0;
INT32 ch, rep;
FILE *file;
char *pcxfilename = va("md2/%s", filename);
//Filename checking fixed ~Monster Iestyn and Golden
char *pcxfilename = va("%s"PATHSEP"md2"PATHSEP"%s", srb2home, filename);
FIL_ForceExtension(pcxfilename, ".pcx");
file = fopen(pcxfilename, "rb");
@ -845,11 +853,12 @@ void HWR_InitMD2(void)
}
// read the md2.dat file
f = fopen("md2.dat", "rt");
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
if (!f)
{
CONS_Printf("%s", M_GetText("Error while loading md2.dat\n"));
CONS_Printf("%s %s\n", M_GetText("Error while loading md2.dat:"), strerror(errno));
nomd2s = true;
return;
}
@ -911,7 +920,8 @@ void HWR_AddPlayerMD2(int skin) // For MD2's that were added after startup
CONS_Printf("AddPlayerMD2()...\n");
// read the md2.dat file
f = fopen("md2.dat", "rt");
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
if (!f)
{
@ -956,7 +966,8 @@ void HWR_AddSpriteMD2(size_t spritenum) // For MD2s that were added after startu
return;
// Read the md2.dat file
f = fopen("md2.dat", "rt");
//Filename checking fixed ~Monster Iestyn and Golden
f = fopen(va("%s"PATHSEP"%s", srb2home, "md2.dat"), "rt");
if (!f)
{

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@ -85,6 +85,7 @@ char sprnames[NUMSPRITES + 1][5] =
"EGGO", // Boss 3
"SEBH", // Boss 3 Junk
"FAKE", // Boss 3 Fakemobile
"SHCK", // Boss 3 Shockwave
// Boss 4 (Castle Eggman)
"EGGP",
@ -93,6 +94,10 @@ char sprnames[NUMSPRITES + 1][5] =
// Boss 5 (Arid Canyon)
"FANG", // replaces EGGQ
"BRKN", // broken robot chunk
"WHAT", // alart
"VWRE",
"PROJ", // projector light
"FBOM",
"FSGN",
"BARX", // bomb explosion (also used by barrel)
@ -1307,6 +1312,11 @@ state_t states[NUMSTATES] =
{SPR_SEBH, 0, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSSEBH1
{SPR_SEBH, 1, 35, {NULL}, 0, 0, S_NULL}, // S_BOSSSEBH2
// Boss 3 Shockwave
{SPR_SHCK, FF_FULLBRIGHT|FF_PAPERSPRITE|FF_ANIMATE, 8, {A_Boss3ShockThink}, 4, 2, S_SHOCKWAVE2}, // S_SHOCKWAVE1
{SPR_SHCK, 3|FF_FULLBRIGHT|FF_PAPERSPRITE|FF_ANIMATE, 8, {A_Boss3ShockThink}, 4, 2, S_SHOCKWAVE1}, // S_SHOCKWAVE2
// Boss 4
{SPR_EGGP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_STND
{SPR_EGGP, 1, 3, {NULL}, 0, 0, S_EGGMOBILE4_LATK2}, // S_EGGMOBILE4_LATK1
@ -1349,6 +1359,28 @@ state_t states[NUMSTATES] =
{SPR_EFIR, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBOJET
// Boss 5
{SPR_NULL, 0, 2, {A_CheckFlags2}, MF2_AMBUSH, S_FANG_IDLE0, S_FANG_INTRO0}, // S_FANG_SETUP
{SPR_NULL, 0, 2, {NULL}, 0, 0, S_FANG_INTRO1}, // S_FANG_INTRO0
{SPR_NULL, 0, 2, {A_Boss5MakeJunk}, -S_FANG_CLONE1, 0, S_FANG_INTRO2}, // S_FANG_INTRO1
{SPR_NULL, 0, 0, {A_Repeat}, 25, S_FANG_INTRO1, S_FANG_INTRO3}, // S_FANG_INTRO2
{SPR_NULL, 0, 0, {A_Boss5MakeJunk}, 0, 1, S_FANG_INTRO4}, // S_FANG_INTRO3
{SPR_FANG, 30, 1, {A_ZThrust}, 9, (1<<16)|1, S_FANG_INTRO5}, // S_FANG_INTRO4
{SPR_FANG, 27, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO6}, // S_FANG_INTRO5
{SPR_FANG, 28, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO7}, // S_FANG_INTRO6
{SPR_FANG, 29, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO8}, // S_FANG_INTRO7
{SPR_FANG, 30, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO5}, // S_FANG_INTRO8
{SPR_FANG, 23|FF_ANIMATE, 50, {NULL}, 1, 4, S_FANG_INTRO10}, // S_FANG_INTRO9
{SPR_FANG, 25, 5, {NULL}, 0, 0, S_FANG_INTRO11}, // S_FANG_INTRO10
{SPR_FANG, 26, 2, {A_Boss5MakeJunk}, S_BROKENROBOTD, 2, S_FANG_INTRO12}, // S_FANG_INTRO11
{SPR_FANG, 31|FF_ANIMATE, 50, {NULL}, 3, 4, S_FANG_IDLE1}, // S_FANG_INTRO12
{SPR_FANG, 11, 2, {A_Boss5MakeJunk}, 0, -1, S_FANG_CLONE2}, // S_FANG_CLONE1
{SPR_FANG, 11, 0, {A_Repeat}, 49, S_FANG_CLONE1, S_FANG_CLONE3}, // S_FANG_INTRO2
{SPR_FANG, 12, 0, {A_SetObjectFlags}, MF_NOGRAVITY, 1, S_FANG_CLONE4}, // S_FANG_CLONE3
{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_IDLE0, 0, S_FANG_CLONE4}, // S_FANG_CLONE4
{SPR_FANG, 0, 0, {A_SetObjectFlags}, MF_NOCLIPTHING, 1, S_FANG_IDLE1}, // S_FANG_IDLE0
{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2}, // S_FANG_IDLE1
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE3}, // S_FANG_IDLE2
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE4}, // S_FANG_IDLE3
@ -1423,8 +1455,8 @@ state_t states[NUMSTATES] =
{SPR_FANG, 21, 0, {A_DoNPCPain}, 0, 0, S_FANG_DIE2}, // S_FANG_DIE1
{SPR_FANG, 21, 1, {A_Boss5CheckOnGround}, S_FANG_DIE3, 0, S_FANG_DIE2}, // S_FANG_DIE2
{SPR_FANG, 22, 0, {A_Scream}, 0, 0, S_FANG_DIE4}, // S_FANG_DIE3
{SPR_FANG, 22, 104, {NULL}, 0, 0, S_FANG_DIE5}, // S_FANG_DIE4
{SPR_FANG, 22, 0, {A_Scream}, 0, 0, S_FANG_DIE4}, // S_FANG_DIE3
{SPR_FANG, 22, -1, {A_SetFuse}, 70, 0, S_FANG_DIE5}, // S_FANG_DIE4
{SPR_FANG, 11, 0, {A_PlaySound}, sfx_jump, 0, S_FANG_DIE6}, // S_FANG_DIE5
{SPR_FANG, 11, 1, {A_ZThrust}, 6, (1<<16)|1, S_FANG_DIE7}, // S_FANG_DIE6
@ -1438,6 +1470,26 @@ state_t states[NUMSTATES] =
{SPR_FANG, 17, 7*TICRATE, {NULL}, 0, 0, S_NULL}, // S_FANG_KO
{SPR_NULL, 0, -1, {A_RandomStateRange}, S_BROKENROBOTA, S_BROKENROBOTF, S_NULL}, // S_BROKENROBOTRANDOM
{SPR_BRKN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTA
{SPR_BRKN, 4|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTB
{SPR_BRKN, 8|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTC
{SPR_BRKN, 12|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTD
{SPR_BRKN, 16|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTE
{SPR_BRKN, 20|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTF
{SPR_WHAT, FF_ANIMATE|FF_FULLBRIGHT, 4, {NULL}, 1, 2, S_ALART2}, // S_ALART1
{SPR_WHAT, 2|FF_ANIMATE|FF_FULLBRIGHT, -1, {NULL}, 1, 2, S_NULL}, // S_ALART2
{SPR_VWRE, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_VWREF
{SPR_VWRE, 1|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_VWREB
{SPR_PROJ, FF_TRANS20|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PROJECTORLIGHT2}, // S_PROJECTORLIGHT1
{SPR_PROJ, 1|FF_TRANS40|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_PROJECTORLIGHT3}, // S_PROJECTORLIGHT2
{SPR_PROJ, 2|FF_TRANS20|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_PROJECTORLIGHT4}, // S_PROJECTORLIGHT3
{SPR_PROJ, 3|FF_TRANS40|FF_FULLBRIGHT, 2, {A_Repeat}, 39, S_PROJECTORLIGHT2, S_PROJECTORLIGHT5}, // S_PROJECTORLIGHT4
{SPR_PROJ, 4|FF_TRANS60|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_PROJECTORLIGHT5
{SPR_FBOM, 0, 1, {A_GhostMe}, 0, 0, S_FBOMB2}, // S_FBOMB1
{SPR_FBOM, 1, 1, {A_GhostMe}, 0, 0, S_FBOMB1}, // S_FBOMB2
{SPR_BARX, 0|FF_FULLBRIGHT, 3, {A_SetObjectFlags}, MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP, 0, S_FBOMB_EXPL2}, // S_FBOMB_EXPL1
@ -1597,7 +1649,7 @@ state_t states[NUMSTATES] =
{SPR_FLME, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_CYBRAKDEMONFLAMESHOT_FLY3}, // S_CYBRAKDEMONFLAMESHOT_FLY3
{SPR_FLME, FF_FULLBRIGHT|2, 0, {A_SpawnObjectRelative}, 0, MT_CYBRAKDEMON_FLAMEREST, S_NULL}, // S_CYBRAKDEMONFLAMESHOT_DIE
{SPR_FLAM, FF_FULLBRIGHT, 0, {A_SetFuse}, 10*TICRATE, 0, S_FLAMEREST}, // S_CYBRAKDEMONFLAMEREST
{SPR_FLAM, FF_FULLBRIGHT, 1, {A_SetFuse}, 10*TICRATE, 0, S_FLAMEREST}, // S_CYBRAKDEMONFLAMEREST
{SPR_ELEC, 0 + FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_CYBRAKDEMONELECTRICBARRIER_INIT2}, // S_CYBRAKDEMONELECTRICBARRIER_INIT1
{SPR_ELEC, 0 + FF_FULLBRIGHT, 0, {A_RemoteAction}, -1, S_CYBRAKDEMON_INVINCIBLERIZE, S_CYBRAKDEMONELECTRICBARRIER_PLAYSOUND}, // S_CYBRAKDEMONELECTRICBARRIER_INIT2
@ -3817,21 +3869,21 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 1, {A_RockSpawn}, 0, 0, S_ROCKSPAWN}, // S_ROCKSPAWN
{SPR_ROIA, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEA
{SPR_ROIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEN
{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_ROIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEN
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEP
{SPR_BRIC, FF_ANIMATE, -1, {A_DebrisRandom}, 7, 2, S_NULL}, // S_BRICKDEBRIS
@ -5462,30 +5514,30 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SHOCK
{ // MT_SHOCKWAVE
-1, // doomednum
S_THUNDERCOIN_SPARK, // spawnstate
S_SHOCKWAVE1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
sfx_s3k5e, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
8*TICRATE, // 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
12*FRACUNIT, // speed
48*FRACUNIT, // radius
8*FRACUNIT, // height
0, // display offset
DMG_ELECTRIC|(sfx_buzz2<<8), // mass
20, // damage
3, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY, // flags
MF_NOBLOCKMAP|MF_MISSILE|MF_PAIN|MF_NOGRAVITY|MF_PAPERCOLLISION, // flags
S_NULL // raisestate
},
@ -5626,7 +5678,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_FANG
204, // doomednum
S_FANG_IDLE1, // spawnstate
S_FANG_SETUP, // spawnstate
8, // spawnhealth
S_FANG_PATHINGSTART1, // seestate
sfx_None, // seesound
@ -5647,10 +5699,118 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // mass
3, // damage
sfx_boingf, // activesound
MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE, // flags
MF_RUNSPAWNFUNC|MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE|MF_NOCLIPTHING, // flags -- MF_NOCLIPTHING will be removed after intro event ends
S_NULL // raisestate
},
{ // MT_BROKENROBOT
-1, // doomednum
S_BROKENROBOTRANDOM, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_ambint, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
255, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
1000, // mass
0, // damage
sfx_crumbl, // activesound
MF_RUNSPAWNFUNC|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_SCENERY|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_VWREF
-1, // doomednum
S_VWREF, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
12*FRACUNIT, // height
1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_VWREB
-1, // doomednum
S_VWREB, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
12*FRACUNIT, // height
-1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_PROJECTORLIGHT
-1, // doomednum
S_PROJECTORLIGHT1, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
52*FRACUNIT, // height
-1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_FBOMB
-1, // doomednum
S_FBOMB1, // spawnstate

View File

@ -138,6 +138,7 @@ void A_SetReactionTime();
void A_Boss1Spikeballs();
void A_Boss3TakeDamage();
void A_Boss3Path();
void A_Boss3ShockThink();
void A_LinedefExecute();
void A_PlaySeeSound();
void A_PlayAttackSound();
@ -252,6 +253,7 @@ void A_Boss5CheckOnGround();
void A_Boss5CheckFalling();
void A_Boss5PinchShot();
void A_Boss5MakeItRain();
void A_Boss5MakeJunk();
void A_LookForBetter();
void A_Boss5BombExplode();
void A_DustDevilThink();
@ -331,6 +333,7 @@ typedef enum sprite
SPR_EGGO, // Boss 3
SPR_SEBH, // Boss 3 Junk
SPR_FAKE, // Boss 3 Fakemobile
SPR_SHCK, // Boss 3 Shockwave
// Boss 4 (Castle Eggman)
SPR_EGGP,
@ -339,6 +342,10 @@ typedef enum sprite
// Boss 5 (Arid Canyon)
SPR_FANG, // replaces EGGQ
SPR_BRKN,
SPR_WHAT,
SPR_VWRE,
SPR_PROJ, // projector light
SPR_FBOM,
SPR_FSGN,
SPR_BARX, // bomb explosion (also used by barrel)
@ -1454,6 +1461,10 @@ typedef enum state
S_BOSSSEBH1,
S_BOSSSEBH2,
// Boss 3 Shockwave
S_SHOCKWAVE1,
S_SHOCKWAVE2,
// Boss 4
S_EGGMOBILE4_STND,
S_EGGMOBILE4_LATK1,
@ -1496,6 +1507,25 @@ typedef enum state
S_EGGROBOJET,
// Boss 5
S_FANG_SETUP,
S_FANG_INTRO0,
S_FANG_INTRO1,
S_FANG_INTRO2,
S_FANG_INTRO3,
S_FANG_INTRO4,
S_FANG_INTRO5,
S_FANG_INTRO6,
S_FANG_INTRO7,
S_FANG_INTRO8,
S_FANG_INTRO9,
S_FANG_INTRO10,
S_FANG_INTRO11,
S_FANG_INTRO12,
S_FANG_CLONE1,
S_FANG_CLONE2,
S_FANG_CLONE3,
S_FANG_CLONE4,
S_FANG_IDLE0,
S_FANG_IDLE1,
S_FANG_IDLE2,
S_FANG_IDLE3,
@ -1567,6 +1597,26 @@ typedef enum state
S_FANG_FLEEBOUNCE2,
S_FANG_KO,
S_BROKENROBOTRANDOM,
S_BROKENROBOTA,
S_BROKENROBOTB,
S_BROKENROBOTC,
S_BROKENROBOTD,
S_BROKENROBOTE,
S_BROKENROBOTF,
S_ALART1,
S_ALART2,
S_VWREF,
S_VWREB,
S_PROJECTORLIGHT1,
S_PROJECTORLIGHT2,
S_PROJECTORLIGHT3,
S_PROJECTORLIGHT4,
S_PROJECTORLIGHT5,
S_FBOMB1,
S_FBOMB2,
S_FBOMB_EXPL1,
@ -3987,7 +4037,7 @@ typedef enum mobj_type
// Boss 3
MT_EGGMOBILE3,
MT_FAKEMOBILE,
MT_SHOCK,
MT_SHOCKWAVE,
// Boss 4
MT_EGGMOBILE4,
@ -3998,6 +4048,10 @@ typedef enum mobj_type
// Boss 5
MT_FANG,
MT_BROKENROBOT,
MT_VWREF,
MT_VWREB,
MT_PROJECTORLIGHT,
MT_FBOMB,
MT_TNTDUST, // also used by barrel
MT_FSGNA,

View File

@ -66,6 +66,13 @@
// And just some randomness for the exits.
#include "m_random.h"
#if defined(HAVE_SDL)
#include "SDL.h"
#if SDL_VERSION_ATLEAST(2,0,0)
#include "sdl/sdlmain.h" // JOYSTICK_HOTPLUG
#endif
#endif
#ifdef PC_DOS
#include <stdio.h> // for snprintf
int snprintf(char *str, size_t n, const char *fmt, ...);
@ -136,7 +143,7 @@ typedef enum
levellist_mode_t levellistmode = LLM_CREATESERVER;
UINT8 maplistoption = 0;
static char joystickInfo[8][29];
static char joystickInfo[MAX_JOYSTICKS+1][29];
#ifndef NONET
static UINT32 serverlistpage;
#endif
@ -309,7 +316,8 @@ static void M_Addons(INT32 choice);
static void M_AddonsOptions(INT32 choice);
static patch_t *addonsp[NUM_EXT+5];
#define numaddonsshown 4
#define addonmenusize 9 // number of items actually displayed in the addons menu view, formerly (2*numaddonsshown + 1)
#define numaddonsshown 4 // number of items to each side of the currently selected item, unless at top/bottom ends of directory
static void M_DrawLevelPlatterHeader(INT32 y, const char *header, boolean headerhighlight, boolean allowlowercase);
@ -1111,14 +1119,7 @@ static menuitem_t OP_Joystick2Menu[] =
{IT_STRING | IT_CVAR, NULL, "Third-Person Vert-Look", &cv_chasefreelook2, 130},
};
static menuitem_t OP_JoystickSetMenu[] =
{
{IT_CALL | IT_NOTHING, "None", NULL, M_AssignJoystick, '0'},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, '1'},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, '2'},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, '3'},
{IT_CALL | IT_NOTHING, "", NULL, M_AssignJoystick, '4'},
};
static menuitem_t OP_JoystickSetMenu[1+MAX_JOYSTICKS];
static menuitem_t OP_MouseOptionsMenu[] =
{
@ -3543,6 +3544,8 @@ void M_Ticker(void)
//
void M_Init(void)
{
int i;
CV_RegisterVar(&cv_nextmap);
CV_RegisterVar(&cv_newgametype);
CV_RegisterVar(&cv_chooseskin);
@ -3592,6 +3595,17 @@ void M_Init(void)
OP_ScreenshotOptionsMenu[op_screenshot_colorprofile].status = IT_GRAYEDOUT;
#endif
/*
Well the menu sucks for forcing us to have an item set
at all if every item just calls the same function, and
nothing more. Now just automate the definition.
*/
for (i = 0; i <= MAX_JOYSTICKS; ++i)
{
OP_JoystickSetMenu[i].status = ( IT_NOTHING|IT_CALL );
OP_JoystickSetMenu[i].itemaction = M_AssignJoystick;
}
#ifndef NONET
CV_RegisterVar(&cv_serversort);
#endif
@ -5702,7 +5716,8 @@ static boolean M_AddonsRefresh(void)
static void M_DrawAddons(void)
{
INT32 x, y;
ssize_t i, m;
size_t i, m;
size_t t, b; // top and bottom item #s to draw in directory
const UINT8 *flashcol = NULL;
UINT8 hilicol;
@ -5741,52 +5756,63 @@ static void M_DrawAddons(void)
hilicol = 0; // white
#define boxwidth (MAXSTRINGLENGTH*8+6)
// draw the file path and the top white + black lines of the box
V_DrawString(x-21, (y - 16) + (lsheadingheight - 12), highlightflags|V_ALLOWLOWERCASE, M_AddonsHeaderPath());
V_DrawFill(x-21, (y - 16) + (lsheadingheight - 3), MAXSTRINGLENGTH*8+6, 1, hilicol);
V_DrawFill(x-21, (y - 16) + (lsheadingheight - 2), MAXSTRINGLENGTH*8+6, 1, 30);
V_DrawFill(x-21, (y - 16) + (lsheadingheight - 3), boxwidth, 1, hilicol);
V_DrawFill(x-21, (y - 16) + (lsheadingheight - 2), boxwidth, 1, 30);
m = (BASEVIDHEIGHT - currentMenu->y + 2) - (y - 1);
// addons menu back color
V_DrawFill(x - 21, y - 1, MAXSTRINGLENGTH*8+6, m, 159);
V_DrawFill(x-21, y - 1, boxwidth, m, 159);
// scrollbar!
if (sizedirmenu <= (2*numaddonsshown + 1))
i = 0;
// The directory is too small for a scrollbar, so just draw a tall white line
if (sizedirmenu <= addonmenusize)
{
t = 0; // first item
b = sizedirmenu - 1; // last item
i = 0; // "scrollbar" at "top" position
}
else
{
ssize_t q = m;
m = ((2*numaddonsshown + 1) * m)/sizedirmenu;
size_t q = m;
m = (addonmenusize * m)/sizedirmenu; // height of scroll bar
if (dir_on[menudepthleft] <= numaddonsshown) // all the way up
i = 0;
else if (sizedirmenu <= (dir_on[menudepthleft] + numaddonsshown + 1)) // all the way down
i = q-m;
else
i = ((dir_on[menudepthleft] - numaddonsshown) * (q-m))/(sizedirmenu - (2*numaddonsshown + 1));
{
t = 0; // first item
b = addonmenusize - 1; //9th item
i = 0; // scrollbar at top position
}
else if (dir_on[menudepthleft] >= sizedirmenu - (numaddonsshown + 1)) // all the way down
{
t = sizedirmenu - addonmenusize; // # 9th last
b = sizedirmenu - 1; // last item
i = q-m; // scrollbar at bottom position
}
else // somewhere in the middle
{
t = dir_on[menudepthleft] - numaddonsshown; // 4 items above
b = dir_on[menudepthleft] + numaddonsshown; // 4 items below
i = (t * (q-m))/(sizedirmenu - addonmenusize); // calculate position of scrollbar
}
}
V_DrawFill(x + MAXSTRINGLENGTH*8+5 - 21, (y - 1) + i, 1, m, hilicol);
// draw the scrollbar!
V_DrawFill((x-21) + boxwidth-1, (y - 1) + i, 1, m, hilicol);
// get bottom...
m = dir_on[menudepthleft] + numaddonsshown + 1;
if (m > (ssize_t)sizedirmenu)
m = sizedirmenu;
#undef boxwidth
// then compute top and adjust bottom if needed!
if (m < (2*numaddonsshown + 1))
{
m = min(sizedirmenu, 2*numaddonsshown + 1);
i = 0;
}
else
i = m - (2*numaddonsshown + 1);
if (i != 0)
// draw up arrow that bobs up and down
if (t != 0)
V_DrawString(19, y+4 - (skullAnimCounter/5), highlightflags, "\x1A");
// make the selection box flash yellow
if (skullAnimCounter < 4)
flashcol = V_GetStringColormap(highlightflags);
for (; i < m; i++)
// draw icons and item names
for (i = t; i <= b; i++)
{
UINT32 flags = V_ALLOWLOWERCASE;
if (y > BASEVIDHEIGHT) break;
@ -5802,12 +5828,14 @@ static void M_DrawAddons(void)
else
V_DrawSmallScaledPatch(x-(16+4), y, 0, addonsp[(type & ~EXT_LOADED)]);
// draw selection box for the item currently selected
if ((size_t)i == dir_on[menudepthleft])
{
V_DrawFixedPatch((x-(16+4))<<FRACBITS, (y)<<FRACBITS, FRACUNIT/2, 0, addonsp[NUM_EXT+1], flashcol);
flags = V_ALLOWLOWERCASE|highlightflags;
}
// draw name of the item, use ... if too long
#define charsonside 14
if (dirmenu[i][DIR_LEN] > (charsonside*2 + 3))
V_DrawString(x, y+4, flags, va("%.*s...%s", charsonside, dirmenu[i]+DIR_STRING, dirmenu[i]+DIR_STRING+dirmenu[i][DIR_LEN]-(charsonside+1)));
@ -5819,9 +5847,11 @@ static void M_DrawAddons(void)
y += 16;
}
if (m != (ssize_t)sizedirmenu)
// draw down arrow that bobs down and up
if (b != sizedirmenu)
V_DrawString(19, y-12 + (skullAnimCounter/5), highlightflags, "\x1B");
// draw search box
y = BASEVIDHEIGHT - currentMenu->y + 1;
M_DrawTextBox(x - (21 + 5), y, MAXSTRINGLENGTH, 1);
@ -5833,9 +5863,11 @@ static void M_DrawAddons(void)
V_DrawCharacter(x - 18 + V_StringWidth(menusearch+1, 0), y + 8,
'_' | 0x80, false);
// draw search icon
x -= (21 + 5 + 16);
V_DrawSmallScaledPatch(x, y + 4, (menusearch[0] ? 0 : V_TRANSLUCENT), addonsp[NUM_EXT+3]);
// draw save icon
x = BASEVIDWIDTH - x - 16;
V_DrawSmallScaledPatch(x, y + 4, ((!modifiedgame || savemoddata) ? 0 : V_TRANSLUCENT), addonsp[NUM_EXT+4]);
@ -9981,18 +10013,33 @@ static void M_ScreenshotOptions(INT32 choice)
static void M_DrawJoystick(void)
{
INT32 i;
INT32 i, compareval2, compareval;
// draw title (or big pic)
M_DrawMenuTitle();
for (i = 0; i <= 4; i++) // See MAX_JOYSTICKS
for (i = 0; i <= MAX_JOYSTICKS; i++) // See MAX_JOYSTICKS
{
M_DrawTextBox(OP_JoystickSetDef.x-8, OP_JoystickSetDef.y+LINEHEIGHT*i-12, 28, 1);
//M_DrawSaveLoadBorder(OP_JoystickSetDef.x+4, OP_JoystickSetDef.y+1+LINEHEIGHT*i);
if ((setupcontrols_secondaryplayer && (i == cv_usejoystick2.value))
|| (!setupcontrols_secondaryplayer && (i == cv_usejoystick.value)))
#ifdef JOYSTICK_HOTPLUG
if (atoi(cv_usejoystick2.string) > I_NumJoys())
compareval2 = atoi(cv_usejoystick2.string);
else
compareval2 = cv_usejoystick2.value;
if (atoi(cv_usejoystick.string) > I_NumJoys())
compareval = atoi(cv_usejoystick.string);
else
compareval = cv_usejoystick.value;
#else
compareval2 = cv_usejoystick2.value;
compareval = cv_usejoystick.value
#endif
if ((setupcontrols_secondaryplayer && (i == compareval2))
|| (!setupcontrols_secondaryplayer && (i == compareval)))
V_DrawString(OP_JoystickSetDef.x, OP_JoystickSetDef.y+LINEHEIGHT*i-4,V_GREENMAP,joystickInfo[i]);
else
V_DrawString(OP_JoystickSetDef.x, OP_JoystickSetDef.y+LINEHEIGHT*i-4,0,joystickInfo[i]);
@ -10005,7 +10052,7 @@ static void M_DrawJoystick(void)
}
}
static void M_SetupJoystickMenu(INT32 choice)
void M_SetupJoystickMenu(INT32 choice)
{
INT32 i = 0;
const char *joyNA = "Unavailable";
@ -10014,12 +10061,27 @@ static void M_SetupJoystickMenu(INT32 choice)
strcpy(joystickInfo[i], "None");
for (i = 1; i < 8; i++)
for (i = 1; i <= MAX_JOYSTICKS; i++)
{
if (i <= n && (I_GetJoyName(i)) != NULL)
strncpy(joystickInfo[i], I_GetJoyName(i), 28);
else
strcpy(joystickInfo[i], joyNA);
#ifdef JOYSTICK_HOTPLUG
// We use cv_usejoystick.string as the USER-SET var
// and cv_usejoystick.value as the INTERNAL var
//
// In practice, if cv_usejoystick.string == 0, this overrides
// cv_usejoystick.value and always disables
//
// Update cv_usejoystick.string here so that the user can
// properly change this value.
if (i == cv_usejoystick.value)
CV_SetValue(&cv_usejoystick, i);
if (i == cv_usejoystick2.value)
CV_SetValue(&cv_usejoystick2, i);
#endif
}
M_SetupNextMenu(&OP_JoystickSetDef);
@ -10049,10 +10111,76 @@ static void M_Setup2PJoystickMenu(INT32 choice)
static void M_AssignJoystick(INT32 choice)
{
#ifdef JOYSTICK_HOTPLUG
INT32 oldchoice, oldstringchoice;
INT32 numjoys = I_NumJoys();
if (setupcontrols_secondaryplayer)
{
oldchoice = oldstringchoice = atoi(cv_usejoystick2.string) > numjoys ? atoi(cv_usejoystick2.string) : cv_usejoystick2.value;
CV_SetValue(&cv_usejoystick2, choice);
// Just in case last-minute changes were made to cv_usejoystick.value,
// update the string too
// But don't do this if we're intentionally setting higher than numjoys
if (choice <= numjoys)
{
CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value);
// reset this so the comparison is valid
if (oldchoice > numjoys)
oldchoice = cv_usejoystick2.value;
if (oldchoice != choice)
{
if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device
CV_SetValue(&cv_usejoystick2, (oldstringchoice > numjoys ? oldstringchoice : oldchoice));
if (oldstringchoice ==
(atoi(cv_usejoystick2.string) > numjoys ? atoi(cv_usejoystick2.string) : cv_usejoystick2.value))
M_StartMessage("This gamepad is used by another\n"
"player. Reset the gamepad\n"
"for that player first.\n\n"
"(Press a key)\n", NULL, MM_NOTHING);
}
}
}
else
{
oldchoice = oldstringchoice = atoi(cv_usejoystick.string) > numjoys ? atoi(cv_usejoystick.string) : cv_usejoystick.value;
CV_SetValue(&cv_usejoystick, choice);
// Just in case last-minute changes were made to cv_usejoystick.value,
// update the string too
// But don't do this if we're intentionally setting higher than numjoys
if (choice <= numjoys)
{
CV_SetValue(&cv_usejoystick, cv_usejoystick.value);
// reset this so the comparison is valid
if (oldchoice > numjoys)
oldchoice = cv_usejoystick.value;
if (oldchoice != choice)
{
if (choice && oldstringchoice > numjoys) // if we did not select "None", we likely selected a used device
CV_SetValue(&cv_usejoystick, (oldstringchoice > numjoys ? oldstringchoice : oldchoice));
if (oldstringchoice ==
(atoi(cv_usejoystick.string) > numjoys ? atoi(cv_usejoystick.string) : cv_usejoystick.value))
M_StartMessage("This gamepad is used by another\n"
"player. Reset the gamepad\n"
"for that player first.\n\n"
"(Press a key)\n", NULL, MM_NOTHING);
}
}
}
#else
if (setupcontrols_secondaryplayer)
CV_SetValue(&cv_usejoystick2, choice);
else
CV_SetValue(&cv_usejoystick, choice);
#endif
}
// =============

View File

@ -208,7 +208,6 @@ void M_QuitResponse(INT32 ch);
// Determines whether to show a level in the list (platter version does not need to be exposed)
boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt);
// flags for items in the menu
// menu handle (what we do when key is pressed
#define IT_TYPE 14 // (2+4+8)
@ -313,6 +312,10 @@ extern menu_t *currentMenu;
extern menu_t MainDef;
extern menu_t SP_LoadDef;
// Call upon joystick hotplug
void M_SetupJoystickMenu(INT32 choice);
extern menu_t OP_JoystickSetDef;
// Stuff for customizing the player select screen
typedef struct
{

View File

@ -170,6 +170,7 @@ void A_SetReactionTime(mobj_t *actor);
void A_Boss1Spikeballs(mobj_t *actor);
void A_Boss3TakeDamage(mobj_t *actor);
void A_Boss3Path(mobj_t *actor);
void A_Boss3ShockThink(mobj_t *actor);
void A_LinedefExecute(mobj_t *actor);
void A_PlaySeeSound(mobj_t *actor);
void A_PlayAttackSound(mobj_t *actor);
@ -282,6 +283,7 @@ void A_Boss5CheckOnGround(mobj_t *actor);
void A_Boss5CheckFalling(mobj_t *actor);
void A_Boss5PinchShot(mobj_t *actor);
void A_Boss5MakeItRain(mobj_t *actor);
void A_Boss5MakeJunk(mobj_t *actor);
void A_LookForBetter(mobj_t *actor);
void A_Boss5BombExplode(mobj_t *actor);
void A_DustDevilThink(mobj_t *actor);
@ -3027,10 +3029,15 @@ void A_Boss1Laser(mobj_t *actor)
if (!actor->target)
return;
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
if (actor->state->tics > 1)
dur = actor->tics;
else
{
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
dur = actor->extravalue2;
dur = actor->extravalue2;
}
switch (locvar2)
{
@ -3076,23 +3083,15 @@ void A_Boss1Laser(mobj_t *actor)
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);
if (mobjinfo[locvar1].seesound)
S_StartSound(actor, mobjinfo[locvar1].seesound);
if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
{
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
}
/* -- the following was relevant when the MT_EGGMOBILE_TARGET was allowed to move left and right from its path
else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);*/
/*if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)
angle = FixedAngle(FixedDiv(dur*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT);
else*/
angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y));
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y));
point = P_SpawnMobj(x, y, z, locvar1);
P_SetTarget(&point->target, actor);
@ -4028,13 +4027,17 @@ bossjustdie:
}
case MT_FANG:
{
if (mo->flags2 & MF2_SLIDEPUSH)
{
P_RemoveMobj(mo);
return;
}
if (mo->tracer)
{
var1 = var2 = 0;
A_Boss5Jump(mo);
mo->momx = ((16 - 1)*mo->momx)/16;
mo->momy = ((16 - 1)*mo->momy)/16;
if (!(mo->flags2 & MF2_AMBUSH))
{
const fixed_t time = FixedHypot(mo->tracer->x - mo->x, mo->tracer->y - mo->y)/FixedHypot(mo->momx, mo->momy);
const fixed_t speed = 64*FRACUNIT;
@ -8079,6 +8082,57 @@ void A_Boss3Path(mobj_t *actor)
}
}
// Function: A_Boss3ShockThink
//
// Description: Inserts new interstitial shockwave objects when the space between others spreads too much.
//
// var1 = unused
// var2 = unused
//
void A_Boss3ShockThink(mobj_t *actor)
{
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss3ShockThink", actor))
return;
#endif
if (actor->momx || actor->momy)
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy) + ANGLE_90;
if (actor->hnext && !P_MobjWasRemoved(actor->hnext))
{
mobj_t *snext = actor->hnext;
mobj_t *snew;
fixed_t x0, y0, x1, y1;
// Break the link if movements are too different
if (FixedHypot(snext->momx - actor->momx, snext->momy - actor->momy) > 12*actor->scale)
{
P_SetTarget(&actor->hnext, NULL);
return;
}
// Check distance between shockwave objects to determine whether interstitial ones should be spawned
x0 = actor->x;
y0 = actor->y;
x1 = snext->x;
y1 = snext->y;
if (FixedHypot(x1 - x0, y1 - y0) > 2*actor->radius)
{
snew = P_SpawnMobj((x0 + x1) >> 1, (y0 + y1) >> 1, (actor->z + snext->z) >> 1, actor->type);
snew->momx = (actor->momx + snext->momx) >> 1;
snew->momy = (actor->momy + snext->momy) >> 1;
snew->momz = (actor->momz + snext->momz) >> 1; // is this really needed?
snew->angle = (actor->angle + snext->angle) >> 1;
P_SetTarget(&snew->target, actor->target);
snew->fuse = actor->fuse;
P_SetTarget(&actor->hnext, snew);
P_SetTarget(&snew->hnext, snext);
}
}
}
// Function: A_LinedefExecute
//
// Description: Object's location is used to set the calling sector. The tag used is var1. Optionally, if var2 is set, the actor's angle (multiplied by var2) is added to the tag number as well.
@ -12978,6 +13032,100 @@ void A_Boss5MakeItRain(mobj_t *actor)
actor->extravalue2 = 0;
}
// Function: A_Boss5MakeJunk
//
// Description: Make a mess.
//
// var1 = state # to set on MT_BROKENROBOT (if 0 do nothing, if -1 go to if colorized)
// var2 = mode (-1 = spin, 0 = make 1, & 1 make 8, & 2 alart mode)
//
void A_Boss5MakeJunk(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
mobj_t *broked;
angle_t ang;
INT32 i = ((locvar2 & 1) ? 8 : 1);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss5MakeJunk", actor))
return;
#endif
if (locvar1 < 0 && (actor->flags2 & MF2_SLIDEPUSH)) // this entire action is a hack, don't judge me
{
INT32 curextravalue2 = actor->extravalue2;
P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_PROJECTORLIGHT);
actor->z += P_MobjFlip(actor)*actor->height;
actor->flags |= MF_NOGRAVITY;
S_StartSound(actor, sfx_vwre);
actor->extravalue2 = 49;
P_SetMobjState(actor, -locvar1);
actor->extravalue2 = curextravalue2;
actor->angle -= FixedAngle((49*45)<<FRACBITS);
return;
}
if (locvar2 == -1)
{
INT32 trans = (10*actor->extravalue2)/50;
if (trans > 9)
trans = 9;
if (trans < 0)
trans = 0;
if (!(actor->extravalue2 & 1))
{
if (actor->extravalue2 > 10)
{
mobj_t *front = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_VWREF);
broked = P_SpawnMobjFromMobj(front, 0, 0, 0, MT_VWREB);
front->z = broked->z = front->z - broked->height;
P_SetObjectMomZ(front, (4<<FRACBITS), false);
broked->momz = front->momz;
broked->fuse = front->fuse = (actor->height+(2*front->height))/front->momz;
}
if (!(actor->colorized = !actor->colorized))
actor->frame |= FF_FULLBRIGHT;
}
actor->angle += ANGLE_45;
actor->frame = (actor->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT);
return;
}
ang = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
while (i--)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, FRACUNIT, MT_BROKENROBOT);
if (locvar2 & 2)
broked->fuse = TICRATE;
else
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
broked->angle = ang;
P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale);
P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))<<FRACBITS, false);
if (locvar1 > 0)
P_SetMobjState(broked, locvar1);
if (!P_MobjWasRemoved(broked))
P_TeleportMove(broked, broked->x + broked->momx, broked->y + broked->momy, broked->z);
ang += ANGLE_45;
}
if (locvar2 & 2)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, 64<<FRACBITS, MT_GHOST);
S_StartSound(broked, sfx_alart);
broked->fuse = states[S_FANG_INTRO12].tics+10;
P_SetMobjState(broked, S_ALART1);
}
else if (locvar2 & 1)
{
broked->z += broked->momz;
S_StartSound(actor, sfx_s3kccs);
actor->flags &= ~MF_NOCLIPTHING;
}
else
S_StartSound(actor, sfx_s3kd3s);
}
// Function: A_LookForBetter
//
// Description: A_Look, except it finds a better target in multiplayer, and doesn't lose the target in singleplayer.
@ -13104,11 +13252,14 @@ static boolean PIT_DustDevilLaunch(mobj_t *thing)
if (dustdevil->height - pos > thresh)
{
fixed_t dist = FixedHypot(thing->x - dustdevil->x, thing->y - dustdevil->y);
fixed_t dragamount = 6 * FRACUNIT;
fixed_t dragamount = player->speed;
fixed_t x, y;
if (player->powers[pw_nocontrol] == 0)
{
P_ResetPlayer(player);
A_PlayActiveSound(dustdevil);
}
player->powers[pw_nocontrol] = 2;
player->drawangle += ANG20;
P_SetPlayerMobjState(thing, S_PLAY_PAIN);

View File

@ -3413,7 +3413,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return false;
// Spectator handling
if (netgame)
if (multiplayer)
{
if (damagetype != DMG_SPECTATOR && target->player && target->player->spectator)
return false;
@ -3587,7 +3587,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
else if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype))
return true;
#endif
else if (player->powers[pw_shield] || player->bot) //If One-Hit Shield
else if (player->powers[pw_shield] || (player->bot && !ultimatemode)) //If One-Hit Shield
{
P_ShieldDamage(player, inflictor, source, damage, damagetype);
damage = 0;

View File

@ -746,7 +746,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true;
}
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
return true;
// Don't collide with your buddies while NiGHTS-flying.

View File

@ -4605,22 +4605,37 @@ static void P_Boss3Thinker(mobj_t *mobj)
if (!mobj->movefactor) // to firing mode
{
UINT8 i;
angle_t ang = 0;
UINT8 i, numtospawn = 24;
angle_t ang = 0, interval = FixedAngle((360 << FRACBITS) / numtospawn);
mobj_t *shock, *sfirst, *sprev = NULL;
mobj->movecount = mobj->health+1;
mobj->movefactor = -512*FRACUNIT;
// shock the water!
for (i = 0; i < 64; i++)
for (i = 0; i < numtospawn; i++)
{
mobj_t *shock = P_SpawnMobjFromMobj(mobj, 0, 0, 4*FRACUNIT, MT_SHOCK);
shock = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_SHOCKWAVE);
P_SetTarget(&shock->target, mobj);
P_InstaThrust(shock, ang, shock->info->speed);
P_CheckMissileSpawn(shock);
ang += (ANGLE_MAX/64);
shock->fuse = shock->info->painchance;
if (i % 2 == 0)
P_SetMobjState(shock, shock->state->nextstate);
if (!sprev)
sfirst = shock;
else
{
if (i == numtospawn - 1)
P_SetTarget(&shock->hnext, sfirst);
P_SetTarget(&sprev->hnext, shock);
}
P_Thrust(shock, ang, shock->info->speed);
ang += interval;
sprev = shock;
}
S_StartSound(mobj, sfx_fizzle);
S_StartSound(mobj, shock->info->seesound);
// look for a new target
P_BossTargetPlayer(mobj, false);
@ -5063,6 +5078,24 @@ static void P_Boss5Thinker(mobj_t *mobj)
{
if (!mobj->health)
{
if (mobj->fuse)
{
if (mobj->flags2 & MF2_SLIDEPUSH)
{
INT32 trans = 10-((10*mobj->fuse)/70);
if (trans > 9)
trans = 9;
if (trans < 0)
trans = 0;
mobj->frame = (mobj->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT);
if (!(mobj->fuse & 1))
{
mobj->colorized = !mobj->colorized;
mobj->frame ^= FF_FULLBRIGHT;
}
}
return;
}
if (mobj->state == &states[mobj->info->xdeathstate])
mobj->momz -= (2*FRACUNIT)/3;
else if (mobj->tracer && P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y) < 2*mobj->radius)
@ -7311,7 +7344,8 @@ void P_MobjThinker(mobj_t *mobj)
case MT_FLAMEAURA_ORB:
if (!(mobj->flags2 & MF2_SHIELD))
return;
mobj->angle = mobj->target->angle; // implicitly okay because of P_AddShield
if ((statenum_t)(mobj->state-states) < mobj->info->painstate)
mobj->angle = mobj->target->angle; // implicitly okay because of P_AddShield
if (mobj->tracer
/* && mobj->target -- the following is implicit by P_AddShield
&& mobj->target->player
@ -7649,6 +7683,17 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->movedir)
mobj->angle += mobj->movedir;
break;
case MT_VWREF:
case MT_VWREB:
{
INT32 strength;
++mobj->movedir;
mobj->frame &= ~FF_TRANSMASK;
strength = min(mobj->fuse, mobj->movedir)*3;
if (strength < 10)
mobj->frame |= ((10-strength)<<(FF_TRANSSHIFT));
}
/* FALLTHRU */
default:
if (mobj->fuse)
{ // Scenery object fuse! Very basic!
@ -9098,9 +9143,12 @@ void P_MobjThinker(mobj_t *mobj)
{
if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser)
{
/*var1 = mobj->state->var1;
var2 = mobj->state->var2 & 65535;
mobj->state->action.acp1(mobj);*/
if (mobj->state->tics > 1)
{
var1 = mobj->state->var1;
var2 = mobj->state->var2 & 65535;
mobj->state->action.acp1(mobj);
}
}
else if (leveltime & 1) // Fire mode
{
@ -9266,6 +9314,18 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
}
P_RemoveMobj(mobj);
return;
case MT_FANG:
if (mobj->flags2 & MF2_SLIDEPUSH)
{
var1 = 0;
var2 = 0;
A_BossDeath(mobj);
return;
}
P_SetMobjState(mobj, mobj->state->nextstate);
if (P_MobjWasRemoved(mobj))
return;
break;
case MT_METALSONIC_BATTLE:
break; // don't remove
case MT_SPIKE:
@ -9864,7 +9924,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
break;
}
if (sc != -1)
if (sc != -1 && !(mobj->flags2 & MF2_SLIDEPUSH))
{
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
@ -9876,6 +9936,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
mobj->color = SKINCOLOR_SILVER;
mobj->colorized = true;
mobj->flags2 |= MF2_SLIDEPUSH;
break;
}
}
@ -11222,6 +11283,16 @@ You should think about modifying the deathmatch starts to take full advantage of
else
mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
break;
case MT_FANG:
case MT_METALSONIC_RACE:
case MT_METALSONIC_BATTLE:
if (mthing->options & MTF_EXTRA)
{
mobj->color = SKINCOLOR_SILVER;
mobj->colorized = true;
mobj->flags2 |= MF2_SLIDEPUSH;
}
break;
case MT_BALLOON:
if (mthing->angle > 0)
mobj->color = ((mthing->angle-1) % (MAXSKINCOLORS-1))+1;

View File

@ -8703,7 +8703,7 @@ static void P_DoRopeHang(player_t *player)
if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope
{
player->pflags |= P_GetJumpFlags(player);
player->pflags |= (P_GetJumpFlags(player)|PF_USEDOWN);
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
P_SetTarget(&player->mo->tracer, NULL);
@ -8931,12 +8931,16 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
continue;
mo = (mobj_t *)think;
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
if (mo->flags & MF_NOCLIPTHING)
continue;
if (mo->health <= 0) // dead
continue;
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
if (mo == player->mo)
continue;
@ -9661,7 +9665,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
if (!(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->powers[pw_carry] == CR_NIGHTSMODE)) // This block here is like 90% Lach's work, thanks bud
{
if ((thiscam == &camera && cv_cam_adjust.value) || (thiscam == &camera2 && cv_cam2_adjust.value))
if (!resetcalled && ((thiscam == &camera && cv_cam_adjust.value) || (thiscam == &camera2 && cv_cam2_adjust.value)))
{
if (!(mo->eflags & MFE_JUSTHITFLOOR) && (P_IsObjectOnGround(mo)) // Check that player is grounded
&& thiscam->ceilingz - thiscam->floorz >= P_GetPlayerHeight(player)) // Check that camera's sector is large enough for the player to fit into, at least

View File

@ -262,6 +262,9 @@ UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alph
// if there's no pixel in here
if (!background.rgba)
output.s.alpha = foreground.s.alpha;
else
output.s.alpha = 0xFF;
return output.rgba;
}
#define clamp(c) max(min(c, 0xFF), 0x00);
else
@ -310,15 +313,23 @@ UINT32 ASTBlendPixel(RGBA_t background, RGBA_t foreground, int style, UINT8 alph
UINT8 ASTBlendPixel_8bpp(UINT8 background, UINT8 foreground, int style, UINT8 alpha)
{
if ((style == AST_TRANSLUCENT) && (alpha <= (10*255/11))) // Alpha style set to translucent? Is the alpha small enough for translucency?
// Alpha style set to translucent?
if (style == AST_TRANSLUCENT)
{
UINT8 *mytransmap;
if (alpha < 255/11) // Is the patch way too translucent? Don't render then.
return background;
// The equation's not exact but it works as intended. I'll call it a day for now.
mytransmap = transtables + ((8*(alpha) + 255/8)/(255 - 255/11) << FF_TRANSSHIFT);
if (background != 0xFF)
return *(mytransmap + (background<<8) + foreground);
// Is the alpha small enough for translucency?
if (alpha <= (10*255/11))
{
UINT8 *mytransmap;
// Is the patch way too translucent? Don't blend then.
if (alpha < 255/11)
return background;
// The equation's not exact but it works as intended. I'll call it a day for now.
mytransmap = transtables + ((8*(alpha) + 255/8)/(255 - 255/11) << FF_TRANSSHIFT);
if (background != 0xFF)
return *(mytransmap + (background<<8) + foreground);
}
else // just copy the pixel
return foreground;
}
// just copy the pixel
else if (style == AST_COPY)
@ -375,7 +386,7 @@ static inline void R_DrawBlendColumnInCache(column_t *patch, UINT8 *cache, texpa
if (count > 0)
{
for (; dest < cache + position + count; source++, dest++)
if (*dest != 0xFF)
if (*source != 0xFF)
*dest = ASTBlendPixel_8bpp(*dest, *source, originPatch->style, originPatch->alpha);
}
@ -384,7 +395,7 @@ static inline void R_DrawBlendColumnInCache(column_t *patch, UINT8 *cache, texpa
}
//
// R_DrawTransColumnInCache
// R_DrawBlendFlippedColumnInCache
// Similar to the one above except that the column is inverted.
//
static inline void R_DrawBlendFlippedColumnInCache(column_t *patch, UINT8 *cache, texpatch_t *originPatch, INT32 cacheheight, INT32 patchheight)
@ -419,7 +430,7 @@ static inline void R_DrawBlendFlippedColumnInCache(column_t *patch, UINT8 *cache
if (count > 0)
{
for (; dest < cache + position + count; --source, dest++)
if (*dest != 0xFF)
if (*source != 0xFF)
*dest = ASTBlendPixel_8bpp(*dest, *source, originPatch->style, originPatch->alpha);
}

View File

@ -827,6 +827,23 @@ void I_JoyScale2(void)
JoyInfo2.scale = Joystick2.bGamepadStyle?1:cv_joyscale2.value;
}
// Cheat to get the device index for a joystick handle
INT32 I_GetJoystickDeviceIndex(SDL_Joystick *dev)
{
INT32 i, count = SDL_NumJoysticks();
for (i = 0; dev && i < count; i++)
{
SDL_Joystick *test = SDL_JoystickOpen(i);
if (test && test == dev)
return i;
else if (JoyInfo.dev != test && JoyInfo2.dev != test)
SDL_JoystickClose(test);
}
return -1;
}
/** \brief Joystick 1 buttons states
*/
static UINT64 lastjoybuttons = 0;
@ -842,7 +859,7 @@ static UINT64 lastjoyhats = 0;
*/
static void I_ShutdownJoystick(void)
void I_ShutdownJoystick(void)
{
INT32 i;
event_t event;
@ -876,14 +893,8 @@ static void I_ShutdownJoystick(void)
joystick_started = 0;
JoyReset(&JoyInfo);
if (!joystick_started && !joystick2_started && SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
if (cv_usejoystick.value == 0)
{
I_OutputMsg("I_Joystick: SDL's Joystick system has been shutdown\n");
}
}
// don't shut down the subsystem here, because hotplugging
}
void I_GetJoystickEvents(void)
@ -1024,74 +1035,66 @@ void I_GetJoystickEvents(void)
*/
static int joy_open(const char *fname)
static int joy_open(int joyindex)
{
int joyindex = atoi(fname);
SDL_Joystick *newdev = NULL;
int num_joy = 0;
int i;
if (joystick_started == 0 && joystick2_started == 0)
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1)
{
CONS_Printf(M_GetText("Couldn't initialize gamepad: %s\n"), SDL_GetError());
return -1;
}
else
{
num_joy = SDL_NumJoysticks();
}
CONS_Printf(M_GetText("Joystick subsystem not started\n"));
return -1;
}
if (num_joy < joyindex)
{
CONS_Printf("Cannot use gamepad #%d/(%s), it doesn't exist\n",joyindex,fname);
for (i = 0; i < num_joy; i++)
CONS_Printf("#%d/(%s)\n", i+1, SDL_JoystickNameForIndex(i));
I_ShutdownJoystick();
return -1;
}
}
else
{
JoyReset(&JoyInfo);
//I_ShutdownJoystick();
//joy_open(fname);
}
if (joyindex <= 0)
return -1;
num_joy = SDL_NumJoysticks();
if (joyindex <= 0 || num_joy == 0 || JoyInfo.oldjoy == joyindex)
if (num_joy == 0)
{
// I_OutputMsg("Unable to use that joystick #(%s), non-number\n",fname);
if (num_joy != 0)
{
CONS_Printf(M_GetText("Found %d joysticks on this system\n"), num_joy);
for (i = 0; i < num_joy; i++)
CONS_Printf("#%d/(%s)\n", i+1, SDL_JoystickNameForIndex(i));
}
else
CONS_Printf("%s", M_GetText("Found no joysticks on this system\n"));
if (joyindex <= 0 || num_joy == 0) return 0;
CONS_Printf("%s", M_GetText("Found no joysticks on this system\n"));
return -1;
}
JoyInfo.dev = SDL_JoystickOpen(joyindex-1);
newdev = SDL_JoystickOpen(joyindex-1);
// Handle the edge case where the device <-> joystick index assignment can change due to hotplugging
// This indexing is SDL's responsibility and there's not much we can do about it.
//
// Example:
// 1. Plug Controller A -> Index 0 opened
// 2. Plug Controller B -> Index 1 opened
// 3. Unplug Controller A -> Index 0 closed, Index 1 active
// 4. Unplug Controller B -> Index 0 inactive, Index 1 closed
// 5. Plug Controller B -> Index 0 opened
// 6. Plug Controller A -> Index 0 REPLACED, opened as Controller A; Index 1 is now Controller B
if (JoyInfo.dev)
{
if (JoyInfo.dev == newdev // same device, nothing to do
|| (newdev == NULL && SDL_JoystickGetAttached(JoyInfo.dev))) // we failed, but already have a working device
return JoyInfo.axises;
// Else, we're changing devices, so send neutral joy events
CONS_Debug(DBG_GAMELOGIC, "Joystick1 device is changing; resetting events...\n");
I_ShutdownJoystick();
}
JoyInfo.dev = newdev;
if (JoyInfo.dev == NULL)
{
CONS_Printf(M_GetText("Couldn't open joystick: %s\n"), SDL_GetError());
I_ShutdownJoystick();
CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick1: Couldn't open device - %s\n"), SDL_GetError());
return -1;
}
else
{
CONS_Printf(M_GetText("Joystick: %s\n"), SDL_JoystickName(JoyInfo.dev));
CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick1: %s\n"), SDL_JoystickName(JoyInfo.dev));
JoyInfo.axises = SDL_JoystickNumAxes(JoyInfo.dev);
if (JoyInfo.axises > JOYAXISSET*2)
JoyInfo.axises = JOYAXISSET*2;
/* if (joyaxes<2)
/* if (joyaxes<2)
{
I_OutputMsg("Not enought axes?\n");
I_ShutdownJoystick();
return 0;
}*/
@ -1126,7 +1129,7 @@ static UINT64 lastjoy2hats = 0;
\return void
*/
static void I_ShutdownJoystick2(void)
void I_ShutdownJoystick2(void)
{
INT32 i;
event_t event;
@ -1160,14 +1163,8 @@ static void I_ShutdownJoystick2(void)
joystick2_started = 0;
JoyReset(&JoyInfo2);
if (!joystick_started && !joystick2_started && SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
if (cv_usejoystick2.value == 0)
{
DEBFILE("I_Joystick2: SDL's Joystick system has been shutdown\n");
}
}
// don't shut down the subsystem here, because hotplugging
}
void I_GetJoystick2Events(void)
@ -1310,72 +1307,66 @@ void I_GetJoystick2Events(void)
*/
static int joy_open2(const char *fname)
static int joy_open2(int joyindex)
{
int joyindex = atoi(fname);
SDL_Joystick *newdev = NULL;
int num_joy = 0;
int i;
if (joystick_started == 0 && joystick2_started == 0)
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1)
{
CONS_Printf(M_GetText("Couldn't initialize gamepad: %s\n"), SDL_GetError());
return -1;
}
else
num_joy = SDL_NumJoysticks();
CONS_Printf(M_GetText("Joystick subsystem not started\n"));
return -1;
}
if (num_joy < joyindex)
{
CONS_Printf("Cannot use gamepad #%d/(%s), it doesn't exist\n",joyindex,fname);
for (i = 0; i < num_joy; i++)
CONS_Printf("#%d/(%s)\n", i+1, SDL_JoystickNameForIndex(i));
I_ShutdownJoystick2();
return -1;
}
}
else
{
JoyReset(&JoyInfo2);
//I_ShutdownJoystick();
//joy_open(fname);
}
if (joyindex <= 0)
return -1;
num_joy = SDL_NumJoysticks();
if (joyindex <= 0 || num_joy == 0 || JoyInfo2.oldjoy == joyindex)
if (num_joy == 0)
{
// I_OutputMsg("Unable to use that joystick #(%s), non-number\n",fname);
if (num_joy != 0)
{
CONS_Printf(M_GetText("Found %d joysticks on this system\n"), num_joy);
for (i = 0; i < num_joy; i++)
CONS_Printf("#%d/(%s)\n", i+1, SDL_JoystickNameForIndex(i));
}
else
CONS_Printf("%s", M_GetText("Found no joysticks on this system\n"));
if (joyindex <= 0 || num_joy == 0) return 0;
CONS_Printf("%s", M_GetText("Found no joysticks on this system\n"));
return -1;
}
JoyInfo2.dev = SDL_JoystickOpen(joyindex-1);
newdev = SDL_JoystickOpen(joyindex-1);
if (!JoyInfo2.dev)
// Handle the edge case where the device <-> joystick index assignment can change due to hotplugging
// This indexing is SDL's responsibility and there's not much we can do about it.
//
// Example:
// 1. Plug Controller A -> Index 0 opened
// 2. Plug Controller B -> Index 1 opened
// 3. Unplug Controller A -> Index 0 closed, Index 1 active
// 4. Unplug Controller B -> Index 0 inactive, Index 1 closed
// 5. Plug Controller B -> Index 0 opened
// 6. Plug Controller A -> Index 0 REPLACED, opened as Controller A; Index 1 is now Controller B
if (JoyInfo2.dev)
{
CONS_Printf(M_GetText("Couldn't open joystick2: %s\n"), SDL_GetError());
if (JoyInfo2.dev == newdev // same device, nothing to do
|| (newdev == NULL && SDL_JoystickGetAttached(JoyInfo2.dev))) // we failed, but already have a working device
return JoyInfo.axises;
// Else, we're changing devices, so send neutral joy events
CONS_Debug(DBG_GAMELOGIC, "Joystick2 device is changing; resetting events...\n");
I_ShutdownJoystick2();
}
JoyInfo2.dev = newdev;
if (JoyInfo2.dev == NULL)
{
CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick2: couldn't open device - %s\n"), SDL_GetError());
return -1;
}
else
{
CONS_Printf(M_GetText("Joystick2: %s\n"), SDL_JoystickName(JoyInfo2.dev));
CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick2: %s\n"), SDL_JoystickName(JoyInfo2.dev));
JoyInfo2.axises = SDL_JoystickNumAxes(JoyInfo2.dev);
if (JoyInfo2.axises > JOYAXISSET*2)
JoyInfo2.axises = JOYAXISSET*2;
/* if (joyaxes < 2)
/* if (joyaxes<2)
{
I_OutputMsg("Not enought axes?\n");
I_ShutdownJoystick2();
return 0;
}*/
@ -1400,7 +1391,11 @@ static int joy_open2(const char *fname)
//
void I_InitJoystick(void)
{
I_ShutdownJoystick();
SDL_Joystick *newjoy = NULL;
//I_ShutdownJoystick();
if (M_CheckParm("-nojoy"))
return;
if (M_CheckParm("-noxinput"))
SDL_SetHintWithPriority("SDL_XINPUT_ENABLED", "0", SDL_HINT_OVERRIDE);
@ -1408,21 +1403,48 @@ void I_InitJoystick(void)
if (M_CheckParm("-nohidapi"))
SDL_SetHintWithPriority("SDL_JOYSTICK_HIDAPI", "0", SDL_HINT_OVERRIDE);
if (!strcmp(cv_usejoystick.string, "0") || M_CheckParm("-nojoy"))
return;
if (joy_open(cv_usejoystick.string) != -1)
JoyInfo.oldjoy = atoi(cv_usejoystick.string);
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
CONS_Printf("I_InitJoystick()...\n");
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1)
{
CONS_Printf(M_GetText("Couldn't initialize joystick: %s\n"), SDL_GetError());
return;
}
}
if (cv_usejoystick.value)
newjoy = SDL_JoystickOpen(cv_usejoystick.value-1);
if (newjoy && JoyInfo2.dev == newjoy) // don't override an active device
cv_usejoystick.value = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
else if (newjoy && joy_open(cv_usejoystick.value) != -1)
{
// SDL's device indexes are unstable, so cv_usejoystick may not match
// the actual device index. So let's cheat a bit and find the device's current index.
JoyInfo.oldjoy = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
joystick_started = 1;
}
else
{
if (JoyInfo.oldjoy)
I_ShutdownJoystick();
cv_usejoystick.value = 0;
return;
joystick_started = 0;
}
joystick_started = 1;
if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy)
SDL_JoystickClose(newjoy);
}
void I_InitJoystick2(void)
{
I_ShutdownJoystick2();
SDL_Joystick *newjoy = NULL;
//I_ShutdownJoystick2();
if (M_CheckParm("-nojoy"))
return;
if (M_CheckParm("-noxinput"))
SDL_SetHintWithPriority("SDL_XINPUT_ENABLED", "0", SDL_HINT_OVERRIDE);
@ -1430,64 +1452,77 @@ void I_InitJoystick2(void)
if (M_CheckParm("-nohidapi"))
SDL_SetHintWithPriority("SDL_JOYSTICK_HIDAPI", "0", SDL_HINT_OVERRIDE);
if (!strcmp(cv_usejoystick2.string, "0") || M_CheckParm("-nojoy"))
return;
if (joy_open2(cv_usejoystick2.string) != -1)
JoyInfo2.oldjoy = atoi(cv_usejoystick2.string);
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
CONS_Printf("I_InitJoystick2()...\n");
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) == -1)
{
CONS_Printf(M_GetText("Couldn't initialize joystick: %s\n"), SDL_GetError());
return;
}
}
if (cv_usejoystick2.value)
newjoy = SDL_JoystickOpen(cv_usejoystick2.value-1);
if (newjoy && JoyInfo.dev == newjoy) // don't override an active device
cv_usejoystick2.value = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
else if (newjoy && joy_open2(cv_usejoystick2.value) != -1)
{
// SDL's device indexes are unstable, so cv_usejoystick may not match
// the actual device index. So let's cheat a bit and find the device's current index.
JoyInfo2.oldjoy = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
joystick2_started = 1;
}
else
{
if (JoyInfo2.oldjoy)
I_ShutdownJoystick2();
cv_usejoystick2.value = 0;
return;
joystick2_started = 0;
}
joystick2_started = 1;
if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy)
SDL_JoystickClose(newjoy);
}
static void I_ShutdownInput(void)
{
// Yes, the name is misleading: these send neutral events to
// clean up the unplugged joystick's input
// Note these methods are internal to this file, not called elsewhere.
I_ShutdownJoystick();
I_ShutdownJoystick2();
if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
JoyReset(&JoyInfo);
JoyReset(&JoyInfo2);
CONS_Printf("Shutting down joy system\n");
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
I_OutputMsg("I_Joystick: SDL's Joystick system has been shutdown\n");
}
}
INT32 I_NumJoys(void)
{
INT32 numjoy = 0;
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != -1)
numjoy = SDL_NumJoysticks();
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
else
if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
numjoy = SDL_NumJoysticks();
return numjoy;
}
static char joyname[255]; // MAX_PATH; joystick name is straight from the driver
static char joyname[255]; // joystick name is straight from the driver
const char *I_GetJoyName(INT32 joyindex)
{
const char *tempname = NULL;
joyname[0] = 0;
joyindex--; //SDL's Joystick System starts at 0, not 1
if (SDL_WasInit(SDL_INIT_JOYSTICK) == 0)
{
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != -1)
{
tempname = SDL_JoystickNameForIndex(joyindex);
if (tempname)
strncpy(joyname, tempname, 254);
}
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
}
else
if (SDL_WasInit(SDL_INIT_JOYSTICK) == SDL_INIT_JOYSTICK)
{
tempname = SDL_JoystickNameForIndex(joyindex);
if (tempname)
strncpy(joyname, tempname, 254);
strncpy(joyname, tempname, 255);
}
return joyname;
}

View File

@ -886,6 +886,136 @@ void I_GetEvent(void)
case SDL_JOYBUTTONDOWN:
Impl_HandleJoystickButtonEvent(evt.jbutton, evt.type);
break;
case SDL_JOYDEVICEADDED:
{
SDL_Joystick *newjoy = SDL_JoystickOpen(evt.jdevice.which);
CONS_Debug(DBG_GAMELOGIC, "Joystick device index %d added\n", evt.jdevice.which + 1);
// Because SDL's device index is unstable, we're going to cheat here a bit:
// For the first joystick setting that is NOT active:
// 1. Set cv_usejoystickX.value to the new device index (this does not change what is written to config.cfg)
// 2. Set OTHERS' cv_usejoystickX.value to THEIR new device index, because it likely changed
// * If device doesn't exist, switch cv_usejoystick back to default value (.string)
// * BUT: If that default index is being occupied, use ANOTHER cv_usejoystick's default value!
if (newjoy && (!JoyInfo.dev || !SDL_JoystickGetAttached(JoyInfo.dev))
&& JoyInfo2.dev != newjoy) // don't override a currently active device
{
cv_usejoystick.value = evt.jdevice.which + 1;
if (JoyInfo2.dev)
cv_usejoystick2.value = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
else if (atoi(cv_usejoystick2.string) != JoyInfo.oldjoy
&& atoi(cv_usejoystick2.string) != cv_usejoystick.value)
cv_usejoystick2.value = atoi(cv_usejoystick2.string);
else if (atoi(cv_usejoystick.string) != JoyInfo.oldjoy
&& atoi(cv_usejoystick.string) != cv_usejoystick.value)
cv_usejoystick2.value = atoi(cv_usejoystick.string);
else // we tried...
cv_usejoystick2.value = 0;
}
else if (newjoy && (!JoyInfo2.dev || !SDL_JoystickGetAttached(JoyInfo2.dev))
&& JoyInfo.dev != newjoy) // don't override a currently active device
{
cv_usejoystick2.value = evt.jdevice.which + 1;
if (JoyInfo.dev)
cv_usejoystick.value = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
else if (atoi(cv_usejoystick.string) != JoyInfo2.oldjoy
&& atoi(cv_usejoystick.string) != cv_usejoystick2.value)
cv_usejoystick.value = atoi(cv_usejoystick.string);
else if (atoi(cv_usejoystick2.string) != JoyInfo2.oldjoy
&& atoi(cv_usejoystick2.string) != cv_usejoystick2.value)
cv_usejoystick.value = atoi(cv_usejoystick2.string);
else // we tried...
cv_usejoystick.value = 0;
}
// Was cv_usejoystick disabled in settings?
if (!strcmp(cv_usejoystick.string, "0") || !cv_usejoystick.value)
cv_usejoystick.value = 0;
else if (atoi(cv_usejoystick.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick, cv_usejoystick.value);
if (!strcmp(cv_usejoystick2.string, "0") || !cv_usejoystick2.value)
cv_usejoystick2.value = 0;
else if (atoi(cv_usejoystick2.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick2.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value);
// Update all joysticks' init states
// This is a little wasteful since cv_usejoystick already calls this, but
// we need to do this in case CV_SetValue did nothing because the string was already same.
// if the device is already active, this should do nothing, effectively.
I_InitJoystick();
I_InitJoystick2();
CONS_Debug(DBG_GAMELOGIC, "Joystick1 device index: %d\n", JoyInfo.oldjoy);
CONS_Debug(DBG_GAMELOGIC, "Joystick2 device index: %d\n", JoyInfo2.oldjoy);
// update the menu
if (currentMenu == &OP_JoystickSetDef)
M_SetupJoystickMenu(0);
if (JoyInfo.dev != newjoy && JoyInfo2.dev != newjoy)
SDL_JoystickClose(newjoy);
}
break;
case SDL_JOYDEVICEREMOVED:
if (JoyInfo.dev && !SDL_JoystickGetAttached(JoyInfo.dev))
{
CONS_Debug(DBG_GAMELOGIC, "Joystick1 removed, device index: %d\n", JoyInfo.oldjoy);
I_ShutdownJoystick();
}
if (JoyInfo2.dev && !SDL_JoystickGetAttached(JoyInfo2.dev))
{
CONS_Debug(DBG_GAMELOGIC, "Joystick2 removed, device index: %d\n", JoyInfo2.oldjoy);
I_ShutdownJoystick2();
}
// Update the device indexes, because they likely changed
// * If device doesn't exist, switch cv_usejoystick back to default value (.string)
// * BUT: If that default index is being occupied, use ANOTHER cv_usejoystick's default value!
if (JoyInfo.dev)
cv_usejoystick.value = JoyInfo.oldjoy = I_GetJoystickDeviceIndex(JoyInfo.dev) + 1;
else if (atoi(cv_usejoystick.string) != JoyInfo2.oldjoy)
cv_usejoystick.value = atoi(cv_usejoystick.string);
else if (atoi(cv_usejoystick2.string) != JoyInfo2.oldjoy)
cv_usejoystick.value = atoi(cv_usejoystick2.string);
else // we tried...
cv_usejoystick.value = 0;
if (JoyInfo2.dev)
cv_usejoystick2.value = JoyInfo2.oldjoy = I_GetJoystickDeviceIndex(JoyInfo2.dev) + 1;
else if (atoi(cv_usejoystick2.string) != JoyInfo.oldjoy)
cv_usejoystick2.value = atoi(cv_usejoystick2.string);
else if (atoi(cv_usejoystick.string) != JoyInfo.oldjoy)
cv_usejoystick2.value = atoi(cv_usejoystick.string);
else // we tried...
cv_usejoystick2.value = 0;
// Was cv_usejoystick disabled in settings?
if (!strcmp(cv_usejoystick.string, "0"))
cv_usejoystick.value = 0;
else if (atoi(cv_usejoystick.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick, cv_usejoystick.value);
if (!strcmp(cv_usejoystick2.string, "0"))
cv_usejoystick2.value = 0;
else if (atoi(cv_usejoystick2.string) <= I_NumJoys() // don't mess if we intentionally set higher than NumJoys
&& cv_usejoystick2.value) // update the cvar ONLY if a device exists
CV_SetValue(&cv_usejoystick2, cv_usejoystick2.value);
CONS_Debug(DBG_GAMELOGIC, "Joystick1 device index: %d\n", JoyInfo.oldjoy);
CONS_Debug(DBG_GAMELOGIC, "Joystick2 device index: %d\n", JoyInfo2.oldjoy);
// update the menu
if (currentMenu == &OP_JoystickSetDef)
M_SetupJoystickMenu(0);
break;
case SDL_QUIT:
I_Quit();
M_QuitResponse('y');

View File

@ -31,6 +31,9 @@ extern SDL_bool framebuffer;
#define SDL2STUB() CONS_Printf("SDL2: stubbed: %s:%d\n", __func__, __LINE__)
#endif
// So m_menu knows whether to store cv_usejoystick value or string
#define JOYSTICK_HOTPLUG
/** \brief The JoyInfo_s struct
info about joystick
@ -67,6 +70,13 @@ extern SDLJoyInfo_t JoyInfo;
*/
extern SDLJoyInfo_t JoyInfo2;
// So we can call this from i_video event loop
void I_ShutdownJoystick(void);
void I_ShutdownJoystick2(void);
// Cheat to get the device index for a joystick handle
INT32 I_GetJoystickDeviceIndex(SDL_Joystick *dev);
void I_GetConsoleEvents(void);
void SDLforceUngrabMouse(void);

View File

@ -212,6 +212,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"boingf", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bouncing"},
{"corkp", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork fired"},
{"corkh", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork hit"},
{"alart", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Caught red handed!"},
{"vwre", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Clone fighter!"},
{"bowl", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bowling"},
{"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"},
@ -484,7 +486,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3k5b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Menu beep"},
{"s3k5c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Electric spark"},
{"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, 127, 8, -1, NULL, 0, -1, -1, LUMPERROR, "Releasing charge"},
{"s3k5f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Crusher stomp"},
{"s3k60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Accelerating"},
{"s3k61", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Drilling"},
@ -609,8 +611,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3kcal", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Energy"}, // ditto
{"s3kcbs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"},
{"s3kcbl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"}, // ditto
{"s3kccs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Collapsing"},
{"s3kccl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Collapsing"}, // ditto
{"s3kccs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bursting"},
{"s3kccl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bursting"}, // ditto
{"s3kcds", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"},
{"s3kcdl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"}, // ditto
{"s3kces", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Wind tunnel"},

View File

@ -261,6 +261,8 @@ typedef enum
sfx_boingf,
sfx_corkp,
sfx_corkh,
sfx_alart,
sfx_vwre,
sfx_bowl,
sfx_chuchu,
sfx_bsnipe,