Merge branch 'next' into hoop_refactor

# Conflicts:
#	src/p_mobj.c
This commit is contained in:
MascaraSnake 2019-12-22 18:12:58 +01:00
commit 97adf3e246
11 changed files with 318 additions and 247 deletions

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@ -10479,12 +10479,84 @@ static inline int lib_getenum(lua_State *L)
} else if (fastcmp(word,"paused")) {
lua_pushboolean(L, paused);
return 1;
// begin map vars
} else if (fastcmp(word,"spstage_start")) {
lua_pushinteger(L, spstage_start);
return 1;
} else if (fastcmp(word,"sstage_start")) {
lua_pushinteger(L, sstage_start);
return 1;
} else if (fastcmp(word,"sstage_end")) {
lua_pushinteger(L, sstage_end);
return 1;
} else if (fastcmp(word,"smpstage_start")) {
lua_pushinteger(L, smpstage_start);
return 1;
} else if (fastcmp(word,"smpstage_end")) {
lua_pushinteger(L, smpstage_end);
return 1;
} else if (fastcmp(word,"titlemap")) {
lua_pushinteger(L, titlemap);
return 1;
} else if (fastcmp(word,"titlemapinaction")) {
lua_pushboolean(L, (titlemapinaction != TITLEMAP_OFF));
return 1;
} else if (fastcmp(word,"bootmap")) {
lua_pushinteger(L, bootmap);
return 1;
} else if (fastcmp(word,"tutorialmap")) {
lua_pushinteger(L, tutorialmap);
return 1;
} else if (fastcmp(word,"tutorialmode")) {
lua_pushboolean(L, tutorialmode);
return 1;
// end map vars
// begin CTF colors
} else if (fastcmp(word,"skincolor_redteam")) {
lua_pushinteger(L, skincolor_redteam);
return 1;
} else if (fastcmp(word,"skincolor_blueteam")) {
lua_pushinteger(L, skincolor_blueteam);
return 1;
} else if (fastcmp(word,"skincolor_redring")) {
lua_pushinteger(L, skincolor_redring);
return 1;
} else if (fastcmp(word,"skincolor_bluering")) {
lua_pushinteger(L, skincolor_bluering);
return 1;
// end CTF colors
// begin timers
} else if (fastcmp(word,"invulntics")) {
lua_pushinteger(L, invulntics);
return 1;
} else if (fastcmp(word,"sneakertics")) {
lua_pushinteger(L, sneakertics);
return 1;
} else if (fastcmp(word,"flashingtics")) {
lua_pushinteger(L, flashingtics);
return 1;
} else if (fastcmp(word,"tailsflytics")) {
lua_pushinteger(L, tailsflytics);
return 1;
} else if (fastcmp(word,"underwatertics")) {
lua_pushinteger(L, underwatertics);
return 1;
} else if (fastcmp(word,"spacetimetics")) {
lua_pushinteger(L, spacetimetics);
return 1;
} else if (fastcmp(word,"extralifetics")) {
lua_pushinteger(L, extralifetics);
return 1;
} else if (fastcmp(word,"nightslinktics")) {
lua_pushinteger(L, nightslinktics);
return 1;
} else if (fastcmp(word,"gameovertics")) {
lua_pushinteger(L, gameovertics);
return 1;
} else if (fastcmp(word,"ammoremovaltics")) {
lua_pushinteger(L, ammoremovaltics);
return 1;
// end timers
} else if (fastcmp(word,"gametype")) {
lua_pushinteger(L, gametype);
return 1;

View File

@ -2664,23 +2664,17 @@ static int lib_gSetCustomExitVars(lua_State *L)
// Supported:
// G_SetCustomExitVars(); [reset to defaults]
// G_SetCustomExitVars(int) [nextmap override only]
// G_SetCustomExitVars(bool) [skipstats only]
// G_SetCustomExitVars(int, bool) [both of the above]
// G_SetCustomExitVars(nil, int) [skipstats only]
// G_SetCustomExitVars(int, int) [both of the above]
nextmapoverride = 0;
skipstats = 0;
if (n >= 1)
{
if (lua_isnumber(L, 1) || n >= 2)
{
nextmapoverride = (INT16)luaL_checknumber(L, 1);
lua_remove(L, 1); // remove nextmapoverride; skipstats now 1 if available
}
skipstats = luaL_optinteger(L, 2, 0);
nextmapoverride = (INT16)luaL_optinteger(L, 1, 0);
skipstats = (INT16)luaL_optinteger(L, 2, 0);
}
else
{
nextmapoverride = 0;
skipstats = 0;
}
// ---
return 0;
}

View File

@ -21,6 +21,7 @@ enum hud {
// Match / CTF / Tag / Ringslinger
hud_weaponrings,
hud_powerstones,
hud_teamscores,
// NiGHTS mode
hud_nightslink,
hud_nightsdrill,

View File

@ -48,6 +48,7 @@ static const char *const hud_disable_options[] = {
"weaponrings",
"powerstones",
"teamscores",
"nightslink",
"nightsdrill",

View File

@ -445,7 +445,7 @@ static int sectorlines_get(lua_State *L)
// get the "linecount" by shifting our retrieved memory address of "lines" to where "linecount" is in the sector_t, then dereferencing the result
// we need this to determine the array's actual size, and therefore also the maximum value allowed as an index
// this only works if seclines is actually a pointer to a sector's lines member in memory, oh boy
numoflines = (size_t)(*(seclines - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
numoflines = (size_t)(*(size_t *)(((size_t)seclines) - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
/* OLD HACK
// check first linedef to figure which of its sectors owns this sector->lines pointer
@ -479,7 +479,7 @@ static int sectorlines_num(lua_State *L)
return luaL_error(L, "accessed sector_t.lines doesn't exist anymore.");
// see comments in the _get function above
numoflines = (size_t)(*(seclines - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
numoflines = (size_t)(*(size_t *)(((size_t)seclines) - (offsetof(sector_t, lines) - offsetof(sector_t, linecount))));
lua_pushinteger(L, numoflines);
return 1;
}

View File

@ -1106,7 +1106,7 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
#else
fixed_t cheight = sec->ceilingheight;
#endif
mt->options = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
mt->z = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
}
else
{
@ -1115,12 +1115,11 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
#else
fixed_t fheight = sec->floorheight;
#endif
mt->options = (UINT16)((player->mo->z - fheight)>>FRACBITS);
mt->z = (UINT16)((player->mo->z - fheight)>>FRACBITS);
}
mt->options <<= ZSHIFT;
mt->angle = (INT16)(FixedInt(AngleFixed(player->mo->angle)));
mt->options |= (UINT16)cv_opflags.value;
mt->options = (mt->z << ZSHIFT) | (UINT16)cv_opflags.value;
return mt;
}

View File

@ -14712,20 +14712,35 @@ void A_DragonWing(mobj_t *actor)
void A_DragonSegment(mobj_t *actor)
{
mobj_t *target = actor->target;
fixed_t dist = P_AproxDistance(P_AproxDistance(actor->x - target->x, actor->y - target->y), actor->z - target->z);
fixed_t radius = actor->radius + target->radius;
angle_t hangle = R_PointToAngle2(target->x, target->y, actor->x, actor->y);
angle_t zangle = R_PointToAngle2(0, target->z, dist, actor->z);
fixed_t hdist = P_ReturnThrustX(target, zangle, radius);
fixed_t xdist = P_ReturnThrustX(target, hangle, hdist);
fixed_t ydist = P_ReturnThrustY(target, hangle, hdist);
fixed_t zdist = P_ReturnThrustY(target, zangle, radius);
fixed_t dist;
fixed_t radius;
angle_t hangle;
angle_t zangle;
fixed_t hdist;
fixed_t xdist;
fixed_t ydist;
fixed_t zdist;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_DragonSegment", actor))
return;
#endif
if (target == NULL || !target->health)
{
P_RemoveMobj(actor);
return;
}
dist = P_AproxDistance(P_AproxDistance(actor->x - target->x, actor->y - target->y), actor->z - target->z);
radius = actor->radius + target->radius;
hangle = R_PointToAngle2(target->x, target->y, actor->x, actor->y);
zangle = R_PointToAngle2(0, target->z, dist, actor->z);
hdist = P_ReturnThrustX(target, zangle, radius);
xdist = P_ReturnThrustX(target, hangle, hdist);
ydist = P_ReturnThrustY(target, hangle, hdist);
zdist = P_ReturnThrustY(target, zangle, radius);
actor->angle = hangle;
P_TeleportMove(actor, target->x + xdist, target->y + ydist, target->z + zdist);
}

View File

@ -7833,7 +7833,8 @@ void P_MobjThinker(mobj_t *mobj)
boolean dojump = false, targonground, love, makeheart = false;
if (mobj->target != player->mo)
P_SetTarget(&mobj->target, player->mo);
targonground = (P_IsObjectOnGround(mobj->target) && (player->panim == PA_IDLE || player->panim == PA_WALK || player->panim == PA_RUN));
// Tatsuru: Don't try to hug them if they're above or below you!
targonground = (P_IsObjectOnGround(mobj->target) && (player->panim == PA_IDLE || player->panim == PA_WALK || player->panim == PA_RUN) && player->mo->z == mobj->z);
love = (player->skin == 0 || player->skin == 5);
switch (stat)
@ -11550,6 +11551,82 @@ void P_MovePlayerToStarpost(INT32 playernum)
mapthing_t *huntemeralds[MAXHUNTEMERALDS];
INT32 numhuntemeralds;
static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
{
const subsector_t *ss = R_PointInSubsector(x, y);
fixed_t offset = mthing->z << FRACBITS;
boolean flip = (!!(mobjinfo[mobjtype].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
switch (mobjtype)
{
// Bumpers never spawn flipped.
case MT_NIGHTSBUMPER:
flip = false;
break;
// Axis objects snap to the floor.
case MT_AXIS:
case MT_AXISTRANSFER:
case MT_AXISTRANSFERLINE:
return ONFLOORZ;
// Objects with a non-zero default height.
case MT_CRAWLACOMMANDER:
case MT_DETON:
case MT_JETTBOMBER:
case MT_JETTGUNNER:
case MT_EGGMOBILE2:
if (!offset)
offset = 33*FRACUNIT;
break;
case MT_EGGMOBILE:
if (!offset)
offset = 128*FRACUNIT;
break;
case MT_GOLDBUZZ:
case MT_REDBUZZ:
if (!offset)
offset = 288*FRACUNIT;
break;
// Ring-like items, may float additional units with MTF_AMBUSH.
case MT_SPIKEBALL:
case MT_EMERALDSPAWN:
case MT_TOKEN:
case MT_EMBLEM:
offset += mthing->options & MTF_AMBUSH ? 24*FRACUNIT : 0;
break;
// Remaining objects.
default:
if (P_WeaponOrPanel(mobjtype))
offset += mthing->options & MTF_AMBUSH ? 24 * FRACUNIT : 0;
}
if (!offset) // Snap to the surfaces when there's no offset set.
{
if (flip)
return ONCEILINGZ;
else
return ONFLOORZ;
}
// Establish height.
if (flip)
return (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight) - offset - mobjinfo[mobjtype].height;
else
return (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight) + offset;
}
//
// P_SpawnMapThing
// The fields of the mapthing should
@ -11560,7 +11637,6 @@ void P_SpawnMapThing(mapthing_t *mthing)
mobjtype_t i;
mobj_t *mobj;
fixed_t x, y, z;
subsector_t *ss;
boolean doangle = true;
if (!mthing->type)
@ -11685,13 +11761,6 @@ You should think about modifying the deathmatch starts to take full advantage of
if (gametype != GT_COOP)
return;
ss = R_PointInSubsector(mthing->x << FRACBITS, mthing->y << FRACBITS);
mthing->z = (INT16)(((
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, mthing->x << FRACBITS, mthing->y << FRACBITS) :
#endif
ss->sector->floorheight)>>FRACBITS) + (mthing->options >> ZSHIFT));
if (numhuntemeralds < MAXHUNTEMERALDS)
huntemeralds[numhuntemeralds++] = mthing;
return;
@ -11820,102 +11889,7 @@ You should think about modifying the deathmatch starts to take full advantage of
// spawn it
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
ss = R_PointInSubsector(x, y);
if (i == MT_NIGHTSBUMPER)
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight) + ((mthing->options >> ZSHIFT) << FRACBITS);
else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE)
z = ONFLOORZ;
else if (i == MT_SPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN || i == MT_EMBLEM)
{
if (mthing->options & MTF_OBJECTFLIP)
{
z = (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight);
if (mthing->options & MTF_AMBUSH) // Special flag for rings
z -= 24*FRACUNIT;
if (mthing->options >> ZSHIFT)
z -= (mthing->options >> ZSHIFT)*FRACUNIT;
z -= mobjinfo[i].height; //Don't forget the height!
}
else
{
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight);
if (mthing->options & MTF_AMBUSH) // Special flag for rings
z += 24*FRACUNIT;
if (mthing->options >> ZSHIFT)
z += (mthing->options >> ZSHIFT)*FRACUNIT;
}
if (z == ONFLOORZ)
mthing->z = 0;
else
mthing->z = (INT16)(z>>FRACBITS);
}
else
{
fixed_t offset = 0;
boolean flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
// base positions
if (flip)
z = (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight) - mobjinfo[i].height;
else
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight);
// offsetting
if (mthing->options >> ZSHIFT)
offset = ((mthing->options >> ZSHIFT) << FRACBITS);
else if (i == MT_CRAWLACOMMANDER || i == MT_DETON || i == MT_JETTBOMBER || i == MT_JETTGUNNER || i == MT_EGGMOBILE2)
offset = 33*FRACUNIT;
else if (i == MT_EGGMOBILE)
offset = 128*FRACUNIT;
else if (i == MT_GOLDBUZZ || i == MT_REDBUZZ)
offset = 288*FRACUNIT;
// applying offsets! (if any)
if (flip)
{
if (offset)
z -= offset;
else
z = ONCEILINGZ;
}
else
{
if (offset)
z += offset;
else
z = ONFLOORZ;
}
if (z == ONFLOORZ)
mthing->z = 0;
else
mthing->z = (INT16)(z>>FRACBITS);
}
z = P_GetMobjSpawnHeight(i, mthing, x, y);
mobj = P_SpawnMobj(x, y, z, i);
mobj->spawnpoint = mthing;
@ -12019,7 +11993,7 @@ You should think about modifying the deathmatch starts to take full advantage of
if (mthing->angle)
mobj->health = mthing->angle;
else
mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
mobj->health = FixedMul(mobj->subsector->sector->ceilingheight - mobj->subsector->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
break;
case MT_METALSONIC_RACE:
case MT_METALSONIC_BATTLE:
@ -13210,7 +13184,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
// NiGHTS hoop!
if (mthing->type == 1705)
{
z = mthing->options << FRACBITS;
z = mthing->z << FRACBITS;
P_SpawnHoop(mthing, x, y, z, sec, 24, 4*FRACUNIT);
return;
}
@ -13220,7 +13194,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
// Super happy fun time
// For each flag add 16 fracunits to the size
// Default (0 flags) is 32 fracunits
z = (mthing->options >> ZSHIFT) << FRACBITS;
z = mthing->z << FRACBITS;
P_SpawnHoop(mthing, x, y, z, sec, 8 + (4*(mthing->options & 0xF)), 4*FRACUNIT);
return;
}
@ -13248,8 +13222,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height;
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z -= (mthing->z << FRACBITS);
}
else
{
@ -13258,8 +13232,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight);
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z += (mthing->z << FRACBITS);
}
for (r = 1; r <= 5; r++)
@ -13308,8 +13282,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height;
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z -= (mthing->z << FRACBITS);
}
else
{
@ -13318,8 +13292,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight);
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z += (mthing->z << FRACBITS);
}
for (r = 1; r <= iterations; r++)
@ -13365,8 +13339,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z += (mthing->z << FRACBITS);
closestangle = FixedAngle(mthing->angle*FRACUNIT);
@ -13470,8 +13444,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height;
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z -= (mthing->z << FRACBITS);
}
else
{
@ -13480,8 +13454,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z += (mthing->z << FRACBITS);
}
if (mthing->options & MTF_AMBUSH) // Special flag for rings
@ -13492,8 +13466,6 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
z += 24*FRACUNIT;
}
mthing->z = (INT16)(z>>FRACBITS);
mobj = P_SpawnMobj(x, y, z, ringthing);
mobj->spawnpoint = mthing;

View File

@ -906,10 +906,6 @@ void P_ReloadRings(void)
{
mt->mobj = NULL;
// Z for objects Tails 05-26-2002
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
->sector->floorheight>>FRACBITS);
P_SpawnHoopsAndRings(mt, true);
}
}
@ -1013,13 +1009,11 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
nummapthings = i / (5 * sizeof (INT16));
mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
// Spawn axis points first so they are
// at the front of the list for fast searching.
mt = mapthings;
for (i = 0; i < nummapthings; i++, mt++)
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
mt->x = READINT16(data);
mt->y = READINT16(data);
mt->angle = READINT16(data);
mt->type = READUINT16(data);
mt->options = READUINT16(data);
@ -1027,6 +1021,73 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
mt->type &= 4095;
if (mt->type == 1705 || (mt->type == 750 && mt->extrainfo))
mt->z = mt->options; // NiGHTS Hoops use the full flags bits to set the height.
else
mt->z = mt->options >> ZSHIFT;
}
}
static void P_PrepareThings(lumpnum_t lumpnum)
{
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
P_PrepareRawThings(data, W_LumpLength(lumpnum));
Z_Free(data);
}
static void P_SpawnEmeraldHunt(void)
{
INT32 emer1, emer2, emer3;
INT32 timeout = 0; // keeps from getting stuck
emer1 = emer2 = emer3 = 0;
//increment spawn numbers because zero is valid.
emer1 = (P_RandomKey(numhuntemeralds)) + 1;
while (timeout++ < 100)
{
emer2 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer2 != emer1)
break;
}
timeout = 0;
while (timeout++ < 100)
{
emer3 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer3 != emer2 && emer3 != emer1)
break;
}
//decrement spawn values to the actual number because zero is valid.
if (emer1--)
P_SpawnMobj(huntemeralds[emer1]->x<<FRACBITS,
huntemeralds[emer1]->y<<FRACBITS,
huntemeralds[emer1]->z<<FRACBITS, MT_EMERHUNT);
if (emer2--)
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer2]->x<<FRACBITS,
huntemeralds[emer2]->y<<FRACBITS,
huntemeralds[emer2]->z<<FRACBITS, MT_EMERHUNT),
mobjinfo[MT_EMERHUNT].spawnstate+1);
if (emer3--)
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer3]->x<<FRACBITS,
huntemeralds[emer3]->y<<FRACBITS,
huntemeralds[emer3]->z<<FRACBITS, MT_EMERHUNT),
mobjinfo[MT_EMERHUNT].spawnstate+2);
}
static void P_LoadThings(boolean loademblems)
{
size_t i;
mapthing_t *mt;
// Spawn axis points first so they are at the front of the list for fast searching.
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
switch (mt->type)
{
case 1700: // MT_AXIS
@ -1039,35 +1100,11 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
break;
}
}
}
static void P_PrepareThings(lumpnum_t lumpnum)
{
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
P_PrepareRawThings(data, W_LumpLength(lumpnum));
Z_Free(data);
}
static void P_LoadThings(boolean loademblems)
{
size_t i;
mapthing_t *mt;
// Loading the things lump itself into memory is now handled in P_PrepareThings, above
mt = mapthings;
numhuntemeralds = 0;
for (i = 0; i < nummapthings; i++, mt++)
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
sector_t *mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector;
// Z for objects
mt->z = (INT16)(
#ifdef ESLOPE
mtsector->f_slope ? P_GetZAt(mtsector->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) :
#endif
mtsector->floorheight)>>FRACBITS;
if (mt->type == 1700 // MT_AXIS
|| mt->type == 1701 // MT_AXISTRANSFER
|| mt->type == 1702) // MT_AXISTRANSFERLINE
@ -1082,49 +1119,7 @@ static void P_LoadThings(boolean loademblems)
// random emeralds for hunt
if (numhuntemeralds)
{
INT32 emer1, emer2, emer3;
INT32 timeout = 0; // keeps from getting stuck
emer1 = emer2 = emer3 = 0;
//increment spawn numbers because zero is valid.
emer1 = (P_RandomKey(numhuntemeralds)) + 1;
while (timeout++ < 100)
{
emer2 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer2 != emer1)
break;
}
timeout = 0;
while (timeout++ < 100)
{
emer3 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer3 != emer2 && emer3 != emer1)
break;
}
//decrement spawn values to the actual number because zero is valid.
if (emer1--)
P_SpawnMobj(huntemeralds[emer1]->x<<FRACBITS,
huntemeralds[emer1]->y<<FRACBITS,
huntemeralds[emer1]->z<<FRACBITS, MT_EMERHUNT);
if (emer2--)
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer2]->x<<FRACBITS,
huntemeralds[emer2]->y<<FRACBITS,
huntemeralds[emer2]->z<<FRACBITS, MT_EMERHUNT),
mobjinfo[MT_EMERHUNT].spawnstate+1);
if (emer3--)
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer3]->x<<FRACBITS,
huntemeralds[emer3]->y<<FRACBITS,
huntemeralds[emer3]->z<<FRACBITS, MT_EMERHUNT),
mobjinfo[MT_EMERHUNT].spawnstate+2);
}
P_SpawnEmeraldHunt();
if (metalrecording) // Metal Sonic gets no rings to distract him.
return;
@ -1140,11 +1135,6 @@ static void P_LoadThings(boolean loademblems)
|| mt->type == 1705 || mt->type == 1713) // hoops
{
mt->mobj = NULL;
// Z for objects Tails 05-26-2002
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
->sector->floorheight>>FRACBITS);
P_SpawnHoopsAndRings(mt, false);
}
}

View File

@ -4635,7 +4635,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
S_StartSound(player->mo, sfx_spin);
break;
}
if (player->dashspeed < player->maxdash)
if (player->dashspeed < player->maxdash && player->mindash != player->maxdash)
{
#define chargecalculation (6*(player->dashspeed - player->mindash))/(player->maxdash - player->mindash)
fixed_t soundcalculation = chargecalculation;
@ -5128,11 +5128,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL);
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
if (elem)
{
player->pflags |= PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
S_StartSound(player->mo, sfx_s3k43);
}
else
{
player->pflags &= ~PF_NOJUMPDAMAGE;
@ -5273,7 +5269,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
}
else if (player->pflags & PF_SLIDING || (gametype == GT_CTF && player->gotflag))
else if (player->pflags & PF_SLIDING || (gametype == GT_CTF && player->gotflag) || player->pflags & PF_SHIELDABILITY)
;
/*else if (P_SuperReady(player))
{

View File

@ -2320,14 +2320,20 @@ static void ST_drawTeamHUD(void)
p = bflagico;
else
p = bmatcico;
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_teamscores))
#endif
V_DrawSmallScaledPatch(BASEVIDWIDTH/2 - SEP - SHORT(p->width)/4, 4, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, p);
if (gametype == GT_CTF)
p = rflagico;
else
p = rmatcico;
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_teamscores))
#endif
V_DrawSmallScaledPatch(BASEVIDWIDTH/2 + SEP - SHORT(p->width)/4, 4, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, p);
if (gametype != GT_CTF)
@ -2339,28 +2345,53 @@ static void ST_drawTeamHUD(void)
// Show which flags aren't at base.
for (i = 0; i < MAXPLAYERS; i++)
{
if (players[i].gotflag & GF_BLUEFLAG) // Blue flag isn't at base
if (players[i].gotflag & GF_BLUEFLAG // Blue flag isn't at base
#ifdef HAVE_BLUA
&& LUA_HudEnabled(hud_teamscores)
#endif
)
V_DrawScaledPatch(BASEVIDWIDTH/2 - SEP - SHORT(nonicon->width)/2, 0, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, nonicon);
if (players[i].gotflag & GF_REDFLAG) // Red flag isn't at base
if (players[i].gotflag & GF_REDFLAG // Red flag isn't at base
#ifdef HAVE_BLUA
&& LUA_HudEnabled(hud_teamscores)
#endif
)
V_DrawScaledPatch(BASEVIDWIDTH/2 + SEP - SHORT(nonicon2->width)/2, 0, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, nonicon2);
whichflag |= players[i].gotflag;
if ((whichflag & (GF_REDFLAG|GF_BLUEFLAG)) == (GF_REDFLAG|GF_BLUEFLAG))
break; // both flags were found, let's stop early
}
// Display a countdown timer showing how much time left until the flag returns to base.
{
if (blueflag && blueflag->fuse > 1)
if (blueflag && blueflag->fuse > 1
#ifdef HAVE_BLUA
&& LUA_HudEnabled(hud_teamscores)
#endif
)
V_DrawCenteredString(BASEVIDWIDTH/2 - SEP, 8, V_YELLOWMAP|V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", (blueflag->fuse / TICRATE)));
if (redflag && redflag->fuse > 1)
if (redflag && redflag->fuse > 1
#ifdef HAVE_BLUA
&& LUA_HudEnabled(hud_teamscores)
#endif
)
V_DrawCenteredString(BASEVIDWIDTH/2 + SEP, 8, V_YELLOWMAP|V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", (redflag->fuse / TICRATE)));
}
}
num:
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_teamscores))
#endif
V_DrawCenteredString(BASEVIDWIDTH/2 - SEP, 16, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", bluescore));
#ifdef HAVE_BLUA
if (LUA_HudEnabled(hud_teamscores))
#endif
V_DrawCenteredString(BASEVIDWIDTH/2 + SEP, 16, V_HUDTRANS|V_PERPLAYER|V_SNAPTOTOP, va("%u", redscore));
#undef SEP