Merge remote-tracking branch 'origin/master' into renderswitch

This commit is contained in:
Jaime Passos 2019-11-12 20:25:40 -03:00
commit c6253bb6f9
138 changed files with 19816 additions and 4193 deletions

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@ -13,11 +13,10 @@ set(SRB2_ASSET_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/installer"
CACHE STRING "Path to directory that contains all asset files for the installer.")
set(SRB2_ASSET_HASHED
"srb2.srb;\
"srb2.pk3;\
player.dta;\
rings.dta;\
zones.dta;\
patch.dta"
zones.pk3;\
patch.pk3"
CACHE STRING "Asset filenames to apply MD5 checks. No spaces between entries!"
)

6482
extras/conf/SRB2-22.cfg Normal file

File diff suppressed because it is too large Load Diff

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@ -1,6 +1,6 @@
# libopenmpt mingw-w64 binary info
Current built version as of 2019/05/23 is 0.4.4+r11531.pkg
Current built version as of 2019/09/27 is 0.4.7+r12088.pkg
* mingw binaries (.dll): `bin/[x86 or x86_64]/mingw`
* mingw import libraries (.dll.a): `lib/[x86 or x86_64]/mingw`

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@ -5,6 +5,44 @@ Changelog {#changelog}
For fully detailed change log, please see the source repository directly. This
is just a high-level summary.
### libopenmpt 0.4.7 (2019-09-23)
* [**Bug**] Compilation fix for various platforms that do not provide
`std::aligned_alloc` in C++17 mode. The problematic dependency has been
removed. This should fix build problems on MinGW, OpenBSD, Haiku, and others
for good.
* J2B: Ignore notes with non-existing instrument (fixes Ending.j2b).
* mpg123: Update to v1.25.13 (2019-08-24).
* ogg: Update to v1.3.4. (2019-08-31).
* flac: Update to v1.3.3. (2019-08-04).
### libopenmpt 0.4.6 (2019-08-10)
* [**Bug**] Compilation fix for OpenBSD.
* [**Bug**] Compilation fix for NO_PLUGINS being defined.
* in_openmpt: Correct documentation. `openmpt-mpg123.dll` must be placed into
the Winamp directory.
* Detect IT files unpacked with early UNMO3 versions.
* mpg123: Update to v1.25.11 (2019-07-18).
* minimp3: Update to commit 977514a6dfc4960d819a103f43b358e58ac6c28f
(2019-07-24).
* miniz: Update to v2.1.0 (2019-05-05).
* stb_vorbis: Update to v1.17 (2019-08-09).
### libopenmpt 0.4.5 (2019-05-27)
* [**Sec**] Possible crash during playback due out-of-bounds read in XM and
MT2 files (r11608).
* Breaking out of a sustain loop through Note-Off sometimes didn't continue in
the regular sample loop.
* Seeking did not stop notes playing with XM Key Off (Kxx) effect.
### libopenmpt 0.4.4 (2019-04-07)
* [**Bug**] Channel VU meters were swapped.

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@ -19,7 +19,7 @@
/*! \brief libopenmpt minor version number */
#define OPENMPT_API_VERSION_MINOR 4
/*! \brief libopenmpt patch version number */
#define OPENMPT_API_VERSION_PATCH 4
#define OPENMPT_API_VERSION_PATCH 7
/*! \brief libopenmpt pre-release tag */
#define OPENMPT_API_VERSION_PREREL ""
/*! \brief libopenmpt pre-release flag */

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@ -423,7 +423,11 @@ if(${SRB2_CONFIG_HWRENDER})
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_light.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_main.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md2.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md2load.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md3load.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_model.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_trick.c
${CMAKE_CURRENT_SOURCE_DIR}/hardware/u_list.c
)
set (SRB2_HWRENDER_HEADERS
@ -437,6 +441,10 @@ if(${SRB2_CONFIG_HWRENDER})
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_light.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_main.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md2.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md2load.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md3load.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_model.h
${CMAKE_CURRENT_SOURCE_DIR}/hardware/u_list.h
)
set(SRB2_R_OPENGL_SOURCES

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@ -86,10 +86,7 @@
D_DIR?=../bin/Resources
D_FILES=$(D_DIR)/srb2.pk3 \
$(D_DIR)/player.dta \
$(D_DIR)/rings.wpn \
$(D_DIR)/drill.dta \
$(D_DIR)/soar.dta \
$(D_DIR)/zones.dta \
$(D_DIR)/zones.pk3 \
$(D_DIR)/music.dta \
PKG_CONFIG?=pkg-config
@ -229,7 +226,8 @@ else
#OPTS+=-DUSE_PALETTED_TEXTURE
OPTS+=-DHWRENDER
OBJS+=$(OBJDIR)/hw_bsp.o $(OBJDIR)/hw_draw.o $(OBJDIR)/hw_light.o \
$(OBJDIR)/hw_main.o $(OBJDIR)/hw_clip.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o $(OBJDIR)/hw_trick.o
$(OBJDIR)/hw_main.o $(OBJDIR)/hw_clip.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o $(OBJDIR)/hw_trick.o \
$(OBJDIR)/hw_md2load.o $(OBJDIR)/hw_md3load.o $(OBJDIR)/hw_model.o $(OBJDIR)/u_list.o
endif
ifdef NOHS
@ -649,16 +647,18 @@ ifdef MINGW
$(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h am_map.h \
d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \
hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \
am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -c $< -o $@
else
$(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h am_map.h \
d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \
hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \
am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -I/usr/X11R6/include -c $< -o $@
endif
@ -736,16 +736,18 @@ ifndef NOHW
$(OBJDIR)/r_opengl.o: hardware/r_opengl/r_opengl.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h am_map.h \
d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \
hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \
am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -D_WINDOWS -mwindows -c $< -o $@
$(OBJDIR)/ogl_win.o: hardware/r_opengl/ogl_win.c hardware/r_opengl/r_opengl.h \
doomdef.h doomtype.h g_state.h m_swap.h hardware/hw_drv.h screen.h \
command.h hardware/hw_data.h hardware/hw_glide.h hardware/hw_defs.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h am_map.h \
d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
hardware/hw_md2.h hardware/hw_glob.h hardware/hw_main.h hardware/hw_clip.h \
hardware/hw_md2load.h hardware/hw_md3load.h hardware/hw_model.h hardware/u_list.h \
am_map.h d_event.h d_player.h p_pspr.h m_fixed.h tables.h info.h d_think.h \
p_mobj.h doomdata.h d_ticcmd.h r_defs.h hardware/hw_dll.h
$(CC) $(CFLAGS) $(WFLAGS) -D_WINDOWS -mwindows -c $< -o $@
endif

View File

@ -140,6 +140,9 @@ void B_BuildTiccmd(player_t *player, ticcmd_t *cmd)
void B_KeysToTiccmd(mobj_t *mo, ticcmd_t *cmd, boolean forward, boolean backward, boolean left, boolean right, boolean strafeleft, boolean straferight, boolean jump, boolean spin)
{
// don't try to do stuff if your sonic is in a minecart or something
if (players[consoleplayer].powers[pw_carry])
return;
// Turn the virtual keypresses into ticcmd_t.
if (twodlevel || mo->flags2 & MF2_TWOD) {
if (players[consoleplayer].climbing
@ -218,7 +221,12 @@ boolean B_CheckRespawn(player_t *player)
return false;
// Low ceiling, do not want!
if (sonic->ceilingz - sonic->z < 2*sonic->height)
if (sonic->eflags & MFE_VERTICALFLIP)
{
if (sonic->z - sonic->floorz < (sonic->player->exiting ? 5 : 2)*sonic->height)
return false;
}
else if (sonic->ceilingz - sonic->z < (sonic->player->exiting ? 6 : 3)*sonic->height)
return false;
// If you're dead, wait a few seconds to respawn.
@ -252,11 +260,11 @@ void B_RespawnBot(INT32 playernum)
y = sonic->y;
if (sonic->eflags & MFE_VERTICALFLIP) {
tails->eflags |= MFE_VERTICALFLIP;
z = sonic->z - FixedMul(512*FRACUNIT,sonic->scale);
z = sonic->z - (512*sonic->scale);
if (z < sonic->floorz)
z = sonic->floorz;
} else {
z = sonic->z + sonic->height + FixedMul(512*FRACUNIT,sonic->scale);
z = sonic->z + sonic->height + (512*sonic->scale);
if (z > sonic->ceilingz - sonic->height)
z = sonic->ceilingz - sonic->height;
}

View File

@ -49,6 +49,7 @@ static void COM_Exec_f(void);
static void COM_Wait_f(void);
static void COM_Help_f(void);
static void COM_Toggle_f(void);
static void COM_Add_f(void);
static void CV_EnforceExecVersion(void);
static boolean CV_FilterVarByVersion(consvar_t *v, const char *valstr);
@ -291,6 +292,7 @@ void COM_Init(void)
COM_AddCommand("wait", COM_Wait_f);
COM_AddCommand("help", COM_Help_f);
COM_AddCommand("toggle", COM_Toggle_f);
COM_AddCommand("add", COM_Add_f);
RegisterNetXCmd(XD_NETVAR, Got_NetVar);
}
@ -709,15 +711,21 @@ static void COM_Help_f(void)
if (COM_Argc() > 1)
{
cvar = CV_FindVar(COM_Argv(1));
const char *help = COM_Argv(1);
cvar = CV_FindVar(help);
if (cvar)
{
CONS_Printf(M_GetText("Variable %s:\n"), cvar->name);
boolean floatmode = false;
const char *cvalue = NULL;
CONS_Printf("\x82""Variable %s:\n", cvar->name);
CONS_Printf(M_GetText(" flags :"));
if (cvar->flags & CV_SAVE)
CONS_Printf("AUTOSAVE ");
if (cvar->flags & CV_FLOAT)
{
CONS_Printf("FLOAT ");
floatmode = true;
}
if (cvar->flags & CV_NETVAR)
CONS_Printf("NETVAR ");
if (cvar->flags & CV_CALL)
@ -727,59 +735,113 @@ static void COM_Help_f(void)
CONS_Printf("\n");
if (cvar->PossibleValue)
{
if (stricmp(cvar->PossibleValue[0].strvalue, "MIN") == 0)
{
for (i = 1; cvar->PossibleValue[i].strvalue != NULL; i++)
if (!stricmp(cvar->PossibleValue[i].strvalue, "MAX"))
break;
CONS_Printf(M_GetText(" range from %d to %d\n"), cvar->PossibleValue[0].value,
cvar->PossibleValue[i].value);
CONS_Printf(M_GetText(" Current value: %d\n"), cvar->value);
}
CONS_Printf(" Possible values:\n");
if (cvar->PossibleValue == CV_YesNo)
CONS_Printf(" Yes or No (On or Off, 1 or 0)\n");
else if (cvar->PossibleValue == CV_OnOff)
CONS_Printf(" On or Off (Yes or No, 1 or 0)\n");
else
{
const char *cvalue = NULL;
CONS_Printf(M_GetText(" possible value : %s\n"), cvar->name);
#define MINVAL 0
#define MAXVAL 1
if (!stricmp(cvar->PossibleValue[MINVAL].strvalue, "MIN"))
{
if (floatmode)
CONS_Printf(" range from %f to %f\n", FIXED_TO_FLOAT(cvar->PossibleValue[MINVAL].value),
FIXED_TO_FLOAT(cvar->PossibleValue[MAXVAL].value));
else
CONS_Printf(" range from %d to %d\n", cvar->PossibleValue[MINVAL].value,
cvar->PossibleValue[MAXVAL].value);
i = MAXVAL+1;
}
#undef MINVAL
#undef MAXVAL
//CONS_Printf(M_GetText(" possible value : %s\n"), cvar->name);
while (cvar->PossibleValue[i].strvalue)
{
CONS_Printf(" %-2d : %s\n", cvar->PossibleValue[i].value,
cvar->PossibleValue[i].strvalue);
if (floatmode)
CONS_Printf(" %-2f : %s\n", FIXED_TO_FLOAT(cvar->PossibleValue[i].value),
cvar->PossibleValue[i].strvalue);
else
CONS_Printf(" %-2d : %s\n", cvar->PossibleValue[i].value,
cvar->PossibleValue[i].strvalue);
if (cvar->PossibleValue[i].value == cvar->value)
cvalue = cvar->PossibleValue[i].strvalue;
i++;
}
if (cvalue)
CONS_Printf(M_GetText(" Current value: %s\n"), cvalue);
else
CONS_Printf(M_GetText(" Current value: %d\n"), cvar->value);
}
}
if (cvalue)
CONS_Printf(" Current value: %s\n", cvalue);
else if (cvar->string)
CONS_Printf(" Current value: %s\n", cvar->string);
else
CONS_Printf(M_GetText(" Current value: %d\n"), cvar->value);
CONS_Printf(" Current value: %d\n", cvar->value);
}
else
CONS_Printf(M_GetText("No help for this command/variable\n"));
{
for (cmd = com_commands; cmd; cmd = cmd->next)
{
if (strcmp(cmd->name, help))
continue;
CONS_Printf("\x82""Command %s:\n", cmd->name);
CONS_Printf(" help is not available for commands");
CONS_Printf("\x82""\nCheck wiki.srb2.org for more or try typing <name> without arguments\n");
return;
}
CONS_Printf("No exact match, searching...\n");
// variables
CONS_Printf("\x82""Variables:\n");
for (cvar = consvar_vars; cvar; cvar = cvar->next)
{
if ((cvar->flags & CV_NOSHOWHELP) || (!strstr(cvar->name, help)))
continue;
CONS_Printf("%s ", cvar->name);
i++;
}
// commands
CONS_Printf("\x82""\nCommands:\n");
for (cmd = com_commands; cmd; cmd = cmd->next)
{
if (!strstr(cmd->name, help))
continue;
CONS_Printf("%s ",cmd->name);
i++;
}
CONS_Printf("\x82""\nCheck wiki.srb2.org for more or type help <command or variable>\n");
CONS_Debug(DBG_GAMELOGIC, "\x87Total : %d\n", i);
}
return;
}
else
{
// variables
CONS_Printf("\x82""Variables:\n");
for (cvar = consvar_vars; cvar; cvar = cvar->next)
{
if (cvar->flags & CV_NOSHOWHELP)
continue;
CONS_Printf("%s ", cvar->name);
i++;
}
// commands
CONS_Printf("\x82%s", M_GetText("Commands\n"));
CONS_Printf("\x82""\nCommands:\n");
for (cmd = com_commands; cmd; cmd = cmd->next)
{
CONS_Printf("%s ",cmd->name);
i++;
}
// variables
CONS_Printf("\n\x82%s", M_GetText("Variables\n"));
for (cvar = consvar_vars; cvar; cvar = cvar->next)
{
if (!(cvar->flags & CV_NOSHOWHELP))
CONS_Printf("%s ", cvar->name);
i++;
}
CONS_Printf("\n\x82%s", M_GetText("Read help file for more or type help <command or variable>\n"));
CONS_Printf("\x82""\nCheck wiki.srb2.org for more or type help <command or variable>\n");
CONS_Debug(DBG_GAMELOGIC, "\x82Total : %d\n", i);
}
@ -816,6 +878,30 @@ static void COM_Toggle_f(void)
CV_AddValue(cvar, +1);
}
/** Command variant of CV_AddValue
*/
static void COM_Add_f(void)
{
consvar_t *cvar;
if (COM_Argc() != 3)
{
CONS_Printf(M_GetText("Add <cvar_name> <value>: Add to the value of a cvar. Negative values work too!\n"));
return;
}
cvar = CV_FindVar(COM_Argv(1));
if (!cvar)
{
CONS_Alert(CONS_NOTICE, M_GetText("%s is not a cvar\n"), COM_Argv(1));
return;
}
if (( cvar->flags & CV_FLOAT ))
CV_Set(cvar, va("%f", FIXED_TO_FLOAT (cvar->value) + atof(COM_Argv(2))));
else
CV_AddValue(cvar, atoi(COM_Argv(2)));
}
// =========================================================================
// VARIABLE SIZE BUFFERS
// =========================================================================
@ -1123,32 +1209,42 @@ static void Setvalue(consvar_t *var, const char *valstr, boolean stealth)
if (var->PossibleValue[0].strvalue && !stricmp(var->PossibleValue[0].strvalue, "MIN")) // bounded cvar
{
#define MINVAL 0
#define MAXVAL 1
INT32 i;
// search for maximum
for (i = 1; var->PossibleValue[i].strvalue; i++)
if (!stricmp(var->PossibleValue[i].strvalue, "MAX"))
break;
#ifdef PARANOIA
if (!var->PossibleValue[i].strvalue)
if (!var->PossibleValue[MAXVAL].strvalue)
I_Error("Bounded cvar \"%s\" without maximum!\n", var->name);
#endif
if ((v != INT32_MIN && v < var->PossibleValue[0].value) || !stricmp(valstr, "MIN"))
// search for other
for (i = MAXVAL+1; var->PossibleValue[i].strvalue; i++)
if (v == var->PossibleValue[i].value || !stricmp(var->PossibleValue[i].strvalue, valstr))
{
var->value = var->PossibleValue[i].value;
var->string = var->PossibleValue[i].strvalue;
goto finish;
}
if ((v != INT32_MIN && v < var->PossibleValue[MINVAL].value) || !stricmp(valstr, "MIN"))
{
v = var->PossibleValue[0].value;
valstr = var->PossibleValue[0].strvalue;
v = var->PossibleValue[MINVAL].value;
valstr = var->PossibleValue[MINVAL].strvalue;
override = true;
overrideval = v;
}
else if ((v != INT32_MIN && v > var->PossibleValue[i].value) || !stricmp(valstr, "MAX"))
else if ((v != INT32_MIN && v > var->PossibleValue[MAXVAL].value) || !stricmp(valstr, "MAX"))
{
v = var->PossibleValue[i].value;
valstr = var->PossibleValue[i].strvalue;
v = var->PossibleValue[MAXVAL].value;
valstr = var->PossibleValue[MAXVAL].strvalue;
override = true;
overrideval = v;
}
if (v == INT32_MIN)
goto badinput;
#undef MINVAL
#undef MAXVAL
}
else
{
@ -1515,6 +1611,9 @@ void CV_AddValue(consvar_t *var, INT32 increment)
{
INT32 newvalue, max;
if (!increment)
return;
// count pointlimit better
if (var == &cv_pointlimit && (gametype == GT_MATCH))
increment *= 50;
@ -1538,13 +1637,11 @@ void CV_AddValue(consvar_t *var, INT32 increment)
if (var->PossibleValue)
{
#define MINVAL 0
if (var == &cv_nextmap)
{
// Special case for the nextmap variable, used only directly from the menu
INT32 oldvalue = var->value - 1, gt;
gt = cv_newgametype.value;
if (increment != 0) // Going up!
{
newvalue = var->value - 1;
do
@ -1575,21 +1672,58 @@ void CV_AddValue(consvar_t *var, INT32 increment)
return;
}
}
#define MINVAL 0
#define MAXVAL 1
else if (var->PossibleValue[MINVAL].strvalue && !strcmp(var->PossibleValue[MINVAL].strvalue, "MIN"))
{
// search the next to last
for (max = 0; var->PossibleValue[max+1].strvalue; max++)
;
#ifdef PARANOIA
if (!var->PossibleValue[MAXVAL].strvalue)
I_Error("Bounded cvar \"%s\" without maximum!\n", var->name);
#endif
if (newvalue < var->PossibleValue[MINVAL].value) // add the max+1
newvalue += var->PossibleValue[max].value - var->PossibleValue[MINVAL].value + 1;
if (newvalue < var->PossibleValue[MINVAL].value || newvalue > var->PossibleValue[MAXVAL].value)
{
INT32 currentindice = -1, newindice;
for (max = MAXVAL+1; var->PossibleValue[max].strvalue; max++)
{
if (var->PossibleValue[max].value == newvalue)
{
increment = 0;
currentindice = max;
}
else if (var->PossibleValue[max].value == var->value)
currentindice = max;
}
newvalue = var->PossibleValue[MINVAL].value + (newvalue - var->PossibleValue[MINVAL].value)
% (var->PossibleValue[max].value - var->PossibleValue[MINVAL].value + 1);
if (increment)
{
increment = (increment > 0) ? 1 : -1;
if (currentindice == -1 && max != MAXVAL+1)
newindice = ((increment > 0) ? MAXVAL : max) + increment;
else
newindice = currentindice + increment;
CV_SetValue(var, newvalue);
#undef MINVAL
if (newindice >= max || newindice <= MAXVAL)
{
if (var == &cv_pointlimit && (gametype == GT_MATCH) && increment > 0)
CV_SetValue(var, 50);
else
{
newvalue = var->PossibleValue[((increment > 0) ? MINVAL : MAXVAL)].value;
CV_SetValue(var, newvalue);
}
}
else
CV_Set(var, var->PossibleValue[newindice].strvalue);
}
else
CV_Set(var, var->PossibleValue[currentindice].strvalue);
}
else
CV_SetValue(var, newvalue);
}
#undef MINVAL
#undef MAXVAL
else
{
INT32 currentindice = -1, newindice;
@ -1599,8 +1733,6 @@ void CV_AddValue(consvar_t *var, INT32 increment)
if (var->PossibleValue[max].value == var->value)
currentindice = max;
max--;
if (var == &cv_chooseskin)
{
// Special case for the chooseskin variable, used only directly from the menu
@ -1632,7 +1764,7 @@ void CV_AddValue(consvar_t *var, INT32 increment)
var->value);
#endif
newindice = (currentindice + increment + max + 1) % (max+1);
newindice = (currentindice + increment + max) % max;
CV_Set(var, var->PossibleValue[newindice].strvalue);
}
}

View File

@ -13,7 +13,7 @@
#define ASSET_HASH_SRB2_PK3 "${SRB2_ASSET_srb2.pk3_HASH}"
#define ASSET_HASH_PLAYER_DTA "${SRB2_ASSET_player.dta_HASH}"
#define ASSET_HASH_ZONES_DTA "${SRB2_ASSET_zones.dta_HASH}"
#define ASSET_HASH_ZONES_PK3 "${SRB2_ASSET_zones.pk3_HASH}"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_PK3 "${SRB2_ASSET_patch.pk3_HASH}"
#endif
@ -30,7 +30,7 @@
* Last updated 2018 / ?? / ?? - v2.2 - patch.pk3
*/
#define ASSET_HASH_SRB2_PK3 "c1b9577687f8a795104aef4600720ea7"
#define ASSET_HASH_ZONES_DTA "303838c6c534d9540288360fa49cca60"
#define ASSET_HASH_ZONES_PK3 "303838c6c534d9540288360fa49cca60"
#define ASSET_HASH_PLAYER_DTA "cfca0f1c73023cbbd8f844f45480f799"
#ifdef USE_PATCH_DTA
#define ASSET_HASH_PATCH_PK3 "dbbf8bc6121618ee3be2d5b14650429b"

View File

@ -176,11 +176,11 @@ static void CONS_Clear_f(void)
// Choose english keymap
//
static void CONS_English_f(void)
/*static void CONS_English_f(void)
{
shiftxform = english_shiftxform;
CONS_Printf(M_GetText("%s keymap.\n"), M_GetText("English"));
}
}*/
static char *bindtable[NUMINPUTS];
@ -395,7 +395,7 @@ void CON_Init(void)
// register our commands
//
COM_AddCommand("cls", CONS_Clear_f);
COM_AddCommand("english", CONS_English_f);
//COM_AddCommand("english", CONS_English_f);
// set console full screen for game startup MAKE SURE VID_Init() done !!!
con_destlines = vid.height;
con_curlines = vid.height;

View File

@ -83,11 +83,9 @@ tic_t jointimeout = (10*TICRATE);
static boolean sendingsavegame[MAXNETNODES]; // Are we sending the savegame?
static tic_t freezetimeout[MAXNETNODES]; // Until when can this node freeze the server before getting a timeout?
#ifdef NEWPING
UINT16 pingmeasurecount = 1;
UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone.
UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values.
#endif
SINT8 nodetoplayer[MAXNETNODES];
SINT8 nodetoplayer2[MAXNETNODES]; // say the numplayer for this node if any (splitscreen)
UINT8 playerpernode[MAXNETNODES]; // used specialy for scplitscreen
@ -621,6 +619,10 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->friction = LONG(players[i].mo->friction);
rsp->movefactor = LONG(players[i].mo->movefactor);
rsp->sprite = (spritenum_t)LONG(players[i].mo->sprite);
rsp->frame = LONG(players[i].mo->frame);
rsp->sprite2 = players[i].mo->sprite2;
rsp->anim_duration = SHORT(players[i].mo->anim_duration);
rsp->tics = LONG(players[i].mo->tics);
rsp->statenum = (statenum_t)LONG(players[i].mo->state-states); // :(
rsp->eflags = (UINT16)SHORT(players[i].mo->eflags);
@ -767,8 +769,17 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].mo->momy = LONG(rsp->momy);
players[i].mo->momz = LONG(rsp->momz);
players[i].mo->movefactor = LONG(rsp->movefactor);
// Don't use P_SetMobjStateNF to restore state, write/read all the values manually!
// This should stop those stupid console errors, hopefully.
// -- Monster Iestyn
players[i].mo->sprite = (spritenum_t)LONG(rsp->sprite);
players[i].mo->frame = LONG(rsp->frame);
players[i].mo->sprite2 = rsp->sprite2;
players[i].mo->anim_duration = SHORT(rsp->anim_duration);
players[i].mo->tics = LONG(rsp->tics);
P_SetMobjStateNF(players[i].mo, LONG(rsp->statenum));
players[i].mo->state = &states[LONG(rsp->statenum)];
players[i].mo->x = LONG(rsp->x);
players[i].mo->y = LONG(rsp->y);
players[i].mo->z = LONG(rsp->z);
@ -1253,7 +1264,8 @@ static boolean CL_SendJoin(void)
netbuffer->u.clientcfg.localplayers = localplayers;
netbuffer->u.clientcfg.version = VERSION;
netbuffer->u.clientcfg.subversion = SUBVERSION;
strncpy(netbuffer->u.clientcfg.names[0], cv_playername.zstring, MAXPLAYERNAME);
strncpy(netbuffer->u.clientcfg.names[1], cv_playername2.zstring, MAXPLAYERNAME);
return HSendPacket(servernode, true, 0, sizeof (clientconfig_pak));
}
@ -1312,33 +1324,13 @@ static void SV_SendPlayerInfo(INT32 node)
continue;
}
netbuffer->u.playerinfo[i].node = (UINT8)playernode[i];
netbuffer->u.playerinfo[i].node = i;
strncpy(netbuffer->u.playerinfo[i].name, (const char *)&player_names[i], MAXPLAYERNAME+1);
netbuffer->u.playerinfo[i].name[MAXPLAYERNAME] = '\0';
//fetch IP address
{
const char *claddress;
UINT32 numericaddress[4];
memset(netbuffer->u.playerinfo[i].address, 0, 4);
if (playernode[i] == 0)
{
//127.0.0.1
netbuffer->u.playerinfo[i].address[0] = 127;
netbuffer->u.playerinfo[i].address[3] = 1;
}
else if (playernode[i] > 0 && I_GetNodeAddress && (claddress = I_GetNodeAddress(playernode[i])) != NULL)
{
if (sscanf(claddress, "%d.%d.%d.%d", &numericaddress[0], &numericaddress[1], &numericaddress[2], &numericaddress[3]) < 4)
goto badaddress;
netbuffer->u.playerinfo[i].address[0] = (UINT8)numericaddress[0];
netbuffer->u.playerinfo[i].address[1] = (UINT8)numericaddress[1];
netbuffer->u.playerinfo[i].address[2] = (UINT8)numericaddress[2];
netbuffer->u.playerinfo[i].address[3] = (UINT8)numericaddress[3];
}
}
badaddress:
//No, don't do that, you fuckface.
memset(netbuffer->u.playerinfo[i].address, 0, 4);
if (G_GametypeHasTeams())
{
@ -2499,7 +2491,7 @@ static void CL_RemovePlayer(INT32 playernum, INT32 reason)
void CL_Reset(void)
{
if (metalrecording)
G_StopMetalRecording();
G_StopMetalRecording(false);
if (metalplayback)
G_StopMetalDemo();
if (demorecording)
@ -2870,12 +2862,10 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum)
HU_AddChatText(va("\x82*%s has been kicked (Go away)", player_names[pnum]), false);
kickreason = KR_KICK;
break;
#ifdef NEWPING
case KICK_MSG_PING_HIGH:
HU_AddChatText(va("\x82*%s left the game (Broke ping limit)", player_names[pnum]), false);
kickreason = KR_PINGLIMIT;
break;
#endif
case KICK_MSG_CON_FAIL:
HU_AddChatText(va("\x82*%s left the game (Synch Failure)", player_names[pnum]), false);
kickreason = KR_SYNCH;
@ -2948,10 +2938,8 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum)
D_StartTitle();
if (msg == KICK_MSG_CON_FAIL)
M_StartMessage(M_GetText("Server closed connection\n(synch failure)\nPress ESC\n"), NULL, MM_NOTHING);
#ifdef NEWPING
else if (msg == KICK_MSG_PING_HIGH)
M_StartMessage(M_GetText("Server closed connection\n(Broke ping limit)\nPress ESC\n"), NULL, MM_NOTHING);
#endif
else if (msg == KICK_MSG_BANNED)
M_StartMessage(M_GetText("You have been banned by the server\n\nPress ESC\n"), NULL, MM_NOTHING);
else if (msg == KICK_MSG_CUSTOM_KICK)
@ -2969,7 +2957,7 @@ consvar_t cv_allownewplayer = {"allowjoin", "On", CV_SAVE|CV_NETVAR, CV_OnOff, N
consvar_t cv_joinnextround = {"joinnextround", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; /// \todo not done
static CV_PossibleValue_t maxplayers_cons_t[] = {{2, "MIN"}, {32, "MAX"}, {0, NULL}};
consvar_t cv_maxplayers = {"maxplayers", "8", CV_SAVE, maxplayers_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t resynchattempts_cons_t[] = {{0, "MIN"}, {20, "MAX"}, {0, NULL}};
static CV_PossibleValue_t resynchattempts_cons_t[] = {{1, "MIN"}, {20, "MAX"}, {0, "No"}, {0, NULL}};
consvar_t cv_resynchattempts = {"resynchattempts", "10", CV_SAVE, resynchattempts_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL };
consvar_t cv_blamecfail = {"blamecfail", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL };
@ -3199,6 +3187,7 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
if (!splitscreen && !botingame)
CL_ClearPlayer(newplayernum);
playeringame[newplayernum] = true;
READSTRINGN(*p, player_names[newplayernum], MAXPLAYERNAME);
G_AddPlayer(newplayernum);
if (newplayernum+1 > doomcom->numslots)
doomcom->numslots = (INT16)(newplayernum+1);
@ -3231,10 +3220,10 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
{
const char *address;
if (I_GetNodeAddress && (address = I_GetNodeAddress(node)) != NULL)
HU_AddChatText(va("\x82*Player %d has joined the game (node %d) (%s)", newplayernum+1, node, address), false); // merge join notification + IP to avoid clogging console/chat.
HU_AddChatText(va("\x82*%s has joined the game (node %d) (%s)", player_names[newplayernum], node, address), false); // merge join notification + IP to avoid clogging console/chat.
}
else
HU_AddChatText(va("\x82*Player %d has joined the game (node %d)", newplayernum+1, node), false); // if you don't wanna see the join address.
HU_AddChatText(va("\x82*%s has joined the game (node %d)", player_names[newplayernum], node), false); // if you don't wanna see the join address.
}
if (server && multiplayer && motd[0] != '\0')
@ -3245,10 +3234,11 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
#endif
}
static boolean SV_AddWaitingPlayers(void)
static boolean SV_AddWaitingPlayers(const char *name, const char *name2)
{
INT32 node, n, newplayer = false;
UINT8 buf[2];
UINT8 buf[2 + MAXPLAYERNAME];
UINT8 *p;
UINT8 newplayernum = 0;
// What is the reason for this? Why can't newplayernum always be 0?
@ -3331,18 +3321,23 @@ static boolean SV_AddWaitingPlayers(void)
playernode[newplayernum] = (UINT8)node;
p = buf + 2;
buf[0] = (UINT8)node;
buf[1] = newplayernum;
if (playerpernode[node] < 1)
{
nodetoplayer[node] = newplayernum;
WRITESTRINGN(p, name, MAXPLAYERNAME);
}
else
{
nodetoplayer2[node] = newplayernum;
buf[1] |= 0x80;
WRITESTRINGN(p, name2, MAXPLAYERNAME);
}
playerpernode[node]++;
SendNetXCmd(XD_ADDPLAYER, &buf, 2);
SendNetXCmd(XD_ADDPLAYER, &buf, p - buf);
DEBFILE(va("Server added player %d node %d\n", newplayernum, node));
// use the next free slot (we can't put playeringame[newplayernum] = true here)
@ -3404,7 +3399,7 @@ boolean SV_SpawnServer(void)
else doomcom->numslots = 1;
}
return SV_AddWaitingPlayers();
return SV_AddWaitingPlayers(cv_playername.zstring, cv_playername2.zstring);
}
void SV_StopServer(void)
@ -3475,6 +3470,9 @@ static size_t TotalTextCmdPerTic(tic_t tic)
*/
static void HandleConnect(SINT8 node)
{
char names[MAXSPLITSCREENPLAYERS][MAXPLAYERNAME + 1];
INT32 i;
if (bannednode && bannednode[node])
SV_SendRefuse(node, M_GetText("You have been banned\nfrom the server"));
else if (netbuffer->u.clientcfg.version != VERSION
@ -3494,6 +3492,16 @@ static void HandleConnect(SINT8 node)
boolean newnode = false;
#endif
for (i = 0; i < netbuffer->u.clientcfg.localplayers - playerpernode[node]; i++)
{
strlcpy(names[i], netbuffer->u.clientcfg.names[i], MAXPLAYERNAME + 1);
if (!EnsurePlayerNameIsGood(names[i], -1))
{
SV_SendRefuse(node, "Bad player name");
return;
}
}
// client authorised to join
nodewaiting[node] = (UINT8)(netbuffer->u.clientcfg.localplayers - playerpernode[node]);
if (!nodeingame[node])
@ -3534,7 +3542,7 @@ static void HandleConnect(SINT8 node)
SV_SendSaveGame(node); // send a complete game state
DEBFILE("send savegame\n");
}
SV_AddWaitingPlayers();
SV_AddWaitingPlayers(names[0], names[1]);
player_joining = true;
}
#else
@ -3841,7 +3849,7 @@ static void HandlePacketFromPlayer(SINT8 node)
break;
// Ignore tics from those not synched
if (resynch_inprogress[node])
if (resynch_inprogress[node] && nettics[node] == gametic)
break;
// To save bytes, only the low byte of tic numbers are sent
@ -4175,7 +4183,6 @@ static void HandlePacketFromPlayer(SINT8 node)
resynch_local_inprogress = true;
CL_AcknowledgeResynch(&netbuffer->u.resynchpak);
break;
#ifdef NEWPING
case PT_PING:
// Only accept PT_PING from the server.
if (node != servernode)
@ -4203,7 +4210,6 @@ static void HandlePacketFromPlayer(SINT8 node)
}
break;
#endif
case PT_SERVERCFG:
break;
case PT_FILEFRAGMENT:
@ -4699,10 +4705,15 @@ void TryRunTics(tic_t realtics)
if (player_joining)
return;
if (neededtic > gametic)
if (neededtic > gametic && !resynch_local_inprogress)
{
if (advancedemo)
D_StartTitle();
{
if (timedemo_quit)
COM_ImmedExecute("quit");
else
D_StartTitle();
}
else
// run the count * tics
while (neededtic > gametic)
@ -4717,7 +4728,6 @@ void TryRunTics(tic_t realtics)
}
}
#ifdef NEWPING
static inline void PingUpdate(void)
{
INT32 i;
@ -4775,7 +4785,6 @@ static inline void PingUpdate(void)
pingmeasurecount = 1; //Reset count
}
#endif
void NetUpdate(void)
{
@ -4800,7 +4809,6 @@ void NetUpdate(void)
gametime = nowtime;
#ifdef NEWPING
if (server)
{
if (netgame && !(gametime % 255))
@ -4811,7 +4819,6 @@ void NetUpdate(void)
realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
pingmeasurecount++;
}
#endif
if (client)
maketic = neededtic;
@ -4853,8 +4860,13 @@ void NetUpdate(void)
for (i = 0; i < MAXNETNODES; ++i)
if (resynch_inprogress[i])
{
SV_SendResynch(i);
counts = -666;
if (!nodeingame[i] || nettics[i] == gametic)
{
SV_SendResynch(i);
counts = -666;
}
else
counts = 0; // Let the client catch up with the server
}
// Do not make tics while resynching

View File

@ -15,6 +15,7 @@
#include "d_ticcmd.h"
#include "d_netcmd.h"
#include "d_net.h"
#include "tables.h"
#include "d_player.h"
@ -73,9 +74,7 @@ typedef enum
PT_LOGIN, // Login attempt from the client.
#ifdef NEWPING
PT_PING, // Packet sent to tell clients the other client's latency to server.
#endif
NUMPACKETTYPE
} packettype_t;
@ -265,6 +264,10 @@ typedef struct
fixed_t friction;
fixed_t movefactor;
spritenum_t sprite;
UINT32 frame;
UINT8 sprite2;
UINT16 anim_duration;
INT32 tics;
statenum_t statenum;
UINT32 flags;
@ -322,6 +325,7 @@ typedef struct
UINT8 subversion; // Contains build version
UINT8 localplayers;
UINT8 mode;
char names[MAXSPLITSCREENPLAYERS][MAXPLAYERNAME];
} ATTRPACK clientconfig_pak;
#define MAXSERVERNAME 32
@ -421,9 +425,7 @@ typedef struct
msaskinfo_pak msaskinfo; // 22 bytes
plrinfo playerinfo[MAXPLAYERS]; // 1152 bytes (I'd say 36~38)
plrconfig playerconfig[MAXPLAYERS]; // (up to) 896 bytes (welp they ARE)
#ifdef NEWPING
UINT32 pingtable[MAXPLAYERS]; // 128 bytes
#endif
} u; // This is needed to pack diff packet types data together
} ATTRPACK doomdata_t;
@ -457,9 +459,7 @@ extern consvar_t cv_playbackspeed;
#define KICK_MSG_PLAYER_QUIT 3
#define KICK_MSG_TIMEOUT 4
#define KICK_MSG_BANNED 5
#ifdef NEWPING
#define KICK_MSG_PING_HIGH 6
#endif
#define KICK_MSG_CUSTOM_KICK 7
#define KICK_MSG_CUSTOM_BAN 8
@ -484,11 +484,9 @@ extern SINT8 servernode;
void Command_Ping_f(void);
extern tic_t connectiontimeout;
extern tic_t jointimeout;
#ifdef NEWPING
extern UINT16 pingmeasurecount;
extern UINT32 realpingtable[MAXPLAYERS];
extern UINT32 playerpingtable[MAXPLAYERS];
#endif
extern consvar_t cv_joinnextround, cv_allownewplayer, cv_maxplayers, cv_resynchattempts, cv_blamecfail, cv_maxsend, cv_noticedownload, cv_downloadspeed;

View File

@ -257,7 +257,14 @@ static void D_Display(void)
}
if (vid.recalc || setrenderstillneeded)
{
SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc()
#ifdef HWRENDER
// Shoot! The screen texture was flushed!
if ((rendermode == render_opengl) && (gamestate == GS_INTERMISSION))
usebuffer = false;
#endif
}
// change the view size if needed
if (setsizeneeded || setrenderstillneeded)
@ -317,11 +324,8 @@ static void D_Display(void)
switch (gamestate)
{
case GS_TITLESCREEN:
if (!titlemapinaction || !curbghide) {
F_TitleScreenDrawer();
break;
}
/* FALLTHRU */
F_TitleScreenDrawer();
break;
case GS_LEVEL:
if (!gametic)
break;
@ -392,75 +396,26 @@ static void D_Display(void)
// clean up border stuff
// see if the border needs to be initially drawn
if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction && curbghide))
if (gamestate == GS_LEVEL)
{
// draw the view directly
if (!automapactive && !dedicated && cv_renderview.value)
{
if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
{
topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
objectsdrawn = 0;
#ifdef HWRENDER
if (rendermode != render_soft)
HWR_RenderPlayerView(0, &players[displayplayer]);
else
#endif
if (rendermode != render_none)
R_RenderPlayerView(&players[displayplayer]);
}
// render the second screen
if (splitscreen && players[secondarydisplayplayer].mo)
{
#ifdef HWRENDER
if (rendermode != render_soft)
HWR_RenderPlayerView(1, &players[secondarydisplayplayer]);
else
#endif
if (rendermode != render_none)
{
viewwindowy = vid.height / 2;
M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));
topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
R_RenderPlayerView(&players[secondarydisplayplayer]);
viewwindowy = 0;
M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
}
}
// Image postprocessing effect
if (rendermode == render_soft)
{
if (postimgtype)
V_DoPostProcessor(0, postimgtype, postimgparam);
if (postimgtype2)
V_DoPostProcessor(1, postimgtype2, postimgparam2);
}
}
D_Render();
if (lastdraw)
{
if (rendermode == render_soft)
{
VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes);
Y_ConsiderScreenBuffer();
usebuffer = true;
}
lastdraw = false;
}
if (gamestate == GS_LEVEL)
{
ST_Drawer();
F_TextPromptDrawer();
HU_Drawer();
}
else
F_TitleScreenDrawer();
ST_Drawer();
F_TextPromptDrawer();
HU_Drawer();
}
}
@ -516,6 +471,13 @@ static void D_Display(void)
F_RunWipe(wipetypepost, gamestate != GS_TIMEATTACK && gamestate != GS_TITLESCREEN);
}
// reset counters so timedemo doesn't count the wipe duration
if (timingdemo)
{
framecount = 0;
demostarttime = I_GetTime();
}
wipetypepost = -1;
}
else
@ -575,6 +537,56 @@ void D_CheckRendererState(void)
R_ReloadHUDGraphics();
}
void D_Render(void)
{
if (!automapactive && !dedicated && cv_renderview.value)
{
if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
{
topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
objectsdrawn = 0;
#ifdef HWRENDER
if (rendermode != render_soft)
HWR_RenderPlayerView(0, &players[displayplayer]);
else
#endif
if (rendermode != render_none)
R_RenderPlayerView(&players[displayplayer]);
}
// render the second screen
if (splitscreen && players[secondarydisplayplayer].mo)
{
#ifdef HWRENDER
if (rendermode != render_soft)
HWR_RenderPlayerView(1, &players[secondarydisplayplayer]);
else
#endif
if (rendermode != render_none)
{
viewwindowy = vid.height / 2;
M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));
topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
R_RenderPlayerView(&players[secondarydisplayplayer]);
viewwindowy = 0;
M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
}
}
// Image postprocessing effect
if (rendermode == render_soft)
{
if (postimgtype)
V_DoPostProcessor(0, postimgtype, postimgparam);
if (postimgtype2)
V_DoPostProcessor(1, postimgtype2, postimgparam2);
}
}
}
// =========================================================================
// D_SRB2Loop
// =========================================================================
@ -588,9 +600,6 @@ void D_SRB2Loop(void)
if (dedicated)
server = true;
if (M_CheckParm("-voodoo")) // 256x256 Texture Limiter
COM_BufAddText("gr_voodoocompatibility on\n");
// Pushing of + parameters is now done back in D_SRB2Main, not here.
CONS_Printf("I_StartupKeyboard()...\n");
@ -903,7 +912,7 @@ static void IdentifyVersion(void)
// checking in D_SRB2Main
// Add the maps
D_AddFile(va(pandf,srb2waddir,"zones.dta"));
D_AddFile(va(pandf,srb2waddir,"zones.pk3"));
// Add the players
D_AddFile(va(pandf,srb2waddir, "player.dta"));
@ -1196,10 +1205,10 @@ void D_SRB2Main(void)
// Check MD5s of autoloaded files
W_VerifyFileMD5(mainwads++, ASSET_HASH_SRB2_PK3); // srb2.pk3
W_VerifyFileMD5(mainwads++, ASSET_HASH_ZONES_DTA); // zones.dta
W_VerifyFileMD5(mainwads++, ASSET_HASH_ZONES_PK3); // zones.pk3
W_VerifyFileMD5(mainwads++, ASSET_HASH_PLAYER_DTA); // player.dta
#ifdef USE_PATCH_DTA
W_VerifyFileMD5(mainwads++, ASSET_HASH_PATCH_DTA); // patch.dta
W_VerifyFileMD5(mainwads++, ASSET_HASH_PATCH_DTA); // patch.pk3
#endif
// don't check music.dta because people like to modify it, and it doesn't matter if they do
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
@ -1208,7 +1217,7 @@ void D_SRB2Main(void)
#else
mainwads++; // srb2.pk3
mainwads++; // zones.dta
mainwads++; // zones.pk3
mainwads++; // player.dta
#ifdef USE_PATCH_DTA
mainwads++; // patch.dta
@ -1305,24 +1314,40 @@ void D_SRB2Main(void)
sound_disabled = true;
midi_disabled = digital_disabled = true;
}
if (M_CheckParm("-noaudio")) // combines -nosound and -nomusic
{
sound_disabled = true;
digital_disabled = true;
midi_disabled = true;
}
else
{
if (M_CheckParm("-nosound"))
sound_disabled = true;
if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic
{
digital_disabled = true;
midi_disabled = true;
}
else
{
if (M_CheckParm("-nomidimusic"))
midi_disabled = true; // WARNING: DOS version initmusic in I_StartupSound
if (M_CheckParm("-nodigmusic"))
digital_disabled = true; // WARNING: DOS version initmusic in I_StartupSound
}
}
if (!( sound_disabled && digital_disabled
#ifndef NO_MIDI
&& midi_disabled
#endif
))
{
CONS_Printf("S_InitSfxChannels(): Setting up sound channels.\n");
I_StartupSound();
I_InitMusic();
S_InitSfxChannels(cv_soundvolume.value);
}
if (M_CheckParm("-nosound"))
sound_disabled = true;
if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic
midi_disabled = digital_disabled = true;
else
{
if (M_CheckParm("-nomidimusic"))
midi_disabled = true; // WARNING: DOS version initmusic in I_StartupSound
if (M_CheckParm("-nodigmusic"))
digital_disabled = true; // WARNING: DOS version initmusic in I_StartupSound
}
I_StartupSound();
I_InitMusic();
S_InitSfxChannels(cv_soundvolume.value);
CONS_Printf("ST_Init(): Init status bar.\n");
ST_Init();

View File

@ -54,4 +54,7 @@ const char *D_Home(void);
void D_AdvanceDemo(void);
void D_StartTitle(void);
/* Here for title maps */
void D_Render(void);
#endif //__D_MAIN__

View File

@ -185,22 +185,10 @@ typedef struct
UINT8 nextacknum;
UINT8 flags;
#ifndef NEWPING
// jacobson tcp timeout evaluation algorithm (Karn variation)
fixed_t ping;
fixed_t varping;
INT32 timeout; // computed with ping and varping
#endif
} node_t;
static node_t nodes[MAXNETNODES];
#ifndef NEWPING
#define PINGDEFAULT ((200*TICRATE*FRACUNIT)/1000)
#define VARPINGDEFAULT ((50*TICRATE*FRACUNIT)/1000)
#define TIMEOUT(p,v) (p+4*v+FRACUNIT/2)>>FRACBITS;
#else
#define NODETIMEOUT 14 //What the above boiled down to...
#endif
#define NODETIMEOUT 14
#ifndef NONET
// return <0 if a < b (mod 256)
@ -320,19 +308,7 @@ static UINT8 GetAcktosend(INT32 node)
static void RemoveAck(INT32 i)
{
INT32 node = ackpak[i].destinationnode;
#ifndef NEWPING
fixed_t trueping = (I_GetTime() - ackpak[i].senttime)<<FRACBITS;
if (ackpak[i].resentnum)
{
// +FRACUNIT/2 for round
nodes[node].ping = (nodes[node].ping*7 + trueping)/8;
nodes[node].varping = (nodes[node].varping*7 + abs(nodes[node].ping-trueping))/8;
nodes[node].timeout = TIMEOUT(nodes[node].ping,nodes[node].varping);
}
DEBFILE(va("Remove ack %d trueping %d ping %f var %f timeout %d\n",ackpak[i].acknum,trueping>>FRACBITS,(double)FIXED_TO_FLOAT(nodes[node].ping),(double)FIXED_TO_FLOAT(nodes[node].varping),nodes[node].timeout));
#else
DEBFILE(va("Remove ack %d\n",ackpak[i].acknum));
#endif
ackpak[i].acknum = 0;
if (nodes[node].flags & NF_CLOSE)
Net_CloseConnection(node);
@ -519,11 +495,7 @@ void Net_AckTicker(void)
{
const INT32 nodei = ackpak[i].destinationnode;
node_t *node = &nodes[nodei];
#ifdef NEWPING
if (ackpak[i].acknum && ackpak[i].senttime + NODETIMEOUT < I_GetTime())
#else
if (ackpak[i].acknum && ackpak[i].senttime + node->timeout < I_GetTime())
#endif
{
if (ackpak[i].resentnum > 10 && (node->flags & NF_CLOSE))
{
@ -534,13 +506,8 @@ void Net_AckTicker(void)
ackpak[i].acknum = 0;
continue;
}
#ifdef NEWPING
DEBFILE(va("Resend ack %d, %u<%d at %u\n", ackpak[i].acknum, ackpak[i].senttime,
NODETIMEOUT, I_GetTime()));
#else
DEBFILE(va("Resend ack %d, %u<%d at %u\n", ackpak[i].acknum, ackpak[i].senttime,
node->timeout, I_GetTime()));
#endif
M_Memcpy(netbuffer, ackpak[i].pak.raw, ackpak[i].length);
ackpak[i].senttime = I_GetTime();
ackpak[i].resentnum++;
@ -658,11 +625,6 @@ void Net_WaitAllAckReceived(UINT32 timeout)
static void InitNode(node_t *node)
{
node->acktosend_head = node->acktosend_tail = 0;
#ifndef NEWPING
node->ping = PINGDEFAULT;
node->varping = VARPINGDEFAULT;
node->timeout = TIMEOUT(node->ping, node->varping);
#endif
node->firstacktosend = 0;
node->nextacknum = 1;
node->remotefirstack = 0;
@ -843,9 +805,7 @@ static const char *packettypename[NUMPACKETTYPE] =
"CLIENTJOIN",
"NODETIMEOUT",
"RESYNCHING",
#ifdef NEWPING
"PING"
#endif
};
static void DebugPrintpacket(const char *header)
@ -1384,30 +1344,73 @@ boolean D_CheckNetGame(void)
return ret;
}
struct pingcell
{
INT32 num;
INT32 ms;
};
static int pingcellcmp(const void *va, const void *vb)
{
const struct pingcell *a, *b;
a = va;
b = vb;
return ( a->ms - b->ms );
}
/*
New ping command formatted nicely to present ping in
ascending order. And with equally spaced columns.
The caller's ping is presented at the bottom too, for
convenience.
*/
void Command_Ping_f(void)
{
#ifndef NEWPING
if(server)
struct pingcell pingv[MAXPLAYERS];
INT32 pingc;
int name_width = 0;
int ms_width = 0;
int n;
INT32 i;
pingc = 0;
for (i = 1; i < MAXPLAYERS; ++i)
if (playeringame[i])
{
#endif
INT32 i;
for (i = 0; i < MAXPLAYERS;i++)
{
#ifndef NEWPING
const INT32 node = playernode[i];
if (playeringame[i] && node != 0)
CONS_Printf(M_GetText("%.2d : %s\n %d tics, %d ms.\n"), i, player_names[i],
GetLag(node), G_TicsToMilliseconds(GetLag(node)));
#else
if (playeringame[i] && i != 0)
CONS_Printf(M_GetText("%.2d : %s\n %d ms\n"), i, player_names[i], playerpingtable[i]);
#endif
}
#ifndef NEWPING
n = strlen(player_names[i]);
if (n > name_width)
name_width = n;
n = playerpingtable[i];
if (n > ms_width)
ms_width = n;
pingv[pingc].num = i;
pingv[pingc].ms = playerpingtable[i];
pingc++;
}
if (ms_width < 10) ms_width = 1;
else if (ms_width < 100) ms_width = 2;
else ms_width = 3;
qsort(pingv, pingc, sizeof (struct pingcell), &pingcellcmp);
for (i = 0; i < pingc; ++i)
{
CONS_Printf("%02d : %-*s %*d ms\n",
pingv[i].num,
name_width, player_names[pingv[i].num],
ms_width, pingv[i].ms);
}
if (!server && playeringame[consoleplayer])
{
CONS_Printf("\nYour ping is %d ms\n", playerpingtable[consoleplayer]);
}
else
CONS_Printf(M_GetText("Only the server can use this.\n"));
#endif
}
void D_CloseConnection(void)

View File

@ -74,6 +74,7 @@ static void Got_Clearscores(UINT8 **cp, INT32 playernum);
static void PointLimit_OnChange(void);
static void TimeLimit_OnChange(void);
static void NumLaps_OnChange(void);
static void BaseNumLaps_OnChange(void);
static void Mute_OnChange(void);
static void Hidetime_OnChange(void);
@ -210,7 +211,7 @@ consvar_t cv_allowteamchange = {"allowteamchange", "Yes", CV_NETVAR, CV_YesNo, N
consvar_t cv_startinglives = {"startinglives", "3", CV_NETVAR|CV_CHEAT, startingliveslimit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t respawntime_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
static CV_PossibleValue_t respawntime_cons_t[] = {{1, "MIN"}, {30, "MAX"}, {0, "Off"}, {0, NULL}};
consvar_t cv_respawntime = {"respawndelay", "3", CV_NETVAR|CV_CHEAT, respawntime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_competitionboxes = {"competitionboxes", "Mystery", CV_NETVAR|CV_CHEAT, competitionboxes_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -315,16 +316,17 @@ consvar_t cv_timetic = {"timerres", "Classic", CV_SAVE, timetic_cons_t, NULL, 0,
static CV_PossibleValue_t powerupdisplay_cons_t[] = {{0, "Never"}, {1, "First-person only"}, {2, "Always"}, {0, NULL}};
consvar_t cv_powerupdisplay = {"powerupdisplay", "First-person only", CV_SAVE, powerupdisplay_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t pointlimit_cons_t[] = {{0, "MIN"}, {999999990, "MAX"}, {0, NULL}};
consvar_t cv_pointlimit = {"pointlimit", "0", CV_NETVAR|CV_CALL|CV_NOINIT, pointlimit_cons_t,
static CV_PossibleValue_t pointlimit_cons_t[] = {{1, "MIN"}, {MAXSCORE, "MAX"}, {0, "None"}, {0, NULL}};
consvar_t cv_pointlimit = {"pointlimit", "None", CV_NETVAR|CV_CALL|CV_NOINIT, pointlimit_cons_t,
PointLimit_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t timelimit_cons_t[] = {{0, "MIN"}, {30, "MAX"}, {0, NULL}};
consvar_t cv_timelimit = {"timelimit", "0", CV_NETVAR|CV_CALL|CV_NOINIT, timelimit_cons_t,
static CV_PossibleValue_t timelimit_cons_t[] = {{1, "MIN"}, {30, "MAX"}, {0, "None"}, {0, NULL}};
consvar_t cv_timelimit = {"timelimit", "None", CV_NETVAR|CV_CALL|CV_NOINIT, timelimit_cons_t,
TimeLimit_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t numlaps_cons_t[] = {{0, "MIN"}, {50, "MAX"}, {0, NULL}};
static CV_PossibleValue_t numlaps_cons_t[] = {{1, "MIN"}, {50, "MAX"}, {0, NULL}};
consvar_t cv_numlaps = {"numlaps", "4", CV_NETVAR|CV_CALL|CV_NOINIT, numlaps_cons_t,
NumLaps_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_usemapnumlaps = {"usemaplaps", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t basenumlaps_cons_t[] = {{1, "MIN"}, {50, "MAX"}, {0, "Map default"}, {0, NULL}};
consvar_t cv_basenumlaps = {"basenumlaps", "Map default", CV_NETVAR|CV_CALL|CV_CHEAT, basenumlaps_cons_t, BaseNumLaps_OnChange, 0, NULL, NULL, 0, 0, NULL};
// log elemental hazards -- not a netvar, is local to current player
consvar_t cv_hazardlog = {"hazardlog", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -340,9 +342,7 @@ static CV_PossibleValue_t nettimeout_cons_t[] = {{TICRATE/7, "MIN"}, {60*TICRATE
consvar_t cv_nettimeout = {"nettimeout", "350", CV_CALL|CV_SAVE, nettimeout_cons_t, NetTimeout_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t jointimeout_cons_t[] = {{5*TICRATE, "MIN"}, {60*TICRATE, "MAX"}, {0, NULL}};
consvar_t cv_jointimeout = {"jointimeout", "350", CV_CALL|CV_SAVE, jointimeout_cons_t, JoinTimeout_OnChange, 0, NULL, NULL, 0, 0, NULL};
#ifdef NEWPING
consvar_t cv_maxping = {"maxping", "0", CV_SAVE, CV_Unsigned, NULL, 0, NULL, NULL, 0, 0, NULL};
#endif
// Intermission time Tails 04-19-2002
static CV_PossibleValue_t inttime_cons_t[] = {{0, "MIN"}, {3600, "MAX"}, {0, NULL}};
consvar_t cv_inttime = {"inttime", "10", CV_NETVAR, inttime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -363,7 +363,12 @@ consvar_t cv_runscripts = {"runscripts", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL
consvar_t cv_pause = {"pausepermission", "Server", CV_NETVAR, pause_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mute = {"mute", "Off", CV_NETVAR|CV_CALL, CV_OnOff, Mute_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_sleep = {"cpusleep", "-1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
consvar_t cv_sleep = {"cpusleep", "1", CV_SAVE, sleeping_cons_t, NULL, -1, NULL, NULL, 0, 0, NULL};
char timedemo_name[256];
boolean timedemo_csv;
char timedemo_csv_id[256];
boolean timedemo_quit;
INT16 gametype = GT_COOP;
boolean splitscreen = false;
@ -497,7 +502,7 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_friendlyfire);
CV_RegisterVar(&cv_pointlimit);
CV_RegisterVar(&cv_numlaps);
CV_RegisterVar(&cv_usemapnumlaps);
CV_RegisterVar(&cv_basenumlaps);
CV_RegisterVar(&cv_hazardlog);
@ -573,9 +578,7 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_skipmapcheck);
CV_RegisterVar(&cv_sleep);
#ifdef NEWPING
CV_RegisterVar(&cv_maxping);
#endif
#ifdef SEENAMES
CV_RegisterVar(&cv_allowseenames);
@ -740,6 +743,8 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_chasefreelook);
CV_RegisterVar(&cv_chasefreelook2);
CV_RegisterVar(&cv_tutorialprompt);
CV_RegisterVar(&cv_showfocuslost);
CV_RegisterVar(&cv_pauseifunfocused);
// g_input.c
CV_RegisterVar(&cv_sideaxis);
@ -880,7 +885,7 @@ void D_RegisterClientCommands(void)
* \sa CleanupPlayerName, SetPlayerName, Got_NameAndColor
* \author Graue <graue@oceanbase.org>
*/
static boolean IsNameGood(char *name, INT32 playernum)
boolean EnsurePlayerNameIsGood(char *name, INT32 playernum)
{
INT32 ix;
@ -921,14 +926,14 @@ static boolean IsNameGood(char *name, INT32 playernum)
if (len > 1)
{
name[len-1] = '\0';
if (!IsNameGood (name, playernum))
if (!EnsurePlayerNameIsGood (name, playernum))
return false;
}
else if (len == 1) // Agh!
{
// Last ditch effort...
sprintf(name, "%d", M_RandomKey(10));
if (!IsNameGood (name, playernum))
if (!EnsurePlayerNameIsGood (name, playernum))
return false;
}
else
@ -1057,12 +1062,12 @@ static void CleanupPlayerName(INT32 playernum, const char *newname)
* \param newname New name for that player. Should be good, but won't
* necessarily be if the client is maliciously modified or
* buggy.
* \sa CleanupPlayerName, IsNameGood
* \sa CleanupPlayerName, EnsurePlayerNameIsGood
* \author Graue <graue@oceanbase.org>
*/
static void SetPlayerName(INT32 playernum, char *newname)
{
if (IsNameGood(newname, playernum))
if (EnsurePlayerNameIsGood(newname, playernum))
{
if (strcasecmp(newname, player_names[playernum]) != 0)
{
@ -1187,12 +1192,12 @@ static void SendNameAndColor(void)
&& !strcmp(cv_skin.string, skins[players[consoleplayer].skin].name))
return;
players[consoleplayer].availabilities = R_GetSkinAvailabilities();
// We'll handle it later if we're not playing.
if (!Playing())
return;
players[consoleplayer].availabilities = R_GetSkinAvailabilities();
// If you're not in a netgame, merely update the skin, color, and name.
if (!netgame)
{
@ -1207,9 +1212,9 @@ static void SendNameAndColor(void)
players[consoleplayer].mo->color = players[consoleplayer].skincolor;
if (metalrecording)
{ // Metal Sonic is Sonic, obviously.
SetPlayerSkinByNum(consoleplayer, 0);
CV_StealthSet(&cv_skin, skins[0].name);
{ // Starring Metal Sonic as themselves, obviously.
SetPlayerSkinByNum(consoleplayer, 5);
CV_StealthSet(&cv_skin, skins[5].name);
}
else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUsable(consoleplayer, foundskin))
{
@ -1305,12 +1310,12 @@ static void SendNameAndColor2(void)
CV_StealthSet(&cv_playercolor2, cv_playercolor2.defaultvalue);
}
players[secondplaya].availabilities = R_GetSkinAvailabilities();
// We'll handle it later if we're not playing.
if (!Playing())
return;
players[secondplaya].availabilities = R_GetSkinAvailabilities();
// If you're not in a netgame, merely update the skin, color, and name.
if (botingame)
{
@ -1570,11 +1575,11 @@ static void Command_Playdemo_f(void)
static void Command_Timedemo_f(void)
{
char name[256];
size_t i = 0;
if (COM_Argc() != 2)
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("timedemo <demoname>: time a demo\n"));
CONS_Printf(M_GetText("timedemo <demoname> [-csv [<trialid>]] [-quit]: time a demo\n"));
return;
}
@ -1591,12 +1596,23 @@ static void Command_Timedemo_f(void)
G_StopMetalDemo();
// open the demo file
strcpy (name, COM_Argv(1));
strcpy (timedemo_name, COM_Argv(1));
// dont add .lmp so internal game demos can be played
CONS_Printf(M_GetText("Timing demo '%s'.\n"), name);
// print timedemo results as CSV?
i = COM_CheckParm("-csv");
timedemo_csv = (i > 0);
if (COM_CheckParm("-quit") != i + 1)
strcpy(timedemo_csv_id, COM_Argv(i + 1)); // user-defined string to identify row
else
timedemo_csv_id[0] = 0;
G_TimeDemo(name);
// exit after the timedemo?
timedemo_quit = (COM_CheckParm("-quit") > 0);
CONS_Printf(M_GetText("Timing demo '%s'.\n"), timedemo_name);
G_TimeDemo(timedemo_name);
}
// stop current demo
@ -1647,7 +1663,31 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
// The supplied data are assumed to be good.
I_Assert(delay >= 0 && delay <= 2);
if (mapnum != -1)
{
CV_SetValue(&cv_nextmap, mapnum);
// Kick bot from special stages
if (botskin)
{
if (G_IsSpecialStage(mapnum) || (mapheaderinfo[mapnum-1] && (mapheaderinfo[mapnum-1]->typeoflevel & TOL_NIGHTS)))
{
if (botingame)
{
//CL_RemoveSplitscreenPlayer();
botingame = false;
playeringame[1] = false;
}
}
else if (!botingame)
{
//CL_AddSplitscreenPlayer();
botingame = true;
secondarydisplayplayer = 1;
playeringame[1] = true;
players[1].bot = 1;
SendNameAndColor2();
}
}
}
CONS_Debug(DBG_GAMELOGIC, "Map change: mapnum=%d gametype=%d ultmode=%d resetplayers=%d delay=%d skipprecutscene=%d\n",
mapnum, newgametype, pultmode, resetplayers, delay, skipprecutscene);
if ((netgame || multiplayer) && !((gametype == newgametype) && (newgametype == GT_COOP)))
@ -1690,29 +1730,6 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pultmode, boolean rese
return;
}
// Kick bot from special stages
if (botskin)
{
if (G_IsSpecialStage(mapnum))
{
if (botingame)
{
//CL_RemoveSplitscreenPlayer();
botingame = false;
playeringame[1] = false;
}
}
else if (!botingame)
{
//CL_AddSplitscreenPlayer();
botingame = true;
secondarydisplayplayer = 1;
playeringame[1] = true;
players[1].bot = 1;
SendNameAndColor2();
}
}
chmappending++;
if (netgame)
WRITEUINT32(buf_p, M_RandomizedSeed()); // random seed
@ -2033,8 +2050,6 @@ static void Command_Suicide(void)
UINT8 buf[4];
UINT8 *cp = buf;
WRITEINT32(cp, consoleplayer);
if (!(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION))
{
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
@ -2054,6 +2069,7 @@ static void Command_Suicide(void)
return;
}
WRITEINT32(cp, consoleplayer);
SendNetXCmd(XD_SUICIDE, &buf, 4);
}
@ -4466,3 +4482,14 @@ static void Command_ShowTime_f(void)
CONS_Printf(M_GetText("The current time is %f.\nThe timelimit is %f\n"), (double)leveltime/TICRATE, (double)timelimitintics/TICRATE);
}
static void BaseNumLaps_OnChange(void)
{
if (gametype == GT_RACE)
{
if (cv_basenumlaps.value)
CONS_Printf(M_GetText("Number of laps will be changed to map defaults next round.\n"));
else
CONS_Printf(M_GetText("Number of laps will be changed to %d next round.\n"), cv_basenumlaps.value);
}
}

View File

@ -66,7 +66,7 @@ extern consvar_t cv_friendlyfire;
extern consvar_t cv_pointlimit;
extern consvar_t cv_timelimit;
extern consvar_t cv_numlaps;
extern consvar_t cv_usemapnumlaps;
extern consvar_t cv_basenumlaps;
extern UINT32 timelimitintics;
extern consvar_t cv_allowexitlevel;
@ -107,14 +107,17 @@ extern consvar_t cv_ringslinger, cv_soundtest;
extern consvar_t cv_specialrings, cv_powerstones, cv_matchboxes, cv_competitionboxes;
#ifdef NEWPING
extern consvar_t cv_maxping;
#endif
extern consvar_t cv_skipmapcheck;
extern consvar_t cv_sleep;
extern char timedemo_name[256];
extern boolean timedemo_csv;
extern char timedemo_csv_id[256];
extern boolean timedemo_quit;
typedef enum
{
XD_NAMEANDCOLOR = 1,
@ -190,6 +193,7 @@ typedef union {
// add game commands, needs cleanup
void D_RegisterServerCommands(void);
void D_RegisterClientCommands(void);
boolean EnsurePlayerNameIsGood(char *name, INT32 playernum);
void D_SendPlayerConfig(void);
void Command_ExitGame_f(void);
void Command_Retry_f(void);

View File

@ -752,11 +752,9 @@ void Got_Filetxpak(void)
nameonly(filename);
if (!(strcmp(filename, "srb2.pk3")
&& strcmp(filename, "srb2.srb")
&& strcmp(filename, "srb2.wad")
&& strcmp(filename, "zones.dta")
&& strcmp(filename, "zones.pk3")
&& strcmp(filename, "player.dta")
&& strcmp(filename, "patch.dta")
&& strcmp(filename, "patch.pk3")
&& strcmp(filename, "music.dta")
))
I_Error("Tried to download \"%s\"", filename);

View File

@ -234,7 +234,9 @@ typedef enum
CR_ZOOMTUBE,
CR_ROPEHANG,
CR_MACESPIN,
CR_MINECART
CR_MINECART,
CR_ROLLOUT,
CR_PTERABYTE
} carrytype_t; // pw_carry
// Player powers. (don't edit this comment)
@ -250,6 +252,8 @@ typedef enum
pw_spacetime, // In space, no one can hear you spin!
pw_extralife, // Extra Life timer
pw_pushing,
pw_justsprung,
pw_noautobrake,
pw_super, // Are you super?
pw_gravityboots, // gravity boots
@ -509,6 +513,10 @@ typedef struct player_s
#endif
} player_t;
// Values for dashmode
#define DASHMODE_THRESHOLD (3*TICRATE)
#define DASHMODE_MAX (DASHMODE_THRESHOLD + 3)
// Value for infinite lives
#define INFLIVES 0x7F

View File

@ -313,7 +313,13 @@ static boolean findFreeSlot(INT32 *num)
if (*num >= MAXSKINS)
return false;
description[*num].picname[0] = '\0'; // Redesign your logo. (See M_DrawSetupChoosePlayerMenu in m_menu.c...)
// Redesign your logo. (See M_DrawSetupChoosePlayerMenu in m_menu.c...)
description[*num].picname[0] = '\0';
description[*num].nametag[0] = '\0';
description[*num].displayname[0] = '\0';
description[*num].oppositecolor = SKINCOLOR_NONE;
description[*num].tagtextcolor = SKINCOLOR_NONE;
description[*num].tagoutlinecolor = SKINCOLOR_NONE;
// Found one! ^_^
return (description[*num].used = true);
@ -326,9 +332,16 @@ static void readPlayer(MYFILE *f, INT32 num)
char *s = Z_Malloc(MAXLINELEN, PU_STATIC, NULL);
char *word;
char *word2;
char *displayname = ZZ_Alloc(MAXLINELEN+1);
INT32 i;
boolean slotfound = false;
#define SLOTFOUND \
if (!slotfound && (slotfound = findFreeSlot(&num)) == false) \
goto done;
displayname[MAXLINELEN] = '\0';
do
{
if (myfgets(s, MAXLINELEN, f))
@ -336,6 +349,17 @@ static void readPlayer(MYFILE *f, INT32 num)
if (s[0] == '\n')
break;
for (i = 0; i < MAXLINELEN-3; i++)
{
char *tmp;
if (s[i] == '=')
{
tmp = &s[i+2];
strncpy(displayname, tmp, SKINNAMESIZE);
break;
}
}
word = strtok(s, " ");
if (word)
strupr(word);
@ -346,8 +370,7 @@ static void readPlayer(MYFILE *f, INT32 num)
{
char *playertext = NULL;
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
goto done;
SLOTFOUND
for (i = 0; i < MAXLINELEN-3; i++)
{
@ -395,11 +418,54 @@ static void readPlayer(MYFILE *f, INT32 num)
if (fastcmp(word, "PICNAME"))
{
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
goto done;
SLOTFOUND
strncpy(description[num].picname, word2, 8);
}
// new character select
else if (fastcmp(word, "DISPLAYNAME"))
{
SLOTFOUND
// replace '#' with line breaks
// (also remove any '\n')
{
char *cur = NULL;
// remove '\n'
cur = strchr(displayname, '\n');
if (cur)
*cur = '\0';
// turn '#' into '\n'
cur = strchr(displayname, '#');
while (cur)
{
*cur = '\n';
cur = strchr(cur, '#');
}
}
// copy final string
strncpy(description[num].displayname, displayname, SKINNAMESIZE);
}
else if (fastcmp(word, "OPPOSITECOLOR") || fastcmp(word, "OPPOSITECOLOUR"))
{
SLOTFOUND
description[num].oppositecolor = (UINT8)get_number(word2);
}
else if (fastcmp(word, "NAMETAG") || fastcmp(word, "TAGNAME"))
{
SLOTFOUND
strncpy(description[num].nametag, word2, 8);
}
else if (fastcmp(word, "TAGTEXTCOLOR") || fastcmp(word, "TAGTEXTCOLOUR"))
{
SLOTFOUND
description[num].tagtextcolor = (UINT8)get_number(word2);
}
else if (fastcmp(word, "TAGOUTLINECOLOR") || fastcmp(word, "TAGOUTLINECOLOUR"))
{
SLOTFOUND
description[num].tagoutlinecolor = (UINT8)get_number(word2);
}
else if (fastcmp(word, "STATUS"))
{
/*
@ -417,9 +483,7 @@ static void readPlayer(MYFILE *f, INT32 num)
else if (fastcmp(word, "SKINNAME"))
{
// Send to free slot.
if (!slotfound && (slotfound = findFreeSlot(&num)) == false)
goto done;
SLOTFOUND
strlcpy(description[num].skinname, word2, sizeof description[num].skinname);
strlwr(description[num].skinname);
}
@ -427,8 +491,9 @@ static void readPlayer(MYFILE *f, INT32 num)
deh_warning("readPlayer %d: unknown word '%s'", num, word);
}
} while (!myfeof(f)); // finish when the line is empty
#undef SLOTFOUND
done:
Z_Free(displayname);
Z_Free(s);
}
@ -2024,12 +2089,59 @@ static void readmenu(MYFILE *f, INT32 num)
menupres[num].bgcolor = get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "HIDETITLEPICS") || fastcmp(word, "HIDEPICS"))
else if (fastcmp(word, "HIDETITLEPICS") || fastcmp(word, "HIDEPICS") || fastcmp(word, "TITLEPICSHIDE"))
{
// true by default, except MM_MAIN
menupres[num].hidetitlepics = (boolean)(value || word2[0] == 'T' || word2[0] == 'Y');
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSMODE"))
{
if (fastcmp(word2, "USER"))
menupres[num].ttmode = TTMODE_USER;
else if (fastcmp(word2, "ALACROIX"))
menupres[num].ttmode = TTMODE_ALACROIX;
else if (fastcmp(word2, "HIDE") || fastcmp(word2, "HIDDEN") || fastcmp(word2, "NONE"))
{
menupres[num].ttmode = TTMODE_USER;
menupres[num].ttname[0] = 0;
menupres[num].hidetitlepics = true;
}
else // if (fastcmp(word2, "OLD") || fastcmp(word2, "SSNTAILS"))
menupres[num].ttmode = TTMODE_OLD;
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSSCALE"))
{
// Don't handle Alacroix special case here; see Maincfg section.
menupres[num].ttscale = max(1, min(8, (UINT8)get_number(word2)));
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSNAME"))
{
strncpy(menupres[num].ttname, word2, 9);
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSX"))
{
menupres[num].ttx = (INT16)get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSY"))
{
menupres[num].tty = (INT16)get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSLOOP"))
{
menupres[num].ttloop = (INT16)get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSTICS"))
{
menupres[num].tttics = (UINT16)get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "TITLESCROLLSPEED") || fastcmp(word, "TITLESCROLLXSPEED")
|| fastcmp(word, "SCROLLSPEED") || fastcmp(word, "SCROLLXSPEED"))
{
@ -2243,6 +2355,7 @@ static actionpointer_t actionpointers[] =
{{A_ThrownRing}, "A_THROWNRING"},
{{A_SetSolidSteam}, "A_SETSOLIDSTEAM"},
{{A_UnsetSolidSteam}, "A_UNSETSOLIDSTEAM"},
{{A_SignSpin}, "S_SIGNSPIN"},
{{A_SignPlayer}, "A_SIGNPLAYER"},
{{A_OverlayThink}, "A_OVERLAYTHINK"},
{{A_JetChase}, "A_JETCHASE"},
@ -2447,6 +2560,14 @@ static actionpointer_t actionpointers[] =
{{A_SaloonDoorSpawn}, "A_SALOONDOORSPAWN"},
{{A_MinecartSparkThink}, "A_MINECARTSPARKTHINK"},
{{A_ModuloToState}, "A_MODULOTOSTATE"},
{{A_LavafallRocks}, "A_LAVAFALLROCKS"},
{{A_LavafallLava}, "A_LAVAFALLLAVA"},
{{A_FallingLavaCheck}, "A_FALLINGLAVACHECK"},
{{A_FireShrink}, "A_FIRESHRINK"},
{{A_SpawnPterabytes}, "A_SPAWNPTERABYTES"},
{{A_PterabyteHover}, "A_PTERABYTEHOVER"},
{{A_RolloutSpawn}, "A_ROLLOUTSPAWN"},
{{A_RolloutRock}, "A_ROLLOUTROCK"},
{{NULL}, "NONE"},
// This NULL entry must be the last in the list
@ -3419,11 +3540,78 @@ static void readmaincfg(MYFILE *f)
titlemap = (INT16)value;
titlechanged = true;
}
else if (fastcmp(word, "HIDETITLEPICS"))
else if (fastcmp(word, "HIDETITLEPICS") || fastcmp(word, "TITLEPICSHIDE"))
{
hidetitlepics = (boolean)(value || word2[0] == 'T' || word2[0] == 'Y');
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSMODE"))
{
if (fastcmp(word2, "USER"))
ttmode = TTMODE_USER;
else if (fastcmp(word2, "ALACROIX"))
ttmode = TTMODE_ALACROIX;
else if (fastcmp(word2, "HIDE") || fastcmp(word2, "HIDDEN") || fastcmp(word2, "NONE"))
{
ttmode = TTMODE_USER;
ttname[0] = 0;
hidetitlepics = true;
}
else // if (fastcmp(word2, "OLD") || fastcmp(word2, "SSNTAILS"))
ttmode = TTMODE_OLD;
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSSCALE"))
{
ttscale = max(1, min(8, (UINT8)get_number(word2)));
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSSCALESAVAILABLE"))
{
// SPECIAL CASE for Alacroix: Comma-separated list of resolutions that are available
// for gfx loading.
ttavailable[0] = ttavailable[1] = ttavailable[2] = ttavailable[3] =\
ttavailable[4] = ttavailable[5] = false;
if (strstr(word2, "1") != NULL)
ttavailable[0] = true;
if (strstr(word2, "2") != NULL)
ttavailable[1] = true;
if (strstr(word2, "3") != NULL)
ttavailable[2] = true;
if (strstr(word2, "4") != NULL)
ttavailable[3] = true;
if (strstr(word2, "5") != NULL)
ttavailable[4] = true;
if (strstr(word2, "6") != NULL)
ttavailable[5] = true;
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSNAME"))
{
strncpy(ttname, word2, 9);
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSX"))
{
ttx = (INT16)get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSY"))
{
tty = (INT16)get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSLOOP"))
{
ttloop = (INT16)get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "TITLEPICSTICS"))
{
tttics = (UINT16)get_number(word2);
titlechanged = true;
}
else if (fastcmp(word, "TITLESCROLLSPEED") || fastcmp(word, "TITLESCROLLXSPEED"))
{
titlescrollxspeed = get_number(word2);
@ -4185,6 +4373,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// CA_GLIDEANDCLIMB
"S_PLAY_GLIDE",
"S_PLAY_GLIDE_LANDING",
"S_PLAY_CLING",
"S_PLAY_CLIMB",
@ -4284,6 +4473,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_TAILSOVERLAY_GASP",
"S_TAILSOVERLAY_EDGE",
// [:
"S_JETFUMEFLASH",
// Blue Crawla
"S_POSS_STND",
"S_POSS_RUN1",
@ -4432,6 +4624,21 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CRUSHCLAW_WAIT",
"S_CRUSHCHAIN",
// Banpyura
"S_BANPYURA_ROAM1",
"S_BANPYURA_ROAM2",
"S_BANPYURA_ROAM3",
"S_BANPYURA_ROAM4",
"S_BANPYURA_ROAMPAUSE",
"S_CDIAG1",
"S_CDIAG2",
"S_CDIAG3",
"S_CDIAG4",
"S_CDIAG5",
"S_CDIAG6",
"S_CDIAG7",
"S_CDIAG8",
// Jet Jaw
"S_JETJAW_ROAM1",
"S_JETJAW_ROAM2",
@ -4618,6 +4825,22 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CANARIVOREGAS_7",
"S_CANARIVOREGAS_8",
// Pyre Fly
"S_PYREFLY_FLY",
"S_PYREFLY_BURN",
"S_PYREFIRE1",
"S_PYREFIRE2",
// Pterabyte
"S_PTERABYTESPAWNER",
"S_PTERABYTEWAYPOINT",
"S_PTERABYTE_FLY1",
"S_PTERABYTE_FLY2",
"S_PTERABYTE_FLY3",
"S_PTERABYTE_FLY4",
"S_PTERABYTE_SWOOPDOWN",
"S_PTERABYTE_SWOOPUP",
// Boss Explosion
"S_BOSSEXPLODE",
@ -5152,25 +5375,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CYBRAKDEMONVILEEXPLOSION3",
// Metal Sonic (Race)
// S_PLAY_STND
"S_METALSONIC_STAND",
// S_PLAY_TAP1
"S_METALSONIC_WAIT1",
"S_METALSONIC_WAIT2",
// S_PLAY_WALK
"S_METALSONIC_WALK1",
"S_METALSONIC_WALK2",
"S_METALSONIC_WALK3",
"S_METALSONIC_WALK4",
"S_METALSONIC_WALK5",
"S_METALSONIC_WALK6",
"S_METALSONIC_WALK7",
"S_METALSONIC_WALK8",
// S_PLAY_SPD1
"S_METALSONIC_RUN1",
"S_METALSONIC_RUN2",
"S_METALSONIC_RUN3",
"S_METALSONIC_RUN4",
"S_METALSONIC_RACE",
// Metal Sonic (Battle)
"S_METALSONIC_FLOAT",
"S_METALSONIC_VECTOR",
@ -5277,59 +5482,18 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BUBBLES4",
// Level End Sign
"S_SIGN1",
"S_SIGN2",
"S_SIGN3",
"S_SIGN4",
"S_SIGN5",
"S_SIGN6",
"S_SIGN7",
"S_SIGN8",
"S_SIGN9",
"S_SIGN10",
"S_SIGN11",
"S_SIGN12",
"S_SIGN13",
"S_SIGN14",
"S_SIGN15",
"S_SIGN16",
"S_SIGN17",
"S_SIGN18",
"S_SIGN19",
"S_SIGN20",
"S_SIGN21",
"S_SIGN22",
"S_SIGN23",
"S_SIGN24",
"S_SIGN25",
"S_SIGN26",
"S_SIGN27",
"S_SIGN28",
"S_SIGN29",
"S_SIGN30",
"S_SIGN31",
"S_SIGN32",
"S_SIGN33",
"S_SIGN34",
"S_SIGN35",
"S_SIGN36",
"S_SIGN37",
"S_SIGN38",
"S_SIGN39",
"S_SIGN40",
"S_SIGN41",
"S_SIGN42",
"S_SIGN43",
"S_SIGN44",
"S_SIGN45",
"S_SIGN46",
"S_SIGN47",
"S_SIGN48",
"S_SIGN49",
"S_SIGN50",
"S_SIGN51",
"S_SIGN52", // Eggman
"S_SIGN53",
"S_SIGN",
"S_SIGNSPIN1",
"S_SIGNSPIN2",
"S_SIGNSPIN3",
"S_SIGNSPIN4",
"S_SIGNSPIN5",
"S_SIGNSPIN6",
"S_SIGNPLAYER",
"S_SIGNSLOW",
"S_SIGNSTOP",
"S_SIGNBOARD",
"S_EGGMANSIGN",
// Spike Ball
"S_SPIKEBALL1",
@ -5554,7 +5718,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_ARROW",
"S_ARROWBONK",
// Trapgoyle Demon fire
// Glaregoyle Demon fire
"S_DEMONFIRE",
// GFZ flowers
@ -5861,7 +6025,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Saloon door
"S_SALOONDOOR",
"S_SALOONDOORTHINKER",
"S_SALOONDOORCENTER",
// Train cameo
"S_TRAINCAMEOSPAWNER_1",
@ -5882,6 +6046,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FLAMEJETFLAME1",
"S_FLAMEJETFLAME2",
"S_FLAMEJETFLAME3",
"S_FLAMEJETFLAME4",
"S_FLAMEJETFLAME5",
"S_FLAMEJETFLAME6",
"S_FLAMEJETFLAME7",
"S_FLAMEJETFLAME8",
"S_FLAMEJETFLAME9",
// Spinning flame jets
"S_FJSPINAXISA1", // Counter-clockwise
@ -5894,29 +6064,57 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FLAMEJETFLAMEB2",
"S_FLAMEJETFLAMEB3",
// Trapgoyles
"S_TRAPGOYLE",
"S_TRAPGOYLE_CHECK",
"S_TRAPGOYLE_FIRE1",
"S_TRAPGOYLE_FIRE2",
"S_TRAPGOYLE_FIRE3",
"S_TRAPGOYLEUP",
"S_TRAPGOYLEUP_CHECK",
"S_TRAPGOYLEUP_FIRE1",
"S_TRAPGOYLEUP_FIRE2",
"S_TRAPGOYLEUP_FIRE3",
"S_TRAPGOYLEDOWN",
"S_TRAPGOYLEDOWN_CHECK",
"S_TRAPGOYLEDOWN_FIRE1",
"S_TRAPGOYLEDOWN_FIRE2",
"S_TRAPGOYLEDOWN_FIRE3",
"S_TRAPGOYLELONG",
"S_TRAPGOYLELONG_CHECK",
"S_TRAPGOYLELONG_FIRE1",
"S_TRAPGOYLELONG_FIRE2",
"S_TRAPGOYLELONG_FIRE3",
"S_TRAPGOYLELONG_FIRE4",
"S_TRAPGOYLELONG_FIRE5",
// Lavafall
"S_LAVAFALL_DORMANT",
"S_LAVAFALL_TELL",
"S_LAVAFALL_SHOOT",
"S_LAVAFALL_LAVA1",
"S_LAVAFALL_LAVA2",
"S_LAVAFALL_LAVA3",
"S_LAVAFALLROCK",
// Rollout Rock
"S_ROLLOUTSPAWN",
"S_ROLLOUTROCK",
// RVZ scenery
"S_BIGFERNLEAF",
"S_BIGFERN1",
"S_BIGFERN2",
"S_JUNGLEPALM",
"S_TORCHFLOWER",
"S_WALLVINE_LONG",
"S_WALLVINE_SHORT",
// Glaregoyles
"S_GLAREGOYLE",
"S_GLAREGOYLE_CHARGE",
"S_GLAREGOYLE_BLINK",
"S_GLAREGOYLE_HOLD",
"S_GLAREGOYLE_FIRE",
"S_GLAREGOYLE_LOOP",
"S_GLAREGOYLE_COOLDOWN",
"S_GLAREGOYLEUP",
"S_GLAREGOYLEUP_CHARGE",
"S_GLAREGOYLEUP_BLINK",
"S_GLAREGOYLEUP_HOLD",
"S_GLAREGOYLEUP_FIRE",
"S_GLAREGOYLEUP_LOOP",
"S_GLAREGOYLEUP_COOLDOWN",
"S_GLAREGOYLEDOWN",
"S_GLAREGOYLEDOWN_CHARGE",
"S_GLAREGOYLEDOWN_BLINK",
"S_GLAREGOYLEDOWN_HOLD",
"S_GLAREGOYLEDOWN_FIRE",
"S_GLAREGOYLEDOWN_LOOP",
"S_GLAREGOYLEDOWN_COOLDOWN",
"S_GLAREGOYLELONG",
"S_GLAREGOYLELONG_CHARGE",
"S_GLAREGOYLELONG_BLINK",
"S_GLAREGOYLELONG_HOLD",
"S_GLAREGOYLELONG_FIRE",
"S_GLAREGOYLELONG_LOOP",
"S_GLAREGOYLELONG_COOLDOWN",
// ATZ's Red Crystal/Target
"S_TARGET_IDLE",
@ -5925,6 +6123,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_TARGET_RESPAWN",
"S_TARGET_ALLDONE",
// ATZ's green flame
"S_GREENFLAME",
// ATZ Blue Gargoyle
"S_BLUEGARGOYLE",
// Stalagmites
"S_STG0",
"S_STG1",
@ -5945,6 +6149,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_LAMPPOST1", // normal
"S_LAMPPOST2", // with snow
"S_HANGSTAR",
"S_MISTLETOE",
// Xmas GFZ bushes
"S_XMASBLUEBERRYBUSH",
"S_XMASBERRYBUSH",
@ -5952,6 +6157,16 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// FHZ
"S_FHZICE1",
"S_FHZICE2",
"S_ROSY_IDLE1",
"S_ROSY_IDLE2",
"S_ROSY_IDLE3",
"S_ROSY_IDLE4",
"S_ROSY_JUMP",
"S_ROSY_WALK",
"S_ROSY_HUG",
"S_ROSY_PAIN",
"S_ROSY_STND",
"S_ROSY_UNHAPPY",
// Halloween Scenery
// Pumpkins
@ -6603,6 +6818,16 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BHORIZ7",
"S_BHORIZ8",
"S_BOOSTERSOUND",
"S_YELLOWBOOSTERROLLER",
"S_YELLOWBOOSTERSEG_LEFT",
"S_YELLOWBOOSTERSEG_RIGHT",
"S_YELLOWBOOSTERSEG_FACE",
"S_REDBOOSTERROLLER",
"S_REDBOOSTERSEG_LEFT",
"S_REDBOOSTERSEG_RIGHT",
"S_REDBOOSTERSEG_FACE",
// Rain
"S_RAIN1",
"S_RAINRETURN",
@ -6623,6 +6848,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_SPLISH8",
"S_SPLISH9",
// Lava splish
"S_LAVASPLISH",
// added water splash
"S_SPLASH1",
"S_SPLASH2",
@ -7090,8 +7318,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BUMBLEBORE_STUCK2",
"S_BUMBLEBORE_DIE",
"S_BBUZZFLY1",
"S_BBUZZFLY2",
"S_BUGGLEIDLE",
"S_BUGGLEFLY",
"S_SMASHSPIKE_FLOAT",
"S_SMASHSPIKE_EASE1",
@ -7234,6 +7462,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_THOK", // Thok! mobj
"MT_PLAYER",
"MT_TAILSOVERLAY", // c:
"MT_METALJETFUME", // [:
// Enemies
"MT_BLUECRAWLA", // Crawla (Blue)
@ -7252,6 +7481,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_CRUSHSTACEAN", // Crushstacean
"MT_CRUSHCLAW", // Big meaty claw
"MT_CRUSHCHAIN", // Chain
"MT_BANPYURA", // Banpyura
"MT_BANPSPRING", // Banpyura spring
"MT_JETJAW", // Jet Jaw
"MT_SNAILER", // Snailer
"MT_VULTURE", // BASH
@ -7273,6 +7504,11 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_UNIBALL", // Unidus Ball
"MT_CANARIVORE", // Canarivore
"MT_CANARIVORE_GAS", // Canarivore gas
"MT_PYREFLY", // Pyre Fly
"MT_PYREFLY_FIRE", // Pyre Fly fire
"MT_PTERABYTESPAWNER", // Pterabyte spawner
"MT_PTERABYTEWAYPOINT", // Pterabyte waypoint
"MT_PTERABYTE", // Pterabyte
// Generic Boss Items
"MT_BOSSEXPLODE",
@ -7384,6 +7620,11 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_REDHORIZ",
"MT_BLUEHORIZ",
"MT_BOOSTERSEG",
"MT_BOOSTERROLLER",
"MT_YELLOWBOOSTER",
"MT_REDBOOSTER",
// Interactive Objects
"MT_BUBBLES", // Bubble source
"MT_SIGN", // Level end sign
@ -7474,7 +7715,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_CANNONBALL", // Cannonball
"MT_CANNONBALLDECOR", // Decorative/still cannonball
"MT_ARROW", // Arrow
"MT_DEMONFIRE", // Trapgoyle fire
"MT_DEMONFIRE", // Glaregoyle fire
// Greenflower Scenery
"MT_GFZFLOWER1",
@ -7601,7 +7842,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_MINECARTSIDEMARK",
"MT_MINECARTSPARK",
"MT_SALOONDOOR",
"MT_SALOONDOORTHINKER",
"MT_SALOONDOORCENTER",
"MT_TRAINCAMEOSPAWNER",
"MT_TRAINSEG",
"MT_TRAINDUSTSPAWNER",
@ -7618,16 +7859,32 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_FLAMEJETFLAMEB", // Blade's flame
"MT_LAVAFALL",
"MT_LAVAFALL_LAVA",
"MT_LAVAFALLROCK",
"MT_ROLLOUTSPAWN",
"MT_ROLLOUTROCK",
"MT_BIGFERNLEAF",
"MT_BIGFERN",
"MT_JUNGLEPALM",
"MT_TORCHFLOWER",
"MT_WALLVINE_LONG",
"MT_WALLVINE_SHORT",
// Dark City Scenery
// Egg Rock Scenery
// Azure Temple Scenery
"MT_TRAPGOYLE",
"MT_TRAPGOYLEUP",
"MT_TRAPGOYLEDOWN",
"MT_TRAPGOYLELONG",
"MT_GLAREGOYLE",
"MT_GLAREGOYLEUP",
"MT_GLAREGOYLEDOWN",
"MT_GLAREGOYLELONG",
"MT_TARGET",
"MT_GREENFLAME",
"MT_BLUEGARGOYLE",
// Stalagmites
"MT_STALAGMITE0",
@ -7649,6 +7906,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_LAMPPOST1", // normal
"MT_LAMPPOST2", // with snow
"MT_HANGSTAR",
"MT_MISTLETOE",
// Xmas GFZ bushes
"MT_XMASBLUEBERRYBUSH",
"MT_XMASBERRYBUSH",
@ -7656,6 +7914,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// FHZ
"MT_FHZICE1",
"MT_FHZICE2",
"MT_ROSY",
"MT_CDLHRT",
// Halloween Scenery
// Pumpkins
@ -7784,6 +8044,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_RAIN", // Rain
"MT_SNOWFLAKE", // Snowflake
"MT_SPLISH", // Water splish!
"MT_LAVASPLISH", // Lava splish!
"MT_SMOKE",
"MT_SMALLBUBBLE", // small bubble
"MT_MEDIUMBUBBLE", // medium bubble
@ -7898,7 +8159,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_HIVEELEMENTAL",
"MT_BUMBLEBORE",
"MT_BUBBLEBUZZ",
"MT_BUGGLE",
"MT_SMASHINGSPIKEBALL",
"MT_CACOLANTERN",
@ -8269,6 +8530,8 @@ static const char *const POWERS_LIST[] = {
"SPACETIME", // In space, no one can hear you spin!
"EXTRALIFE", // Extra Life timer
"PUSHING",
"JUSTSPRUNG",
"NOAUTOBRAKE",
"SUPER", // Are you super?
"GRAVITYBOOTS", // gravity boots
@ -8609,6 +8872,8 @@ struct {
{"CR_ROPEHANG",CR_ROPEHANG},
{"CR_MACESPIN",CR_MACESPIN},
{"CR_MINECART",CR_MINECART},
{"CR_ROLLOUT", CR_ROLLOUT},
{"CR_PTERABYTE",CR_PTERABYTE},
// Ring weapons (ringweapons_t)
// Useful for A_GiveWeapon
@ -8830,9 +9095,9 @@ struct {
{"FF_PLATFORM",FF_PLATFORM}, ///< You can jump up through this to the top.
{"FF_REVERSEPLATFORM",FF_REVERSEPLATFORM}, ///< A fall-through floor in normal gravity, a platform in reverse gravity.
{"FF_INTANGABLEFLATS",FF_INTANGABLEFLATS}, ///< Both flats are intangable, but the sides are still solid.
{"FF_SHATTER",FF_SHATTER}, ///< Used with ::FF_BUSTUP. Thinks everyone's Knuckles.
{"FF_SPINBUST",FF_SPINBUST}, ///< Used with ::FF_BUSTUP. Jump or fall onto it while curled in a ball.
{"FF_ONLYKNUX",FF_ONLYKNUX}, ///< Used with ::FF_BUSTUP. Only Knuckles can break this rock.
{"FF_SHATTER",FF_SHATTER}, ///< Used with ::FF_BUSTUP. Bustable on mere touch.
{"FF_SPINBUST",FF_SPINBUST}, ///< Used with ::FF_BUSTUP. Also bustable if you're in your spinning frames.
{"FF_STRONGBUST",FF_STRONGBUST }, ///< Used with ::FF_BUSTUP. Only bustable by "strong" characters (Knuckles) and abilities (bouncing, twinspin, melee).
{"FF_RIPPLE",FF_RIPPLE}, ///< Ripple the flats
{"FF_COLORMAPONLY",FF_COLORMAPONLY}, ///< Only copy the colormap, not the lightlevel
{"FF_GOOWATER",FF_GOOWATER}, ///< Used with ::FF_SWIMMABLE. Makes thick bouncey goop.
@ -8963,6 +9228,7 @@ struct {
{"V_OFFSET",V_OFFSET},
{"V_ALLOWLOWERCASE",V_ALLOWLOWERCASE},
{"V_FLIP",V_FLIP},
{"V_CENTERNAMETAG",V_CENTERNAMETAG},
{"V_SNAPTOTOP",V_SNAPTOTOP},
{"V_SNAPTOBOTTOM",V_SNAPTOBOTTOM},
{"V_SNAPTOLEFT",V_SNAPTOLEFT},
@ -8996,6 +9262,7 @@ struct {
{"TC_ALLWHITE",TC_ALLWHITE},
{"TC_RAINBOW",TC_RAINBOW},
{"TC_BLINK",TC_BLINK},
{"TC_DASHMODE",TC_DASHMODE},
#endif
{NULL,0}
@ -9982,6 +10249,23 @@ static inline int lib_getenum(lua_State *L)
} else if (fastcmp(word,"mapmusposition")) {
lua_pushinteger(L, mapmusposition);
return 1;
// local player variables, by popular request
} else if (fastcmp(word,"consoleplayer")) { // player controlling console (aka local player 1)
if (consoleplayer < 0 || !playeringame[consoleplayer])
return 0;
LUA_PushUserdata(L, &players[consoleplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"displayplayer")) { // player visible on screen (aka display player 1)
if (displayplayer < 0 || !playeringame[displayplayer])
return 0;
LUA_PushUserdata(L, &players[displayplayer], META_PLAYER);
return 1;
} else if (fastcmp(word,"secondarydisplayplayer")) { // local/display player 2, for splitscreen
if (!splitscreen || secondarydisplayplayer < 0 || !playeringame[secondarydisplayplayer])
return 0;
LUA_PushUserdata(L, &players[secondarydisplayplayer], META_PLAYER);
return 1;
// end local player variables
} else if (fastcmp(word,"server")) {
if ((!multiplayer || !netgame) && !playeringame[serverplayer])
return 0;

View File

@ -509,13 +509,17 @@ INT32 I_GetKey(void);
// Max gamepad/joysticks that can be detected/used.
#define MAX_JOYSTICKS 4
#ifndef M_PIl
#define M_PIl 3.1415926535897932384626433832795029L
#endif
// Floating point comparison epsilons from float.h
#ifndef FLT_EPSILON
#define FLT_EPSILON 1.1920928955078125e-7f
#endif
#ifndef DBL_EPSILON
#define DBL_EPSILON 2.2204460492503131e-16
#define DBL_EPSILON 2.2204460492503131e-16l
#endif
// An assert-type mechanism.
@ -561,9 +565,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// Polyobject fake flat code
#define POLYOBJECTS_PLANES
/// Improved way of dealing with ping values and a ping limit.
#define NEWPING
/// See name of player in your crosshair
#define SEENAMES

View File

@ -327,7 +327,7 @@ typedef struct
// Music stuff.
UINT32 musinterfadeout; ///< Fade out level music on intermission screen in milliseconds
char musintername[7]; ///< Intermission screen music.
char muspostbossname[7]; ///< Post-bossdeath music.
UINT16 muspostbosstrack; ///< Post-bossdeath track.
UINT32 muspostbosspos; ///< Post-bossdeath position
@ -433,6 +433,7 @@ typedef struct
tic_t time; ///< Time in which the level was finished.
UINT32 score; ///< Score when the level was finished.
UINT16 rings; ///< Rings when the level was finished.
boolean gotperfect; ///< Got perfect bonus?
} recorddata_t;
/** Setup for one NiGHTS map.

View File

@ -326,16 +326,18 @@ size_t strlcpy(char *dst, const char *src, size_t siz);
/* Miscellaneous types that don't fit anywhere else (Can this be changed?) */
typedef struct
{
UINT8 red;
UINT8 green;
UINT8 blue;
UINT8 alpha;
} byteColor_t;
union FColorRGBA
{
UINT32 rgba;
struct
{
UINT8 red;
UINT8 green;
UINT8 blue;
UINT8 alpha;
} s;
byteColor_t s;
} ATTRPACK;
typedef union FColorRGBA RGBA_t;

File diff suppressed because it is too large Load Diff

View File

@ -77,6 +77,28 @@ void F_ContinueDrawer(void);
extern INT32 titlescrollxspeed;
extern INT32 titlescrollyspeed;
typedef enum
{
TTMODE_NONE = 0,
TTMODE_OLD,
TTMODE_ALACROIX,
TTMODE_USER
} ttmode_enum;
#define TTMAX_ALACROIX 30 // max frames for SONIC typeface, plus one for NULL terminating entry
#define TTMAX_USER 100
extern ttmode_enum ttmode;
extern UINT8 ttscale;
// ttmode user vars
extern char ttname[9];
extern INT16 ttx;
extern INT16 tty;
extern INT16 ttloop;
extern UINT16 tttics;
extern boolean ttavailable[6];
typedef enum
{
TITLEMAP_OFF = 0,
@ -89,11 +111,21 @@ typedef enum
extern mobj_t *titlemapcameraref;
extern char curbgname[9];
extern SINT8 curfadevalue;
extern boolean curhidepics;
extern INT32 curbgcolor;
extern INT32 curbgxspeed;
extern INT32 curbgyspeed;
extern boolean curbghide;
extern boolean hidetitlemap;
extern boolean curhidepics;
extern ttmode_enum curttmode;
extern UINT8 curttscale;
// ttmode user vars
extern char curttname[9];
extern INT16 curttx;
extern INT16 curtty;
extern INT16 curttloop;
extern UINT16 curtttics;
#define TITLEBACKGROUNDACTIVE (curfadevalue >= 0 || curbgname[0])

File diff suppressed because it is too large Load Diff

View File

@ -37,6 +37,7 @@ extern boolean playeringame[MAXPLAYERS];
// demoplaying back and demo recording
extern boolean demoplayback, titledemo, demorecording, timingdemo;
extern tic_t demostarttime;
// Quit after playing a demo from cmdline.
extern boolean singledemo;
@ -59,6 +60,8 @@ extern boolean pausebreakkey;
extern boolean promptactive;
extern consvar_t cv_pauseifunfocused;
// used in game menu
extern consvar_t cv_tutorialprompt;
extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection, cv_compactscoreboard;
@ -172,7 +175,7 @@ void G_AddGhost(char *defdemoname);
void G_DoPlayMetal(void);
void G_DoneLevelLoad(void);
void G_StopMetalDemo(void);
ATTRNORETURN void FUNCNORETURN G_StopMetalRecording(void);
ATTRNORETURN void FUNCNORETURN G_StopMetalRecording(boolean kill);
void G_StopDemo(void);
boolean G_CheckDemoStatus(void);

View File

@ -709,8 +709,8 @@ void G_DefineDefaultControls(void)
for (i = 1; i < num_gamecontrolschemes; i++) // skip gcs_custom (0)
{
gamecontroldefault[i][gc_weaponnext ][0] = 'e';
gamecontroldefault[i][gc_weaponprev ][0] = 'q';
gamecontroldefault[i][gc_weaponnext ][0] = KEY_MOUSEWHEELUP+0;
gamecontroldefault[i][gc_weaponprev ][0] = KEY_MOUSEWHEELDOWN+0;
gamecontroldefault[i][gc_wepslot1 ][0] = '1';
gamecontroldefault[i][gc_wepslot2 ][0] = '2';
gamecontroldefault[i][gc_wepslot3 ][0] = '3';

View File

@ -201,7 +201,7 @@ static polyvertex_t *fracdivline(fdivline_t *bsp, polyvertex_t *v1,
// (do not accept hit with the extensions)
num = (v2x - v1x)*v2dy + (v1y - v2y)*v2dx;
frac = num / den;
if (frac < 0.0 || frac > 1.0)
if (frac < 0.0l || frac > 1.0l)
return NULL;
// now get the frac along the BSP line

View File

@ -505,43 +505,6 @@ static void HWR_ResizeBlock(INT32 originalwidth, INT32 originalheight,
if (blockheight < 1)
I_Error("3D GenerateTexture : too small");
}
else if (cv_voodoocompatibility.value)
{
if (originalwidth > 256 || originalheight > 256)
{
blockwidth = 256;
while (originalwidth < blockwidth)
blockwidth >>= 1;
if (blockwidth < 1)
I_Error("3D GenerateTexture : too small");
blockheight = 256;
while (originalheight < blockheight)
blockheight >>= 1;
if (blockheight < 1)
I_Error("3D GenerateTexture : too small");
}
else
{
//size up to nearest power of 2
blockwidth = 1;
while (blockwidth < originalwidth)
blockwidth <<= 1;
// scale down the original graphics to fit in 256
if (blockwidth > 256)
blockwidth = 256;
//I_Error("3D GenerateTexture : too big");
//size up to nearest power of 2
blockheight = 1;
while (blockheight < originalheight)
blockheight <<= 1;
// scale down the original graphics to fit in 256
if (blockheight > 256)
blockheight = 255;
//I_Error("3D GenerateTexture : too big");
}
}
else
{
#ifdef GLIDE_API_COMPATIBILITY
@ -690,7 +653,9 @@ static void HWR_GenerateTexture(INT32 texnum, GLTexture_t *grtex)
// Composite the columns together.
for (i = 0, patch = texture->patches; i < texture->patchcount; i++, patch++)
{
#ifndef NO_PNG_LUMPS
size_t lumplength = W_LumpLengthPwad(patch->wad, patch->lump);
#endif
realpatch = W_CacheLumpNumPwad(patch->wad, patch->lump, PU_CACHE);
#ifndef NO_PNG_LUMPS
if (R_IsLumpPNG((UINT8 *)realpatch, lumplength))
@ -768,18 +733,6 @@ void HWR_MakePatch (const patch_t *patch, GLPatch_t *grPatch, GLMipmap_t *grMipm
newwidth = blockwidth;
newheight = blockheight;
}
else if (cv_voodoocompatibility.value) // Only scales down textures that exceed 256x256.
{
// no rounddown, do not size up patches, so they don't look 'scaled'
newwidth = min(grPatch->width, blockwidth);
newheight = min(grPatch->height, blockheight);
if (newwidth > 256 || newheight > 256)
{
newwidth = blockwidth;
newheight = blockheight;
}
}
else
{
// no rounddown, do not size up patches, so they don't look 'scaled'
@ -821,10 +774,10 @@ static void FreeMipmapColormap(INT32 patchnum, void *patch)
{
GLPatch_t* const grpatch = patch;
(void)patchnum; //unused
while (grpatch->mipmap.nextcolormap)
while (grpatch->mipmap->nextcolormap)
{
GLMipmap_t *grmip = grpatch->mipmap.nextcolormap;
grpatch->mipmap.nextcolormap = grmip->nextcolormap;
GLMipmap_t *grmip = grpatch->mipmap->nextcolormap;
grpatch->mipmap->nextcolormap = grmip->nextcolormap;
if (grmip->grInfo.data) Z_Free(grmip->grInfo.data);
free(grmip);
}
@ -927,29 +880,6 @@ GLTexture_t *HWR_GetTexture(INT32 tex)
return grtex;
}
// HWR_RenderPlane and HWR_RenderPolyObjectPlane need this to get the flat dimensions from a patch.
lumpnum_t gr_patchflat;
static void HWR_LoadPatchFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum)
{
UINT8 *flat;
patch_t *patch = (patch_t *)W_CacheLumpNum(flatlumpnum, PU_STATIC);
size_t lumplength = W_LumpLength(flatlumpnum);
#ifndef NO_PNG_LUMPS
if (R_IsLumpPNG((UINT8 *)patch, lumplength))
patch = R_PNGToPatch((UINT8 *)patch, lumplength, NULL, false);
#endif
grMipmap->width = (UINT16)SHORT(patch->width);
grMipmap->height = (UINT16)SHORT(patch->height);
flat = Z_Malloc(grMipmap->width * grMipmap->height, PU_HWRCACHE, &grMipmap->grInfo.data);
memset(flat, TRANSPARENTPIXEL, grMipmap->width * grMipmap->height);
R_PatchToFlat(patch, flat);
}
static void HWR_CacheFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum)
{
size_t size, pflatsize;
@ -990,46 +920,21 @@ static void HWR_CacheFlat(GLMipmap_t *grMipmap, lumpnum_t flatlumpnum)
break;
}
if (R_CheckIfPatch(flatlumpnum))
HWR_LoadPatchFlat(grMipmap, flatlumpnum);
else
{
grMipmap->width = (UINT16)pflatsize;
grMipmap->height = (UINT16)pflatsize;
grMipmap->width = (UINT16)pflatsize;
grMipmap->height = (UINT16)pflatsize;
// the flat raw data needn't be converted with palettized textures
W_ReadLump(flatlumpnum, Z_Malloc(W_LumpLength(flatlumpnum),
PU_HWRCACHE, &grMipmap->grInfo.data));
}
// the flat raw data needn't be converted with palettized textures
W_ReadLump(flatlumpnum, Z_Malloc(W_LumpLength(flatlumpnum),
PU_HWRCACHE, &grMipmap->grInfo.data));
}
// Download a Doom 'flat' to the hardware cache and make it ready for use
void HWR_GetFlat(lumpnum_t flatlumpnum)
static void HWR_CacheTextureAsFlat(GLMipmap_t *grMipmap, INT32 texturenum)
{
GLMipmap_t *grmip;
UINT8 *flat;
if (needpatchflush)
W_FlushCachedPatches();
grmip = &HWR_GetCachedGLPatch(flatlumpnum)->mipmap;
if (!grmip->downloaded && !grmip->grInfo.data)
HWR_CacheFlat(grmip, flatlumpnum);
HWD.pfnSetTexture(grmip);
// The system-memory data can be purged now.
Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
gr_patchflat = 0;
if (R_CheckIfPatch(flatlumpnum))
gr_patchflat = flatlumpnum;
}
static void HWR_LoadTextureFlat(GLMipmap_t *grMipmap, INT32 texturenum)
{
UINT8 *flat;
// setup the texture info
#ifdef GLIDE_API_COMPATIBILITY
grMipmap->grInfo.smallLodLog2 = GR_LOD_LOG2_64;
@ -1048,24 +953,56 @@ static void HWR_LoadTextureFlat(GLMipmap_t *grMipmap, INT32 texturenum)
R_TextureToFlat(texturenum, flat);
}
void HWR_GetTextureFlat(INT32 texturenum)
// Download a Doom 'flat' to the hardware cache and make it ready for use
void HWR_LiterallyGetFlat(lumpnum_t flatlumpnum)
{
GLTexture_t *grtex;
#ifdef PARANOIA
if ((unsigned)texturenum >= gr_numtextures)
I_Error("HWR_GetTextureFlat: texturenum >= numtextures\n");
#endif
if (texturenum == 0 || texturenum == -1)
GLMipmap_t *grmip;
if (flatlumpnum == LUMPERROR)
return;
grtex = &gr_textures2[texturenum];
if (!grtex->mipmap.grInfo.data && !grtex->mipmap.downloaded)
HWR_LoadTextureFlat(&grtex->mipmap, texturenum);
if (needpatchflush)
W_FlushCachedPatches();
HWD.pfnSetTexture(&grtex->mipmap);
grmip = HWR_GetCachedGLPatch(flatlumpnum)->mipmap;
if (!grmip->downloaded && !grmip->grInfo.data)
HWR_CacheFlat(grmip, flatlumpnum);
HWD.pfnSetTexture(grmip);
// The system-memory data can be purged now.
Z_ChangeTag(grtex->mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED);
Z_ChangeTag(grmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
}
void HWR_GetLevelFlat(levelflat_t *levelflat)
{
// Who knows?
if (levelflat == NULL)
return;
if (levelflat->type == LEVELFLAT_FLAT)
HWR_LiterallyGetFlat(levelflat->u.flat.lumpnum);
else if (levelflat->type == LEVELFLAT_TEXTURE)
{
GLTexture_t *grtex;
INT32 texturenum = levelflat->u.texture.num;
#ifdef PARANOIA
if ((unsigned)texturenum >= gr_numtextures)
I_Error("HWR_GetLevelFlat: texturenum >= numtextures\n");
#endif
if (texturenum == 0 || texturenum == -1)
return;
grtex = &gr_textures2[texturenum];
if (!grtex->mipmap.grInfo.data && !grtex->mipmap.downloaded)
HWR_CacheTextureAsFlat(&grtex->mipmap, texturenum);
HWD.pfnSetTexture(&grtex->mipmap);
// The system-memory data can be purged now.
Z_ChangeTag(grtex->mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED);
}
else // set no texture
HWD.pfnSetTexture(NULL);
}
//
@ -1097,22 +1034,22 @@ void HWR_GetPatch(GLPatch_t *gpatch)
W_FlushCachedPatches();
// is it in hardware cache
if (!gpatch->mipmap.downloaded && !gpatch->mipmap.grInfo.data)
if (!gpatch->mipmap->downloaded && !gpatch->mipmap->grInfo.data)
{
// load the software patch, PU_STATIC or the Z_Malloc for hardware patch will
// flush the software patch before the conversion! oh yeah I suffered
patch_t *ptr = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
HWR_MakePatch(ptr, gpatch, &gpatch->mipmap, true);
HWR_MakePatch(ptr, gpatch, gpatch->mipmap, true);
// this is inefficient.. but the hardware patch in heap is purgeable so it should
// not fragment memory, and besides the REAL cache here is the hardware memory
Z_Free(ptr);
}
HWD.pfnSetTexture(&gpatch->mipmap);
HWD.pfnSetTexture(gpatch->mipmap);
// The system-memory patch data can be purged now.
Z_ChangeTag(gpatch->mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED);
Z_ChangeTag(gpatch->mipmap->grInfo.data, PU_HWRCACHE_UNLOCKED);
}
@ -1135,7 +1072,7 @@ void HWR_GetMappedPatch(GLPatch_t *gpatch, const UINT8 *colormap)
// search for the mimmap
// skip the first (no colormap translated)
for (grmip = &gpatch->mipmap; grmip->nextcolormap; )
for (grmip = gpatch->mipmap; grmip->nextcolormap; )
{
grmip = grmip->nextcolormap;
if (grmip->colormap == colormap)
@ -1165,7 +1102,7 @@ void HWR_UnlockCachedPatch(GLPatch_t *gpatch)
if (!gpatch)
return;
Z_ChangeTag(gpatch->mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED);
Z_ChangeTag(gpatch->mipmap->grInfo.data, PU_HWRCACHE_UNLOCKED);
Z_ChangeTag(gpatch, PU_HWRPATCHINFO_UNLOCKED);
}
@ -1256,7 +1193,7 @@ GLPatch_t *HWR_GetPic(lumpnum_t lumpnum)
grpatch = HWR_GetCachedGLPatch(lumpnum);
if (!grpatch->mipmap.downloaded && !grpatch->mipmap.grInfo.data)
if (!grpatch->mipmap->downloaded && !grpatch->mipmap->grInfo.data)
{
pic_t *pic;
UINT8 *block;
@ -1272,19 +1209,19 @@ GLPatch_t *HWR_GetPic(lumpnum_t lumpnum)
grpatch->topoffset = 0;
// find the good 3dfx size (boring spec)
HWR_ResizeBlock (grpatch->width, grpatch->height, &grpatch->mipmap.grInfo);
grpatch->mipmap.width = (UINT16)blockwidth;
grpatch->mipmap.height = (UINT16)blockheight;
HWR_ResizeBlock (grpatch->width, grpatch->height, &grpatch->mipmap->grInfo);
grpatch->mipmap->width = (UINT16)blockwidth;
grpatch->mipmap->height = (UINT16)blockheight;
if (pic->mode == PALETTE)
grpatch->mipmap.grInfo.format = textureformat; // can be set by driver
grpatch->mipmap->grInfo.format = textureformat; // can be set by driver
else
grpatch->mipmap.grInfo.format = picmode2GR[pic->mode];
grpatch->mipmap->grInfo.format = picmode2GR[pic->mode];
Z_Free(grpatch->mipmap.grInfo.data);
Z_Free(grpatch->mipmap->grInfo.data);
// allocate block
block = MakeBlock(&grpatch->mipmap);
block = MakeBlock(grpatch->mipmap);
// if rounddown, rounddown patches as well as textures
if (cv_grrounddown.value)
@ -1292,18 +1229,6 @@ GLPatch_t *HWR_GetPic(lumpnum_t lumpnum)
newwidth = blockwidth;
newheight = blockheight;
}
else if (cv_voodoocompatibility.value) // Only scales down textures that exceed 256x256.
{
// no rounddown, do not size up patches, so they don't look 'scaled'
newwidth = min(SHORT(pic->width),blockwidth);
newheight = min(SHORT(pic->height),blockheight);
if (newwidth > 256 || newheight > 256)
{
newwidth = blockwidth;
newheight = blockheight;
}
}
else
{
// no rounddown, do not size up patches, so they don't look 'scaled'
@ -1314,25 +1239,25 @@ GLPatch_t *HWR_GetPic(lumpnum_t lumpnum)
if (grpatch->width == blockwidth &&
grpatch->height == blockheight &&
format2bpp[grpatch->mipmap.grInfo.format] == format2bpp[picmode2GR[pic->mode]])
format2bpp[grpatch->mipmap->grInfo.format] == format2bpp[picmode2GR[pic->mode]])
{
// no conversion needed
M_Memcpy(grpatch->mipmap.grInfo.data, pic->data,len);
M_Memcpy(grpatch->mipmap->grInfo.data, pic->data,len);
}
else
HWR_DrawPicInCache(block, newwidth, newheight,
blockwidth*format2bpp[grpatch->mipmap.grInfo.format],
blockwidth*format2bpp[grpatch->mipmap->grInfo.format],
pic,
format2bpp[grpatch->mipmap.grInfo.format]);
format2bpp[grpatch->mipmap->grInfo.format]);
Z_Unlock(pic);
Z_ChangeTag(block, PU_HWRCACHE_UNLOCKED);
grpatch->mipmap.flags = 0;
grpatch->mipmap->flags = 0;
grpatch->max_s = (float)newwidth / (float)blockwidth;
grpatch->max_t = (float)newheight / (float)blockheight;
}
HWD.pfnSetTexture(&grpatch->mipmap);
HWD.pfnSetTexture(grpatch->mipmap);
//CONS_Debug(DBG_RENDER, "picloaded at %x as texture %d\n",grpatch->mipmap.grInfo.data, grpatch->mipmap.downloaded);
return grpatch;
@ -1348,6 +1273,7 @@ GLPatch_t *HWR_GetCachedGLPatchPwad(UINT16 wadnum, UINT16 lumpnum)
grpatch = Z_Calloc(sizeof(GLPatch_t), PU_HWRPATCHINFO, NULL);
grpatch->wadnum = wadnum;
grpatch->lumpnum = lumpnum;
grpatch->mipmap = Z_Calloc(sizeof(GLMipmap_t), PU_HWRPATCHINFO, NULL);
M_AATreeSet(hwrcache, lumpnum, grpatch);
}
@ -1454,7 +1380,7 @@ void HWR_GetFadeMask(lumpnum_t fademasklumpnum)
if (needpatchflush)
W_FlushCachedPatches();
grmip = &HWR_GetCachedGLPatch(fademasklumpnum)->mipmap;
grmip = HWR_GetCachedGLPatch(fademasklumpnum)->mipmap;
if (!grmip->downloaded && !grmip->grInfo.data)
HWR_CacheFadeMask(grmip, fademasklumpnum);

View File

@ -77,8 +77,8 @@
#include "r_opengl/r_opengl.h"
#ifdef HAVE_SPHEREFRUSTRUM
static GLdouble viewMatrix[16];
static GLdouble projMatrix[16];
static GLfloat viewMatrix[16];
static GLfloat projMatrix[16];
float frustum[6][4];
#endif
@ -380,8 +380,8 @@ void gld_FrustrumSetup(void)
float t;
float clip[16];
pglGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
pglGetDoublev(GL_MODELVIEW_MATRIX, viewMatrix);
pglGeFloatv(GL_PROJECTION_MATRIX, projMatrix);
pglGetFloatv(GL_MODELVIEW_MATRIX, viewMatrix);
clip[0] = CALCMATRIX(0, 0, 1, 4, 2, 8, 3, 12);
clip[1] = CALCMATRIX(0, 1, 1, 5, 2, 9, 3, 13);

View File

@ -83,8 +83,8 @@ struct GLPatch_s
float max_s,max_t;
UINT16 wadnum; // the software patch lump num for when the hardware patch
UINT16 lumpnum; // was flushed, and we need to re-create it
GLMipmap_t mipmap;
};
GLMipmap_t *mipmap;
} ATTRPACK;
typedef struct GLPatch_s GLPatch_t;
#endif //_HWR_DATA_

View File

@ -95,14 +95,29 @@ typedef struct
//Hurdler: Transform (coords + angles)
//BP: transform order : scale(rotation_x(rotation_y(translation(v))))
// Kart features
//#define USE_FTRANSFORM_ANGLEZ
//#define USE_FTRANSFORM_MIRROR
// Vanilla features
#define USE_MODEL_NEXTFRAME
typedef struct
{
FLOAT x,y,z; // position
#ifdef USE_FTRANSFORM_ANGLEZ
FLOAT anglex,angley,anglez; // aimingangle / viewangle
#else
FLOAT anglex,angley; // aimingangle / viewangle
#endif
FLOAT scalex,scaley,scalez;
FLOAT fovxangle, fovyangle;
INT32 splitscreen;
UINT8 splitscreen;
boolean flip; // screenflip
#ifdef USE_FTRANSFORM_MIRROR
boolean mirror; // SRB2Kart: Encore Mode
#endif
} FTransform;
// Transformed vector, as passed to HWR API
@ -145,7 +160,7 @@ enum EPolyFlags
// When set, pass the color constant into the FSurfaceInfo -> FlatColor
PF_NoTexture = 0x00002000, // Use the small white texture
PF_Corona = 0x00004000, // Tell the rendrer we are drawing a corona
PF_MD2 = 0x00008000, // Tell the rendrer we are drawing an MD2
PF_Unused = 0x00008000, // Unused
PF_RemoveYWrap = 0x00010000, // Force clamp texture on Y
PF_ForceWrapX = 0x00020000, // Force repeat texture on X
PF_ForceWrapY = 0x00040000, // Force repeat texture on Y
@ -203,8 +218,6 @@ enum hwdsetspecialstate
HWD_SET_FOG_COLOR,
HWD_SET_FOG_DENSITY,
HWD_SET_FOV,
HWD_SET_POLYGON_SMOOTH,
HWD_SET_PALETTECOLOR,
HWD_SET_TEXTUREFILTERMODE,
HWD_SET_TEXTUREANISOTROPICMODE,
HWD_NUMSTATE

View File

@ -61,9 +61,6 @@ typedef void (*I_Error_t) (const char *error, ...) FUNCIERROR;
// ==========================================================================
// Constants
#ifndef M_PIl
#define M_PIl 3.1415926535897932384626433832795029L
#endif
#define DEGREE (0.017453292519943295769236907684883l) // 2*PI/360
void DBG_Printf(const char *lpFmt, ...) /*FUNCPRINTF*/;

View File

@ -647,7 +647,7 @@ void HWR_DrawFlatFill (INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatlumpnum
v[0].tow = v[1].tow = (float)((y & flatflag)/dflatsize);
v[2].tow = v[3].tow = (float)(v[0].tow + h/dflatsize);
HWR_GetFlat(flatlumpnum);
HWR_LiterallyGetFlat(flatlumpnum);
//Hurdler: Boris, the same comment as above... but maybe for pics
// it not a problem since they don't have any transparent pixel

View File

@ -47,6 +47,7 @@ EXPORT void HWRAPI(SetPalette) (RGBA_t *ppal, RGBA_t *pgamma);
EXPORT void HWRAPI(FinishUpdate) (INT32 waitvbl);
EXPORT void HWRAPI(Draw2DLine) (F2DCoord *v1, F2DCoord *v2, RGBA_t Color);
EXPORT void HWRAPI(DrawPolygon) (FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags);
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform);
EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags);
EXPORT void HWRAPI(ClearBuffer) (FBOOLEAN ColorMask, FBOOLEAN DepthMask, FRGBAFloat *ClearColor);
EXPORT void HWRAPI(SetTexture) (FTextureInfo *TexInfo);
@ -58,20 +59,18 @@ EXPORT void HWRAPI(ClearMipMapCache) (void);
EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value);
//Hurdler: added for new development
EXPORT void HWRAPI(DrawMD2) (INT32 *gl_cmd_buffer, md2_frame_t *frame, FTransform *pos, float scale);
EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, INT32 duration, INT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color);
EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 *color);
EXPORT void HWRAPI(CreateModelVBOs) (model_t *model);
EXPORT void HWRAPI(SetTransform) (FTransform *ptransform);
EXPORT INT32 HWRAPI(GetTextureUsed) (void);
EXPORT INT32 HWRAPI(GetRenderVersion) (void);
#ifdef SHUFFLE
#define SCREENVERTS 10
EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]);
#endif
EXPORT void HWRAPI(FlushScreenTextures) (void);
EXPORT void HWRAPI(StartScreenWipe) (void);
EXPORT void HWRAPI(EndScreenWipe) (void);
EXPORT void HWRAPI(DoScreenWipe) (float alpha);
EXPORT void HWRAPI(DoScreenWipe) (void);
EXPORT void HWRAPI(DrawIntermissionBG) (void);
EXPORT void HWRAPI(MakeScreenTexture) (void);
EXPORT void HWRAPI(MakeScreenFinalTexture) (void);
@ -89,6 +88,7 @@ struct hwdriver_s
FinishUpdate pfnFinishUpdate;
Draw2DLine pfnDraw2DLine;
DrawPolygon pfnDrawPolygon;
RenderSkyDome pfnRenderSkyDome;
SetBlend pfnSetBlend;
ClearBuffer pfnClearBuffer;
SetTexture pfnSetTexture;
@ -96,8 +96,8 @@ struct hwdriver_s
GClipRect pfnGClipRect;
ClearMipMapCache pfnClearMipMapCache;
SetSpecialState pfnSetSpecialState;//Hurdler: added for backward compatibility
DrawMD2 pfnDrawMD2;
DrawMD2i pfnDrawMD2i;
DrawModel pfnDrawModel;
CreateModelVBOs pfnCreateModelVBOs;
SetTransform pfnSetTransform;
GetTextureUsed pfnGetTextureUsed;
GetRenderVersion pfnGetRenderVersion;
@ -107,9 +107,7 @@ struct hwdriver_s
#ifndef HAVE_SDL
Shutdown pfnShutdown;
#endif
#ifdef SHUFFLE
PostImgRedraw pfnPostImgRedraw;
#endif
FlushScreenTextures pfnFlushScreenTextures;
StartScreenWipe pfnStartScreenWipe;
EndScreenWipe pfnEndScreenWipe;

View File

@ -23,6 +23,7 @@
#include "hw_defs.h"
#include "hw_main.h"
#include "../m_misc.h"
#include "../p_setup.h"
// the original aspect ratio of Doom graphics isn't square
#define ORIGINAL_ASPECT (320.0f/200.0f)
@ -101,8 +102,8 @@ void HWR_FreeTextureCache(void);
void HWR_FreeColormaps(void);
void HWR_FreeExtraSubsectors(void);
void HWR_GetFlat(lumpnum_t flatlumpnum);
void HWR_GetTextureFlat(INT32 texturenum);
void HWR_GetLevelFlat(levelflat_t *levelflat);
void HWR_LiterallyGetFlat(lumpnum_t flatlumpnum);
GLTexture_t *HWR_GetTexture(INT32 tex);
void HWR_GetPatch(GLPatch_t *gpatch);
void HWR_GetMappedPatch(GLPatch_t *gpatch, const UINT8 *colormap);
@ -116,8 +117,6 @@ void HWR_GetFadeMask(lumpnum_t fademasklumpnum);
// --------
// hw_draw.c
// --------
extern lumpnum_t gr_patchflat;
extern float gr_patch_scalex;
extern float gr_patch_scaley;

View File

@ -162,6 +162,8 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_TURR
&lspr[NOLIGHT], // SPR_SHRP
&lspr[NOLIGHT], // SPR_CRAB
&lspr[NOLIGHT], // SPR_CR2B
&lspr[NOLIGHT], // SPR_CSPR
&lspr[NOLIGHT], // SPR_JJAW
&lspr[NOLIGHT], // SPR_SNLR
&lspr[NOLIGHT], // SPR_VLTR
@ -180,6 +182,8 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_UNID
&lspr[NOLIGHT], // SPR_CANA
&lspr[NOLIGHT], // SPR_CANG
&lspr[NOLIGHT], // SPR_PYRE
&lspr[NOLIGHT], // SPR_PTER
// Generic Boos Items
&lspr[JETLIGHT_L], // SPR_JETF // Boss jet fumes
@ -197,7 +201,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_EGGO
&lspr[NOLIGHT], // SPR_SEBH
&lspr[NOLIGHT], // SPR_FAKE
&lspr[NOLIGHT], // SPR_SHCK
&lspr[LBLUESHINE_L],// SPR_SHCK
// Boss 4 (Castle Eggman)
&lspr[NOLIGHT], // SPR_EGGP
@ -260,6 +264,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_WSPB
&lspr[NOLIGHT], // SPR_STPT
&lspr[NOLIGHT], // SPR_BMNE
&lspr[NOLIGHT], // SPR_PUMI
// Monitor Boxes
&lspr[NOLIGHT], // SPR_MSTV
@ -377,6 +382,10 @@ light_t *t_lspr[NUMSPRITES] =
// Red Volcano Scenery
&lspr[REDBALL_L], // SPR_FLME
&lspr[REDBALL_L], // SPR_DFLM
&lspr[NOLIGHT], // SPR_LFAL
&lspr[NOLIGHT], // SPR_JPLA
&lspr[NOLIGHT], // SPR_TFLO
&lspr[NOLIGHT], // SPR_WVIN
// Dark City Scenery
@ -388,7 +397,9 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_XMS3
&lspr[NOLIGHT], // SPR_XMS4
&lspr[NOLIGHT], // SPR_XMS5
&lspr[NOLIGHT], // SPR_XMS6
&lspr[NOLIGHT], // SPR_FHZI
&lspr[NOLIGHT], // SPR_ROSY
// Halloween Scenery
&lspr[RINGLIGHT_L], // SPR_PUMK
@ -396,6 +407,11 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_SHRM
&lspr[NOLIGHT], // SPR_HHZM
// Azure Temple Scenery
&lspr[NOLIGHT], // SPR_BGAR
&lspr[NOLIGHT], // SPR_RCRY
&lspr[GREENBALL_L], // SPR_CFLM
// Botanic Serenity Scenery
&lspr[NOLIGHT], // SPR_BSZ1
&lspr[NOLIGHT], // SPR_BSZ2
@ -415,7 +431,6 @@ light_t *t_lspr[NUMSPRITES] =
// Misc Scenery
&lspr[NOLIGHT], // SPR_STLG
&lspr[NOLIGHT], // SPR_DBAL
&lspr[NOLIGHT], // SPR_RCRY
// Powerup Indicators
&lspr[NOLIGHT], // SPR_ARMA
@ -469,11 +484,14 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_SSWY
&lspr[NOLIGHT], // SPR_SSWR
&lspr[NOLIGHT], // SPR_SSWB
&lspr[NOLIGHT], // SPR_BSTY
&lspr[NOLIGHT], // SPR_BSTR
// Environmental Effects
&lspr[NOLIGHT], // SPR_RAIN
&lspr[NOLIGHT], // SPR_SNO1
&lspr[NOLIGHT], // SPR_SPLH
&lspr[NOLIGHT], // SPR_LSPL
&lspr[NOLIGHT], // SPR_SPLA
&lspr[NOLIGHT], // SPR_SMOK
&lspr[NOLIGHT], // SPR_BUBL
@ -1187,7 +1205,8 @@ void HWR_DL_AddLight(gr_vissprite_t *spr, GLPatch_t *patch)
dynlights->nb++;
}
static GLPatch_t lightmappatch;
static GLMipmap_t lightmappatchmipmap;
static GLPatch_t lightmappatch = { .mipmap = &lightmappatchmipmap };
void HWR_InitLight(void)
{
@ -1197,7 +1216,7 @@ void HWR_InitLight(void)
for (i = 0;i < NUMLIGHTS;i++)
lspr[i].dynamic_sqrradius = lspr[i].dynamic_radius*lspr[i].dynamic_radius;
lightmappatch.mipmap.downloaded = false;
lightmappatch.mipmap->downloaded = false;
coronalumpnum = W_CheckNumForName("CORONA");
}
@ -1208,10 +1227,10 @@ static void HWR_SetLight(void)
{
int i, j;
if (!lightmappatch.mipmap.downloaded && !lightmappatch.mipmap.grInfo.data)
if (!lightmappatch.mipmap->downloaded && !lightmappatch.mipmap->grInfo.data)
{
UINT16 *Data = Z_Malloc(129*128*sizeof (UINT16), PU_HWRCACHE, &lightmappatch.mipmap.grInfo.data);
UINT16 *Data = Z_Malloc(129*128*sizeof (UINT16), PU_HWRCACHE, &lightmappatch.mipmap->grInfo.data);
for (i = 0; i < 128; i++)
{
@ -1224,23 +1243,23 @@ static void HWR_SetLight(void)
Data[i*128+j] = 0;
}
}
lightmappatch.mipmap.grInfo.format = GR_TEXFMT_ALPHA_INTENSITY_88;
lightmappatch.mipmap->grInfo.format = GR_TEXFMT_ALPHA_INTENSITY_88;
lightmappatch.width = 128;
lightmappatch.height = 128;
lightmappatch.mipmap.width = 128;
lightmappatch.mipmap.height = 128;
lightmappatch.mipmap->width = 128;
lightmappatch.mipmap->height = 128;
#ifdef GLIDE_API_COMPATIBILITY
lightmappatch.mipmap.grInfo.smallLodLog2 = GR_LOD_LOG2_128;
lightmappatch.mipmap.grInfo.largeLodLog2 = GR_LOD_LOG2_128;
lightmappatch.mipmap.grInfo.aspectRatioLog2 = GR_ASPECT_LOG2_1x1;
lightmappatch.mipmap->grInfo.smallLodLog2 = GR_LOD_LOG2_128;
lightmappatch.mipmap->grInfo.largeLodLog2 = GR_LOD_LOG2_128;
lightmappatch.mipmap->grInfo.aspectRatioLog2 = GR_ASPECT_LOG2_1x1;
#endif
lightmappatch.mipmap.flags = 0; //TF_WRAPXY; // DEBUG: view the overdraw !
lightmappatch.mipmap->flags = 0; //TF_WRAPXY; // DEBUG: view the overdraw !
}
HWD.pfnSetTexture(&lightmappatch.mipmap);
HWD.pfnSetTexture(lightmappatch.mipmap);
// The system-memory data can be purged now.
Z_ChangeTag(lightmappatch.mipmap.grInfo.data, PU_HWRCACHE_UNLOCKED);
Z_ChangeTag(lightmappatch.mipmap->grInfo.data, PU_HWRCACHE_UNLOCKED);
}
//**********************************************************

View File

@ -70,12 +70,12 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing);
#endif
#ifdef SORTING
void HWR_AddTransparentFloor(lumpnum_t lumpnum, INT32 texturenum, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight,
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight,
INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap);
void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, INT32 texturenum, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap);
#else
static void HWR_Add3DWater(lumpnum_t lumpnum, extrasubsector_t *xsub, fixed_t fixedheight,
static void HWR_Add3DWater(levelflat_t *levelflat, extrasubsector_t *xsub, fixed_t fixedheight,
INT32 lightlevel, INT32 alpha, sector_t *FOFSector);
static void HWR_Render3DWater(void);
static void HWR_RenderTransparentWalls(void);
@ -522,7 +522,7 @@ static UINT8 HWR_FogBlockAlpha(INT32 light, UINT32 color) // Let's see if this c
// HWR_RenderPlane : Render a floor or ceiling convex polygon
// -----------------+
static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean isceiling, fixed_t fixedheight,
FBITFIELD PolyFlags, INT32 lightlevel, lumpnum_t lumpnum, INT32 texturenum, sector_t *FOFsector, UINT8 alpha, boolean fogplane, extracolormap_t *planecolormap)
FBITFIELD PolyFlags, INT32 lightlevel, levelflat_t *levelflat, sector_t *FOFsector, UINT8 alpha, boolean fogplane, extracolormap_t *planecolormap)
{
polyvertex_t * pv;
float height; //constant y for all points on the convex flat polygon
@ -530,9 +530,9 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
INT32 nrPlaneVerts; //verts original define of convex flat polygon
INT32 i;
float flatxref,flatyref;
float fflatwidth, fflatheight;
INT32 flatflag;
boolean texflat = true;
float fflatwidth = 64.0f, fflatheight = 64.0f;
INT32 flatflag = 63;
boolean texflat = false;
size_t len;
float scrollx = 0.0f, scrolly = 0.0f;
angle_t angle = 0;
@ -541,7 +541,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
#ifdef ESLOPE
pslope_t *slope = NULL;
#endif
patch_t *patch;
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
@ -597,48 +596,49 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
}
len = W_LumpLength(lumpnum);
switch (len)
// set texture for polygon
if (levelflat != NULL)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
if (levelflat->type == LEVELFLAT_TEXTURE)
{
fflatwidth = textures[levelflat->u.texture.num]->width;
fflatheight = textures[levelflat->u.texture.num]->height;
texflat = true;
}
else if (levelflat->type == LEVELFLAT_FLAT)
{
len = W_LumpLength(levelflat->u.flat.lumpnum);
flatflag = ((INT32)fflatwidth)-1;
switch (len)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
if (texturenum != 0 && texturenum != -1)
{
fflatwidth = textures[texturenum]->width;
fflatheight = textures[texturenum]->height;
flatflag = ((INT32)fflatwidth)-1;
}
}
else if (gr_patchflat && R_CheckIfPatch(gr_patchflat)) // Just in case?
{
patch = (patch_t *)W_CacheLumpNum(gr_patchflat, PU_STATIC);
fflatwidth = SHORT(patch->width);
fflatheight = SHORT(patch->height);
}
else
texflat = false;
else // set no texture
HWD.pfnSetTexture(NULL);
// reference point for flat texture coord for each vertex around the polygon
flatxref = (float)(((fixed_t)pv->x & (~flatflag)) / fflatwidth);
@ -1972,7 +1972,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
{
// Single sided line... Deal only with the middletexture (if one exists)
gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture);
if (gr_midtexture)
if (gr_midtexture && gr_linedef->special != 41) // Ignore horizon line for OGL
{
{
fixed_t texturevpeg;
@ -3183,23 +3183,22 @@ static inline void HWR_AddPolyObjectSegs(void)
#ifdef POLYOBJECTS_PLANES
static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, fixed_t fixedheight,
FBITFIELD blendmode, UINT8 lightlevel, lumpnum_t lumpnum, INT32 texturenum, sector_t *FOFsector,
FBITFIELD blendmode, UINT8 lightlevel, levelflat_t *levelflat, sector_t *FOFsector,
UINT8 alpha, extracolormap_t *planecolormap)
{
float height; //constant y for all points on the convex flat polygon
FOutVector *v3d;
INT32 i;
float flatxref,flatyref;
float fflatwidth, fflatheight;
INT32 flatflag;
boolean texflat = true;
float fflatwidth = 64.0f, fflatheight = 64.0f;
INT32 flatflag = 63;
boolean texflat = false;
size_t len;
float scrollx = 0.0f, scrolly = 0.0f;
angle_t angle = 0;
FSurfaceInfo Surf;
fixed_t tempxsow, tempytow;
size_t nrPlaneVerts;
patch_t *patch;
static FOutVector *planeVerts = NULL;
static UINT16 numAllocedPlaneVerts = 0;
@ -3225,48 +3224,49 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling,
Z_Malloc(numAllocedPlaneVerts * sizeof (FOutVector), PU_LEVEL, &planeVerts);
}
len = W_LumpLength(lumpnum);
switch (len)
// set texture for polygon
if (levelflat != NULL)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
if (levelflat->type == LEVELFLAT_TEXTURE)
{
fflatwidth = textures[levelflat->u.texture.num]->width;
fflatheight = textures[levelflat->u.texture.num]->height;
texflat = true;
}
else if (levelflat->type == LEVELFLAT_FLAT)
{
len = W_LumpLength(levelflat->u.flat.lumpnum);
flatflag = ((INT32)fflatwidth)-1;
switch (len)
{
case 4194304: // 2048x2048 lump
fflatwidth = fflatheight = 2048.0f;
break;
case 1048576: // 1024x1024 lump
fflatwidth = fflatheight = 1024.0f;
break;
case 262144:// 512x512 lump
fflatwidth = fflatheight = 512.0f;
break;
case 65536: // 256x256 lump
fflatwidth = fflatheight = 256.0f;
break;
case 16384: // 128x128 lump
fflatwidth = fflatheight = 128.0f;
break;
case 1024: // 32x32 lump
fflatwidth = fflatheight = 32.0f;
break;
default: // 64x64 lump
fflatwidth = fflatheight = 64.0f;
break;
}
if (texturenum != 0 && texturenum != -1)
{
fflatwidth = textures[texturenum]->width;
fflatheight = textures[texturenum]->height;
flatflag = ((INT32)fflatwidth)-1;
}
}
else if (gr_patchflat && R_CheckIfPatch(gr_patchflat)) // Just in case?
{
patch = (patch_t *)W_CacheLumpNum(gr_patchflat, PU_STATIC);
fflatwidth = SHORT(patch->width);
fflatheight = SHORT(patch->height);
}
else
texflat = false;
else // set no texture
HWD.pfnSetTexture(NULL);
// reference point for flat texture coord for each vertex around the polygon
flatxref = (float)((polysector->origVerts[0].x & (~flatflag)) / fflatwidth);
@ -3400,15 +3400,14 @@ static void HWR_AddPolyObjectPlanes(void)
FBITFIELD blendmode;
memset(&Surf, 0x00, sizeof(Surf));
blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->floorpic].lumpnum, levelflats[polyobjsector->floorpic].texturenum, po_ptrs[i], false, polyobjsector->floorheight,
HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->floorpic], po_ptrs[i], false, polyobjsector->floorheight,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.FlatColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap));
}
else
{
HWR_GetFlat(levelflats[polyobjsector->floorpic].lumpnum);
HWR_GetTextureFlat(levelflats[polyobjsector->floorpic].texturenum);
HWR_GetLevelFlat(&levelflats[polyobjsector->floorpic]);
HWR_RenderPolyObjectPlane(po_ptrs[i], false, polyobjsector->floorheight, PF_Occlude,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), levelflats[polyobjsector->floorpic].lumpnum, levelflats[polyobjsector->floorpic].texturenum,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->floorpic],
polyobjsector, 255, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap));
}
}
@ -3424,15 +3423,14 @@ static void HWR_AddPolyObjectPlanes(void)
FBITFIELD blendmode;
memset(&Surf, 0x00, sizeof(Surf));
blendmode = HWR_TranstableToAlpha(po_ptrs[i]->translucency, &Surf);
HWR_AddTransparentPolyobjectFloor(levelflats[polyobjsector->ceilingpic].lumpnum, levelflats[polyobjsector->floorpic].texturenum, po_ptrs[i], true, polyobjsector->ceilingheight,
HWR_AddTransparentPolyobjectFloor(&levelflats[polyobjsector->ceilingpic], po_ptrs[i], true, polyobjsector->ceilingheight,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), Surf.FlatColor.s.alpha, polyobjsector, blendmode, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap));
}
else
{
HWR_GetFlat(levelflats[polyobjsector->ceilingpic].lumpnum);
HWR_GetTextureFlat(levelflats[polyobjsector->ceilingpic].texturenum);
HWR_GetLevelFlat(&levelflats[polyobjsector->ceilingpic]);
HWR_RenderPolyObjectPlane(po_ptrs[i], true, polyobjsector->ceilingheight, PF_Occlude,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), levelflats[polyobjsector->floorpic].lumpnum, levelflats[polyobjsector->floorpic].texturenum,
(light == -1 ? gr_frontsector->lightlevel : *gr_frontsector->lightlist[light].lightlevel), &levelflats[polyobjsector->floorpic],
polyobjsector, 255, (light == -1 ? gr_frontsector->extra_colormap : *gr_frontsector->lightlist[light].extra_colormap));
}
}
@ -3583,13 +3581,12 @@ static void HWR_Subsector(size_t num)
{
if (sub->validcount != validcount)
{
HWR_GetFlat(levelflats[gr_frontsector->floorpic].lumpnum);
HWR_GetTextureFlat(levelflats[gr_frontsector->floorpic].texturenum);
HWR_GetLevelFlat(&levelflats[gr_frontsector->floorpic]);
HWR_RenderPlane(gr_frontsector, &extrasubsectors[num], false,
// Hack to make things continue to work around slopes.
locFloorHeight == cullFloorHeight ? locFloorHeight : gr_frontsector->floorheight,
// We now return you to your regularly scheduled rendering.
PF_Occlude, floorlightlevel, levelflats[gr_frontsector->floorpic].lumpnum, levelflats[gr_frontsector->floorpic].texturenum, NULL, 255, false, floorcolormap);
PF_Occlude, floorlightlevel, &levelflats[gr_frontsector->floorpic], NULL, 255, false, floorcolormap);
}
}
else
@ -3606,13 +3603,12 @@ static void HWR_Subsector(size_t num)
{
if (sub->validcount != validcount)
{
HWR_GetFlat(levelflats[gr_frontsector->ceilingpic].lumpnum);
HWR_GetTextureFlat(levelflats[gr_frontsector->ceilingpic].texturenum);
HWR_GetLevelFlat(&levelflats[gr_frontsector->ceilingpic]);
HWR_RenderPlane(NULL, &extrasubsectors[num], true,
// Hack to make things continue to work around slopes.
locCeilingHeight == cullCeilingHeight ? locCeilingHeight : gr_frontsector->ceilingheight,
// We now return you to your regularly scheduled rendering.
PF_Occlude, ceilinglightlevel, levelflats[gr_frontsector->ceilingpic].lumpnum, levelflats[gr_frontsector->ceilingpic].texturenum, NULL, 255, false, ceilingcolormap);
PF_Occlude, ceilinglightlevel, &levelflats[gr_frontsector->ceilingpic], NULL, 255, false, ceilingcolormap);
}
}
else
@ -3671,7 +3667,7 @@ static void HWR_Subsector(size_t num)
else
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, NORMALFOG);
HWR_AddTransparentFloor(0, 0,
HWR_AddTransparentFloor(NULL,
&extrasubsectors[num],
false,
*rover->bottomheight,
@ -3683,14 +3679,13 @@ static void HWR_Subsector(size_t num)
{
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
#ifndef SORTING
HWR_Add3DWater(levelflats[*rover->bottompic].lumpnum,
HWR_Add3DWater(&levelflats[*rover->bottompic],
&extrasubsectors[num],
*rover->bottomheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1, rover->master->frontsector);
#else
HWR_AddTransparentFloor(levelflats[*rover->bottompic].lumpnum,
levelflats[*rover->bottompic].texturenum,
HWR_AddTransparentFloor(&levelflats[*rover->bottompic],
&extrasubsectors[num],
false,
*rover->bottomheight,
@ -3701,10 +3696,9 @@ static void HWR_Subsector(size_t num)
}
else
{
HWR_GetFlat(levelflats[*rover->bottompic].lumpnum);
HWR_GetTextureFlat(levelflats[*rover->bottompic].texturenum);
HWR_GetLevelFlat(&levelflats[*rover->bottompic]);
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(NULL, &extrasubsectors[num], false, *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->bottompic].lumpnum, levelflats[*rover->bottompic].texturenum,
HWR_RenderPlane(NULL, &extrasubsectors[num], false, *rover->bottomheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->bottompic],
rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap);
}
}
@ -3736,7 +3730,7 @@ static void HWR_Subsector(size_t num)
else
alpha = HWR_FogBlockAlpha(*gr_frontsector->lightlist[light].lightlevel, NORMALFOG);
HWR_AddTransparentFloor(0, 0,
HWR_AddTransparentFloor(NULL,
&extrasubsectors[num],
true,
*rover->topheight,
@ -3748,14 +3742,13 @@ static void HWR_Subsector(size_t num)
{
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
#ifndef SORTING
HWR_Add3DWater(levelflats[*rover->toppic].lumpnum,
HWR_Add3DWater(&levelflats[*rover->toppic],
&extrasubsectors[num],
*rover->topheight,
*gr_frontsector->lightlist[light].lightlevel,
rover->alpha-1, rover->master->frontsector);
#else
HWR_AddTransparentFloor(levelflats[*rover->toppic].lumpnum,
levelflats[*rover->bottompic].texturenum,
HWR_AddTransparentFloor(&levelflats[*rover->toppic],
&extrasubsectors[num],
true,
*rover->topheight,
@ -3767,10 +3760,9 @@ static void HWR_Subsector(size_t num)
}
else
{
HWR_GetFlat(levelflats[*rover->toppic].lumpnum);
HWR_GetTextureFlat(levelflats[*rover->toppic].texturenum);
HWR_GetLevelFlat(&levelflats[*rover->toppic]);
light = R_GetPlaneLight(gr_frontsector, centerHeight, dup_viewz < cullHeight ? true : false);
HWR_RenderPlane(NULL, &extrasubsectors[num], true, *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, levelflats[*rover->toppic].lumpnum, levelflats[*rover->toppic].texturenum,
HWR_RenderPlane(NULL, &extrasubsectors[num], true, *rover->topheight, PF_Occlude, *gr_frontsector->lightlist[light].lightlevel, &levelflats[*rover->toppic],
rover->master->frontsector, 255, false, *gr_frontsector->lightlist[light].extra_colormap);
}
}
@ -5098,8 +5090,7 @@ typedef struct
boolean isceiling;
fixed_t fixedheight;
INT32 lightlevel;
lumpnum_t lumpnum;
INT32 texturenum;
levelflat_t *levelflat;
INT32 alpha;
sector_t *FOFSector;
FBITFIELD blend;
@ -5117,8 +5108,7 @@ typedef struct
boolean isceiling;
fixed_t fixedheight;
INT32 lightlevel;
lumpnum_t lumpnum;
INT32 texturenum;
levelflat_t *levelflat;
INT32 alpha;
sector_t *FOFSector;
FBITFIELD blend;
@ -5149,7 +5139,7 @@ static INT32 drawcount = 0;
#define MAX_TRANSPARENTFLOOR 512
// This will likely turn into a copy of HWR_Add3DWater and replace it.
void HWR_AddTransparentFloor(lumpnum_t lumpnum, INT32 texturenum, extrasubsector_t *xsub, boolean isceiling,
void HWR_AddTransparentFloor(levelflat_t *levelflat, extrasubsector_t *xsub, boolean isceiling,
fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, boolean fogplane, extracolormap_t *planecolormap)
{
static size_t allocedplanes = 0;
@ -5167,8 +5157,7 @@ void HWR_AddTransparentFloor(lumpnum_t lumpnum, INT32 texturenum, extrasubsector
planeinfo[numplanes].isceiling = isceiling;
planeinfo[numplanes].fixedheight = fixedheight;
planeinfo[numplanes].lightlevel = lightlevel;
planeinfo[numplanes].lumpnum = lumpnum;
planeinfo[numplanes].texturenum = texturenum;
planeinfo[numplanes].levelflat = levelflat;
planeinfo[numplanes].xsub = xsub;
planeinfo[numplanes].alpha = alpha;
planeinfo[numplanes].FOFSector = FOFSector;
@ -5182,7 +5171,7 @@ void HWR_AddTransparentFloor(lumpnum_t lumpnum, INT32 texturenum, extrasubsector
// Adding this for now until I can create extrasubsector info for polyobjects
// When that happens it'll just be done through HWR_AddTransparentFloor and HWR_RenderPlane
void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, INT32 texturenum, polyobj_t *polysector, boolean isceiling,
void HWR_AddTransparentPolyobjectFloor(levelflat_t *levelflat, polyobj_t *polysector, boolean isceiling,
fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector, FBITFIELD blend, extracolormap_t *planecolormap)
{
static size_t allocedpolyplanes = 0;
@ -5200,8 +5189,7 @@ void HWR_AddTransparentPolyobjectFloor(lumpnum_t lumpnum, INT32 texturenum, poly
polyplaneinfo[numpolyplanes].isceiling = isceiling;
polyplaneinfo[numpolyplanes].fixedheight = fixedheight;
polyplaneinfo[numpolyplanes].lightlevel = lightlevel;
polyplaneinfo[numpolyplanes].lumpnum = lumpnum;
polyplaneinfo[numpolyplanes].texturenum = texturenum;
polyplaneinfo[numpolyplanes].levelflat = levelflat;
polyplaneinfo[numpolyplanes].polysector = polysector;
polyplaneinfo[numpolyplanes].alpha = alpha;
polyplaneinfo[numpolyplanes].FOFSector = FOFSector;
@ -5363,12 +5351,9 @@ static void HWR_CreateDrawNodes(void)
gr_frontsector = NULL;
if (!(sortnode[sortindex[i]].plane->blend & PF_NoTexture))
{
HWR_GetFlat(sortnode[sortindex[i]].plane->lumpnum);
HWR_GetTextureFlat(sortnode[sortindex[i]].plane->texturenum);
}
HWR_GetLevelFlat(sortnode[sortindex[i]].plane->levelflat);
HWR_RenderPlane(NULL, sortnode[sortindex[i]].plane->xsub, sortnode[sortindex[i]].plane->isceiling, sortnode[sortindex[i]].plane->fixedheight, sortnode[sortindex[i]].plane->blend, sortnode[sortindex[i]].plane->lightlevel,
sortnode[sortindex[i]].plane->lumpnum, sortnode[sortindex[i]].plane->texturenum, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->fogplane, sortnode[sortindex[i]].plane->planecolormap);
sortnode[sortindex[i]].plane->levelflat, sortnode[sortindex[i]].plane->FOFSector, sortnode[sortindex[i]].plane->alpha, sortnode[sortindex[i]].plane->fogplane, sortnode[sortindex[i]].plane->planecolormap);
}
else if (sortnode[sortindex[i]].polyplane)
{
@ -5376,12 +5361,9 @@ static void HWR_CreateDrawNodes(void)
gr_frontsector = NULL;
if (!(sortnode[sortindex[i]].polyplane->blend & PF_NoTexture))
{
HWR_GetFlat(sortnode[sortindex[i]].polyplane->lumpnum);
HWR_GetTextureFlat(sortnode[sortindex[i]].polyplane->texturenum);
}
HWR_GetLevelFlat(sortnode[sortindex[i]].polyplane->levelflat);
HWR_RenderPolyObjectPlane(sortnode[sortindex[i]].polyplane->polysector, sortnode[sortindex[i]].polyplane->isceiling, sortnode[sortindex[i]].polyplane->fixedheight, sortnode[sortindex[i]].polyplane->blend, sortnode[sortindex[i]].polyplane->lightlevel,
sortnode[sortindex[i]].polyplane->lumpnum, sortnode[sortindex[i]].polyplane->texturenum, sortnode[sortindex[i]].polyplane->FOFSector, sortnode[sortindex[i]].polyplane->alpha, sortnode[sortindex[i]].polyplane->planecolormap);
sortnode[sortindex[i]].polyplane->levelflat, sortnode[sortindex[i]].polyplane->FOFSector, sortnode[sortindex[i]].polyplane->alpha, sortnode[sortindex[i]].polyplane->planecolormap);
}
else if (sortnode[sortindex[i]].wall)
{
@ -5426,17 +5408,17 @@ static void HWR_DrawSprites(void)
#endif
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (!cv_grmd2.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
if (!cv_grmodels.value || md2_playermodels[(skin_t*)spr->mobj->skin-skins].notfound || md2_playermodels[(skin_t*)spr->mobj->skin-skins].scale < 0.0f)
HWR_DrawSprite(spr);
else
HWR_DrawMD2(spr);
HWR_DrawModel(spr);
}
else
{
if (!cv_grmd2.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
if (!cv_grmodels.value || md2_models[spr->mobj->sprite].notfound || md2_models[spr->mobj->sprite].scale < 0.0f)
HWR_DrawSprite(spr);
else
HWR_DrawMD2(spr);
HWR_DrawModel(spr);
}
}
}
@ -5454,7 +5436,7 @@ static void HWR_AddSprites(sector_t *sec)
#ifdef HWPRECIP
precipmobj_t *precipthing;
#endif
fixed_t approx_dist, limit_dist;
fixed_t approx_dist, limit_dist, hoop_limit_dist;
// BSP is traversed by subsector.
// A sector might have been split into several
@ -5471,7 +5453,9 @@ static void HWR_AddSprites(sector_t *sec)
// Handle all things in sector.
// If a limit exists, handle things a tiny bit different.
if ((limit_dist = (fixed_t)((maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : cv_drawdist.value) << FRACBITS))
limit_dist = (fixed_t)(cv_drawdist.value) << FRACBITS;
hoop_limit_dist = (fixed_t)(cv_drawdist_nights.value) << FRACBITS;
if (limit_dist || hoop_limit_dist)
{
for (thing = sec->thinglist; thing; thing = thing->snext)
{
@ -5480,8 +5464,16 @@ static void HWR_AddSprites(sector_t *sec)
approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y);
if (approx_dist > limit_dist)
continue;
if (thing->sprite == SPR_HOOP)
{
if (hoop_limit_dist && approx_dist > hoop_limit_dist)
continue;
}
else
{
if (limit_dist && approx_dist > limit_dist)
continue;
}
HWR_ProjectSprite(thing);
}
@ -5554,7 +5546,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
tz = (tr_x * gr_viewcos) + (tr_y * gr_viewsin);
// thing is behind view plane?
if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmd2.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
if (tz < ZCLIP_PLANE && !papersprite && (!cv_grmodels.value || md2_models[thing->sprite].notfound == true)) //Yellow: Only MD2's dont disappear
return;
// The above can stay as it works for cutting sprites that are too close
@ -5711,6 +5703,13 @@ static void HWR_ProjectSprite(mobj_t *thing)
return;
}
if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer)
{
// bodge support - not nearly as comprehensive as r_things.c, but better than nothing
if (thing->tracer->sprite == SPR_NULL || thing->tracer->flags2 & MF2_DONTDRAW)
return;
}
// store information in a vissprite
vis = HWR_NewVisSprite();
vis->x1 = x1;
@ -5724,7 +5723,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
vis->z2 = z2;
//Hurdler: 25/04/2000: now support colormap in hardware mode
if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
if ((vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{
if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
vis->colormap = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
@ -5738,6 +5737,15 @@ static void HWR_ProjectSprite(mobj_t *thing)
// New colormap stuff for skins Tails 06-07-2002
if (thing->colorized)
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
else if (thing->player && thing->player->dashmode >= DASHMODE_THRESHOLD
&& (thing->player->charflags & SF_DASHMODE)
&& ((leveltime/2) & 1))
{
if (thing->player->charflags & SF_MACHINE)
vis->colormap = R_GetTranslationColormap(TC_DASHMODE, 0, GTC_CACHE);
else
vis->colormap = R_GetTranslationColormap(TC_RAINBOW, thing->color, GTC_CACHE);
}
else if (thing->skin && thing->sprite == SPR_PLAY) // This thing is a player!
{
size_t skinnum = (skin_t*)thing->skin-skins;
@ -5869,86 +5877,122 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
// ==========================================================================
//
// ==========================================================================
static void HWR_DrawSkyBackground(void)
static void HWR_DrawSkyBackground(player_t *player)
{
FOutVector v[4];
angle_t angle;
float dimensionmultiply;
float aspectratio;
float angleturn;
HWR_GetTexture(texturetranslation[skytexture]);
aspectratio = (float)vid.width/(float)vid.height;
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
// because it's called just after clearing the screen
// and thus, the near clipping plane is set to 3.99
// Sryder: Just use the near clipping plane value then
// 3--2
// | /|
// |/ |
// 0--1
v[0].x = v[3].x = -ZCLIP_PLANE-1;
v[1].x = v[2].x = ZCLIP_PLANE+1;
v[0].y = v[1].y = -ZCLIP_PLANE-1;
v[2].y = v[3].y = ZCLIP_PLANE+1;
v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
// X
// NOTE: This doesn't work right with texture widths greater than 1024
// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
angle = (dup_viewangle + gr_xtoviewangle[0]);
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
v[0].sow = v[3].sow = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left
v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
// use +angle and -1.0f above instead if you wanted old backwards behavior
// Y
angle = aimingangle;
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
if (splitscreen)
if (cv_grskydome.value)
{
dimensionmultiply *= 2;
angle *= 2;
}
FTransform transform;
const float fpov = FIXED_TO_FLOAT(cv_grfov.value+player->fovadd);
postimg_t *type;
// Middle of the sky should always be at angle 0
// need to keep correct aspect ratio with X
if (atransform.flip)
{
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
if (splitscreen && player == &players[secondarydisplayplayer])
type = &postimgtype2;
else
type = &postimgtype;
memset(&transform, 0x00, sizeof(FTransform));
//04/01/2000: Hurdler: added for T&L
// It should replace all other gr_viewxxx when finished
transform.anglex = (float)(aimingangle>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
transform.angley = (float)((viewangle-ANGLE_270)>>ANGLETOFINESHIFT)*(360.0f/(float)FINEANGLES);
if (*type == postimg_flip)
transform.flip = true;
else
transform.flip = false;
transform.scalex = 1;
transform.scaley = (float)vid.width/vid.height;
transform.scalez = 1;
transform.fovxangle = fpov; // Tails
transform.fovyangle = fpov; // Tails
transform.splitscreen = splitscreen;
HWR_GetTexture(texturetranslation[skytexture]);
HWD.pfnRenderSkyDome(skytexture, textures[skytexture]->width, textures[skytexture]->height, transform);
}
else
{
v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
}
FOutVector v[4];
angle_t angle;
float dimensionmultiply;
float aspectratio;
float angleturn;
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
HWR_GetTexture(texturetranslation[skytexture]);
aspectratio = (float)vid.width/(float)vid.height;
if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
{
angle = InvAngle(angle);
v[3].tow = v[2].tow += ((float) angle / angleturn);
v[0].tow = v[1].tow += ((float) angle / angleturn);
}
else
{
v[3].tow = v[2].tow -= ((float) angle / angleturn);
v[0].tow = v[1].tow -= ((float) angle / angleturn);
}
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
// because it's called just after clearing the screen
// and thus, the near clipping plane is set to 3.99
// Sryder: Just use the near clipping plane value then
HWD.pfnDrawPolygon(NULL, v, 4, 0);
// 3--2
// | /|
// |/ |
// 0--1
v[0].x = v[3].x = -ZCLIP_PLANE-1;
v[1].x = v[2].x = ZCLIP_PLANE+1;
v[0].y = v[1].y = -ZCLIP_PLANE-1;
v[2].y = v[3].y = ZCLIP_PLANE+1;
v[0].z = v[1].z = v[2].z = v[3].z = ZCLIP_PLANE+1;
// X
// NOTE: This doesn't work right with texture widths greater than 1024
// software doesn't draw any further than 1024 for skies anyway, but this doesn't overlap properly
// The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture
angle = (dup_viewangle + gr_xtoviewangle[0]);
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
v[0].sow = v[3].sow = (-1.0f * angle) / ((ANGLE_90-1)*dimensionmultiply); // left
v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
// use +angle and -1.0f above instead if you wanted old backwards behavior
// Y
angle = aimingangle;
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
if (splitscreen)
{
dimensionmultiply *= 2;
angle *= 2;
}
// Middle of the sky should always be at angle 0
// need to keep correct aspect ratio with X
if (atransform.flip)
{
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
}
else
{
v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
}
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
{
angle = InvAngle(angle);
v[3].tow = v[2].tow += ((float) angle / angleturn);
v[0].tow = v[1].tow += ((float) angle / angleturn);
}
else
{
v[3].tow = v[2].tow -= ((float) angle / angleturn);
v[0].tow = v[1].tow -= ((float) angle / angleturn);
}
HWD.pfnDrawPolygon(NULL, v, 4, 0);
}
}
@ -6100,7 +6144,7 @@ if (0)
}
if (drawsky)
HWR_DrawSkyBackground();
HWR_DrawSkyBackground(player);
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
@ -6254,6 +6298,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
// note: sets viewangle, viewx, viewy, viewz
R_SetupFrame(player);
framecount++; // timedemo
// copy view cam position for local use
dup_viewx = viewx;
@ -6317,7 +6362,7 @@ if (0)
}
if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox
HWR_DrawSkyBackground();
HWR_DrawSkyBackground(player);
//Hurdler: it doesn't work in splitscreen mode
drawsky = splitscreen;
@ -6555,13 +6600,13 @@ void HWR_Startup(void)
// do this once
if (!startupdone)
{
CONS_Printf("HWR_Startup()\n");
CONS_Printf("HWR_Startup()...\n");
HWR_InitPolyPool();
// add console cmds & vars
HWR_AddEngineCommands();
HWR_InitTextureCache();
HWR_InitMD2();
HWR_InitModels();
#ifdef ALAM_LIGHTING
HWR_InitLight();
@ -6613,10 +6658,11 @@ void transform(float *cx, float *cy, float *cz)
//Hurdler: 3D Water stuff
#ifndef SORTING
#define MAX_3DWATER 512
#ifndef SORTING
static void HWR_Add3DWater(lumpnum_t lumpnum, extrasubsector_t *xsub,
static void HWR_Add3DWater(levelflat_t *levelflat, extrasubsector_t *xsub,
fixed_t fixedheight, INT32 lightlevel, INT32 alpha, sector_t *FOFSector)
{
static size_t allocedplanes = 0;
@ -6632,17 +6678,15 @@ static void HWR_Add3DWater(lumpnum_t lumpnum, extrasubsector_t *xsub,
}
planeinfo[numfloors].fixedheight = fixedheight;
planeinfo[numfloors].lightlevel = lightlevel;
planeinfo[numfloors].lumpnum = lumpnum;
planeinfo[numfloors].levelflat = levelflat;
planeinfo[numfloors].xsub = xsub;
planeinfo[numfloors].alpha = alpha;
planeinfo[numfloors].FOFSector = FOFSector;
numfloors++;
}
#endif
#define DIST_PLANE(i) ABS(planeinfo[(i)].fixedheight-dup_viewz)
#if 0
static void HWR_QuickSortPlane(INT32 start, INT32 finish)
{
INT32 left = start;
@ -6672,9 +6716,7 @@ static void HWR_QuickSortPlane(INT32 start, INT32 finish)
if (start < right) HWR_QuickSortPlane(start, right);
if (left < finish) HWR_QuickSortPlane(left, finish);
}
#endif
#ifndef SORTING
static void HWR_Render3DWater(void)
{
size_t i;
@ -6705,8 +6747,8 @@ static void HWR_Render3DWater(void)
gr_frontsector = NULL; //Hurdler: gr_fronsector is no longer valid
for (i = 0; i < numfloors; i++)
{
HWR_GetFlat(planeinfo[i].lumpnum);
HWR_RenderPlane(NULL, planeinfo[i].xsub, planeinfo[i].isceiling, planeinfo[i].fixedheight, PF_Translucent, planeinfo[i].lightlevel, planeinfo[i].lumpnum,
HWR_GetLevelFlat(planeinfo[i].levelflat);
HWR_RenderPlane(NULL, planeinfo[i].xsub, planeinfo[i].isceiling, planeinfo[i].fixedheight, PF_Translucent, planeinfo[i].lightlevel, planeinfo[i].levelflat,
planeinfo[i].FOFSector, planeinfo[i].alpha, planeinfo[i].fogplane, planeinfo[i].planecolormap);
}
numfloors = 0;
@ -6739,6 +6781,7 @@ static void HWR_AddTransparentWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, I
wallinfo[numwalls].wallcolormap = wallcolormap;
numwalls++;
}
#ifndef SORTING
static void HWR_RenderTransparentWalls(void)
{
@ -6771,6 +6814,7 @@ static void HWR_RenderTransparentWalls(void)
numwalls = 0;
}
#endif
static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, boolean fogwall, INT32 lightlevel, extracolormap_t *wallcolormap)
{
FOutVector trVerts[4];
@ -6829,11 +6873,6 @@ static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIE
#endif
}
void HWR_SetPaletteColor(INT32 palcolor)
{
HWD.pfnSetSpecialState(HWD_SET_PALETTECOLOR, palcolor);
}
INT32 HWR_GetTextureUsed(void)
{
return HWD.pfnGetTextureUsed();
@ -6880,7 +6919,6 @@ void HWR_DoPostProcessor(player_t *player)
if (splitscreen) // Not supported in splitscreen - someone want to add support?
return;
#ifdef SHUFFLE
// Drunken vision! WooOOooo~
if (*type == postimg_water || *type == postimg_heat)
{
@ -6923,7 +6961,6 @@ void HWR_DoPostProcessor(player_t *player)
HWD.pfnMakeScreenTexture();
}
// Flipping of the screen isn't done here anymore
#endif // SHUFFLE
}
void HWR_StartScreenWipe(void)
@ -6970,7 +7007,7 @@ void HWR_DoWipe(UINT8 wipenum, UINT8 scrnnum)
HWR_GetFadeMask(lumpnum);
HWD.pfnDoScreenWipe(HWRWipeCounter); // Still send in wipecounter since old stuff might not support multitexturing
HWD.pfnDoScreenWipe();
HWRWipeCounter += 0.05f; // increase opacity of end screen

View File

@ -60,7 +60,6 @@ void HWR_AddCommands(void);
void HWR_CorrectSWTricks(void);
void transform(float *cx, float *cy, float *cz);
FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf);
void HWR_SetPaletteColor(INT32 palcolor);
INT32 HWR_GetTextureUsed(void);
void HWR_DoPostProcessor(player_t *player);
void HWR_StartScreenWipe(void);
@ -83,7 +82,8 @@ extern consvar_t cv_grcoronas;
extern consvar_t cv_grcoronasize;
#endif
extern consvar_t cv_grfov;
extern consvar_t cv_grmd2;
extern consvar_t cv_grmodels;
extern consvar_t cv_grmodelinterpolation;
extern consvar_t cv_grfog;
extern consvar_t cv_grfogcolor;
extern consvar_t cv_grfogdensity;
@ -94,10 +94,10 @@ extern consvar_t cv_grgammablue;
extern consvar_t cv_grfiltermode;
extern consvar_t cv_granisotropicmode;
extern consvar_t cv_grcorrecttricks;
extern consvar_t cv_voodoocompatibility;
extern consvar_t cv_grfovchange;
extern consvar_t cv_grsolvetjoin;
extern consvar_t cv_grspritebillboarding;
extern consvar_t cv_grskydome;
extern float gr_viewwidth, gr_viewheight, gr_baseviewwindowy;

File diff suppressed because it is too large Load Diff

View File

@ -22,104 +22,7 @@
#define _HW_MD2_H_
#include "hw_glob.h"
#include "../info.h"
// magic number "IDP2" or 844121161
#define MD2_IDENT (INT32)(('2' << 24) + ('P' << 16) + ('D' << 8) + 'I')
// model version
#define MD2_VERSION 8
// magic number "IDP2" or 844121161
#define MD2_IDENT (INT32)(('2' << 24) + ('P' << 16) + ('D' << 8) + 'I')
// model version
#define MD2_VERSION 8
#define MD2_MAX_TRIANGLES 8192
#define MD2_MAX_VERTICES 4096
#define MD2_MAX_TEXCOORDS 4096
#define MD2_MAX_FRAMES 512
#define MD2_MAX_SKINS 32
#define MD2_MAX_FRAMESIZE (MD2_MAX_VERTICES * 4 + 128)
#if defined(_MSC_VER)
#pragma pack(1)
#endif
typedef struct
{
UINT32 magic;
UINT32 version;
UINT32 skinWidth;
UINT32 skinHeight;
UINT32 frameSize;
UINT32 numSkins;
UINT32 numVertices;
UINT32 numTexCoords;
UINT32 numTriangles;
UINT32 numGlCommands;
UINT32 numFrames;
UINT32 offsetSkins;
UINT32 offsetTexCoords;
UINT32 offsetTriangles;
UINT32 offsetFrames;
UINT32 offsetGlCommands;
UINT32 offsetEnd;
} ATTRPACK md2_header_t; //NOTE: each of md2_header's members are 4 unsigned bytes
typedef struct
{
UINT8 vertex[3];
UINT8 lightNormalIndex;
} ATTRPACK md2_alias_triangleVertex_t;
typedef struct
{
float vertex[3];
float normal[3];
} ATTRPACK md2_triangleVertex_t;
typedef struct
{
INT16 vertexIndices[3];
INT16 textureIndices[3];
} ATTRPACK md2_triangle_t;
typedef struct
{
INT16 s, t;
} ATTRPACK md2_textureCoordinate_t;
typedef struct
{
float scale[3];
float translate[3];
char name[16];
md2_alias_triangleVertex_t alias_vertices[1];
} ATTRPACK md2_alias_frame_t;
typedef struct
{
char name[16];
md2_triangleVertex_t *vertices;
} ATTRPACK md2_frame_t;
typedef char md2_skin_t[64];
typedef struct
{
float s, t;
INT32 vertexIndex;
} ATTRPACK md2_glCommandVertex_t;
typedef struct
{
md2_header_t header;
md2_skin_t *skins;
md2_textureCoordinate_t *texCoords;
md2_triangle_t *triangles;
md2_frame_t *frames;
size_t *spr2frames; // size_t spr2frames[2*NUMPLAYERSPRITES][2];
INT32 *glCommandBuffer;
} ATTRPACK md2_model_t;
#include "hw_model.h"
#if defined(_MSC_VER)
#pragma pack()
@ -130,7 +33,7 @@ typedef struct
char filename[32];
float scale;
float offset;
md2_model_t *model;
model_t *model;
void *grpatch;
void *blendgrpatch;
boolean notfound;
@ -141,9 +44,9 @@ typedef struct
extern md2_t md2_models[NUMSPRITES];
extern md2_t md2_playermodels[MAXSKINS];
void HWR_InitMD2(void);
void HWR_DrawMD2(gr_vissprite_t *spr);
void HWR_AddPlayerMD2(INT32 skin);
void HWR_AddSpriteMD2(size_t spritenum);
void HWR_InitModels(void);
void HWR_DrawModel(gr_vissprite_t *spr);
void HWR_AddPlayerModel(INT32 skin);
void HWR_AddSpriteModel(size_t spritenum);
#endif // _HW_MD2_H_

576
src/hardware/hw_md2load.c Normal file
View File

@ -0,0 +1,576 @@
/*
From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
An experimental work-in-progress.
Donated to Sonic Team Junior and adapted to work with
Sonic Robo Blast 2. The license of this code matches whatever
the licensing is for Sonic Robo Blast 2.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "../doomdef.h"
#include "hw_md2load.h"
#include "hw_model.h"
#include "../z_zone.h"
#define NUMVERTEXNORMALS 162
// Quake 2 normals are indexed. Use avertexnormals[normalindex][x/y/z] and
// you'll have your normals.
float avertexnormals[NUMVERTEXNORMALS][3] = {
{-0.525731f, 0.000000f, 0.850651f},
{-0.442863f, 0.238856f, 0.864188f},
{-0.295242f, 0.000000f, 0.955423f},
{-0.309017f, 0.500000f, 0.809017f},
{-0.162460f, 0.262866f, 0.951056f},
{0.000000f, 0.000000f, 1.000000f},
{0.000000f, 0.850651f, 0.525731f},
{-0.147621f, 0.716567f, 0.681718f},
{0.147621f, 0.716567f, 0.681718f},
{0.000000f, 0.525731f, 0.850651f},
{0.309017f, 0.500000f, 0.809017f},
{0.525731f, 0.000000f, 0.850651f},
{0.295242f, 0.000000f, 0.955423f},
{0.442863f, 0.238856f, 0.864188f},
{0.162460f, 0.262866f, 0.951056f},
{-0.681718f, 0.147621f, 0.716567f},
{-0.809017f, 0.309017f, 0.500000f},
{-0.587785f, 0.425325f, 0.688191f},
{-0.850651f, 0.525731f, 0.000000f},
{-0.864188f, 0.442863f, 0.238856f},
{-0.716567f, 0.681718f, 0.147621f},
{-0.688191f, 0.587785f, 0.425325f},
{-0.500000f, 0.809017f, 0.309017f},
{-0.238856f, 0.864188f, 0.442863f},
{-0.425325f, 0.688191f, 0.587785f},
{-0.716567f, 0.681718f, -0.147621f},
{-0.500000f, 0.809017f, -0.309017f},
{-0.525731f, 0.850651f, 0.000000f},
{0.000000f, 0.850651f, -0.525731f},
{-0.238856f, 0.864188f, -0.442863f},
{0.000000f, 0.955423f, -0.295242f},
{-0.262866f, 0.951056f, -0.162460f},
{0.000000f, 1.000000f, 0.000000f},
{0.000000f, 0.955423f, 0.295242f},
{-0.262866f, 0.951056f, 0.162460f},
{0.238856f, 0.864188f, 0.442863f},
{0.262866f, 0.951056f, 0.162460f},
{0.500000f, 0.809017f, 0.309017f},
{0.238856f, 0.864188f, -0.442863f},
{0.262866f, 0.951056f, -0.162460f},
{0.500000f, 0.809017f, -0.309017f},
{0.850651f, 0.525731f, 0.000000f},
{0.716567f, 0.681718f, 0.147621f},
{0.716567f, 0.681718f, -0.147621f},
{0.525731f, 0.850651f, 0.000000f},
{0.425325f, 0.688191f, 0.587785f},
{0.864188f, 0.442863f, 0.238856f},
{0.688191f, 0.587785f, 0.425325f},
{0.809017f, 0.309017f, 0.500000f},
{0.681718f, 0.147621f, 0.716567f},
{0.587785f, 0.425325f, 0.688191f},
{0.955423f, 0.295242f, 0.000000f},
{1.000000f, 0.000000f, 0.000000f},
{0.951056f, 0.162460f, 0.262866f},
{0.850651f, -0.525731f, 0.000000f},
{0.955423f, -0.295242f, 0.000000f},
{0.864188f, -0.442863f, 0.238856f},
{0.951056f, -0.162460f, 0.262866f},
{0.809017f, -0.309017f, 0.500000f},
{0.681718f, -0.147621f, 0.716567f},
{0.850651f, 0.000000f, 0.525731f},
{0.864188f, 0.442863f, -0.238856f},
{0.809017f, 0.309017f, -0.500000f},
{0.951056f, 0.162460f, -0.262866f},
{0.525731f, 0.000000f, -0.850651f},
{0.681718f, 0.147621f, -0.716567f},
{0.681718f, -0.147621f, -0.716567f},
{0.850651f, 0.000000f, -0.525731f},
{0.809017f, -0.309017f, -0.500000f},
{0.864188f, -0.442863f, -0.238856f},
{0.951056f, -0.162460f, -0.262866f},
{0.147621f, 0.716567f, -0.681718f},
{0.309017f, 0.500000f, -0.809017f},
{0.425325f, 0.688191f, -0.587785f},
{0.442863f, 0.238856f, -0.864188f},
{0.587785f, 0.425325f, -0.688191f},
{0.688191f, 0.587785f, -0.425325f},
{-0.147621f, 0.716567f, -0.681718f},
{-0.309017f, 0.500000f, -0.809017f},
{0.000000f, 0.525731f, -0.850651f},
{-0.525731f, 0.000000f, -0.850651f},
{-0.442863f, 0.238856f, -0.864188f},
{-0.295242f, 0.000000f, -0.955423f},
{-0.162460f, 0.262866f, -0.951056f},
{0.000000f, 0.000000f, -1.000000f},
{0.295242f, 0.000000f, -0.955423f},
{0.162460f, 0.262866f, -0.951056f},
{-0.442863f, -0.238856f, -0.864188f},
{-0.309017f, -0.500000f, -0.809017f},
{-0.162460f, -0.262866f, -0.951056f},
{0.000000f, -0.850651f, -0.525731f},
{-0.147621f, -0.716567f, -0.681718f},
{0.147621f, -0.716567f, -0.681718f},
{0.000000f, -0.525731f, -0.850651f},
{0.309017f, -0.500000f, -0.809017f},
{0.442863f, -0.238856f, -0.864188f},
{0.162460f, -0.262866f, -0.951056f},
{0.238856f, -0.864188f, -0.442863f},
{0.500000f, -0.809017f, -0.309017f},
{0.425325f, -0.688191f, -0.587785f},
{0.716567f, -0.681718f, -0.147621f},
{0.688191f, -0.587785f, -0.425325f},
{0.587785f, -0.425325f, -0.688191f},
{0.000000f, -0.955423f, -0.295242f},
{0.000000f, -1.000000f, 0.000000f},
{0.262866f, -0.951056f, -0.162460f},
{0.000000f, -0.850651f, 0.525731f},
{0.000000f, -0.955423f, 0.295242f},
{0.238856f, -0.864188f, 0.442863f},
{0.262866f, -0.951056f, 0.162460f},
{0.500000f, -0.809017f, 0.309017f},
{0.716567f, -0.681718f, 0.147621f},
{0.525731f, -0.850651f, 0.000000f},
{-0.238856f, -0.864188f, -0.442863f},
{-0.500000f, -0.809017f, -0.309017f},
{-0.262866f, -0.951056f, -0.162460f},
{-0.850651f, -0.525731f, 0.000000f},
{-0.716567f, -0.681718f, -0.147621f},
{-0.716567f, -0.681718f, 0.147621f},
{-0.525731f, -0.850651f, 0.000000f},
{-0.500000f, -0.809017f, 0.309017f},
{-0.238856f, -0.864188f, 0.442863f},
{-0.262866f, -0.951056f, 0.162460f},
{-0.864188f, -0.442863f, 0.238856f},
{-0.809017f, -0.309017f, 0.500000f},
{-0.688191f, -0.587785f, 0.425325f},
{-0.681718f, -0.147621f, 0.716567f},
{-0.442863f, -0.238856f, 0.864188f},
{-0.587785f, -0.425325f, 0.688191f},
{-0.309017f, -0.500000f, 0.809017f},
{-0.147621f, -0.716567f, 0.681718f},
{-0.425325f, -0.688191f, 0.587785f},
{-0.162460f, -0.262866f, 0.951056f},
{0.442863f, -0.238856f, 0.864188f},
{0.162460f, -0.262866f, 0.951056f},
{0.309017f, -0.500000f, 0.809017f},
{0.147621f, -0.716567f, 0.681718f},
{0.000000f, -0.525731f, 0.850651f},
{0.425325f, -0.688191f, 0.587785f},
{0.587785f, -0.425325f, 0.688191f},
{0.688191f, -0.587785f, 0.425325f},
{-0.955423f, 0.295242f, 0.000000f},
{-0.951056f, 0.162460f, 0.262866f},
{-1.000000f, 0.000000f, 0.000000f},
{-0.850651f, 0.000000f, 0.525731f},
{-0.955423f, -0.295242f, 0.000000f},
{-0.951056f, -0.162460f, 0.262866f},
{-0.864188f, 0.442863f, -0.238856f},
{-0.951056f, 0.162460f, -0.262866f},
{-0.809017f, 0.309017f, -0.500000f},
{-0.864188f, -0.442863f, -0.238856f},
{-0.951056f, -0.162460f, -0.262866f},
{-0.809017f, -0.309017f, -0.500000f},
{-0.681718f, 0.147621f, -0.716567f},
{-0.681718f, -0.147621f, -0.716567f},
{-0.850651f, 0.000000f, -0.525731f},
{-0.688191f, 0.587785f, -0.425325f},
{-0.587785f, 0.425325f, -0.688191f},
{-0.425325f, 0.688191f, -0.587785f},
{-0.425325f, -0.688191f, -0.587785f},
{-0.587785f, -0.425325f, -0.688191f},
{-0.688191f, -0.587785f, -0.425325f},
};
typedef struct
{
int ident; // A "magic number" that's used to identify the .md2 file
int version; // The version of the file, always 8
int skinwidth; // Width of the skin(s) in pixels
int skinheight; // Height of the skin(s) in pixels
int framesize; // Size of each frame in bytes
int numSkins; // Number of skins with the model
int numXYZ; // Number of vertices in each frame
int numST; // Number of texture coordinates in each frame.
int numTris; // Number of triangles in each frame
int numGLcmds; // Number of dwords (4 bytes) in the gl command list.
int numFrames; // Number of frames
int offsetSkins; // Offset, in bytes from the start of the file, to the list of skin names.
int offsetST; // Offset, in bytes from the start of the file, to the list of texture coordinates
int offsetTris; // Offset, in bytes from the start of the file, to the list of triangles
int offsetFrames; // Offset, in bytes from the start of the file, to the list of frames
int offsetGLcmds; // Offset, in bytes from the start of the file, to the list of gl commands
int offsetEnd; // Offset, in bytes from the start of the file, to the end of the file (filesize)
} md2header_t;
typedef struct
{
unsigned short meshIndex[3]; // indices into the array of vertices in each frames
unsigned short stIndex[3]; // indices into the array of texture coordinates
} md2triangle_t;
typedef struct
{
short s;
short t;
} md2texcoord_t;
typedef struct
{
unsigned char v[3]; // Scaled vertices. You'll need to multiply them with scale[x] to make them normal.
unsigned char lightNormalIndex; // Index to the array of normals
} md2vertex_t;
typedef struct
{
float scale[3]; // Used by the v member in the md2framePoint structure
float translate[3]; // Used by the v member in the md2framePoint structure
char name[16]; // Name of the frame
} md2frame_t;
// Load the model
model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat)
{
FILE *f;
model_t *retModel = NULL;
md2header_t *header;
size_t fileLen;
int i, j;
size_t namelen;
char *texturefilename;
const char *texPos;
char *buffer;
const float WUNITS = 1.0f;
float dataScale = WUNITS;
md2triangle_t *tris;
md2texcoord_t *texcoords;
md2frame_t *frames;
char *fname = NULL;
int foffset = 0;
int t;
// MD2 currently does not work with tinyframes, so force useFloat = true
//
// <SSNTails>
// the UV coordinates in MD2 are not compatible with glDrawElements like MD3 is. So they need to be loaded as full float.
//
// MD2 is intended to be draw in triangle strips and fans
// not very compatible with a modern GL implementation, either
// so the idea would be to full float expand it, and put it in a vertex buffer object
// I'm sure there's a way to convert the UVs to 'tinyframes', but maybe that's a job for someone else.
// You'd have to decompress the model, then recompress, reindexing the triangles and weeding out duplicate coordinates
// I already have the decompression work done
useFloat = true;
f = fopen(fileName, "rb");
if (!f)
return NULL;
retModel = (model_t*)Z_Calloc(sizeof(model_t), ztag, 0);
//size_t fileLen;
//int i, j;
//size_t namelen;
//char *texturefilename;
texPos = strchr(fileName, '/');
if (texPos)
{
texPos++;
namelen = strlen(texPos) + 1;
texturefilename = (char*)Z_Malloc(namelen, PU_CACHE, 0);
strcpy(texturefilename, texPos);
}
else
{
namelen = strlen(fileName) + 1;
texturefilename = (char*)Z_Malloc(namelen, PU_CACHE, 0);
strcpy(texturefilename, fileName);
}
texturefilename[namelen - 2] = 'z';
texturefilename[namelen - 3] = 'u';
texturefilename[namelen - 4] = 'b';
// find length of file
fseek(f, 0, SEEK_END);
fileLen = ftell(f);
fseek(f, 0, SEEK_SET);
// read in file
buffer = malloc(fileLen);
if (fread(buffer, fileLen, 1, f)) { } // squash ignored fread error
fclose(f);
// get pointer to file header
header = (md2header_t*)buffer;
retModel->numMeshes = 1; // MD2 only has one mesh
retModel->meshes = (mesh_t*)Z_Calloc(sizeof(mesh_t) * retModel->numMeshes, ztag, 0);
retModel->meshes[0].numFrames = header->numFrames;
// const float WUNITS = 1.0f;
// float dataScale = WUNITS;
// Tris and ST are simple structures that can be straight-copied
tris = (md2triangle_t*)&buffer[header->offsetTris];
texcoords = (md2texcoord_t*)&buffer[header->offsetST];
frames = (md2frame_t*)&buffer[header->offsetFrames];
retModel->framenames = (char*)Z_Calloc(header->numFrames*16, ztag, 0);
fname = retModel->framenames;
for (i = 0; i < header->numFrames; i++)
{
md2frame_t *fr = (md2frame_t*)&buffer[header->offsetFrames + foffset];
memcpy(fname, fr->name, 16);
foffset += sizeof(md2frame_t) + (sizeof(md2vertex_t) * header->numXYZ);
fname += 16;
}
// Read in textures
retModel->numMaterials = header->numSkins;
if (retModel->numMaterials <= 0) // Always at least one skin, duh
retModel->numMaterials = 1;
retModel->materials = (material_t*)Z_Calloc(sizeof(material_t)*retModel->numMaterials, ztag, 0);
// int t;
for (t = 0; t < retModel->numMaterials; t++)
{
retModel->materials[t].ambient[0] = 0.8f;
retModel->materials[t].ambient[1] = 0.8f;
retModel->materials[t].ambient[2] = 0.8f;
retModel->materials[t].ambient[3] = 1.0f;
retModel->materials[t].diffuse[0] = 0.8f;
retModel->materials[t].diffuse[1] = 0.8f;
retModel->materials[t].diffuse[2] = 0.8f;
retModel->materials[t].diffuse[3] = 1.0f;
retModel->materials[t].emissive[0] = 0.0f;
retModel->materials[t].emissive[1] = 0.0f;
retModel->materials[t].emissive[2] = 0.0f;
retModel->materials[t].emissive[3] = 1.0f;
retModel->materials[t].specular[0] = 0.0f;
retModel->materials[t].specular[1] = 0.0f;
retModel->materials[t].specular[2] = 0.0f;
retModel->materials[t].specular[3] = 1.0f;
retModel->materials[t].shininess = 0.0f;
retModel->materials[t].spheremap = false;
/* retModel->materials[t].texture = Texture::ReadTexture((char*)texturefilename, ZT_TEXTURE);
if (!systemSucks)
{
// Check for a normal map...??
char openfilename[1024];
char normalMapName[1024];
strcpy(normalMapName, texturefilename);
size_t len = strlen(normalMapName);
char *ptr = &normalMapName[len];
ptr--; // z
ptr--; // u
ptr--; // b
ptr--; // .
*ptr++ = '_';
*ptr++ = 'n';
*ptr++ = '.';
*ptr++ = 'b';
*ptr++ = 'u';
*ptr++ = 'z';
*ptr++ = '\0';
sprintf(openfilename, "%s/%s", "textures", normalMapName);
// Convert backslashes to forward slashes
for (int k = 0; k < 1024; k++)
{
if (openfilename[k] == '\0')
break;
if (openfilename[k] == '\\')
openfilename[k] = '/';
}
Resource::resource_t *res = Resource::Open(openfilename);
if (res)
{
Resource::Close(res);
retModel->materials[t].lightmap = Texture::ReadTexture(normalMapName, ZT_TEXTURE);
}
}*/
}
retModel->meshes[0].numTriangles = header->numTris;
if (!useFloat) // Decompress to MD3 'tinyframe' space
{
char *ptr;
md2triangle_t *trisPtr;
unsigned short *indexptr;
float *uvptr;
dataScale = 0.015624f; // 1 / 64.0f
retModel->meshes[0].tinyframes = (tinyframe_t*)Z_Calloc(sizeof(tinyframe_t)*header->numFrames, ztag, 0);
retModel->meshes[0].numVertices = header->numXYZ;
retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float) * 2 * retModel->meshes[0].numVertices, ztag, 0);
ptr = (char*)frames;
for (i = 0; i < header->numFrames; i++, ptr += header->framesize)
{
short *vertptr;
char *normptr;
// char *tanptr;
md2vertex_t *vertex;
md2frame_t *framePtr = (md2frame_t*)ptr;
retModel->meshes[0].tinyframes[i].vertices = (short*)Z_Malloc(sizeof(short) * 3 * header->numXYZ, ztag, 0);
retModel->meshes[0].tinyframes[i].normals = (char*)Z_Malloc(sizeof(char) * 3 * header->numXYZ, ztag, 0);
// if (retModel->materials[0].lightmap)
// retModel->meshes[0].tinyframes[i].tangents = (char*)malloc(sizeof(char));//(char*)Z_Malloc(sizeof(char)*3*header->numVerts, ztag);
retModel->meshes[0].indices = (unsigned short*)Z_Malloc(sizeof(unsigned short) * 3 * header->numTris, ztag, 0);
vertptr = retModel->meshes[0].tinyframes[i].vertices;
normptr = retModel->meshes[0].tinyframes[i].normals;
// tanptr = retModel->meshes[0].tinyframes[i].tangents;
retModel->meshes[0].tinyframes[i].material = &retModel->materials[0];
framePtr++; // Advance to vertex list
vertex = (md2vertex_t*)framePtr;
framePtr--;
for (j = 0; j < header->numXYZ; j++, vertex++)
{
*vertptr = (short)(((vertex->v[0] * framePtr->scale[0]) + framePtr->translate[0]) / dataScale);
vertptr++;
*vertptr = (short)(((vertex->v[2] * framePtr->scale[2]) + framePtr->translate[2]) / dataScale);
vertptr++;
*vertptr = -1.0f * (short)(((vertex->v[1] * framePtr->scale[1]) + framePtr->translate[1]) / dataScale);
vertptr++;
// Normal
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][0] * 127);
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][2] * 127);
*normptr++ = (char)(avertexnormals[vertex->lightNormalIndex][1] * 127);
}
}
// This doesn't need to be done every frame!
trisPtr = tris;
indexptr = retModel->meshes[0].indices;
uvptr = (float*)retModel->meshes[0].uvs;
for (j = 0; j < header->numTris; j++, trisPtr++)
{
*indexptr = trisPtr->meshIndex[0];
indexptr++;
*indexptr = trisPtr->meshIndex[1];
indexptr++;
*indexptr = trisPtr->meshIndex[2];
indexptr++;
uvptr[trisPtr->meshIndex[0] * 2] = texcoords[trisPtr->stIndex[0]].s / (float)header->skinwidth;
uvptr[trisPtr->meshIndex[0] * 2 + 1] = (texcoords[trisPtr->stIndex[0]].t / (float)header->skinheight);
uvptr[trisPtr->meshIndex[1] * 2] = texcoords[trisPtr->stIndex[1]].s / (float)header->skinwidth;
uvptr[trisPtr->meshIndex[1] * 2 + 1] = (texcoords[trisPtr->stIndex[1]].t / (float)header->skinheight);
uvptr[trisPtr->meshIndex[2] * 2] = texcoords[trisPtr->stIndex[2]].s / (float)header->skinwidth;
uvptr[trisPtr->meshIndex[2] * 2 + 1] = (texcoords[trisPtr->stIndex[2]].t / (float)header->skinheight);
}
}
else // Full float loading method
{
md2triangle_t *trisPtr;
float *uvptr;
char *ptr;
retModel->meshes[0].numVertices = header->numTris * 3;
retModel->meshes[0].frames = (mdlframe_t*)Z_Calloc(sizeof(mdlframe_t)*header->numFrames, ztag, 0);
retModel->meshes[0].uvs = (float*)Z_Malloc(sizeof(float) * 2 * retModel->meshes[0].numVertices, ztag, 0);
trisPtr = tris;
uvptr = retModel->meshes[0].uvs;
for (i = 0; i < retModel->meshes[0].numTriangles; i++, trisPtr++)
{
*uvptr++ = texcoords[trisPtr->stIndex[0]].s / (float)header->skinwidth;
*uvptr++ = (texcoords[trisPtr->stIndex[0]].t / (float)header->skinheight);
*uvptr++ = texcoords[trisPtr->stIndex[1]].s / (float)header->skinwidth;
*uvptr++ = (texcoords[trisPtr->stIndex[1]].t / (float)header->skinheight);
*uvptr++ = texcoords[trisPtr->stIndex[2]].s / (float)header->skinwidth;
*uvptr++ = (texcoords[trisPtr->stIndex[2]].t / (float)header->skinheight);
}
ptr = (char*)frames;
for (i = 0; i < header->numFrames; i++, ptr += header->framesize)
{
float *vertptr, *normptr;
md2vertex_t *vertex;
md2frame_t *framePtr = (md2frame_t*)ptr;
retModel->meshes[0].frames[i].normals = (float*)Z_Malloc(sizeof(float) * 3 * header->numTris * 3, ztag, 0);
retModel->meshes[0].frames[i].vertices = (float*)Z_Malloc(sizeof(float) * 3 * header->numTris * 3, ztag, 0);
// if (retModel->materials[0].lightmap)
// retModel->meshes[0].frames[i].tangents = (float*)malloc(sizeof(float));//(float*)Z_Malloc(sizeof(float)*3*header->numTris*3, ztag);
//float *vertptr, *normptr;
normptr = (float*)retModel->meshes[0].frames[i].normals;
vertptr = (float*)retModel->meshes[0].frames[i].vertices;
trisPtr = tris;
retModel->meshes[0].frames[i].material = &retModel->materials[0];
framePtr++; // Advance to vertex list
vertex = (md2vertex_t*)framePtr;
framePtr--;
for (j = 0; j < header->numTris; j++, trisPtr++)
{
*vertptr = ((vertex[trisPtr->meshIndex[0]].v[0] * framePtr->scale[0]) + framePtr->translate[0]) * WUNITS;
vertptr++;
*vertptr = ((vertex[trisPtr->meshIndex[0]].v[2] * framePtr->scale[2]) + framePtr->translate[2]) * WUNITS;
vertptr++;
*vertptr = -1.0f * ((vertex[trisPtr->meshIndex[0]].v[1] * framePtr->scale[1]) + framePtr->translate[1]) * WUNITS;
vertptr++;
*vertptr = ((vertex[trisPtr->meshIndex[1]].v[0] * framePtr->scale[0]) + framePtr->translate[0]) * WUNITS;
vertptr++;
*vertptr = ((vertex[trisPtr->meshIndex[1]].v[2] * framePtr->scale[2]) + framePtr->translate[2]) * WUNITS;
vertptr++;
*vertptr = -1.0f * ((vertex[trisPtr->meshIndex[1]].v[1] * framePtr->scale[1]) + framePtr->translate[1]) * WUNITS;
vertptr++;
*vertptr = ((vertex[trisPtr->meshIndex[2]].v[0] * framePtr->scale[0]) + framePtr->translate[0]) * WUNITS;
vertptr++;
*vertptr = ((vertex[trisPtr->meshIndex[2]].v[2] * framePtr->scale[2]) + framePtr->translate[2]) * WUNITS;
vertptr++;
*vertptr = -1.0f * ((vertex[trisPtr->meshIndex[2]].v[1] * framePtr->scale[1]) + framePtr->translate[1]) * WUNITS;
vertptr++;
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][0];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][2];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[0]].lightNormalIndex][1];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][0];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][2];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[1]].lightNormalIndex][1];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][0];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][2];
*normptr++ = avertexnormals[vertex[trisPtr->meshIndex[2]].lightNormalIndex][1];
}
}
}
free(buffer);
return retModel;
}

19
src/hardware/hw_md2load.h Normal file
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/*
From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
An experimental work-in-progress.
Donated to Sonic Team Junior and adapted to work with
Sonic Robo Blast 2. The license of this code matches whatever
the licensing is for Sonic Robo Blast 2.
*/
#ifndef _HW_MD2LOAD_H_
#define _HW_MD2LOAD_H_
#include "hw_model.h"
#include "../doomtype.h"
// Load the Model
model_t *MD2_LoadModel(const char *fileName, int ztag, boolean useFloat);
#endif

522
src/hardware/hw_md3load.c Normal file
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/*
From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
An experimental work-in-progress.
Donated to Sonic Team Junior and adapted to work with
Sonic Robo Blast 2. The license of this code matches whatever
the licensing is for Sonic Robo Blast 2.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "../doomdef.h"
#include "hw_md3load.h"
#include "hw_model.h"
#include "../z_zone.h"
typedef struct
{
int ident; // A "magic number" that's used to identify the .md3 file
int version; // The version of the file, always 15
char name[64];
int flags;
int numFrames; // Number of frames
int numTags;
int numSurfaces;
int numSkins; // Number of skins with the model
int offsetFrames;
int offsetTags;
int offsetSurfaces;
int offsetEnd; // Offset, in bytes from the start of the file, to the end of the file (filesize)
} md3modelHeader;
typedef struct
{
float minBounds[3]; // First corner of the bounding box
float maxBounds[3]; // Second corner of the bounding box
float localOrigin[3]; // Local origin, usually (0, 0, 0)
float radius; // Radius of bounding sphere
char name[16]; // Name of frame
} md3Frame;
typedef struct
{
char name[64]; // Name of tag
float origin[3]; // Coordinates of tag
float axis[9]; // Orientation of tag object
} md3Tag;
typedef struct
{
int ident;
char name[64]; // Name of this surface
int flags;
int numFrames; // # of keyframes
int numShaders; // # of shaders
int numVerts; // # of vertices
int numTriangles; // # of triangles
int offsetTriangles; // Relative offset from start of this struct to where the list of Triangles start
int offsetShaders; // Relative offset from start of this struct to where the list of Shaders start
int offsetST; // Relative offset from start of this struct to where the list of tex coords start
int offsetXYZNormal; // Relative offset from start of this struct to where the list of vertices start
int offsetEnd; // Relative offset from start of this struct to where this surface ends
} md3Surface;
typedef struct
{
char name[64]; // Name of this shader
int shaderIndex; // Shader index number
} md3Shader;
typedef struct
{
int index[3]; // List of offset values into the list of Vertex objects that constitute the corners of the Triangle object.
} md3Triangle;
typedef struct
{
float st[2];
} md3TexCoord;
typedef struct
{
short x, y, z, n;
} md3Vertex;
static float latlnglookup[256][256][3];
static void GetNormalFromLatLong(short latlng, float *out)
{
float *lookup = latlnglookup[(unsigned char)(latlng >> 8)][(unsigned char)(latlng & 255)];
out[0] = *lookup++;
out[1] = *lookup++;
out[2] = *lookup++;
}
#if 0
static void NormalToLatLng(float *n, short *out)
{
// Special cases
if (0.0f == n[0] && 0.0f == n[1])
{
if (n[2] > 0.0f)
*out = 0;
else
*out = 128;
}
else
{
char x, y;
x = (char)(57.2957795f * (atan2(n[1], n[0])) * (255.0f / 360.0f));
y = (char)(57.2957795f * (acos(n[2])) * (255.0f / 360.0f));
*out = (x << 8) + y;
}
}
#endif
static inline void LatLngToNormal(short n, float *out)
{
const float PI = (3.1415926535897932384626433832795f);
float lat = (float)(n >> 8);
float lng = (float)(n & 255);
lat *= PI / 128.0f;
lng *= PI / 128.0f;
out[0] = cosf(lat) * sinf(lng);
out[1] = sinf(lat) * sinf(lng);
out[2] = cosf(lng);
}
static void LatLngInit(void)
{
int i, j;
for (i = 0; i < 256; i++)
{
for (j = 0; j < 256; j++)
LatLngToNormal((short)((i << 8) + j), latlnglookup[i][j]);
}
}
static boolean latlnginit = false;
model_t *MD3_LoadModel(const char *fileName, int ztag, boolean useFloat)
{
const float WUNITS = 1.0f;
model_t *retModel = NULL;
md3Frame *frames = NULL;
char *fname = NULL;
md3modelHeader *mdh;
long fileLen;
long fileReadLen;
char *buffer;
int surfEnd;
int i, t;
int matCount;
FILE *f;
if (!latlnginit)
{
LatLngInit();
latlnginit = true;
}
f = fopen(fileName, "rb");
if (!f)
return NULL;
retModel = (model_t*)Z_Calloc(sizeof(model_t), ztag, 0);
// find length of file
fseek(f, 0, SEEK_END);
fileLen = ftell(f);
fseek(f, 0, SEEK_SET);
// read in file
buffer = malloc(fileLen);
fileReadLen = fread(buffer, fileLen, 1, f);
fclose(f);
(void)fileReadLen; // intentionally ignore return value, per buildbot
// get pointer to file header
mdh = (md3modelHeader*)buffer;
retModel->numMeshes = mdh->numSurfaces;
retModel->numMaterials = 0;
surfEnd = 0;
for (i = 0; i < mdh->numSurfaces; i++)
{
md3Surface *mdS = (md3Surface*)&buffer[mdh->offsetSurfaces];
surfEnd += mdS->offsetEnd;
retModel->numMaterials += mdS->numShaders;
}
// Initialize materials
if (retModel->numMaterials <= 0) // Always at least one skin, duh
retModel->numMaterials = 1;
retModel->materials = (material_t*)Z_Calloc(sizeof(material_t)*retModel->numMaterials, ztag, 0);
for (t = 0; t < retModel->numMaterials; t++)
{
retModel->materials[t].ambient[0] = 0.3686f;
retModel->materials[t].ambient[1] = 0.3684f;
retModel->materials[t].ambient[2] = 0.3684f;
retModel->materials[t].ambient[3] = 1.0f;
retModel->materials[t].diffuse[0] = 0.8863f;
retModel->materials[t].diffuse[1] = 0.8850f;
retModel->materials[t].diffuse[2] = 0.8850f;
retModel->materials[t].diffuse[3] = 1.0f;
retModel->materials[t].emissive[0] = 0.0f;
retModel->materials[t].emissive[1] = 0.0f;
retModel->materials[t].emissive[2] = 0.0f;
retModel->materials[t].emissive[3] = 1.0f;
retModel->materials[t].specular[0] = 0.4902f;
retModel->materials[t].specular[1] = 0.4887f;
retModel->materials[t].specular[2] = 0.4887f;
retModel->materials[t].specular[3] = 1.0f;
retModel->materials[t].shininess = 25.0f;
retModel->materials[t].spheremap = false;
}
retModel->meshes = (mesh_t*)Z_Calloc(sizeof(mesh_t)*retModel->numMeshes, ztag, 0);
frames = (md3Frame*)&buffer[mdh->offsetFrames];
retModel->framenames = (char*)Z_Calloc(mdh->numFrames*16, ztag, 0);
fname = retModel->framenames;
for (i = 0; i < mdh->numFrames; i++)
{
memcpy(fname, frames->name, 16);
fname += 16;
frames++;
}
matCount = 0;
for (i = 0, surfEnd = 0; i < mdh->numSurfaces; i++)
{
int j;
md3Shader *mdShader;
md3Surface *mdS = (md3Surface*)&buffer[mdh->offsetSurfaces + surfEnd];
surfEnd += mdS->offsetEnd;
mdShader = (md3Shader*)((char*)mdS + mdS->offsetShaders);
for (j = 0; j < mdS->numShaders; j++, matCount++)
{
size_t len = strlen(mdShader[j].name);
mdShader[j].name[len-1] = 'z';
mdShader[j].name[len-2] = 'u';
mdShader[j].name[len-3] = 'b';
// Load material
/* retModel->materials[matCount].texture = Texture::ReadTexture(mdShader[j].name, ZT_TEXTURE);
if (!systemSucks)
{
// Check for a normal map...??
char openfilename[1024];
char normalMapName[1024];
strcpy(normalMapName, mdShader[j].name);
len = strlen(normalMapName);
char *ptr = &normalMapName[len];
ptr--; // z
ptr--; // u
ptr--; // b
ptr--; // .
*ptr++ = '_';
*ptr++ = 'n';
*ptr++ = '.';
*ptr++ = 'b';
*ptr++ = 'u';
*ptr++ = 'z';
*ptr++ = '\0';
sprintf(openfilename, "%s/%s", "textures", normalMapName);
// Convert backslashes to forward slashes
for (int k = 0; k < 1024; k++)
{
if (openfilename[k] == '\0')
break;
if (openfilename[k] == '\\')
openfilename[k] = '/';
}
Resource::resource_t *res = Resource::Open(openfilename);
if (res)
{
Resource::Close(res);
retModel->materials[matCount].lightmap = Texture::ReadTexture(normalMapName, ZT_TEXTURE);
}
}*/
}
retModel->meshes[i].numFrames = mdS->numFrames;
retModel->meshes[i].numTriangles = mdS->numTriangles;
if (!useFloat) // 'tinyframe' mode with indices
{
float tempNormal[3];
float *uvptr;
md3TexCoord *mdST;
unsigned short *indexptr;
md3Triangle *mdT;
retModel->meshes[i].tinyframes = (tinyframe_t*)Z_Calloc(sizeof(tinyframe_t)*mdS->numFrames, ztag, 0);
retModel->meshes[i].numVertices = mdS->numVerts;
retModel->meshes[i].uvs = (float*)Z_Malloc(sizeof(float)*2*mdS->numVerts, ztag, 0);
for (j = 0; j < mdS->numFrames; j++)
{
short *vertptr;
char *normptr;
// char *tanptr;
int k;
md3Vertex *mdV = (md3Vertex*)((char*)mdS + mdS->offsetXYZNormal + (mdS->numVerts*j*sizeof(md3Vertex)));
retModel->meshes[i].tinyframes[j].vertices = (short*)Z_Malloc(sizeof(short)*3*mdS->numVerts, ztag, 0);
retModel->meshes[i].tinyframes[j].normals = (char*)Z_Malloc(sizeof(char)*3*mdS->numVerts, ztag, 0);
// if (retModel->materials[0].lightmap)
// retModel->meshes[i].tinyframes[j].tangents = (char*)malloc(sizeof(char));//(char*)Z_Malloc(sizeof(char)*3*mdS->numVerts, ztag);
retModel->meshes[i].indices = (unsigned short*)Z_Malloc(sizeof(unsigned short) * 3 * mdS->numTriangles, ztag, 0);
vertptr = retModel->meshes[i].tinyframes[j].vertices;
normptr = retModel->meshes[i].tinyframes[j].normals;
// tanptr = retModel->meshes[i].tinyframes[j].tangents;
retModel->meshes[i].tinyframes[j].material = &retModel->materials[i];
for (k = 0; k < mdS->numVerts; k++)
{
// Vertex
*vertptr = mdV[k].x;
vertptr++;
*vertptr = mdV[k].z;
vertptr++;
*vertptr = 1.0f - mdV[k].y;
vertptr++;
// Normal
GetNormalFromLatLong(mdV[k].n, tempNormal);
*normptr = (char)(tempNormal[0] * 127);
normptr++;
*normptr = (char)(tempNormal[2] * 127);
normptr++;
*normptr = (char)(tempNormal[1] * 127);
normptr++;
}
}
uvptr = (float*)retModel->meshes[i].uvs;
mdST = (md3TexCoord*)((char*)mdS + mdS->offsetST);
for (j = 0; j < mdS->numVerts; j++)
{
*uvptr = mdST[j].st[0];
uvptr++;
*uvptr = mdST[j].st[1];
uvptr++;
}
indexptr = retModel->meshes[i].indices;
mdT = (md3Triangle*)((char*)mdS + mdS->offsetTriangles);
for (j = 0; j < mdS->numTriangles; j++, mdT++)
{
// Indices
*indexptr = (unsigned short)mdT->index[0];
indexptr++;
*indexptr = (unsigned short)mdT->index[1];
indexptr++;
*indexptr = (unsigned short)mdT->index[2];
indexptr++;
}
}
else // Traditional full-float loading method
{
float dataScale = 0.015624f * WUNITS;
float tempNormal[3];
md3TexCoord *mdST;
md3Triangle *mdT;
float *uvptr;
int k;
retModel->meshes[i].numVertices = mdS->numTriangles * 3;//mdS->numVerts;
retModel->meshes[i].frames = (mdlframe_t*)Z_Calloc(sizeof(mdlframe_t)*mdS->numFrames, ztag, 0);
retModel->meshes[i].uvs = (float*)Z_Malloc(sizeof(float)*2*mdS->numTriangles*3, ztag, 0);
for (j = 0; j < mdS->numFrames; j++)
{
float *vertptr;
float *normptr;
md3Vertex *mdV = (md3Vertex*)((char*)mdS + mdS->offsetXYZNormal + (mdS->numVerts*j*sizeof(md3Vertex)));
retModel->meshes[i].frames[j].vertices = (float*)Z_Malloc(sizeof(float)*3*mdS->numTriangles*3, ztag, 0);
retModel->meshes[i].frames[j].normals = (float*)Z_Malloc(sizeof(float)*3*mdS->numTriangles*3, ztag, 0);
// if (retModel->materials[i].lightmap)
// retModel->meshes[i].frames[j].tangents = (float*)malloc(sizeof(float));//(float*)Z_Malloc(sizeof(float)*3*mdS->numTriangles*3, ztag);
vertptr = retModel->meshes[i].frames[j].vertices;
normptr = retModel->meshes[i].frames[j].normals;
retModel->meshes[i].frames[j].material = &retModel->materials[i];
mdT = (md3Triangle*)((char*)mdS + mdS->offsetTriangles);
for (k = 0; k < mdS->numTriangles; k++)
{
// Vertex 1
*vertptr = mdV[mdT->index[0]].x * dataScale;
vertptr++;
*vertptr = mdV[mdT->index[0]].z * dataScale;
vertptr++;
*vertptr = 1.0f - mdV[mdT->index[0]].y * dataScale;
vertptr++;
GetNormalFromLatLong(mdV[mdT->index[0]].n, tempNormal);
*normptr = tempNormal[0];
normptr++;
*normptr = tempNormal[2];
normptr++;
*normptr = tempNormal[1];
normptr++;
// Vertex 2
*vertptr = mdV[mdT->index[1]].x * dataScale;
vertptr++;
*vertptr = mdV[mdT->index[1]].z * dataScale;
vertptr++;
*vertptr = 1.0f - mdV[mdT->index[1]].y * dataScale;
vertptr++;
GetNormalFromLatLong(mdV[mdT->index[1]].n, tempNormal);
*normptr = tempNormal[0];
normptr++;
*normptr = tempNormal[2];
normptr++;
*normptr = tempNormal[1];
normptr++;
// Vertex 3
*vertptr = mdV[mdT->index[2]].x * dataScale;
vertptr++;
*vertptr = mdV[mdT->index[2]].z * dataScale;
vertptr++;
*vertptr = 1.0f - mdV[mdT->index[2]].y * dataScale;
vertptr++;
GetNormalFromLatLong(mdV[mdT->index[2]].n, tempNormal);
*normptr = tempNormal[0];
normptr++;
*normptr = tempNormal[2];
normptr++;
*normptr = tempNormal[1];
normptr++;
mdT++; // Advance to next triangle
}
}
mdST = (md3TexCoord*)((char*)mdS + mdS->offsetST);
uvptr = (float*)retModel->meshes[i].uvs;
mdT = (md3Triangle*)((char*)mdS + mdS->offsetTriangles);
for (k = 0; k < mdS->numTriangles; k++)
{
*uvptr = mdST[mdT->index[0]].st[0];
uvptr++;
*uvptr = mdST[mdT->index[0]].st[1];
uvptr++;
*uvptr = mdST[mdT->index[1]].st[0];
uvptr++;
*uvptr = mdST[mdT->index[1]].st[1];
uvptr++;
*uvptr = mdST[mdT->index[2]].st[0];
uvptr++;
*uvptr = mdST[mdT->index[2]].st[1];
uvptr++;
mdT++; // Advance to next triangle
}
}
}
/*
// Tags?
retModel->numTags = mdh->numTags;
retModel->maxNumFrames = mdh->numFrames;
retModel->tags = (tag_t*)Z_Calloc(sizeof(tag_t) * retModel->numTags * mdh->numFrames, ztag);
md3Tag *mdTag = (md3Tag*)&buffer[mdh->offsetTags];
tag_t *curTag = retModel->tags;
for (i = 0; i < mdh->numFrames; i++)
{
int j;
for (j = 0; j < retModel->numTags; j++, mdTag++)
{
strcpys(curTag->name, mdTag->name, sizeof(curTag->name) / sizeof(char));
curTag->transform.m[0][0] = mdTag->axis[0];
curTag->transform.m[0][1] = mdTag->axis[1];
curTag->transform.m[0][2] = mdTag->axis[2];
curTag->transform.m[1][0] = mdTag->axis[3];
curTag->transform.m[1][1] = mdTag->axis[4];
curTag->transform.m[1][2] = mdTag->axis[5];
curTag->transform.m[2][0] = mdTag->axis[6];
curTag->transform.m[2][1] = mdTag->axis[7];
curTag->transform.m[2][2] = mdTag->axis[8];
curTag->transform.m[3][0] = mdTag->origin[0] * WUNITS;
curTag->transform.m[3][1] = mdTag->origin[1] * WUNITS;
curTag->transform.m[3][2] = mdTag->origin[2] * WUNITS;
curTag->transform.m[3][3] = 1.0f;
Matrix::Rotate(&curTag->transform, 90.0f, &Vector::Xaxis);
curTag++;
}
}*/
free(buffer);
return retModel;
}

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src/hardware/hw_md3load.h Normal file
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/*
From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
An experimental work-in-progress.
Donated to Sonic Team Junior and adapted to work with
Sonic Robo Blast 2. The license of this code matches whatever
the licensing is for Sonic Robo Blast 2.
*/
#ifndef _HW_MD3LOAD_H_
#define _HW_MD3LOAD_H_
#include "hw_model.h"
#include "../doomtype.h"
// Load the Model
model_t *MD3_LoadModel(const char *fileName, int ztag, boolean useFloat);
#endif

737
src/hardware/hw_model.c Normal file
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/*
From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
An experimental work-in-progress.
Donated to Sonic Team Junior and adapted to work with
Sonic Robo Blast 2. The license of this code matches whatever
the licensing is for Sonic Robo Blast 2.
*/
#include "../doomdef.h"
#include "../doomtype.h"
#include "../info.h"
#include "../z_zone.h"
#include "hw_model.h"
#include "hw_md2load.h"
#include "hw_md3load.h"
#include "hw_md2.h"
#include "u_list.h"
#include <string.h>
static float PI = (3.1415926535897932384626433832795f);
static float U_Deg2Rad(float deg)
{
return deg * ((float)PI / 180.0f);
}
vector_t vectorXaxis = { 1.0f, 0.0f, 0.0f };
vector_t vectorYaxis = { 0.0f, 1.0f, 0.0f };
vector_t vectorZaxis = { 0.0f, 0.0f, 1.0f };
void VectorRotate(vector_t *rotVec, const vector_t *axisVec, float angle)
{
float ux, uy, uz, vx, vy, vz, wx, wy, wz, sa, ca;
angle = U_Deg2Rad(angle);
// Rotate the point (x,y,z) around the vector (u,v,w)
ux = axisVec->x * rotVec->x;
uy = axisVec->x * rotVec->y;
uz = axisVec->x * rotVec->z;
vx = axisVec->y * rotVec->x;
vy = axisVec->y * rotVec->y;
vz = axisVec->y * rotVec->z;
wx = axisVec->z * rotVec->x;
wy = axisVec->z * rotVec->y;
wz = axisVec->z * rotVec->z;
sa = sinf(angle);
ca = cosf(angle);
rotVec->x = axisVec->x*(ux + vy + wz) + (rotVec->x*(axisVec->y*axisVec->y + axisVec->z*axisVec->z) - axisVec->x*(vy + wz))*ca + (-wy + vz)*sa;
rotVec->y = axisVec->y*(ux + vy + wz) + (rotVec->y*(axisVec->x*axisVec->x + axisVec->z*axisVec->z) - axisVec->y*(ux + wz))*ca + (wx - uz)*sa;
rotVec->z = axisVec->z*(ux + vy + wz) + (rotVec->z*(axisVec->x*axisVec->x + axisVec->y*axisVec->y) - axisVec->z*(ux + vy))*ca + (-vx + uy)*sa;
}
void UnloadModel(model_t *model)
{
// Wouldn't it be great if C just had destructors?
int i;
for (i = 0; i < model->numMeshes; i++)
{
mesh_t *mesh = &model->meshes[i];
if (mesh->frames)
{
int j;
for (j = 0; j < mesh->numFrames; j++)
{
if (mesh->frames[j].normals)
Z_Free(mesh->frames[j].normals);
if (mesh->frames[j].tangents)
Z_Free(mesh->frames[j].tangents);
if (mesh->frames[j].vertices)
Z_Free(mesh->frames[j].vertices);
if (mesh->frames[j].colors)
Z_Free(mesh->frames[j].colors);
}
Z_Free(mesh->frames);
}
else if (mesh->tinyframes)
{
int j;
for (j = 0; j < mesh->numFrames; j++)
{
if (mesh->tinyframes[j].normals)
Z_Free(mesh->tinyframes[j].normals);
if (mesh->tinyframes[j].tangents)
Z_Free(mesh->tinyframes[j].tangents);
if (mesh->tinyframes[j].vertices)
Z_Free(mesh->tinyframes[j].vertices);
}
if (mesh->indices)
Z_Free(mesh->indices);
Z_Free(mesh->tinyframes);
}
if (mesh->uvs)
Z_Free(mesh->uvs);
if (mesh->lightuvs)
Z_Free(mesh->lightuvs);
}
if (model->meshes)
Z_Free(model->meshes);
if (model->tags)
Z_Free(model->tags);
if (model->materials)
Z_Free(model->materials);
DeleteVBOs(model);
Z_Free(model);
}
tag_t *GetTagByName(model_t *model, char *name, int frame)
{
if (frame < model->maxNumFrames)
{
tag_t *iterator = &model->tags[frame * model->numTags];
int i;
for (i = 0; i < model->numTags; i++)
{
if (!stricmp(iterator[i].name, name))
return &iterator[i];
}
}
return NULL;
}
//
// LoadModel
//
// Load a model and
// convert it to the
// internal format.
//
model_t *LoadModel(const char *filename, int ztag)
{
model_t *model;
// What type of file?
const char *extension = NULL;
int i;
for (i = (int)strlen(filename)-1; i >= 0; i--)
{
if (filename[i] != '.')
continue;
extension = &filename[i];
break;
}
if (!extension)
{
CONS_Printf("Model %s is lacking a file extension, unable to determine type!\n", filename);
return NULL;
}
if (!strcmp(extension, ".md3"))
{
if (!(model = MD3_LoadModel(filename, ztag, false)))
return NULL;
}
else if (!strcmp(extension, ".md3s")) // MD3 that will be converted in memory to use full floats
{
if (!(model = MD3_LoadModel(filename, ztag, true)))
return NULL;
}
else if (!strcmp(extension, ".md2"))
{
if (!(model = MD2_LoadModel(filename, ztag, false)))
return NULL;
}
else if (!strcmp(extension, ".md2s"))
{
if (!(model = MD2_LoadModel(filename, ztag, true)))
return NULL;
}
else
{
CONS_Printf("Unknown model format: %s\n", extension);
return NULL;
}
model->mdlFilename = (char*)Z_Malloc(strlen(filename)+1, ztag, 0);
strcpy(model->mdlFilename, filename);
Optimize(model);
GeneratePolygonNormals(model, ztag);
LoadModelSprite2(model);
if (!model->spr2frames)
LoadModelInterpolationSettings(model);
// Default material properties
for (i = 0 ; i < model->numMaterials; i++)
{
material_t *material = &model->materials[i];
material->ambient[0] = 0.7686f;
material->ambient[1] = 0.7686f;
material->ambient[2] = 0.7686f;
material->ambient[3] = 1.0f;
material->diffuse[0] = 0.5863f;
material->diffuse[1] = 0.5863f;
material->diffuse[2] = 0.5863f;
material->diffuse[3] = 1.0f;
material->specular[0] = 0.4902f;
material->specular[1] = 0.4902f;
material->specular[2] = 0.4902f;
material->specular[3] = 1.0f;
material->shininess = 25.0f;
}
return model;
}
void HWR_ReloadModels(void)
{
size_t i;
INT32 s;
for (s = 0; s < MAXSKINS; s++)
{
if (md2_playermodels[s].model)
LoadModelSprite2(md2_playermodels[s].model);
}
for (i = 0; i < NUMSPRITES; i++)
{
if (md2_models[i].model)
LoadModelInterpolationSettings(md2_models[i].model);
}
}
void LoadModelInterpolationSettings(model_t *model)
{
INT32 i;
INT32 numframes = model->meshes[0].numFrames;
char *framename = model->framenames;
if (!framename)
return;
#define GET_OFFSET \
memcpy(&interpolation_flag, framename + offset, 2); \
model->interpolate[i] = (!memcmp(interpolation_flag, MODEL_INTERPOLATION_FLAG, 2));
for (i = 0; i < numframes; i++)
{
int offset = (strlen(framename) - 4);
char interpolation_flag[3];
memset(&interpolation_flag, 0x00, 3);
// find the +i on the frame name
// ANIM+i00
// so the offset is (frame name length - 4)
GET_OFFSET;
// maybe the frame had three digits?
// ANIM+i000
// so the offset is (frame name length - 5)
if (!model->interpolate[i])
{
offset--;
GET_OFFSET;
}
framename += 16;
}
#undef GET_OFFSET
}
void LoadModelSprite2(model_t *model)
{
INT32 i;
modelspr2frames_t *spr2frames = NULL;
INT32 numframes = model->meshes[0].numFrames;
char *framename = model->framenames;
if (!framename)
return;
for (i = 0; i < numframes; i++)
{
char prefix[6];
char name[5];
char interpolation_flag[3];
char framechars[4];
UINT8 frame = 0;
UINT8 spr2idx;
boolean interpolate = false;
memset(&prefix, 0x00, 6);
memset(&name, 0x00, 5);
memset(&interpolation_flag, 0x00, 3);
memset(&framechars, 0x00, 4);
if (strlen(framename) >= 9)
{
boolean super;
char *modelframename = framename;
memcpy(&prefix, modelframename, 5);
modelframename += 5;
memcpy(&name, modelframename, 4);
modelframename += 4;
// Oh look
memcpy(&interpolation_flag, modelframename, 2);
if (!memcmp(interpolation_flag, MODEL_INTERPOLATION_FLAG, 2))
{
interpolate = true;
modelframename += 2;
}
memcpy(&framechars, modelframename, 3);
if ((super = (!memcmp(prefix, "SUPER", 5))) || (!memcmp(prefix, "SPR2_", 5)))
{
spr2idx = 0;
while (spr2idx < free_spr2)
{
if (!memcmp(spr2names[spr2idx], name, 4))
{
if (!spr2frames)
spr2frames = (modelspr2frames_t*)Z_Calloc(sizeof(modelspr2frames_t)*NUMPLAYERSPRITES*2, PU_STATIC, NULL);
if (super)
spr2idx |= FF_SPR2SUPER;
if (framechars[0])
{
frame = atoi(framechars);
if (spr2frames[spr2idx].numframes < frame+1)
spr2frames[spr2idx].numframes = frame+1;
}
else
{
frame = spr2frames[spr2idx].numframes;
spr2frames[spr2idx].numframes++;
}
spr2frames[spr2idx].frames[frame] = i;
spr2frames[spr2idx].interpolate = interpolate;
break;
}
spr2idx++;
}
}
}
framename += 16;
}
if (model->spr2frames)
Z_Free(model->spr2frames);
model->spr2frames = spr2frames;
}
//
// GenerateVertexNormals
//
// Creates a new normal for a vertex using the average of all of the polygons it belongs to.
//
void GenerateVertexNormals(model_t *model)
{
int i;
for (i = 0; i < model->numMeshes; i++)
{
int j;
mesh_t *mesh = &model->meshes[i];
if (!mesh->frames)
continue;
for (j = 0; j < mesh->numFrames; j++)
{
mdlframe_t *frame = &mesh->frames[j];
int memTag = PU_STATIC;
float *newNormals = (float*)Z_Malloc(sizeof(float)*3*mesh->numTriangles*3, memTag, 0);
int k;
float *vertPtr = frame->vertices;
float *oldNormals;
M_Memcpy(newNormals, frame->normals, sizeof(float)*3*mesh->numTriangles*3);
/* if (!systemSucks)
{
memTag = Z_GetTag(frame->tangents);
float *newTangents = (float*)Z_Malloc(sizeof(float)*3*mesh->numTriangles*3, memTag);
M_Memcpy(newTangents, frame->tangents, sizeof(float)*3*mesh->numTriangles*3);
}*/
for (k = 0; k < mesh->numVertices; k++)
{
float x, y, z;
int vCount = 0;
vector_t normal;
int l;
float *testPtr = frame->vertices;
x = *vertPtr++;
y = *vertPtr++;
z = *vertPtr++;
normal.x = normal.y = normal.z = 0;
for (l = 0; l < mesh->numVertices; l++)
{
float testX, testY, testZ;
testX = *testPtr++;
testY = *testPtr++;
testZ = *testPtr++;
if (fabsf(x - testX) > FLT_EPSILON
|| fabsf(y - testY) > FLT_EPSILON
|| fabsf(z - testZ) > FLT_EPSILON)
continue;
// Found a vertex match! Add it...
normal.x += frame->normals[3 * l + 0];
normal.y += frame->normals[3 * l + 1];
normal.z += frame->normals[3 * l + 2];
vCount++;
}
if (vCount > 1)
{
// Vector::Normalize(&normal);
newNormals[3 * k + 0] = (float)normal.x;
newNormals[3 * k + 1] = (float)normal.y;
newNormals[3 * k + 2] = (float)normal.z;
/* if (!systemSucks)
{
Vector::vector_t tangent;
Vector::Tangent(&normal, &tangent);
newTangents[3 * k + 0] = tangent.x;
newTangents[3 * k + 1] = tangent.y;
newTangents[3 * k + 2] = tangent.z;
}*/
}
}
oldNormals = frame->normals;
frame->normals = newNormals;
Z_Free(oldNormals);
/* if (!systemSucks)
{
float *oldTangents = frame->tangents;
frame->tangents = newTangents;
Z_Free(oldTangents);
}*/
}
}
}
typedef struct materiallist_s
{
struct materiallist_s *next;
struct materiallist_s *prev;
material_t *material;
} materiallist_t;
static boolean AddMaterialToList(materiallist_t **head, material_t *material)
{
materiallist_t *node, *newMatNode;
for (node = *head; node; node = node->next)
{
if (node->material == material)
return false;
}
// Didn't find it, so add to the list
newMatNode = (materiallist_t*)Z_Malloc(sizeof(materiallist_t), PU_CACHE, 0);
newMatNode->material = material;
ListAdd(newMatNode, (listitem_t**)head);
return true;
}
//
// Optimize
//
// Groups triangles from meshes in the model
// Only works for models with 1 frame
//
void Optimize(model_t *model)
{
int numMeshes = 0;
int i;
materiallist_t *matListHead = NULL;
int memTag;
mesh_t *newMeshes;
materiallist_t *node;
if (model->numMeshes <= 1)
return; // No need
for (i = 0; i < model->numMeshes; i++)
{
mesh_t *curMesh = &model->meshes[i];
if (curMesh->numFrames > 1)
return; // Can't optimize models with > 1 frame
if (!curMesh->frames)
return; // Don't optimize tinyframe models (no need)
// We are condensing to 1 mesh per material, so
// the # of materials we use will be the new
// # of meshes
if (AddMaterialToList(&matListHead, curMesh->frames[0].material))
numMeshes++;
}
memTag = PU_STATIC;
newMeshes = (mesh_t*)Z_Calloc(sizeof(mesh_t) * numMeshes, memTag, 0);
i = 0;
for (node = matListHead; node; node = node->next)
{
material_t *curMat = node->material;
mesh_t *newMesh = &newMeshes[i];
mdlframe_t *curFrame;
int uvCount;
int vertCount;
int colorCount;
// Find all triangles with this material and count them
int numTriangles = 0;
int j;
for (j = 0; j < model->numMeshes; j++)
{
mesh_t *curMesh = &model->meshes[j];
if (curMesh->frames[0].material == curMat)
numTriangles += curMesh->numTriangles;
}
newMesh->numFrames = 1;
newMesh->numTriangles = numTriangles;
newMesh->numVertices = numTriangles * 3;
newMesh->uvs = (float*)Z_Malloc(sizeof(float)*2*numTriangles*3, memTag, 0);
// if (node->material->lightmap)
// newMesh->lightuvs = (float*)Z_Malloc(sizeof(float)*2*numTriangles*3, memTag, 0);
newMesh->frames = (mdlframe_t*)Z_Calloc(sizeof(mdlframe_t), memTag, 0);
curFrame = &newMesh->frames[0];
curFrame->material = curMat;
curFrame->normals = (float*)Z_Malloc(sizeof(float)*3*numTriangles*3, memTag, 0);
// if (!systemSucks)
// curFrame->tangents = (float*)Z_Malloc(sizeof(float)*3*numTriangles*3, memTag, 0);
curFrame->vertices = (float*)Z_Malloc(sizeof(float)*3*numTriangles*3, memTag, 0);
curFrame->colors = (char*)Z_Malloc(sizeof(char)*4*numTriangles*3, memTag, 0);
// Now traverse the meshes of the model, adding in
// vertices/normals/uvs that match the current material
uvCount = 0;
vertCount = 0;
colorCount = 0;
for (j = 0; j < model->numMeshes; j++)
{
mesh_t *curMesh = &model->meshes[j];
if (curMesh->frames[0].material == curMat)
{
float *dest;
float *src;
char *destByte;
char *srcByte;
M_Memcpy(&newMesh->uvs[uvCount],
curMesh->uvs,
sizeof(float)*2*curMesh->numTriangles*3);
/* if (node->material->lightmap)
{
M_Memcpy(&newMesh->lightuvs[uvCount],
curMesh->lightuvs,
sizeof(float)*2*curMesh->numTriangles*3);
}*/
uvCount += 2*curMesh->numTriangles*3;
dest = (float*)newMesh->frames[0].vertices;
src = (float*)curMesh->frames[0].vertices;
M_Memcpy(&dest[vertCount],
src,
sizeof(float)*3*curMesh->numTriangles*3);
dest = (float*)newMesh->frames[0].normals;
src = (float*)curMesh->frames[0].normals;
M_Memcpy(&dest[vertCount],
src,
sizeof(float)*3*curMesh->numTriangles*3);
/* if (!systemSucks)
{
dest = (float*)newMesh->frames[0].tangents;
src = (float*)curMesh->frames[0].tangents;
M_Memcpy(&dest[vertCount],
src,
sizeof(float)*3*curMesh->numTriangles*3);
}*/
vertCount += 3 * curMesh->numTriangles * 3;
destByte = (char*)newMesh->frames[0].colors;
srcByte = (char*)curMesh->frames[0].colors;
if (srcByte)
{
M_Memcpy(&destByte[colorCount],
srcByte,
sizeof(char)*4*curMesh->numTriangles*3);
}
else
{
memset(&destByte[colorCount],
255,
sizeof(char)*4*curMesh->numTriangles*3);
}
colorCount += 4 * curMesh->numTriangles * 3;
}
}
i++;
}
CONS_Printf("Model::Optimize(): Model reduced from %d to %d meshes.\n", model->numMeshes, numMeshes);
model->meshes = newMeshes;
model->numMeshes = numMeshes;
}
void GeneratePolygonNormals(model_t *model, int ztag)
{
int i;
for (i = 0; i < model->numMeshes; i++)
{
int j;
mesh_t *mesh = &model->meshes[i];
if (!mesh->frames)
continue;
for (j = 0; j < mesh->numFrames; j++)
{
int k;
mdlframe_t *frame = &mesh->frames[j];
const float *vertices = frame->vertices;
vector_t *polyNormals;
frame->polyNormals = (vector_t*)Z_Malloc(sizeof(vector_t) * mesh->numTriangles, ztag, 0);
polyNormals = frame->polyNormals;
for (k = 0; k < mesh->numTriangles; k++)
{
// Vector::Normal(vertices, polyNormals);
vertices += 3 * 3;
polyNormals++;
}
}
}
}
//
// Reload
//
// Reload VBOs
//
#if 0
static void Reload(void)
{
/* model_t *node;
for (node = modelHead; node; node = node->next)
{
int i;
for (i = 0; i < node->numMeshes; i++)
{
mesh_t *mesh = &node->meshes[i];
if (mesh->frames)
{
int j;
for (j = 0; j < mesh->numFrames; j++)
CreateVBO(mesh, &mesh->frames[j]);
}
else if (mesh->tinyframes)
{
int j;
for (j = 0; j < mesh->numFrames; j++)
CreateVBO(mesh, &mesh->tinyframes[j]);
}
}
}*/
}
#endif
void DeleteVBOs(model_t *model)
{
(void)model;
/* for (int i = 0; i < model->numMeshes; i++)
{
mesh_t *mesh = &model->meshes[i];
if (mesh->frames)
{
for (int j = 0; j < mesh->numFrames; j++)
{
mdlframe_t *frame = &mesh->frames[j];
if (!frame->vboID)
continue;
bglDeleteBuffers(1, &frame->vboID);
frame->vboID = 0;
}
}
else if (mesh->tinyframes)
{
for (int j = 0; j < mesh->numFrames; j++)
{
tinyframe_t *frame = &mesh->tinyframes[j];
if (!frame->vboID)
continue;
bglDeleteBuffers(1, &frame->vboID);
frame->vboID = 0;
}
}
}*/
}

121
src/hardware/hw_model.h Normal file
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@ -0,0 +1,121 @@
/*
From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
An experimental work-in-progress.
Donated to Sonic Team Junior and adapted to work with
Sonic Robo Blast 2. The license of this code matches whatever
the licensing is for Sonic Robo Blast 2.
*/
#ifndef _HW_MODEL_H_
#define _HW_MODEL_H_
#include "../doomtype.h"
typedef struct
{
float x, y, z;
} vector_t;
extern vector_t vectorXaxis;
extern vector_t vectorYaxis;
extern vector_t vectorZaxis;
void VectorRotate(vector_t *rotVec, const vector_t *axisVec, float angle);
typedef struct
{
float ambient[4], diffuse[4], specular[4], emissive[4];
float shininess;
boolean spheremap;
// Texture::texture_t *texture;
// Texture::texture_t *lightmap;
} material_t;
typedef struct
{
material_t *material; // Pointer to the allocated 'materials' list in model_t
float *vertices;
float *normals;
float *tangents;
char *colors;
unsigned int vboID;
vector_t *polyNormals;
} mdlframe_t;
typedef struct
{
material_t *material;
short *vertices;
char *normals;
char *tangents;
unsigned int vboID;
} tinyframe_t;
// Equivalent to MD3's many 'surfaces'
typedef struct mesh_s
{
int numVertices;
int numTriangles;
float *uvs;
float *lightuvs;
int numFrames;
mdlframe_t *frames;
tinyframe_t *tinyframes;
unsigned short *indices;
} mesh_t;
typedef struct tag_s
{
char name[64];
// matrix_t transform;
} tag_t;
#define MODEL_INTERPOLATION_FLAG "+i"
typedef struct
{
INT32 frames[256];
UINT8 numframes;
boolean interpolate;
} modelspr2frames_t;
typedef struct model_s
{
int maxNumFrames;
int numMaterials;
material_t *materials;
int numMeshes;
mesh_t *meshes;
int numTags;
tag_t *tags;
char *mdlFilename;
boolean unloaded;
char *framenames;
boolean interpolate[256];
modelspr2frames_t *spr2frames;
} model_t;
extern int numModels;
extern model_t *modelHead;
void HWR_ReloadModels(void);
tag_t *GetTagByName(model_t *model, char *name, int frame);
model_t *LoadModel(const char *filename, int ztag);
void UnloadModel(model_t *model);
void Optimize(model_t *model);
void LoadModelInterpolationSettings(model_t *model);
void LoadModelSprite2(model_t *model);
void GenerateVertexNormals(model_t *model);
void GeneratePolygonNormals(model_t *model, int ztag);
void CreateVBOTiny(mesh_t *mesh, tinyframe_t *frame);
void CreateVBO(mesh_t *mesh, mdlframe_t *frame);
void DeleteVBOs(model_t *model);
#endif

View File

@ -347,13 +347,6 @@ static INT32 WINAPI SetRes(viddef_t *lvid, vmode_t *pcurrentmode)
if (strstr(renderer, "810")) oglflags |= GLF_NOZBUFREAD;
DBG_Printf("oglflags : 0x%X\n", oglflags);
#ifdef USE_PALETTED_TEXTURE
if (isExtAvailable("GL_EXT_paletted_texture",gl_extensions))
glColorTableEXT = GetGLFunc("glColorTableEXT");
else
glColorTableEXT = NULL;
#endif
#ifdef USE_WGL_SWAP
if (isExtAvailable("WGL_EXT_swap_control",gl_extensions))
wglSwapIntervalEXT = GetGLFunc("wglSwapIntervalEXT");
@ -582,19 +575,8 @@ EXPORT void HWRAPI(SetPalette) (RGBA_t *pal, RGBA_t *gamma)
myPaletteData[i].s.blue = (UINT8)MIN((pal[i].s.blue*gamma->s.blue)/127, 255);
myPaletteData[i].s.alpha = pal[i].s.alpha;
}
#ifdef USE_PALETTED_TEXTURE
if (glColorTableEXT)
{
for (i = 0; i < 256; i++)
{
palette_tex[3*i+0] = pal[i].s.red;
palette_tex[3*i+1] = pal[i].s.green;
palette_tex[3*i+2] = pal[i].s.blue;
}
glColorTableEXT(GL_TEXTURE_2D, GL_RGB8, 256, GL_RGB, GL_UNSIGNED_BYTE, palette_tex);
}
#endif
// on a chang<6E> de palette, il faut recharger toutes les textures
// on a palette change, you have to reload all of the textures
Flush();
}

File diff suppressed because it is too large Load Diff

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@ -71,7 +71,6 @@ extern FILE *gllogstream;
#endif
#ifndef DRIVER_STRING
// #define USE_PALETTED_TEXTURE
#define DRIVER_STRING "HWRAPI Init(): SRB2 OpenGL renderer" // Tails
#endif
@ -89,10 +88,6 @@ int SetupPixelFormat(INT32 WantColorBits, INT32 WantStencilBits, INT32 WantDepth
void SetModelView(GLint w, GLint h);
void SetStates(void);
FUNCMATH float byteasfloat(UINT8 fbyte);
#ifdef USE_PALETTED_TEXTURE
extern PFNGLCOLORTABLEEXTPROC glColorTableEXT;
extern GLubyte palette_tex[256*3];
#endif
#ifndef GL_EXT_texture_filter_anisotropic
#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
@ -118,6 +113,10 @@ typedef void (APIENTRY * PFNglGetIntegerv) (GLenum pname, GLint *params);
extern PFNglGetIntegerv pglGetIntegerv;
typedef const GLubyte* (APIENTRY * PFNglGetString) (GLenum name);
extern PFNglGetString pglGetString;
#if 0
typedef void (APIENTRY * PFNglEnableClientState) (GLenum cap); // redefined in r_opengl.c
static PFNglEnableClientState pglEnableClientState;
#endif
#endif
// ==========================================================================

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@ -0,0 +1,52 @@
/*
From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
An experimental work-in-progress.
Donated to Sonic Team Junior and adapted to work with
Sonic Robo Blast 2. The license of this code matches whatever
the licensing is for Sonic Robo Blast 2.
*/
#ifndef _R_VBO_H_
#define _R_VBO_H_
typedef struct
{
float x, y, z; // Vertex
float nx, ny, nz; // Normal
float s0, t0; // Texcoord0
} vbo32_t;
typedef struct
{
float x, y, z; // Vertex
float s0, t0; // Texcoord0
unsigned char r, g, b, a; // Color
float pad[2]; // Pad
} vbo2d32_t;
typedef struct
{
float x, y; // Vertex
float s0, t0; // Texcoord0
} vbofont_t;
typedef struct
{
short x, y, z; // Vertex
char nx, ny, nz; // Normal
char tanx, tany, tanz; // Tangent
float s0, t0; // Texcoord0
} vbotiny_t;
typedef struct
{
float x, y, z; // Vertex
float nx, ny, nz; // Normal
float s0, t0; // Texcoord0
float s1, t1; // Texcoord1
float s2, t2; // Texcoord2
float tan0, tan1, tan2; // Tangent
unsigned char r, g, b, a; // Color
} vbo64_t;
#endif

230
src/hardware/u_list.c Normal file
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@ -0,0 +1,230 @@
/*
From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
An experimental work-in-progress.
Donated to Sonic Team Junior and adapted to work with
Sonic Robo Blast 2. The license of this code matches whatever
the licensing is for Sonic Robo Blast 2.
*/
#include "u_list.h"
#include "../z_zone.h"
// Utility for managing
// structures in a linked
// list.
//
// Struct must have "next" and "prev" pointers
// as its first two variables.
//
//
// ListAdd
//
// Adds an item to the list
//
void ListAdd(void *pItem, listitem_t **itemHead)
{
listitem_t *item = (listitem_t*)pItem;
if (*itemHead == NULL)
{
*itemHead = item;
(*itemHead)->prev = (*itemHead)->next = NULL;
}
else
{
listitem_t *tail;
tail = *itemHead;
while (tail->next != NULL)
tail = tail->next;
tail->next = item;
tail->next->prev = tail;
item->next = NULL;
}
}
//
// ListAddFront
//
// Adds an item to the front of the list
// (This is much faster)
//
void ListAddFront(void *pItem, listitem_t **itemHead)
{
listitem_t *item = (listitem_t*)pItem;
if (*itemHead == NULL)
{
*itemHead = item;
(*itemHead)->prev = (*itemHead)->next = NULL;
}
else
{
(*itemHead)->prev = item;
item->next = (*itemHead);
item->prev = NULL;
*itemHead = item;
}
}
//
// ListAddBefore
//
// Adds an item before the item specified in the list
//
void ListAddBefore(void *pItem, void *pSpot, listitem_t **itemHead)
{
listitem_t *item = (listitem_t*)pItem;
listitem_t *spot = (listitem_t*)pSpot;
listitem_t *prev = spot->prev;
if (!prev)
ListAddFront(pItem, itemHead);
else
{
item->next = spot;
spot->prev = item;
item->prev = prev;
prev->next = item;
}
}
//
// ListAddAfter
//
// Adds an item after the item specified in the list
//
void ListAddAfter(void *pItem, void *pSpot, listitem_t **itemHead)
{
listitem_t *item = (listitem_t*)pItem;
listitem_t *spot = (listitem_t*)pSpot;
listitem_t *next = spot->next;
if (!next)
ListAdd(pItem, itemHead);
else
{
item->prev = spot;
spot->next = item;
item->next = next;
next->prev = item;
}
}
//
// ListRemove
//
// Take an item out of the list and free its memory.
//
void ListRemove(void *pItem, listitem_t **itemHead)
{
listitem_t *item = (listitem_t*)pItem;
if (item == *itemHead) // Start of list
{
*itemHead = item->next;
if (*itemHead)
(*itemHead)->prev = NULL;
}
else if (item->next == NULL) // end of list
{
item->prev->next = NULL;
}
else // Somewhere in between
{
item->prev->next = item->next;
item->next->prev = item->prev;
}
Z_Free (item);
}
//
// ListRemoveAll
//
// Removes all items from the list, freeing their memory.
//
void ListRemoveAll(listitem_t **itemHead)
{
listitem_t *item;
listitem_t *next;
for (item = *itemHead; item; item = next)
{
next = item->next;
ListRemove(item, itemHead);
}
}
//
// ListRemoveNoFree
//
// Take an item out of the list, but don't free its memory.
//
void ListRemoveNoFree(void *pItem, listitem_t **itemHead)
{
listitem_t *item = (listitem_t*)pItem;
if (item == *itemHead) // Start of list
{
*itemHead = item->next;
if (*itemHead)
(*itemHead)->prev = NULL;
}
else if (item->next == NULL) // end of list
{
item->prev->next = NULL;
}
else // Somewhere in between
{
item->prev->next = item->next;
item->next->prev = item->prev;
}
}
//
// ListGetCount
//
// Counts the # of items in a list
// Should not be used in performance-minded code
//
unsigned int ListGetCount(void *itemHead)
{
listitem_t *item = (listitem_t*)itemHead;
unsigned int count = 0;
for (; item; item = item->next)
count++;
return count;
}
//
// ListGetByIndex
//
// Gets an item in the list by its index
// Should not be used in performance-minded code
//
listitem_t *ListGetByIndex(void *itemHead, unsigned int index)
{
listitem_t *head = (listitem_t*)itemHead;
unsigned int count = 0;
listitem_t *node;
for (node = head; node; node = node->next)
{
if (count == index)
return node;
count++;
}
return NULL;
}

29
src/hardware/u_list.h Normal file
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@ -0,0 +1,29 @@
/*
From the 'Wizard2' engine by Spaddlewit Inc. ( http://www.spaddlewit.com )
An experimental work-in-progress.
Donated to Sonic Team Junior and adapted to work with
Sonic Robo Blast 2. The license of this code matches whatever
the licensing is for Sonic Robo Blast 2.
*/
#ifndef _U_LIST_H_
#define _U_LIST_H_
typedef struct listitem_s
{
struct listitem_s *next;
struct listitem_s *prev;
} listitem_t;
void ListAdd(void *pItem, listitem_t **itemHead);
void ListAddFront(void *pItem, listitem_t **itemHead);
void ListAddBefore(void *pItem, void *pSpot, listitem_t **itemHead);
void ListAddAfter(void *pItem, void *pSpot, listitem_t **itemHead);
void ListRemove(void *pItem, listitem_t **itemHead);
void ListRemoveAll(listitem_t **itemHead);
void ListRemoveNoFree(void *pItem, listitem_t **itemHead);
unsigned int ListGetCount(void *itemHead);
listitem_t *ListGetByIndex(void *itemHead, unsigned int index);
#endif

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@ -71,6 +71,10 @@ patch_t *lt_font[LT_FONTSIZE];
patch_t *cred_font[CRED_FONTSIZE];
patch_t *ttlnum[20]; // act numbers (0-19)
// Name tag fonts
patch_t *ntb_font[NT_FONTSIZE];
patch_t *nto_font[NT_FONTSIZE];
static player_t *plr;
boolean chat_on; // entering a chat message?
static char w_chat[HU_MAXMSGLEN];
@ -246,6 +250,32 @@ void HU_LoadGraphics(void)
ttlnum[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the base name tag font for entire game execution
j = NT_FONTSTART;
for (i = 0; i < NT_FONTSIZE; i++)
{
sprintf(buffer, "NTFNT%.3d", j);
j++;
if (W_CheckNumForName(buffer) == LUMPERROR)
ntb_font[i] = NULL;
else
ntb_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the outline name tag font for entire game execution
j = NT_FONTSTART;
for (i = 0; i < NT_FONTSIZE; i++)
{
sprintf(buffer, "NTFNO%.3d", j);
j++;
if (W_CheckNumForName(buffer) == LUMPERROR)
nto_font[i] = NULL;
else
nto_font[i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache the crosshairs, don't bother to know which one is being used,
// just cache all 3, they're so small anyway.
for (i = 0; i < HU_CROSSHAIRS; i++)

View File

@ -35,6 +35,12 @@
#define CRED_FONTEND 'Z' // the last font character
#define CRED_FONTSIZE (CRED_FONTEND - CRED_FONTSTART + 1)
// Name tag font
// Used by base and outline font set
#define NT_FONTSTART '!' // the first font character
#define NT_FONTEND 'Z' // the last font character
#define NT_FONTSIZE (NT_FONTEND - NT_FONTSTART + 1)
#define HU_CROSSHAIRS 3 // maximum of 9 - see HU_Init();
extern char *shiftxform; // english translation shift table
@ -77,6 +83,8 @@ extern patch_t *tallnum[10];
extern patch_t *nightsnum[10];
extern patch_t *lt_font[LT_FONTSIZE];
extern patch_t *cred_font[CRED_FONTSIZE];
extern patch_t *ntb_font[NT_FONTSIZE];
extern patch_t *nto_font[NT_FONTSIZE];
extern patch_t *ttlnum[20];
extern patch_t *emeraldpics[3][8];
extern patch_t *rflagico;

View File

@ -776,6 +776,8 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
#endif
#endif
mysockaddr_t straddr;
struct sockaddr_in sin;
socklen_t len = sizeof(sin);
if (s == (SOCKET_TYPE)ERRSOCKET)
return (SOCKET_TYPE)ERRSOCKET;
@ -869,12 +871,16 @@ static SOCKET_TYPE UDP_Bind(int family, struct sockaddr *addr, socklen_t addrlen
CONS_Printf(M_GetText("Network system buffer set to: %dKb\n"), opt>>10);
}
if (getsockname(s, (struct sockaddr *)&sin, &len) == -1)
CONS_Alert(CONS_WARNING, M_GetText("Failed to get port number\n"));
else
current_port = (UINT16)ntohs(sin.sin_port);
return s;
}
static boolean UDP_Socket(void)
{
const char *sock_port = NULL;
size_t s;
struct my_addrinfo *ai, *runp, hints;
int gaie;
@ -896,20 +902,11 @@ static boolean UDP_Socket(void)
hints.ai_socktype = SOCK_DGRAM;
hints.ai_protocol = IPPROTO_UDP;
if (M_CheckParm("-clientport"))
{
if (!M_IsNextParm())
I_Error("syntax: -clientport <portnum>");
sock_port = M_GetNextParm();
}
else
sock_port = port_name;
if (M_CheckParm("-bindaddr"))
{
while (M_IsNextParm())
{
gaie = I_getaddrinfo(M_GetNextParm(), sock_port, &hints, &ai);
gaie = I_getaddrinfo(M_GetNextParm(), port_name, &hints, &ai);
if (gaie == 0)
{
runp = ai;
@ -930,7 +927,7 @@ static boolean UDP_Socket(void)
}
else
{
gaie = I_getaddrinfo("0.0.0.0", sock_port, &hints, &ai);
gaie = I_getaddrinfo("0.0.0.0", port_name, &hints, &ai);
if (gaie == 0)
{
runp = ai;
@ -945,8 +942,8 @@ static boolean UDP_Socket(void)
#ifdef HAVE_MINIUPNPC
if (UPNP_support)
{
I_UPnP_rem(sock_port, "UDP");
I_UPnP_add(NULL, sock_port, "UDP");
I_UPnP_rem(port_name, "UDP");
I_UPnP_add(NULL, port_name, "UDP");
}
#endif
}
@ -963,7 +960,7 @@ static boolean UDP_Socket(void)
{
while (M_IsNextParm())
{
gaie = I_getaddrinfo(M_GetNextParm(), sock_port, &hints, &ai);
gaie = I_getaddrinfo(M_GetNextParm(), port_name, &hints, &ai);
if (gaie == 0)
{
runp = ai;
@ -984,7 +981,7 @@ static boolean UDP_Socket(void)
}
else
{
gaie = I_getaddrinfo("::", sock_port, &hints, &ai);
gaie = I_getaddrinfo("::", port_name, &hints, &ai);
if (gaie == 0)
{
runp = ai;
@ -1260,7 +1257,7 @@ static SINT8 SOCK_NetMakeNodewPort(const char *address, const char *port)
int gaie;
if (!port || !port[0])
port = port_name;
port = DEFAULTPORT;
DEBFILE(va("Creating new node: %s@%s\n", address, port));
@ -1424,14 +1421,15 @@ boolean I_InitTcpNetwork(void)
if (!I_InitTcpDriver())
return false;
if (M_CheckParm("-udpport"))
if (M_CheckParm("-port"))
// Combined -udpport and -clientport into -port
// As it was really redundant having two seperate parms that does the same thing
{
if (M_IsNextParm())
strcpy(port_name, M_GetNextParm());
else
strcpy(port_name, "0");
}
current_port = (UINT16)atoi(port_name);
// parse network game options,
if (M_CheckParm("-server") || dedicated)

1172
src/info.c

File diff suppressed because it is too large Load Diff

View File

@ -63,6 +63,7 @@ void A_FishJump(); // Fish Jump
void A_ThrownRing(); // Sparkle trail for red ring
void A_SetSolidSteam();
void A_UnsetSolidSteam();
void A_SignSpin();
void A_SignPlayer();
void A_OverlayThink();
void A_JetChase();
@ -268,6 +269,14 @@ void A_SnapperThinker();
void A_SaloonDoorSpawn();
void A_MinecartSparkThink();
void A_ModuloToState();
void A_LavafallRocks();
void A_LavafallLava();
void A_FallingLavaCheck();
void A_FireShrink();
void A_SpawnPterabytes();
void A_PterabyteHover();
void A_RolloutSpawn();
void A_RolloutRock();
// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
#define NUMMOBJFREESLOTS 512
@ -298,6 +307,8 @@ typedef enum sprite
SPR_TURR, // Pop-Up Turret
SPR_SHRP, // Sharp
SPR_CRAB, // Crushstacean
SPR_CR2B, // Banpyura
SPR_CSPR, // Banpyura spring
SPR_JJAW, // Jet Jaw
SPR_SNLR, // Snailer
SPR_VLTR, // BASH
@ -316,6 +327,8 @@ typedef enum sprite
SPR_UNID, // Unidus
SPR_CANA, // Canarivore
SPR_CANG, // Canarivore gas
SPR_PYRE, // Pyre Fly
SPR_PTER, // Pterabyte
// Generic Boss Items
SPR_JETF, // Boss jet fumes
@ -397,6 +410,7 @@ typedef enum sprite
SPR_WSPB, // Wall spike base
SPR_STPT, // Starpost
SPR_BMNE, // Big floating mine
SPR_PUMI, // Rollout Rock
// Monitor Boxes
SPR_MSTV, // MiSc TV sprites
@ -511,7 +525,6 @@ typedef enum sprite
SPR_ADST, // Arid dust
SPR_MCRT, // Minecart
SPR_MCSP, // Minecart spark
SPR_NON2, // Saloon door thinker
SPR_SALD, // Saloon door
SPR_TRAE, // Train cameo locomotive
SPR_TRAI, // Train cameo wagon
@ -520,6 +533,10 @@ typedef enum sprite
// Red Volcano Scenery
SPR_FLME, // Flame jet
SPR_DFLM, // Blade's flame
SPR_LFAL, // Lavafall
SPR_JPLA, // Jungle palm
SPR_TFLO, // Torch flower
SPR_WVIN, // Wall vines
// Dark City Scenery
@ -531,7 +548,9 @@ typedef enum sprite
SPR_XMS3, // Snowman
SPR_XMS4, // Lamppost
SPR_XMS5, // Hanging Star
SPR_XMS6, // Mistletoe
SPR_FHZI, // FHZ Ice
SPR_ROSY,
// Halloween Scenery
SPR_PUMK, // Pumpkins
@ -539,6 +558,11 @@ typedef enum sprite
SPR_SHRM, // Mushroom
SPR_HHZM, // Misc
// Azure Temple Scenery
SPR_BGAR, // ATZ Gargoyles
SPR_RCRY, // ATZ Red Crystal (Target)
SPR_CFLM, // Green torch flame
// Botanic Serenity Scenery
SPR_BSZ1, // Tall flowers
SPR_BSZ2, // Medium flowers
@ -558,7 +582,6 @@ typedef enum sprite
// Misc Scenery
SPR_STLG, // Stalagmites
SPR_DBAL, // Disco
SPR_RCRY, // ATZ Red Crystal (Target)
// Powerup Indicators
SPR_ARMA, // Armageddon Shield Orb
@ -612,11 +635,14 @@ typedef enum sprite
SPR_SSWY, // Yellow Side Spring
SPR_SSWR, // Red Side Spring
SPR_SSWB, // Blue Side Spring
SPR_BSTY, // Yellow Booster
SPR_BSTR, // Red Booster
// Environmental Effects
SPR_RAIN, // Rain
SPR_SNO1, // Snowflake
SPR_SPLH, // Water Splish
SPR_LSPL, // Lava Splish
SPR_SPLA, // Water Splash
SPR_SMOK,
SPR_BUBL, // Bubble
@ -771,6 +797,7 @@ typedef enum playersprite
SPR2_TIRE, // tired
SPR2_GLID, // glide
SPR2_LAND, // landing after glide/bounce
SPR2_CLNG, // cling
SPR2_CLMB, // climb
@ -778,7 +805,6 @@ typedef enum playersprite
SPR2_FRUN, // float run
SPR2_BNCE, // bounce
SPR2_BLND, // bounce landing
SPR2_FIRE, // fire
@ -854,6 +880,12 @@ typedef enum playersprite
NUMPLAYERSPRITES
} playersprite_t;
// SPR2_XTRA
#define XTRA_LIFEPIC 0 // Life icon patch
#define XTRA_CHARSEL 1 // Character select picture
#define XTRA_CONTINUE 2 // Continue icon
#define XTRA_ENDING 3 // Ending finale patches
typedef enum state
{
S_NULL,
@ -900,6 +932,7 @@ typedef enum state
// CA_GLIDEANDCLIMB
S_PLAY_GLIDE,
S_PLAY_GLIDE_LANDING,
S_PLAY_CLING,
S_PLAY_CLIMB,
@ -999,6 +1032,9 @@ typedef enum state
S_TAILSOVERLAY_GASP,
S_TAILSOVERLAY_EDGE,
// [:
S_JETFUMEFLASH,
// Blue Crawla
S_POSS_STND,
S_POSS_RUN1,
@ -1147,6 +1183,21 @@ typedef enum state
S_CRUSHCLAW_WAIT,
S_CRUSHCHAIN,
// Banpyura
S_BANPYURA_ROAM1,
S_BANPYURA_ROAM2,
S_BANPYURA_ROAM3,
S_BANPYURA_ROAM4,
S_BANPYURA_ROAMPAUSE,
S_CDIAG1,
S_CDIAG2,
S_CDIAG3,
S_CDIAG4,
S_CDIAG5,
S_CDIAG6,
S_CDIAG7,
S_CDIAG8,
// Jet Jaw
S_JETJAW_ROAM1,
S_JETJAW_ROAM2,
@ -1333,6 +1384,22 @@ typedef enum state
S_CANARIVOREGAS_7,
S_CANARIVOREGAS_8,
// Pyre Fly
S_PYREFLY_FLY,
S_PYREFLY_BURN,
S_PYREFIRE1,
S_PYREFIRE2,
// Pterabyte
S_PTERABYTESPAWNER,
S_PTERABYTEWAYPOINT,
S_PTERABYTE_FLY1,
S_PTERABYTE_FLY2,
S_PTERABYTE_FLY3,
S_PTERABYTE_FLY4,
S_PTERABYTE_SWOOPDOWN,
S_PTERABYTE_SWOOPUP,
// Boss Explosion
S_BOSSEXPLODE,
@ -1867,25 +1934,7 @@ typedef enum state
S_CYBRAKDEMONVILEEXPLOSION3,
// Metal Sonic (Race)
// S_PLAY_STND
S_METALSONIC_STAND,
// S_PLAY_TAP1
S_METALSONIC_WAIT1,
S_METALSONIC_WAIT2,
// S_PLAY_WALK
S_METALSONIC_WALK1,
S_METALSONIC_WALK2,
S_METALSONIC_WALK3,
S_METALSONIC_WALK4,
S_METALSONIC_WALK5,
S_METALSONIC_WALK6,
S_METALSONIC_WALK7,
S_METALSONIC_WALK8,
// S_PLAY_SPD1
S_METALSONIC_RUN1,
S_METALSONIC_RUN2,
S_METALSONIC_RUN3,
S_METALSONIC_RUN4,
S_METALSONIC_RACE,
// Metal Sonic (Battle)
S_METALSONIC_FLOAT,
S_METALSONIC_VECTOR,
@ -1992,59 +2041,18 @@ typedef enum state
S_BUBBLES4,
// Level End Sign
S_SIGN1,
S_SIGN2,
S_SIGN3,
S_SIGN4,
S_SIGN5,
S_SIGN6,
S_SIGN7,
S_SIGN8,
S_SIGN9,
S_SIGN10,
S_SIGN11,
S_SIGN12,
S_SIGN13,
S_SIGN14,
S_SIGN15,
S_SIGN16,
S_SIGN17,
S_SIGN18,
S_SIGN19,
S_SIGN20,
S_SIGN21,
S_SIGN22,
S_SIGN23,
S_SIGN24,
S_SIGN25,
S_SIGN26,
S_SIGN27,
S_SIGN28,
S_SIGN29,
S_SIGN30,
S_SIGN31,
S_SIGN32,
S_SIGN33,
S_SIGN34,
S_SIGN35,
S_SIGN36,
S_SIGN37,
S_SIGN38,
S_SIGN39,
S_SIGN40,
S_SIGN41,
S_SIGN42,
S_SIGN43,
S_SIGN44,
S_SIGN45,
S_SIGN46,
S_SIGN47,
S_SIGN48,
S_SIGN49,
S_SIGN50,
S_SIGN51,
S_SIGN52, // Eggman
S_SIGN53,
S_SIGN,
S_SIGNSPIN1,
S_SIGNSPIN2,
S_SIGNSPIN3,
S_SIGNSPIN4,
S_SIGNSPIN5,
S_SIGNSPIN6,
S_SIGNPLAYER,
S_SIGNSLOW,
S_SIGNSTOP,
S_SIGNBOARD,
S_EGGMANSIGN,
// Spike Ball
S_SPIKEBALL1,
@ -2269,7 +2277,7 @@ typedef enum state
S_ARROW,
S_ARROWBONK,
// Trapgoyle Demon fire
// Glaregoyle Demon fire
S_DEMONFIRE,
// GFZ flowers
@ -2576,7 +2584,7 @@ typedef enum state
// Saloon door
S_SALOONDOOR,
S_SALOONDOORTHINKER,
S_SALOONDOORCENTER,
// Train cameo
S_TRAINCAMEOSPAWNER_1,
@ -2597,6 +2605,12 @@ typedef enum state
S_FLAMEJETFLAME1,
S_FLAMEJETFLAME2,
S_FLAMEJETFLAME3,
S_FLAMEJETFLAME4,
S_FLAMEJETFLAME5,
S_FLAMEJETFLAME6,
S_FLAMEJETFLAME7,
S_FLAMEJETFLAME8,
S_FLAMEJETFLAME9,
// Spinning flame jets
S_FJSPINAXISA1, // Counter-clockwise
@ -2609,29 +2623,57 @@ typedef enum state
S_FLAMEJETFLAMEB2,
S_FLAMEJETFLAMEB3,
// Trapgoyles
S_TRAPGOYLE,
S_TRAPGOYLE_CHECK,
S_TRAPGOYLE_FIRE1,
S_TRAPGOYLE_FIRE2,
S_TRAPGOYLE_FIRE3,
S_TRAPGOYLEUP,
S_TRAPGOYLEUP_CHECK,
S_TRAPGOYLEUP_FIRE1,
S_TRAPGOYLEUP_FIRE2,
S_TRAPGOYLEUP_FIRE3,
S_TRAPGOYLEDOWN,
S_TRAPGOYLEDOWN_CHECK,
S_TRAPGOYLEDOWN_FIRE1,
S_TRAPGOYLEDOWN_FIRE2,
S_TRAPGOYLEDOWN_FIRE3,
S_TRAPGOYLELONG,
S_TRAPGOYLELONG_CHECK,
S_TRAPGOYLELONG_FIRE1,
S_TRAPGOYLELONG_FIRE2,
S_TRAPGOYLELONG_FIRE3,
S_TRAPGOYLELONG_FIRE4,
S_TRAPGOYLELONG_FIRE5,
// Lavafall
S_LAVAFALL_DORMANT,
S_LAVAFALL_TELL,
S_LAVAFALL_SHOOT,
S_LAVAFALL_LAVA1,
S_LAVAFALL_LAVA2,
S_LAVAFALL_LAVA3,
S_LAVAFALLROCK,
// Rollout Rock
S_ROLLOUTSPAWN,
S_ROLLOUTROCK,
// RVZ scenery
S_BIGFERNLEAF,
S_BIGFERN1,
S_BIGFERN2,
S_JUNGLEPALM,
S_TORCHFLOWER,
S_WALLVINE_LONG,
S_WALLVINE_SHORT,
// Glaregoyles
S_GLAREGOYLE,
S_GLAREGOYLE_CHARGE,
S_GLAREGOYLE_BLINK,
S_GLAREGOYLE_HOLD,
S_GLAREGOYLE_FIRE,
S_GLAREGOYLE_LOOP,
S_GLAREGOYLE_COOLDOWN,
S_GLAREGOYLEUP,
S_GLAREGOYLEUP_CHARGE,
S_GLAREGOYLEUP_BLINK,
S_GLAREGOYLEUP_HOLD,
S_GLAREGOYLEUP_FIRE,
S_GLAREGOYLEUP_LOOP,
S_GLAREGOYLEUP_COOLDOWN,
S_GLAREGOYLEDOWN,
S_GLAREGOYLEDOWN_CHARGE,
S_GLAREGOYLEDOWN_BLINK,
S_GLAREGOYLEDOWN_HOLD,
S_GLAREGOYLEDOWN_FIRE,
S_GLAREGOYLEDOWN_LOOP,
S_GLAREGOYLEDOWN_COOLDOWN,
S_GLAREGOYLELONG,
S_GLAREGOYLELONG_CHARGE,
S_GLAREGOYLELONG_BLINK,
S_GLAREGOYLELONG_HOLD,
S_GLAREGOYLELONG_FIRE,
S_GLAREGOYLELONG_LOOP,
S_GLAREGOYLELONG_COOLDOWN,
// ATZ's Red Crystal/Target
S_TARGET_IDLE,
@ -2640,6 +2682,12 @@ typedef enum state
S_TARGET_RESPAWN,
S_TARGET_ALLDONE,
// ATZ's green flame
S_GREENFLAME,
// ATZ Blue Gargoyle
S_BLUEGARGOYLE,
// Stalagmites
S_STG0,
S_STG1,
@ -2660,6 +2708,7 @@ typedef enum state
S_LAMPPOST1, // normal
S_LAMPPOST2, // with snow
S_HANGSTAR,
S_MISTLETOE,
// Xmas GFZ bushes
S_XMASBLUEBERRYBUSH,
S_XMASBERRYBUSH,
@ -2667,6 +2716,16 @@ typedef enum state
// FHZ
S_FHZICE1,
S_FHZICE2,
S_ROSY_IDLE1,
S_ROSY_IDLE2,
S_ROSY_IDLE3,
S_ROSY_IDLE4,
S_ROSY_JUMP,
S_ROSY_WALK,
S_ROSY_HUG,
S_ROSY_PAIN,
S_ROSY_STND,
S_ROSY_UNHAPPY,
// Halloween Scenery
// Pumpkins
@ -3318,6 +3377,17 @@ typedef enum state
S_BHORIZ7,
S_BHORIZ8,
// Booster
S_BOOSTERSOUND,
S_YELLOWBOOSTERROLLER,
S_YELLOWBOOSTERSEG_LEFT,
S_YELLOWBOOSTERSEG_RIGHT,
S_YELLOWBOOSTERSEG_FACE,
S_REDBOOSTERROLLER,
S_REDBOOSTERSEG_LEFT,
S_REDBOOSTERSEG_RIGHT,
S_REDBOOSTERSEG_FACE,
// Rain
S_RAIN1,
S_RAINRETURN,
@ -3338,6 +3408,9 @@ typedef enum state
S_SPLISH8,
S_SPLISH9,
// Lava Splish
S_LAVASPLISH,
// added water splash
S_SPLASH1,
S_SPLASH2,
@ -3805,8 +3878,8 @@ typedef enum state
S_BUMBLEBORE_STUCK2,
S_BUMBLEBORE_DIE,
S_BBUZZFLY1,
S_BBUZZFLY2,
S_BUGGLEIDLE,
S_BUGGLEFLY,
S_SMASHSPIKE_FLOAT,
S_SMASHSPIKE_EASE1,
@ -3971,6 +4044,7 @@ typedef enum mobj_type
MT_THOK, // Thok! mobj
MT_PLAYER,
MT_TAILSOVERLAY, // c:
MT_METALJETFUME,
// Enemies
MT_BLUECRAWLA, // Crawla (Blue)
@ -3989,6 +4063,8 @@ typedef enum mobj_type
MT_CRUSHSTACEAN, // Crushstacean
MT_CRUSHCLAW, // Big meaty claw
MT_CRUSHCHAIN, // Chain
MT_BANPYURA, // Banpyura
MT_BANPSPRING, // Banpyura spring
MT_JETJAW, // Jet Jaw
MT_SNAILER, // Snailer
MT_VULTURE, // BASH
@ -4010,6 +4086,11 @@ typedef enum mobj_type
MT_UNIBALL, // Unidus Ball
MT_CANARIVORE, // Canarivore
MT_CANARIVORE_GAS, // Canarivore gas
MT_PYREFLY, // Pyre Fly
MT_PYREFLY_FIRE, // Pyre Fly fire
MT_PTERABYTESPAWNER, // Pterabyte spawner
MT_PTERABYTEWAYPOINT, // Pterabyte waypoint
MT_PTERABYTE, // Pterabyte
// Generic Boss Items
MT_BOSSEXPLODE,
@ -4121,6 +4202,11 @@ typedef enum mobj_type
MT_REDHORIZ,
MT_BLUEHORIZ,
MT_BOOSTERSEG,
MT_BOOSTERROLLER,
MT_YELLOWBOOSTER,
MT_REDBOOSTER,
// Interactive Objects
MT_BUBBLES, // Bubble source
MT_SIGN, // Level end sign
@ -4211,7 +4297,7 @@ typedef enum mobj_type
MT_CANNONBALL, // Cannonball
MT_CANNONBALLDECOR, // Decorative/still cannonball
MT_ARROW, // Arrow
MT_DEMONFIRE, // Trapgoyle fire
MT_DEMONFIRE, // Glaregoyle fire
// Greenflower Scenery
MT_GFZFLOWER1,
@ -4338,7 +4424,7 @@ typedef enum mobj_type
MT_MINECARTSIDEMARK,
MT_MINECARTSPARK,
MT_SALOONDOOR,
MT_SALOONDOORTHINKER,
MT_SALOONDOORCENTER,
MT_TRAINCAMEOSPAWNER,
MT_TRAINSEG,
MT_TRAINDUSTSPAWNER,
@ -4355,16 +4441,32 @@ typedef enum mobj_type
MT_FLAMEJETFLAMEB, // Blade's flame
MT_LAVAFALL,
MT_LAVAFALL_LAVA,
MT_LAVAFALLROCK,
MT_ROLLOUTSPAWN,
MT_ROLLOUTROCK,
MT_BIGFERNLEAF,
MT_BIGFERN,
MT_JUNGLEPALM,
MT_TORCHFLOWER,
MT_WALLVINE_LONG,
MT_WALLVINE_SHORT,
// Dark City Scenery
// Egg Rock Scenery
// Azure Temple Scenery
MT_TRAPGOYLE,
MT_TRAPGOYLEUP,
MT_TRAPGOYLEDOWN,
MT_TRAPGOYLELONG,
MT_GLAREGOYLE,
MT_GLAREGOYLEUP,
MT_GLAREGOYLEDOWN,
MT_GLAREGOYLELONG,
MT_TARGET, // AKA Red Crystal
MT_GREENFLAME,
MT_BLUEGARGOYLE,
// Stalagmites
MT_STALAGMITE0,
@ -4386,6 +4488,7 @@ typedef enum mobj_type
MT_LAMPPOST1, // normal
MT_LAMPPOST2, // with snow
MT_HANGSTAR,
MT_MISTLETOE,
// Xmas GFZ bushes
MT_XMASBLUEBERRYBUSH,
MT_XMASBERRYBUSH,
@ -4393,6 +4496,8 @@ typedef enum mobj_type
// FHZ
MT_FHZICE1,
MT_FHZICE2,
MT_ROSY,
MT_CDLHRT,
// Halloween Scenery
// Pumpkins
@ -4521,6 +4626,7 @@ typedef enum mobj_type
MT_RAIN, // Rain
MT_SNOWFLAKE, // Snowflake
MT_SPLISH, // Water splish!
MT_LAVASPLISH, // Lava splish!
MT_SMOKE,
MT_SMALLBUBBLE, // small bubble
MT_MEDIUMBUBBLE, // medium bubble
@ -4635,7 +4741,7 @@ typedef enum mobj_type
MT_HIVEELEMENTAL,
MT_BUMBLEBORE,
MT_BUBBLEBUZZ,
MT_BUGGLE,
MT_SMASHINGSPIKEBALL,
MT_CACOLANTERN,

View File

@ -816,15 +816,12 @@ static int lib_pCheckDeathPitCollide(lua_State *L)
static int lib_pCheckSolidLava(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
if (!rover)
return LUA_ErrInvalid(L, "ffloor_t");
lua_pushboolean(L, P_CheckSolidLava(mo, rover));
lua_pushboolean(L, P_CheckSolidLava(rover));
return 1;
}

View File

@ -50,6 +50,7 @@ enum hook {
hook_FollowMobj,
hook_PlayerCanDamage,
hook_PlayerQuit,
hook_IntermissionThinker,
hook_MAX // last hook
};
@ -91,5 +92,6 @@ boolean LUAh_MapThingSpawn(mobj_t *mo, mapthing_t *mthing); // Hook for P_SpawnM
boolean LUAh_FollowMobj(player_t *player, mobj_t *mobj); // Hook for P_PlayerAfterThink Smiles mobj-following
UINT8 LUAh_PlayerCanDamage(player_t *player, mobj_t *mobj); // Hook for P_PlayerCanDamage
void LUAh_PlayerQuit(player_t *plr, int reason); // Hook for player quitting
void LUAh_IntermissionThinker(void); // Hook for Y_Ticker
#endif

View File

@ -61,6 +61,7 @@ const char *const hookNames[hook_MAX+1] = {
"FollowMobj",
"PlayerCanDamage",
"PlayerQuit",
"IntermissionThinker",
NULL
};
@ -1322,4 +1323,27 @@ void LUAh_PlayerQuit(player_t *plr, int reason)
lua_settop(gL, 0);
}
// Hook for Y_Ticker
void LUAh_IntermissionThinker(void)
{
hook_p hookp;
if (!gL || !(hooksAvailable[hook_IntermissionThinker/8] & (1<<(hook_IntermissionThinker%8))))
return;
for (hookp = roothook; hookp; hookp = hookp->next)
{
if (hookp->type != hook_IntermissionThinker)
continue;
lua_pushfstring(gL, FMT_HOOKID, hookp->id);
lua_gettable(gL, LUA_REGISTRYINDEX);
if (lua_pcall(gL, 0, 0, 0)) {
if (!hookp->error || cv_debug & DBG_LUA)
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1);
hookp->error = true;
}
}
}
#endif

View File

@ -718,6 +718,68 @@ static int libd_drawString(lua_State *L)
return 0;
}
static int libd_drawNameTag(lua_State *L)
{
INT32 x;
INT32 y;
const char *str;
INT32 flags;
UINT8 basecolor;
UINT8 outlinecolor;
UINT8 *basecolormap = NULL;
UINT8 *outlinecolormap = NULL;
HUDONLY
x = luaL_checkinteger(L, 1);
y = luaL_checkinteger(L, 2);
str = luaL_checkstring(L, 3);
flags = luaL_optinteger(L, 4, 0);
basecolor = luaL_optinteger(L, 5, SKINCOLOR_BLUE);
outlinecolor = luaL_optinteger(L, 6, SKINCOLOR_ORANGE);
if (basecolor != SKINCOLOR_NONE)
basecolormap = R_GetTranslationColormap(TC_DEFAULT, basecolor, GTC_CACHE);
if (outlinecolor != SKINCOLOR_NONE)
outlinecolormap = R_GetTranslationColormap(TC_DEFAULT, outlinecolor, GTC_CACHE);
flags &= ~V_PARAMMASK; // Don't let crashes happen.
V_DrawNameTag(x, y, flags, FRACUNIT, basecolormap, outlinecolormap, str);
return 0;
}
static int libd_drawScaledNameTag(lua_State *L)
{
fixed_t x;
fixed_t y;
const char *str;
INT32 flags;
fixed_t scale;
UINT8 basecolor;
UINT8 outlinecolor;
UINT8 *basecolormap = NULL;
UINT8 *outlinecolormap = NULL;
HUDONLY
x = luaL_checkfixed(L, 1);
y = luaL_checkfixed(L, 2);
str = luaL_checkstring(L, 3);
flags = luaL_optinteger(L, 4, 0);
scale = luaL_optinteger(L, 5, FRACUNIT);
if (scale < 0)
return luaL_error(L, "negative scale");
basecolor = luaL_optinteger(L, 6, SKINCOLOR_BLUE);
outlinecolor = luaL_optinteger(L, 7, SKINCOLOR_ORANGE);
if (basecolor != SKINCOLOR_NONE)
basecolormap = R_GetTranslationColormap(TC_DEFAULT, basecolor, GTC_CACHE);
if (outlinecolor != SKINCOLOR_NONE)
outlinecolormap = R_GetTranslationColormap(TC_DEFAULT, outlinecolor, GTC_CACHE);
flags &= ~V_PARAMMASK; // Don't let crashes happen.
V_DrawNameTag(FixedInt(x), FixedInt(y), flags, scale, basecolormap, outlinecolormap, str);
return 0;
}
static int libd_stringWidth(lua_State *L)
{
const char *str = luaL_checkstring(L, 1);
@ -740,6 +802,13 @@ static int libd_stringWidth(lua_State *L)
return 1;
}
static int libd_nameTagWidth(lua_State *L)
{
HUDONLY
lua_pushinteger(L, V_NameTagWidth(luaL_checkstring(L, 1)));
return 1;
}
static int libd_getColormap(lua_State *L)
{
INT32 skinnum = TC_DEFAULT;
@ -918,9 +987,12 @@ static luaL_Reg lib_draw[] = {
{"drawPaddedNum", libd_drawPaddedNum},
{"drawFill", libd_drawFill},
{"drawString", libd_drawString},
{"drawNameTag", libd_drawNameTag},
{"drawScaledNameTag", libd_drawScaledNameTag},
{"fadeScreen", libd_fadeScreen},
// misc
{"stringWidth", libd_stringWidth},
{"nameTagWidth", libd_nameTagWidth},
// m_random
{"RandomFixed",libd_RandomFixed},
{"RandomByte",libd_RandomByte},

View File

@ -411,37 +411,53 @@ static int sector_iterate(lua_State *L)
// sector.lines, i -> sector.lines[i]
// sector.lines.valid, for validity checking
//
// 25/9/19 Monster Iestyn
// Modified this and _num to use triple pointers, to allow for a new hack of mine involving offsetof
// this way we don't need to check frontsector or backsector of line #0 in the array
//
static int sectorlines_get(lua_State *L)
{
line_t **seclines = *((line_t ***)luaL_checkudata(L, 1, META_SECTORLINES));
line_t ***seclines = *((line_t ****)luaL_checkudata(L, 1, META_SECTORLINES));
size_t i;
size_t numoflines = 0;
lua_settop(L, 2);
if (!lua_isnumber(L, 2))
{
int field = luaL_checkoption(L, 2, NULL, valid_opt);
if (!seclines)
if (!seclines || !(*seclines))
{
if (field == 0) {
lua_pushboolean(L, 0);
return 1;
}
return luaL_error(L, "accessed sector_t doesn't exist anymore.");
return luaL_error(L, "accessed sector_t.lines doesn't exist anymore.");
} else if (field == 0) {
lua_pushboolean(L, 1);
return 1;
}
}
/* a snip from sector_t struct in r_defs.h, for reference
size_t linecount;
struct line_s **lines; // [linecount] size
*/
// 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))));
/* OLD HACK
// check first linedef to figure which of its sectors owns this sector->lines pointer
// then check that sector's linecount to get a maximum index
//if (!seclines[0])
//if (!(*seclines)[0])
//return luaL_error(L, "no lines found!"); // no first linedef?????
if (seclines[0]->frontsector->lines == seclines)
numoflines = seclines[0]->frontsector->linecount;
else if (seclines[0]->backsector && seclines[0]->backsector->lines == seclines) // check backsector exists first
numoflines = seclines[0]->backsector->linecount;
if ((*seclines)[0]->frontsector->lines == *seclines)
numoflines = (*seclines)[0]->frontsector->linecount;
else if ((*seclines)[0]->backsector && *seclines[0]->backsector->lines == *seclines) // check backsector exists first
numoflines = (*seclines)[0]->backsector->linecount;
//if neither sector has it then ???
*/
if (!numoflines)
return luaL_error(L, "no lines found!");
@ -449,23 +465,21 @@ static int sectorlines_get(lua_State *L)
i = (size_t)lua_tointeger(L, 2);
if (i >= numoflines)
return 0;
LUA_PushUserdata(L, seclines[i], META_LINE);
LUA_PushUserdata(L, (*seclines)[i], META_LINE);
return 1;
}
// #(sector.lines) -> sector.linecount
static int sectorlines_num(lua_State *L)
{
line_t **seclines = *((line_t ***)luaL_checkudata(L, 1, META_SECTORLINES));
line_t ***seclines = *((line_t ****)luaL_checkudata(L, 1, META_SECTORLINES));
size_t numoflines = 0;
// check first linedef to figure which of its sectors owns this sector->lines pointer
// then check that sector's linecount to get a maximum index
//if (!seclines[0])
//return luaL_error(L, "no lines found!"); // no first linedef?????
if (seclines[0]->frontsector->lines == seclines)
numoflines = seclines[0]->frontsector->linecount;
else if (seclines[0]->backsector && seclines[0]->backsector->lines == seclines) // check backsector exists first
numoflines = seclines[0]->backsector->linecount;
//if neither sector has it then ???
if (!seclines || !(*seclines))
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))));
lua_pushinteger(L, numoflines);
return 1;
}
@ -543,7 +557,7 @@ static int sector_get(lua_State *L)
LUA_PushUserdata(L, &sectors[sector->camsec], META_SECTOR);
return 1;
case sector_lines: // lines
LUA_PushUserdata(L, sector->lines, META_SECTORLINES);
LUA_PushUserdata(L, &sector->lines, META_SECTORLINES); // push the address of the "lines" member in the struct, to allow our hacks in sectorlines_get/_num to work
return 1;
case sector_ffloors: // ffloors
lua_pushcfunction(L, lib_iterateSectorFFloors);
@ -579,6 +593,7 @@ static int sector_set(lua_State *L)
case sector_thinglist: // thinglist
case sector_heightsec: // heightsec
case sector_camsec: // camsec
case sector_lines: // lines
case sector_ffloors: // ffloors
#ifdef ESLOPE
case sector_fslope: // f_slope

View File

@ -164,6 +164,8 @@ static int mobj_get(lua_State *L)
enum mobj_e field = Lua_optoption(L, 2, NULL, mobj_opt);
lua_settop(L, 2);
INLEVEL
if (!mo) {
if (field == mobj_valid) {
lua_pushboolean(L, 0);
@ -409,6 +411,8 @@ static int mobj_set(lua_State *L)
enum mobj_e field = Lua_optoption(L, 2, mobj_opt[0], mobj_opt);
lua_settop(L, 3);
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");

View File

@ -25,7 +25,6 @@
static int lib_iteratePlayers(lua_State *L)
{
INT32 i = -1;
INLEVEL
if (lua_gettop(L) < 2)
{
//return luaL_error(L, "Don't call players.iterate() directly, use it as 'for player in players.iterate do <block> end'.");
@ -52,7 +51,6 @@ static int lib_getPlayer(lua_State *L)
{
const char *field;
// i -> players[i]
INLEVEL
if (lua_type(L, 2) == LUA_TNUMBER)
{
lua_Integer i = luaL_checkinteger(L, 2);

View File

@ -431,7 +431,7 @@ void LUA_InvalidateLevel(void)
for (i = 0; i < numsectors; i++)
{
LUA_InvalidateUserdata(&sectors[i]);
LUA_InvalidateUserdata(sectors[i].lines);
LUA_InvalidateUserdata(&sectors[i].lines);
if (sectors[i].ffloors)
{
for (rover = sectors[i].ffloors; rover; rover = rover->next)
@ -1121,7 +1121,7 @@ void LUA_Archive(void)
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
if (!playeringame[i] && i > 0) // dedicated servers...
continue;
// all players in game will be archived, even if they just add a 0.
ArchiveExtVars(&players[i], "player");
@ -1157,7 +1157,7 @@ void LUA_UnArchive(void)
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
if (!playeringame[i] && i > 0) // dedicated servers...
continue;
UnArchiveExtVars(&players[i]);
}

View File

@ -528,12 +528,22 @@ skincolors_t M_GetEmblemColor(emblem_t *em)
return em->color;
}
const char *M_GetEmblemPatch(emblem_t *em)
const char *M_GetEmblemPatch(emblem_t *em, boolean big)
{
static char pnamebuf[7] = "GOTITn";
static char pnamebuf[7];
if (!big)
strcpy(pnamebuf, "GOTITn");
else
strcpy(pnamebuf, "EMBMn0");
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
pnamebuf[5] = em->sprite;
if (!big)
pnamebuf[5] = em->sprite;
else
pnamebuf[4] = em->sprite;
return pnamebuf;
}
@ -544,11 +554,21 @@ skincolors_t M_GetExtraEmblemColor(extraemblem_t *em)
return em->color;
}
const char *M_GetExtraEmblemPatch(extraemblem_t *em)
const char *M_GetExtraEmblemPatch(extraemblem_t *em, boolean big)
{
static char pnamebuf[7] = "GOTITn";
static char pnamebuf[7];
if (!big)
strcpy(pnamebuf, "GOTITn");
else
strcpy(pnamebuf, "EMBMn0");
I_Assert(em->sprite >= 'A' && em->sprite <= 'Z');
pnamebuf[5] = em->sprite;
if (!big)
pnamebuf[5] = em->sprite;
else
pnamebuf[4] = em->sprite;
return pnamebuf;
}

View File

@ -171,9 +171,9 @@ INT32 M_CountEmblems(void);
// Emblem shit
emblem_t *M_GetLevelEmblems(INT32 mapnum);
skincolors_t M_GetEmblemColor(emblem_t *em);
const char *M_GetEmblemPatch(emblem_t *em);
const char *M_GetEmblemPatch(emblem_t *em, boolean big);
skincolors_t M_GetExtraEmblemColor(extraemblem_t *em);
const char *M_GetExtraEmblemPatch(extraemblem_t *em);
const char *M_GetExtraEmblemPatch(extraemblem_t *em, boolean big);
// If you're looking to compare stats for unlocks or what not, use these
// They stop checking upon reaching the target number so they

View File

@ -56,7 +56,7 @@ fixed_t FixedDiv2(fixed_t a, fixed_t b)
if (b == 0)
I_Error("FixedDiv: divide by zero");
ret = (((INT64)a * FRACUNIT) ) / b;
ret = (((INT64)a * FRACUNIT)) / b;
if ((ret > INT32_MAX) || (ret < INT32_MIN))
I_Error("FixedDiv: divide by zero");
@ -117,7 +117,7 @@ fixed_t FixedHypot(fixed_t x, fixed_t y)
yx = FixedDiv(y, x); // (x/y)
}
yx2 = FixedMul(yx, yx); // (x/y)^2
yx1 = FixedSqrt(1*FRACUNIT + yx2); // (1 + (x/y)^2)^1/2
yx1 = FixedSqrt(1 * FRACUNIT + yx2); // (1 + (x/y)^2)^1/2
return FixedMul(ax, yx1); // |x|*((1 + (x/y)^2)^1/2)
}
@ -191,8 +191,8 @@ vector2_t *FV2_Divide(vector2_t *a_i, fixed_t a_c)
// Vector Complex Math
vector2_t *FV2_Midpoint(const vector2_t *a_1, const vector2_t *a_2, vector2_t *a_o)
{
a_o->x = FixedDiv(a_2->x - a_1->x, 2*FRACUNIT);
a_o->y = FixedDiv(a_2->y - a_1->y, 2*FRACUNIT);
a_o->x = FixedDiv(a_2->x - a_1->x, 2 * FRACUNIT);
a_o->y = FixedDiv(a_2->y - a_1->y, 2 * FRACUNIT);
a_o->x = a_1->x + a_o->x;
a_o->y = a_1->y + a_o->y;
return a_o;
@ -200,16 +200,16 @@ vector2_t *FV2_Midpoint(const vector2_t *a_1, const vector2_t *a_2, vector2_t *a
fixed_t FV2_Distance(const vector2_t *p1, const vector2_t *p2)
{
fixed_t xs = FixedMul(p2->x-p1->x,p2->x-p1->x);
fixed_t ys = FixedMul(p2->y-p1->y,p2->y-p1->y);
return FixedSqrt(xs+ys);
fixed_t xs = FixedMul(p2->x - p1->x, p2->x - p1->x);
fixed_t ys = FixedMul(p2->y - p1->y, p2->y - p1->y);
return FixedSqrt(xs + ys);
}
fixed_t FV2_Magnitude(const vector2_t *a_normal)
{
fixed_t xs = FixedMul(a_normal->x,a_normal->x);
fixed_t ys = FixedMul(a_normal->y,a_normal->y);
return FixedSqrt(xs+ys);
fixed_t xs = FixedMul(a_normal->x, a_normal->x);
fixed_t ys = FixedMul(a_normal->y, a_normal->y);
return FixedSqrt(xs + ys);
}
// Also returns the magnitude
@ -240,7 +240,7 @@ vector2_t *FV2_Negate(vector2_t *a_1)
boolean FV2_Equal(const vector2_t *a_1, const vector2_t *a_2)
{
fixed_t Epsilon = FRACUNIT/FRACUNIT;
fixed_t Epsilon = FRACUNIT / FRACUNIT;
if ((abs(a_2->x - a_1->x) > Epsilon) ||
(abs(a_2->y - a_1->y) > Epsilon))
@ -261,7 +261,7 @@ fixed_t FV2_Dot(const vector2_t *a_1, const vector2_t *a_2)
//
// Given two points, create a vector between them.
//
vector2_t *FV2_Point2Vec (const vector2_t *point1, const vector2_t *point2, vector2_t *a_o)
vector2_t *FV2_Point2Vec(const vector2_t *point1, const vector2_t *point2, vector2_t *a_o)
{
a_o->x = point1->x - point2->x;
a_o->y = point1->y - point2->y;
@ -344,9 +344,9 @@ vector3_t *FV3_Divide(vector3_t *a_i, fixed_t a_c)
// Vector Complex Math
vector3_t *FV3_Midpoint(const vector3_t *a_1, const vector3_t *a_2, vector3_t *a_o)
{
a_o->x = FixedDiv(a_2->x - a_1->x, 2*FRACUNIT);
a_o->y = FixedDiv(a_2->y - a_1->y, 2*FRACUNIT);
a_o->z = FixedDiv(a_2->z - a_1->z, 2*FRACUNIT);
a_o->x = FixedDiv(a_2->x - a_1->x, 2 * FRACUNIT);
a_o->y = FixedDiv(a_2->y - a_1->y, 2 * FRACUNIT);
a_o->z = FixedDiv(a_2->z - a_1->z, 2 * FRACUNIT);
a_o->x = a_1->x + a_o->x;
a_o->y = a_1->y + a_o->y;
a_o->z = a_1->z + a_o->z;
@ -355,18 +355,18 @@ vector3_t *FV3_Midpoint(const vector3_t *a_1, const vector3_t *a_2, vector3_t *a
fixed_t FV3_Distance(const vector3_t *p1, const vector3_t *p2)
{
fixed_t xs = FixedMul(p2->x-p1->x,p2->x-p1->x);
fixed_t ys = FixedMul(p2->y-p1->y,p2->y-p1->y);
fixed_t zs = FixedMul(p2->z-p1->z,p2->z-p1->z);
return FixedSqrt(xs+ys+zs);
fixed_t xs = FixedMul(p2->x - p1->x, p2->x - p1->x);
fixed_t ys = FixedMul(p2->y - p1->y, p2->y - p1->y);
fixed_t zs = FixedMul(p2->z - p1->z, p2->z - p1->z);
return FixedSqrt(xs + ys + zs);
}
fixed_t FV3_Magnitude(const vector3_t *a_normal)
{
fixed_t xs = FixedMul(a_normal->x,a_normal->x);
fixed_t ys = FixedMul(a_normal->y,a_normal->y);
fixed_t zs = FixedMul(a_normal->z,a_normal->z);
return FixedSqrt(xs+ys+zs);
fixed_t xs = FixedMul(a_normal->x, a_normal->x);
fixed_t ys = FixedMul(a_normal->y, a_normal->y);
fixed_t zs = FixedMul(a_normal->z, a_normal->z);
return FixedSqrt(xs + ys + zs);
}
// Also returns the magnitude
@ -399,7 +399,7 @@ vector3_t *FV3_Negate(vector3_t *a_1)
boolean FV3_Equal(const vector3_t *a_1, const vector3_t *a_2)
{
fixed_t Epsilon = FRACUNIT/FRACUNIT;
fixed_t Epsilon = FRACUNIT / FRACUNIT;
if ((abs(a_2->x - a_1->x) > Epsilon) ||
(abs(a_2->y - a_1->y) > Epsilon) ||
@ -458,6 +458,20 @@ vector3_t *FV3_ClosestPointOnLine(const vector3_t *Line, const vector3_t *p, vec
return FV3_AddEx(&Line[0], &V, out);
}
//
// ClosestPointOnVector
//
// Similar to ClosestPointOnLine, but uses a vector instead of two points.
//
void FV3_ClosestPointOnVector(const vector3_t *dir, const vector3_t *p, vector3_t *out)
{
fixed_t t = FV3_Dot(dir, p);
// Return the point on the line closest
FV3_MulEx(dir, t, out);
return;
}
//
// ClosestPointOnTriangle
//
@ -465,7 +479,7 @@ vector3_t *FV3_ClosestPointOnLine(const vector3_t *Line, const vector3_t *p, vec
// the closest point on the edge of
// the triangle is returned.
//
void FV3_ClosestPointOnTriangle (const vector3_t *tri, const vector3_t *point, vector3_t *result)
void FV3_ClosestPointOnTriangle(const vector3_t *tri, const vector3_t *point, vector3_t *result)
{
UINT8 i;
fixed_t dist, closestdist;
@ -506,7 +520,7 @@ void FV3_ClosestPointOnTriangle (const vector3_t *tri, const vector3_t *point, v
//
// Given two points, create a vector between them.
//
vector3_t *FV3_Point2Vec (const vector3_t *point1, const vector3_t *point2, vector3_t *a_o)
vector3_t *FV3_Point2Vec(const vector3_t *point1, const vector3_t *point2, vector3_t *a_o)
{
a_o->x = point1->x - point2->x;
a_o->y = point1->y - point2->y;
@ -519,7 +533,7 @@ vector3_t *FV3_Point2Vec (const vector3_t *point1, const vector3_t *point2, vect
//
// Calculates the normal of a polygon.
//
void FV3_Normal (const vector3_t *a_triangle, vector3_t *a_normal)
fixed_t FV3_Normal(const vector3_t *a_triangle, vector3_t *a_normal)
{
vector3_t a_1;
vector3_t a_2;
@ -529,7 +543,28 @@ void FV3_Normal (const vector3_t *a_triangle, vector3_t *a_normal)
FV3_Cross(&a_1, &a_2, a_normal);
FV3_NormalizeEx(a_normal, a_normal);
return FV3_NormalizeEx(a_normal, a_normal);
}
//
// Strength
//
// Measures the 'strength' of a vector in a particular direction.
//
fixed_t FV3_Strength(const vector3_t *a_1, const vector3_t *dir)
{
vector3_t normal;
fixed_t dist = FV3_NormalizeEx(a_1, &normal);
fixed_t dot = FV3_Dot(&normal, dir);
FV3_ClosestPointOnVector(dir, a_1, &normal);
dist = FV3_Magnitude(&normal);
if (dot < 0) // Not facing same direction, so negate result.
dist = -dist;
return dist;
}
//
@ -550,11 +585,11 @@ boolean FV3_IntersectedPlane(const vector3_t *a_triangle, const vector3_t *a_lin
*originDistance = FV3_PlaneDistance(a_normal, &a_triangle[0]);
distance1 = (FixedMul(a_normal->x, a_line[0].x) + FixedMul(a_normal->y, a_line[0].y)
+ FixedMul(a_normal->z, a_line[0].z)) + *originDistance;
distance1 = (FixedMul(a_normal->x, a_line[0].x) + FixedMul(a_normal->y, a_line[0].y)
+ FixedMul(a_normal->z, a_line[0].z)) + *originDistance;
distance2 = (FixedMul(a_normal->x, a_line[1].x) + FixedMul(a_normal->y, a_line[1].y)
+ FixedMul(a_normal->z, a_line[1].z)) + *originDistance;
distance2 = (FixedMul(a_normal->x, a_line[1].x) + FixedMul(a_normal->y, a_line[1].y)
+ FixedMul(a_normal->z, a_line[1].z)) + *originDistance;
// Positive or zero number means no intersection
if (FixedMul(distance1, distance2) >= 0)
@ -575,8 +610,8 @@ boolean FV3_IntersectedPlane(const vector3_t *a_triangle, const vector3_t *a_lin
fixed_t FV3_PlaneIntersection(const vector3_t *pOrigin, const vector3_t *pNormal, const vector3_t *rOrigin, const vector3_t *rVector)
{
fixed_t d = -(FV3_Dot(pNormal, pOrigin));
fixed_t number = FV3_Dot(pNormal,rOrigin) + d;
fixed_t denom = FV3_Dot(pNormal,rVector);
fixed_t number = FV3_Dot(pNormal, rOrigin) + d;
fixed_t denom = FV3_Dot(pNormal, rVector);
return -FixedDiv(number, denom);
}
@ -597,11 +632,11 @@ fixed_t FV3_IntersectRaySphere(const vector3_t *rO, const vector3_t *rV, const v
c = FV3_Magnitude(&Q);
v = FV3_Dot(&Q, rV);
d = FixedMul(sR, sR) - (FixedMul(c,c) - FixedMul(v,v));
d = FixedMul(sR, sR) - (FixedMul(c, c) - FixedMul(v, v));
// If there was no intersection, return -1
if (d < 0*FRACUNIT)
return (-1*FRACUNIT);
if (d < 0 * FRACUNIT)
return (-1 * FRACUNIT);
// Return the distance to the [first] intersecting point
return (v - FixedSqrt(d));
@ -629,9 +664,9 @@ vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLin
// Here I just chose a arbitrary point as the point to find that distance. You notice we negate that
// distance. We negate the distance because we want to eventually go BACKWARDS from our point to the plane.
// By doing this is will basically bring us back to the plane to find our intersection point.
Numerator = - (FixedMul(vNormal->x, vLine[0].x) + // Use the plane equation with the normal and the line
FixedMul(vNormal->y, vLine[0].y) +
FixedMul(vNormal->z, vLine[0].z) + distance);
Numerator = -(FixedMul(vNormal->x, vLine[0].x) + // Use the plane equation with the normal and the line
FixedMul(vNormal->y, vLine[0].y) +
FixedMul(vNormal->z, vLine[0].z) + distance);
// 3) If we take the dot product between our line vector and the normal of the polygon,
// this will give us the cosine of the angle between the 2 (since they are both normalized - length 1).
@ -643,7 +678,7 @@ vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLin
// on the plane (the normal is perpendicular to the line - (Normal.Vector = 0)).
// In this case, we should just return any point on the line.
if( Denominator == 0*FRACUNIT) // Check so we don't divide by zero
if (Denominator == 0 * FRACUNIT) // Check so we don't divide by zero
{
ReturnVec->x = vLine[0].x;
ReturnVec->y = vLine[0].y;
@ -686,8 +721,8 @@ vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLin
//
UINT8 FV3_PointOnLineSide(const vector3_t *point, const vector3_t *line)
{
fixed_t s1 = FixedMul((point->y - line[0].y),(line[1].x - line[0].x));
fixed_t s2 = FixedMul((point->x - line[0].x),(line[1].y - line[0].y));
fixed_t s1 = FixedMul((point->y - line[0].y), (line[1].x - line[0].x));
fixed_t s2 = FixedMul((point->x - line[0].x), (line[1].y - line[0].y));
return (UINT8)(s1 - s2 < 0);
}
@ -752,7 +787,7 @@ void FM_CreateObjectMatrix(matrix_t *matrix, fixed_t x, fixed_t y, fixed_t z, fi
matrix->m[0] = upcross.x;
matrix->m[1] = upcross.y;
matrix->m[2] = upcross.z;
matrix->m[3] = 0*FRACUNIT;
matrix->m[3] = 0 * FRACUNIT;
matrix->m[4] = upx;
matrix->m[5] = upy;
@ -764,9 +799,9 @@ void FM_CreateObjectMatrix(matrix_t *matrix, fixed_t x, fixed_t y, fixed_t z, fi
matrix->m[10] = anglez;
matrix->m[11] = 0;
matrix->m[12] = x - FixedMul(upx,radius);
matrix->m[13] = y - FixedMul(upy,radius);
matrix->m[14] = z - FixedMul(upz,radius);
matrix->m[12] = x - FixedMul(upx, radius);
matrix->m[13] = y - FixedMul(upy, radius);
matrix->m[14] = z - FixedMul(upz, radius);
matrix->m[15] = FRACUNIT;
}
@ -778,20 +813,20 @@ void FM_CreateObjectMatrix(matrix_t *matrix, fixed_t x, fixed_t y, fixed_t z, fi
void FM_MultMatrixVec3(const matrix_t *matrix, const vector3_t *vec, vector3_t *out)
{
#define M(row,col) matrix->m[col * 4 + row]
out->x = FixedMul(vec->x,M(0, 0))
+ FixedMul(vec->y,M(0, 1))
+ FixedMul(vec->z,M(0, 2))
+ M(0, 3);
out->x = FixedMul(vec->x, M(0, 0))
+ FixedMul(vec->y, M(0, 1))
+ FixedMul(vec->z, M(0, 2))
+ M(0, 3);
out->y = FixedMul(vec->x,M(1, 0))
+ FixedMul(vec->y,M(1, 1))
+ FixedMul(vec->z,M(1, 2))
+ M(1, 3);
out->y = FixedMul(vec->x, M(1, 0))
+ FixedMul(vec->y, M(1, 1))
+ FixedMul(vec->z, M(1, 2))
+ M(1, 3);
out->z = FixedMul(vec->x,M(2, 0))
+ FixedMul(vec->y,M(2, 1))
+ FixedMul(vec->z,M(2, 2))
+ M(2, 3);
out->z = FixedMul(vec->x, M(2, 0))
+ FixedMul(vec->y, M(2, 1))
+ FixedMul(vec->z, M(2, 2))
+ M(2, 3);
#undef M
}
@ -811,7 +846,7 @@ void FM_MultMatrix(matrix_t *dest, const matrix_t *multme)
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
R(i, j) = FixedMul(D(i, 0),M(0, j)) + FixedMul(D(i, 1),M(1, j)) + FixedMul(D(i, 2),M(2, j)) + FixedMul(D(i, 3),M(3, j));
R(i, j) = FixedMul(D(i, 0), M(0, j)) + FixedMul(D(i, 1), M(1, j)) + FixedMul(D(i, 2), M(2, j)) + FixedMul(D(i, 3), M(3, j));
}
M_Memcpy(dest, &result, sizeof(matrix_t));
@ -869,8 +904,8 @@ void FM_Scale(matrix_t *dest, fixed_t x, fixed_t y, fixed_t z)
static inline void M_print(INT64 a)
{
const fixed_t w = (a>>FRACBITS);
fixed_t f = a%FRACUNIT;
const fixed_t w = (a >> FRACBITS);
fixed_t f = a % FRACUNIT;
fixed_t d = FRACUNIT;
if (f == 0)
@ -878,7 +913,7 @@ static inline void M_print(INT64 a)
printf("%d", (fixed_t)w);
return;
}
else while (f != 1 && f/2 == f>>1)
else while (f != 1 && f / 2 == f >> 1)
{
d /= 2;
f /= 2;
@ -892,7 +927,7 @@ static inline void M_print(INT64 a)
FUNCMATH FUNCINLINE static inline fixed_t FixedMulC(fixed_t a, fixed_t b)
{
return (fixed_t)((((INT64)a * b) ) / FRACUNIT);
return (fixed_t)((((INT64)a * b)) / FRACUNIT);
}
FUNCMATH FUNCINLINE static inline fixed_t FixedDivC2(fixed_t a, fixed_t b)
@ -902,7 +937,7 @@ FUNCMATH FUNCINLINE static inline fixed_t FixedDivC2(fixed_t a, fixed_t b)
if (b == 0)
I_Error("FixedDiv: divide by zero");
ret = (((INT64)a * FRACUNIT) ) / b;
ret = (((INT64)a * FRACUNIT)) / b;
if ((ret > INT32_MAX) || (ret < INT32_MIN))
I_Error("FixedDiv: divide by zero");
@ -911,7 +946,7 @@ FUNCMATH FUNCINLINE static inline fixed_t FixedDivC2(fixed_t a, fixed_t b)
FUNCMATH FUNCINLINE static inline fixed_t FixedDivC(fixed_t a, fixed_t b)
{
if ((abs(a) >> (FRACBITS-2)) >= abs(b))
if ((abs(a) >> (FRACBITS - 2)) >= abs(b))
return (a^b) < 0 ? INT32_MIN : INT32_MAX;
return FixedDivC2(a, b);
@ -938,43 +973,43 @@ int main(int argc, char** argv)
#ifdef MULDIV_TEST
for (a = 1; a <= INT32_MAX; a += FRACUNIT)
for (b = 0; b <= INT32_MAX; b += FRACUNIT)
{
c = FixedMul(a, b);
d = FixedMulC(a, b);
if (c != d)
for (b = 0; b <= INT32_MAX; b += FRACUNIT)
{
printf("(");
M_print(a);
printf(") * (");
M_print(b);
printf(") = (");
M_print(c);
printf(") != (");
M_print(d);
printf(") \n");
n--;
printf("%d != %d\n", c, d);
c = FixedMul(a, b);
d = FixedMulC(a, b);
if (c != d)
{
printf("(");
M_print(a);
printf(") * (");
M_print(b);
printf(") = (");
M_print(c);
printf(") != (");
M_print(d);
printf(") \n");
n--;
printf("%d != %d\n", c, d);
}
c = FixedDiv(a, b);
d = FixedDivC(a, b);
if (c != d)
{
printf("(");
M_print(a);
printf(") / (");
M_print(b);
printf(") = (");
M_print(c);
printf(") != (");
M_print(d);
printf(")\n");
n--;
printf("%d != %d\n", c, d);
}
if (n <= 0)
exit(-1);
}
c = FixedDiv(a, b);
d = FixedDivC(a, b);
if (c != d)
{
printf("(");
M_print(a);
printf(") / (");
M_print(b);
printf(") = (");
M_print(c);
printf(") != (");
M_print(d);
printf(")\n");
n--;
printf("%d != %d\n", c, d);
}
if (n <= 0)
exit(-1);
}
#endif
#ifdef SQRT_TEST
@ -982,7 +1017,7 @@ int main(int argc, char** argv)
{
c = FixedSqrt(a);
d = FixedSqrtC(a);
b = abs(c-d);
b = abs(c - d);
if (b > 1)
{
printf("sqrt(");

View File

@ -389,9 +389,11 @@ boolean FV3_Equal(const vector3_t *a_1, const vector3_t *a_2);
fixed_t FV3_Dot(const vector3_t *a_1, const vector3_t *a_2);
vector3_t *FV3_Cross(const vector3_t *a_1, const vector3_t *a_2, vector3_t *a_o);
vector3_t *FV3_ClosestPointOnLine(const vector3_t *Line, const vector3_t *p, vector3_t *out);
void FV3_ClosestPointOnVector(const vector3_t *dir, const vector3_t *p, vector3_t *out);
void FV3_ClosestPointOnTriangle(const vector3_t *tri, const vector3_t *point, vector3_t *result);
vector3_t *FV3_Point2Vec(const vector3_t *point1, const vector3_t *point2, vector3_t *a_o);
void FV3_Normal(const vector3_t *a_triangle, vector3_t *a_normal);
fixed_t FV3_Normal(const vector3_t *a_triangle, vector3_t *a_normal);
fixed_t FV3_Strength(const vector3_t *a_1, const vector3_t *dir);
fixed_t FV3_PlaneDistance(const vector3_t *a_normal, const vector3_t *a_point);
boolean FV3_IntersectedPlane(const vector3_t *a_triangle, const vector3_t *a_line, vector3_t *a_normal, fixed_t *originDistance);
fixed_t FV3_PlaneIntersection(const vector3_t *pOrigin, const vector3_t *pNormal, const vector3_t *rOrigin, const vector3_t *rVector);

File diff suppressed because it is too large Load Diff

View File

@ -18,6 +18,7 @@
#include "d_event.h"
#include "command.h"
#include "r_things.h" // for SKINNAMESIZE
#include "f_finale.h" // for ttmode_enum
//
// MENUS
@ -63,6 +64,7 @@ typedef enum
MN_MP_CONNECT,
MN_MP_ROOM,
MN_MP_PLAYERSETUP, // MP_PlayerSetupDef shared with SPLITSCREEN if #defined NONET
MN_MP_SERVER_OPTIONS,
// Options
MN_OP_MAIN,
@ -103,6 +105,7 @@ typedef enum
MN_SR_LEVELSELECT,
MN_SR_UNLOCKCHECKLIST,
MN_SR_EMBLEMHINT,
MN_SR_PLAYER,
// Addons (Part of MISC, but let's make it our own)
MN_AD_MAIN,
@ -126,19 +129,27 @@ typedef enum
typedef struct
{
char bgname[8]; // name for background gfx lump; lays over titlemap if this is set
SINT8 hidetitlepics; // hide title gfx per menu; -1 means undefined, inherits global setting
SINT8 fadestrength; // darken background when displaying this menu, strength 0-31 or -1 for undefined
INT32 bgcolor; // fill color, overrides bg name. -1 means follow bg name rules.
INT32 titlescrollxspeed; // background gfx scroll per menu; inherits global setting
INT32 titlescrollyspeed; // y scroll
INT32 bgcolor; // fill color, overrides bg name. -1 means follow bg name rules.
boolean bghide; // for titlemaps, hide the background.
SINT8 hidetitlepics; // hide title gfx per menu; -1 means undefined, inherits global setting
ttmode_enum ttmode; // title wing animation mode; default TTMODE_OLD
UINT8 ttscale; // scale of title wing gfx (FRACUNIT / ttscale); -1 means undefined, inherits global setting
char ttname[9]; // lump name of title wing gfx. If name length is <= 6, engine will attempt to load numbered frames (TTNAMExx)
INT16 ttx; // X position of title wing
INT16 tty; // Y position of title wing
INT16 ttloop; // # frame to loop; -1 means dont loop
UINT16 tttics; // # of tics per frame
char musname[7]; ///< Music track to play. "" for no music.
UINT16 mustrack; ///< Subsong to play. Only really relevant for music modules and specific formats supported by GME. 0 to ignore.
boolean muslooping; ///< Loop the music
boolean musstop; ///< Don't play any music
boolean musignore; ///< Let the current music keep playing
SINT8 fadestrength; // darken background when displaying this menu, strength 0-31 or -1 for undefined
boolean enterbubble; // run all entrance line execs after common ancestor and up to child. If false, only run the child's exec
boolean exitbubble; // run all exit line execs from child and up to before common ancestor. If false, only run the child's exec
INT32 entertag; // line exec to run on menu enter, if titlemap
@ -156,7 +167,7 @@ UINT8 M_GetYoungestChildMenu(void);
void M_ChangeMenuMusic(const char *defaultmusname, boolean defaultmuslooping);
void M_SetMenuCurBackground(const char *defaultname);
void M_SetMenuCurFadeValue(UINT8 defaultvalue);
void M_SetMenuCurHideTitlePics(void);
void M_SetMenuCurTitlePics(void);
// Called by main loop,
// saves config file and calls I_Quit when user exits.
@ -323,9 +334,18 @@ typedef struct
char notes[441];
char picname[8];
char skinname[SKINNAMESIZE*2+2]; // skin&skin\0
patch_t *pic;
patch_t *charpic;
UINT8 prev;
UINT8 next;
// new character select
char displayname[SKINNAMESIZE+1];
SINT8 skinnum[2];
UINT8 oppositecolor;
char nametag[8];
patch_t *namepic;
UINT8 tagtextcolor;
UINT8 tagoutlinecolor;
} description_t;
// level select platter
@ -374,6 +394,7 @@ typedef struct
extern description_t description[MAXSKINS];
extern consvar_t cv_showfocuslost;
extern consvar_t cv_newgametype, cv_nextmap, cv_chooseskin, cv_serversort;
extern CV_PossibleValue_t gametype_cons_t[];

View File

@ -197,7 +197,7 @@ INT32 M_MapNumber(char first, char second)
// ==========================================================================
// some libcs has no access function, make our own
#if defined (_WIN32_WCE)
#if 0
int access(const char *path, int amode)
{
int accesshandle = -1;

View File

@ -129,6 +129,7 @@ void A_FishJump(mobj_t *actor);
void A_ThrownRing(mobj_t *actor);
void A_SetSolidSteam(mobj_t *actor);
void A_UnsetSolidSteam(mobj_t *actor);
void A_SignSpin(mobj_t *actor);
void A_SignPlayer(mobj_t *actor);
void A_OverlayThink(mobj_t *actor);
void A_JetChase(mobj_t *actor);
@ -298,6 +299,14 @@ void A_SnapperThinker(mobj_t *actor);
void A_SaloonDoorSpawn(mobj_t *actor);
void A_MinecartSparkThink(mobj_t *actor);
void A_ModuloToState(mobj_t *actor);
void A_LavafallRocks(mobj_t *actor);
void A_LavafallLava(mobj_t *actor);
void A_FallingLavaCheck(mobj_t *actor);
void A_FireShrink(mobj_t *actor);
void A_SpawnPterabytes(mobj_t *actor);
void A_PterabyteHover(mobj_t *actor);
void A_RolloutSpawn(mobj_t *actor);
void A_RolloutRock(mobj_t *actor);
//for p_enemy.c
@ -2019,6 +2028,7 @@ void A_CrushstaceanWalk(mobj_t *actor)
|| (actor->reactiontime-- <= 0))
{
actor->flags2 ^= MF2_AMBUSH;
P_SetTarget(&actor->target, NULL);
P_SetMobjState(actor, locvar2);
actor->reactiontime = actor->info->reactiontime;
}
@ -2079,7 +2089,7 @@ void A_CrushclawAim(mobj_t *actor)
return; // there is only one step and it is crab
}
if (crab->target || P_LookForPlayers(crab, true, false, 600*crab->scale))
if (crab->target || P_LookForPlayers(crab, true, false, actor->info->speed*crab->scale))
ang = R_PointToAngle2(crab->x, crab->y, crab->target->x, crab->target->y);
else
ang = crab->angle + ((crab->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);
@ -2162,7 +2172,7 @@ void A_CrushclawLaunch(mobj_t *actor)
UINT8 i = 0;
for (i = 0; (i < CSEGS); i++)
{
mobj_t *newchain = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->info->raisestate);
mobj_t *newchain = P_SpawnMobjFromMobj(actor, 0, 0, 0, (mobjtype_t)actor->info->raisestate);
P_SetTarget(&prevchain->target, newchain);
prevchain = newchain;
}
@ -3921,11 +3931,15 @@ void A_BossDeath(mobj_t *mo)
{
// Touching the egg trap button calls P_DoPlayerExit, which calls P_RestoreMusic.
// So just park ourselves in the mapmus variables.
boolean changed = strnicmp(mapheaderinfo[gamemap-1]->musname, mapmusname, 7);
strncpy(mapmusname, mapheaderinfo[gamemap-1]->muspostbossname, 7);
mapmusname[6] = 0;
mapmusflags = (mapheaderinfo[gamemap-1]->muspostbosstrack & MUSIC_TRACKMASK) | MUSIC_RELOADRESET;
mapmusposition = mapheaderinfo[gamemap-1]->muspostbosspos;
// But don't change the mapmus variables if they were modified from their level header values (e.g., TUNES).
boolean changed = strnicmp(mapheaderinfo[gamemap-1]->musname, S_MusicName(), 7);
if (!strnicmp(mapheaderinfo[gamemap-1]->musname, mapmusname, 7))
{
strncpy(mapmusname, mapheaderinfo[gamemap-1]->muspostbossname, 7);
mapmusname[6] = 0;
mapmusflags = (mapheaderinfo[gamemap-1]->muspostbosstrack & MUSIC_TRACKMASK) | MUSIC_RELOADRESET;
mapmusposition = mapheaderinfo[gamemap-1]->muspostbosspos;
}
// don't change if we're in another tune
// but in case we're in jingle, use our parked mapmus variables so the correct track restores
@ -4750,7 +4764,7 @@ void A_DropMine(mobj_t *actor)
// Description: Makes the stupid harmless fish in Greenflower Zone jump.
//
// var1 = Jump strength (in FRACBITS), if specified. Otherwise, uses the angle value.
// var2 = unused
// var2 = Trail object to spawn, if desired.
//
void A_FishJump(mobj_t *actor)
{
@ -4763,8 +4777,17 @@ void A_FishJump(mobj_t *actor)
if (locvar2)
{
fixed_t rad = actor->radius>>FRACBITS;
P_SpawnMobjFromMobj(actor, P_RandomRange(rad, -rad)<<FRACBITS, P_RandomRange(rad, -rad)<<FRACBITS, 0, (mobjtype_t)locvar2);
UINT8 i;
// Don't spawn trail unless a player is nearby.
for (i = 0; i < MAXPLAYERS; ++i)
if (playeringame[i] && players[i].mo
&& P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (actor->info->speed))
break; // Stop looking.
if (i < MAXPLAYERS)
{
fixed_t rad = actor->radius>>FRACBITS;
P_SpawnMobjFromMobj(actor, P_RandomRange(rad, -rad)<<FRACBITS, P_RandomRange(rad, -rad)<<FRACBITS, 0, (mobjtype_t)locvar2);
}
}
if ((actor->z <= actor->floorz) || (actor->z <= actor->watertop - FixedMul((64 << FRACBITS), actor->scale)))
@ -4997,59 +5020,186 @@ void A_UnsetSolidSteam(mobj_t *actor)
actor->flags |= MF_NOCLIP;
}
// Function: A_SignSpin
//
// Description: Spins a signpost until it hits the ground and reaches its mapthing's angle.
//
// var1 = degrees to rotate object (must be positive, because I'm lazy)
// var2 = unused
//
void A_SignSpin(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
INT16 i;
angle_t rotateangle = FixedAngle(locvar1 << FRACBITS);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SignSpin", actor))
return;
#endif
if (P_IsObjectOnGround(actor) && P_MobjFlip(actor) * actor->momz <= 0)
{
if (actor->spawnpoint)
{
angle_t mapangle = FixedAngle(actor->spawnpoint->angle << FRACBITS);
angle_t diff = mapangle - actor->angle;
if (diff < ANG2)
{
actor->angle = mapangle;
P_SetMobjState(actor, actor->info->deathstate);
return;
}
if ((statenum_t)(actor->state-states) != actor->info->painstate)
P_SetMobjState(actor, actor->info->painstate);
actor->movedir = min((mapangle - actor->angle) >> 2, actor->movedir);
}
else // no mapthing? just finish in your current angle
{
P_SetMobjState(actor, locvar2);
return;
}
}
else
{
actor->movedir = rotateangle;
}
actor->angle += actor->movedir;
if (actor->tracer == NULL || P_MobjWasRemoved(actor->tracer)) return;
for (i = -1; i < 2; i += 2)
{
P_SpawnMobjFromMobj(actor,
P_ReturnThrustX(actor, actor->tracer->angle, i * actor->radius),
P_ReturnThrustY(actor, actor->tracer->angle, i * actor->radius),
(actor->eflags & MFE_VERTICALFLIP) ? 0 : actor->height,
actor->info->painchance)->destscale >>= 1;
}
}
// Function: A_SignPlayer
//
// Description: Changes the state of a level end sign to reflect the player that hit it.
// Also used to display Eggman or the skin roulette whilst spinning.
//
// var1 = unused
// var2 = unused
// var1 = number of skin to display (e.g. 2 = Knuckles; special cases: -1 = target's skin, -2 = skin roulette, -3 = Eggman)
// var2 = custom sign color, if desired.
//
void A_SignPlayer(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
skin_t *skin = NULL;
mobj_t *ov;
skin_t *skin;
UINT8 facecolor, signcolor = (UINT8)locvar2;
UINT32 signframe = states[actor->info->raisestate].frame;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SignPlayer", actor))
return;
#endif
if (!actor->target)
if (actor->tracer == NULL || locvar1 < -3 || locvar1 >= numskins)
return;
if (!actor->target->player)
return;
skin = &skins[actor->target->player->skin];
if ((actor->target->player->skincolor == skin->prefcolor) && (skin->prefoppositecolor)) // Set it as the skin's preferred oppositecolor?
// if no face overlay, spawn one
if (actor->tracer->tracer == NULL || P_MobjWasRemoved(actor->tracer->tracer))
{
actor->color = skin->prefoppositecolor;
/*
If you're here from the comment above Color_Opposite,
the following line is the one which is dependent on the
array being symmetrical. It gets the opposite of the
opposite of your desired colour just so it can get the
brightness frame for the End Sign. It's not a great
design choice, but it's constant time array access and
the idea that the colours should be OPPOSITES is kind
of in the name. If you have a better idea, feel free
to let me know. ~toast 2016/07/20
*/
actor->frame += (15 - Color_Opposite[Color_Opposite[skin->prefoppositecolor - 1][0] - 1][1]);
}
else if (actor->target->player->skincolor) // Set the sign to be an appropriate background color for this player's skincolor.
{
actor->color = Color_Opposite[actor->target->player->skincolor - 1][0];
actor->frame += (15 - Color_Opposite[actor->target->player->skincolor - 1][1]);
}
if (skin->sprites[SPR2_SIGN].numframes)
{
// spawn an overlay of the player's face.
ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY);
P_SetTarget(&ov->target, actor);
ov->color = actor->target->player->skincolor;
P_SetTarget(&ov->target, actor->tracer);
P_SetTarget(&actor->tracer->tracer, ov);
}
else
ov = actor->tracer->tracer;
if (locvar1 == -1) // set to target's skin
{
if (!actor->target)
return;
if (!actor->target->player)
return;
skin = &skins[actor->target->player->skin];
facecolor = actor->target->player->skincolor;
if (signcolor)
;
else if ((actor->target->player->skincolor == skin->prefcolor) && (skin->prefoppositecolor)) // Set it as the skin's preferred oppositecolor?
{
signcolor = skin->prefoppositecolor;
/*
If you're here from the comment above Color_Opposite,
the following line is the one which is dependent on the
array being symmetrical. It gets the opposite of the
opposite of your desired colour just so it can get the
brightness frame for the End Sign. It's not a great
design choice, but it's constant time array access and
the idea that the colours should be OPPOSITES is kind
of in the name. If you have a better idea, feel free
to let me know. ~toast 2016/07/20
*/
signframe += (15 - Color_Opposite[Color_Opposite[skin->prefoppositecolor - 1][0] - 1][1]);
}
else if (actor->target->player->skincolor) // Set the sign to be an appropriate background color for this player's skincolor.
{
signcolor = Color_Opposite[actor->target->player->skincolor - 1][0];
signframe += (15 - Color_Opposite[actor->target->player->skincolor - 1][1]);
}
else
signcolor = SKINCOLOR_NONE;
}
else if (locvar1 != -3) // set to a defined skin
{
// I turned this function into a fucking mess. I'm so sorry. -Lach
if (locvar1 == -2) // next skin
{
if (ov->skin == NULL) // pick a random skin to start with!
skin = &skins[P_RandomKey(numskins)];
else // otherwise, advance 1 skin
{
UINT8 skinnum = (skin_t*)ov->skin-skins;
player_t *player = actor->target ? actor->target->player : NULL;
while ((skinnum = (skinnum + 1) % numskins) && (player ? !R_SkinUsable(player-players, skinnum) : skins[skinnum].availability > 0));
skin = &skins[skinnum];
}
}
else // specific skin
{
skin = &skins[locvar1];
}
facecolor = skin->prefcolor;
if (signcolor)
;
else if (skin->prefoppositecolor)
{
signcolor = skin->prefoppositecolor;
}
else
{
signcolor = Color_Opposite[facecolor - 1][0];
}
signframe += (15 - Color_Opposite[Color_Opposite[signcolor - 1][0] - 1][1]);
}
if (skin != NULL && skin->sprites[SPR2_SIGN].numframes) // player face
{
ov->color = facecolor;
ov->skin = skin;
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
actor->tracer->color = signcolor;
actor->tracer->frame = signframe;
}
else // Eggman face
{
ov->color = SKINCOLOR_NONE;
P_SetMobjState(ov, actor->info->meleestate); // S_EGGMANSIGN
if (signcolor)
actor->tracer->color = signcolor;
else
actor->tracer->color = signcolor = SKINCOLOR_CARBON;
actor->tracer->frame = signframe += (15 - Color_Opposite[Color_Opposite[signcolor - 1][0] - 1][1]);
}
}
@ -5097,7 +5247,7 @@ void A_OverlayThink(mobj_t *actor)
actor->z = actor->target->z + actor->target->height - mobjinfo[actor->type].height - ((var2>>16) ? -1 : 1)*(var2&0xFFFF)*FRACUNIT;
else
actor->z = actor->target->z + ((var2>>16) ? -1 : 1)*(var2&0xFFFF)*FRACUNIT;
actor->angle = actor->target->angle;
actor->angle = actor->target->angle + actor->movedir;
actor->eflags = actor->target->eflags;
actor->momx = actor->target->momx;
@ -5343,20 +5493,22 @@ static mobj_t *minus;
static boolean PIT_MinusCarry(mobj_t *thing)
{
if (minus->tracer)
return true;
if (minus->type == thing->type)
return true;
if (!(thing->flags & MF_SHOOTABLE) || !(thing->flags & MF_ENEMY))
if (!(thing->flags & (MF_PUSHABLE|MF_ENEMY)))
return true;
if (P_AproxDistance(minus->x - thing->x, minus->y - thing->y) >= minus->radius * 3)
if (P_AproxDistance(minus->x - thing->x, minus->y - thing->y) >= minus->radius*3)
return true;
if (abs(thing->z - minus->z) > minus->height)
return true;
P_SetTarget(&minus->tracer, thing);
minus->tracer->flags &= ~MF_PUSHABLE;
return true;
}
@ -5420,6 +5572,9 @@ void A_MinusDigging(mobj_t *actor)
A_Chase(actor);
// Carry over shit, maybe
if (P_MobjWasRemoved(actor->tracer) || !actor->tracer->health)
P_SetTarget(&actor->tracer, NULL);
if (!actor->tracer)
{
fixed_t radius = 3*actor->radius;
@ -5469,7 +5624,6 @@ void A_MinusPopup(mobj_t *actor)
else
actor->momz = 10*FRACUNIT;
actor->flags |= MF_SPECIAL|MF_SHOOTABLE;
S_StartSound(actor, sfx_s3k82);
for (i = 1; i <= num; i++)
{
@ -5482,6 +5636,7 @@ void A_MinusPopup(mobj_t *actor)
if (actor->tracer)
P_DamageMobj(actor->tracer, actor, actor, 1, 0);
actor->flags = (actor->flags & ~MF_NOCLIPTHING)|MF_SPECIAL|MF_SHOOTABLE;
}
// Function: A_MinusCheck
@ -8408,8 +8563,8 @@ void A_ChangeAngleAbsolute(mobj_t *actor)
//
// var1 = sound # to play
// var2:
// 0 = Play sound without an origin
// 1 = Play sound using calling object as origin
// lower 16 bits = If 1, play sound using calling object as origin. If 0, play sound without an origin
// upper 16 bits = If 1, do not play sound during preticker.
//
void A_PlaySound(mobj_t *actor)
{
@ -8420,7 +8575,10 @@ void A_PlaySound(mobj_t *actor)
return;
#endif
S_StartSound(locvar2 ? actor : NULL, locvar1);
if (leveltime < 2 && (locvar2 >> 16))
return;
S_StartSound((locvar2 & 65535) ? actor : NULL, locvar1);
}
// Function: A_FindTarget
@ -8949,10 +9107,11 @@ void A_BossJetFume(mobj_t *actor)
P_SetTarget(&filler->target, actor);
filler->fuse = 59;
P_SetTarget(&actor->tracer, filler);
filler->destscale = actor->scale/3;
P_SetScale(filler, filler->destscale);
P_SetScale(filler, (filler->destscale = actor->scale/3));
if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP;
filler->color = SKINCOLOR_ICY;
filler->colorized = true;
}
else if (locvar1 == 3) // Boss 4 jet flame
{
@ -12197,7 +12356,7 @@ void A_MineExplode(mobj_t *actor)
#undef dist
if (actor->watertop != INT32_MAX)
P_SpawnMobj(actor->x, actor->y, actor->watertop, MT_SPLISH);
P_SpawnMobj(actor->x, actor->y, actor->watertop, (actor->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH);
}
}
@ -12237,7 +12396,6 @@ void A_ConnectToGround(mobj_t *actor)
mobj_t *work;
fixed_t workz;
fixed_t workh;
SINT8 dir;
angle_t ang;
INT32 locvar1 = var1;
INT32 locvar2 = var2;
@ -12251,23 +12409,17 @@ void A_ConnectToGround(mobj_t *actor)
P_AdjustMobjFloorZ_FFloors(actor, actor->subsector->sector, 2);
if (actor->flags2 & MF2_OBJECTFLIP)
{
workz = actor->ceilingz - (actor->z + actor->height);
dir = -1;
}
workz = (actor->z + actor->height) - actor->ceilingz;
else
{
workz = actor->floorz - actor->z;
dir = 1;
}
if (locvar2)
{
workh = FixedMul(mobjinfo[locvar2].height, actor->scale);
if (actor->flags2 & MF2_OBJECTFLIP)
workz -= workh;
workz += workh;
work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar2);
workz += dir*workh;
workz += workh;
}
if (!locvar1)
@ -12276,21 +12428,18 @@ void A_ConnectToGround(mobj_t *actor)
if (!(workh = FixedMul(mobjinfo[locvar1].height, actor->scale)))
return;
if (actor->flags2 & MF2_OBJECTFLIP)
workz -= workh;
ang = actor->angle + ANGLE_45;
while (dir*workz < 0)
while (workz < 0)
{
work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1);
if (work)
work->angle = ang;
ang += ANGLE_90;
workz += dir*workh;
workz += workh;
}
if (workz != 0)
actor->z += workz;
actor->z += P_MobjFlip(actor)*workz;
}
// Function: A_SpawnParticleRelative
@ -13455,6 +13604,13 @@ void A_TNTExplode(mobj_t *actor)
if (LUA_CallAction("A_TNTExplode", actor))
return;
#endif
if (actor->tracer)
{
P_SetTarget(&actor->tracer->tracer, NULL);
P_SetTarget(&actor->tracer, NULL);
}
P_UnsetThingPosition(actor);
if (sector_list)
{
@ -13668,8 +13824,6 @@ void A_KillSegments(mobj_t *actor)
static void P_SnapperLegPlace(mobj_t *mo)
{
mobj_t *seg = mo->tracer;
fixed_t x0 = mo->x;
fixed_t y0 = mo->y;
angle_t a = mo->angle;
angle_t fa = (a >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t c = FINECOSINE(fa);
@ -13684,7 +13838,8 @@ static void P_SnapperLegPlace(mobj_t *mo)
fixed_t rad = mo->radius;
INT32 necklen = (32*(mo->info->reactiontime - mo->reactiontime))/mo->info->reactiontime; // Not in FU
P_TeleportMove(seg, mo->x + FixedMul(c, rad) + necklen*c, mo->y + FixedMul(s, rad) + necklen*s, mo->z + mo->height/3);
seg->z = mo->z + ((mo->eflags & MFE_VERTICALFLIP) ? (((mo->height<<1)/3) - seg->height) : mo->height/3);
P_TryMove(seg, mo->x + FixedMul(c, rad) + necklen*c, mo->y + FixedMul(s, rad) + necklen*s, true);
seg->angle = a;
// Move as many legs as available.
@ -13704,13 +13859,14 @@ static void P_SnapperLegPlace(mobj_t *mo)
{
x = c*o2 + s*o1;
y = s*o2 - c*o1;
P_TryMove(seg, x0 + x, y0 + y, true);
seg->z = mo->z + (((mo->eflags & MFE_VERTICALFLIP) ? (mo->height - seg->height) : 0));
P_TryMove(seg, mo->x + x, mo->y + y, true);
P_SetMobjState(seg, seg->info->raisestate);
}
else
P_SetMobjState(seg, seg->info->spawnstate);
seg->angle = R_PointToAngle2(x0, y0, seg->x, seg->y);
seg->angle = R_PointToAngle2(mo->x, mo->y, seg->x, seg->y);
seg = seg->tracer;
} while (seg);
@ -13738,14 +13894,14 @@ void A_SnapperSpawn(mobj_t *actor)
#endif
// It spawns 1 head.
seg = P_SpawnMobj(actor->x, actor->y, actor->z, headtype);
seg = P_SpawnMobjFromMobj(actor, 0, 0, 0, headtype);
P_SetTarget(&ptr->tracer, seg);
ptr = seg;
// It spawns 4 legs which will be handled in the thinker function.
for (i = 1; i <= 4; i++)
{
seg = P_SpawnMobj(actor->x, actor->y, actor->z, legtype);
seg = P_SpawnMobjFromMobj(actor, 0, 0, 0, legtype);
P_SetTarget(&ptr->tracer, seg);
ptr = seg;
@ -13893,51 +14049,43 @@ void A_SnapperThinker(mobj_t *actor)
//
// Description: Spawns a saloon door.
//
// var1 = unused
// var2 = unused
// var1 = mobjtype for sides
// var2 = distance sides should be placed apart
//
void A_SaloonDoorSpawn(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
angle_t ang = actor->angle;
angle_t fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t c = FINECOSINE(fa);
fixed_t s = FINESINE(fa);
INT32 d = 48;
fixed_t x = actor->x;
fixed_t y = actor->y;
fixed_t z = actor->z;
fixed_t c = FINECOSINE(fa)*locvar2;
fixed_t s = FINESINE(fa)*locvar2;
mobj_t *door;
mobjflag2_t ambush = (actor->flags & MF2_AMBUSH);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SaloonDoorSpawn", actor))
return;
#endif
//Front
door = P_SpawnMobj(x + c*d, y + s*d, z, MT_SALOONDOOR);
if (!locvar1)
return;
// One door...
if (!(door = P_SpawnMobjFromMobj(actor, c, s, 0, locvar1))) return;
door->angle = ang + ANGLE_180;
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
door->flags2 |= ambush; // Can be opened by normal players?
// Origin angle
door->extravalue1 = AngleFixed(door->angle);
// Angular speed
door->extravalue2 = 0;
// Origin door
P_SetTarget(&door->tracer, actor);
//Back
door = P_SpawnMobj(x - c*d, y - s*d, z, MT_SALOONDOOR);
// ...two door!
if (!(door = P_SpawnMobjFromMobj(actor, -c, -s, 0, locvar1))) return;
door->angle = ang;
// Origin angle
door->extravalue1 = AngleFixed(door->angle);
// Angular speed
door->extravalue2 = 0;
// Origin door
P_SetTarget(&door->tracer, actor);
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
door->flags2 |= ambush; // Can be opened by normal players?
}
// Function: A_MinecartSparkThink
@ -13998,3 +14146,299 @@ void A_ModuloToState(mobj_t *actor)
P_SetMobjState(actor, (locvar2));
modulothing++;
}
// Function: A_LavafallRocks
//
// Description: Spawn random rock particles.
//
// var1 = unused
// var2 = unused
//
void A_LavafallRocks(mobj_t *actor)
{
UINT8 i;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_LavafallRocks", actor))
return;
#endif
// Don't spawn rocks unless a player is relatively close by.
for (i = 0; i < MAXPLAYERS; ++i)
if (playeringame[i] && players[i].mo
&& P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (actor->info->speed >> 1))
break; // Stop looking.
if (i < MAXPLAYERS)
{
angle_t fa = (FixedAngle(P_RandomKey(360) << FRACBITS) >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t offset = P_RandomRange(4, 12) << FRACBITS;
fixed_t xoffs = FixedMul(FINECOSINE(fa), actor->radius + offset);
fixed_t yoffs = FixedMul(FINESINE(fa), actor->radius + offset);
P_SpawnMobjFromMobj(actor, xoffs, yoffs, 0, MT_LAVAFALLROCK);
}
}
// Function: A_LavafallLava
//
// Description: Spawn lava from lavafall.
//
// var1 = unused
// var2 = unused
//
void A_LavafallLava(mobj_t *actor)
{
mobj_t *lavafall;
UINT8 i;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_LavafallLava", actor))
return;
#endif
if ((40 - actor->fuse) % (2*(actor->scale >> FRACBITS)))
return;
// Don't spawn lava unless a player is nearby.
for (i = 0; i < MAXPLAYERS; ++i)
if (playeringame[i] && players[i].mo
&& P_AproxDistance(actor->x - players[i].mo->x, actor->y - players[i].mo->y) < (actor->info->speed))
break; // Stop looking.
if (i >= MAXPLAYERS)
return;
lavafall = P_SpawnMobjFromMobj(actor, 0, 0, -8*FRACUNIT, MT_LAVAFALL_LAVA);
lavafall->momz = -P_MobjFlip(actor)*25*FRACUNIT;
}
// Function: A_FallingLavaCheck
//
// Description: If actor hits the ground or a water surface, enter the death animation.
//
// var1 = unused
// var2 = unused
//
void A_FallingLavaCheck(mobj_t *actor)
{
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FallingLavaCheck", actor))
return;
#endif
if (actor->eflags & MFE_TOUCHWATER || P_IsObjectOnGround(actor))
{
actor->flags = MF_NOGRAVITY|MF_NOCLIPTHING;
actor->momz = 0;
if (actor->eflags & MFE_TOUCHWATER)
actor->z = (actor->eflags & MFE_VERTICALFLIP) ? actor->waterbottom : actor->watertop;
P_SetMobjState(actor, actor->info->deathstate);
}
}
// Function: A_FireShrink
//
// Description: Shrink the actor down to the specified scale at the specified speed.
//
// var1 = Scale to shrink to
// var2 = Shrinking speed
//
void A_FireShrink(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FireShrink", actor))
return;
#endif
actor->destscale = locvar1;
actor->scalespeed = FRACUNIT/locvar2;
}
// Function: A_SpawnPterabytes
//
// Description: Spawn Pterabytes around the actor in a circle.
//
// var1 = unused
// var2 = unused
//
void A_SpawnPterabytes(mobj_t *actor)
{
mobj_t *waypoint, *ptera;
fixed_t c, s;
fixed_t rad = 280*FRACUNIT;
angle_t ang = 0;
angle_t interval, fa;
UINT8 amount = 1;
UINT8 i;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SpawnPterabytes", actor))
return;
#endif
if (actor->spawnpoint)
amount = actor->spawnpoint->extrainfo + 1;
interval = FixedAngle(FRACUNIT*360/amount);
for (i = 0; i < amount; i++)
{
fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
c = FINECOSINE(fa);
s = FINESINE(fa);
waypoint = P_SpawnMobjFromMobj(actor, FixedMul(c, rad), FixedMul(s, rad), 0, MT_PTERABYTEWAYPOINT);
waypoint->angle = ang + ANGLE_90;
P_SetTarget(&waypoint->tracer, actor);
ptera = P_SpawnMobjFromMobj(waypoint, 0, 0, 0, MT_PTERABYTE);
ptera->angle = waypoint->angle;
P_SetTarget(&ptera->tracer, waypoint);
ptera->extravalue1 = 0;
ang += interval;
}
}
// Function: A_PterabyteHover
//
// Description: Hover in a circular fashion, bobbing up and down slightly.
//
// var1 = unused
// var2 = unused
//
void A_PterabyteHover(mobj_t *actor)
{
angle_t ang, fa;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_PterabyteHover", actor))
return;
#endif
P_InstaThrust(actor, actor->angle, actor->info->speed);
actor->angle += ANG1;
actor->extravalue1 = (actor->extravalue1 + 3) % 360;
ang = actor->extravalue1*ANG1;
fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
actor->z += FINESINE(fa);
}
// Function: A_RolloutSpawn
//
// Description: Spawns a new Rollout Rock when the currently spawned rock is destroyed or moves far enough away.
//
// var1 = Distance currently spawned rock should travel before spawning a new one
// var2 = Object type to spawn
//
void A_RolloutSpawn(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RolloutSpawn", actor))
return;
#endif
if (!(actor->target)
|| P_MobjWasRemoved(actor->target)
|| P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) > locvar1)
{
actor->target = P_SpawnMobj(actor->x, actor->y, actor->z, locvar2);
actor->target->flags2 |= (actor->flags2 & (MF2_AMBUSH | MF2_OBJECTFLIP)) | MF2_SLIDEPUSH;
actor->target->eflags |= (actor->eflags & MFE_VERTICALFLIP);
if (actor->target->flags2 & MF2_AMBUSH)
{
actor->target->color = SKINCOLOR_SUPERRUST3;
actor->target->colorized = true;
}
}
}
// Function: A_RolloutRock
//
// Description: Thinker for Rollout Rock.
//
// var1 = Drag
// var2 = Vertical bobbing speed factor
//
void A_RolloutRock(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
UINT8 maxframes = actor->info->reactiontime; // number of frames the mobj cycles through
fixed_t pi = (22*FRACUNIT/7);
fixed_t circumference = FixedMul(2 * pi, actor->radius); // used to calculate when to change frame
fixed_t speed = P_AproxDistance(actor->momx, actor->momy), topspeed = FixedMul(actor->info->speed, actor->scale);
boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RolloutRock", actor))
return;
#endif
actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
if (actor->threshold)
actor->threshold--;
if (inwater && !(actor->flags2 & MF2_AMBUSH)) // buoyancy in water (or lava)
{
UINT8 flip = P_MobjFlip(actor);
fixed_t prevmomz = actor->momz;
actor->momz = FixedMul(actor->momz, locvar2);
actor->momz += flip * FixedMul(locvar2, actor->scale);
if (flip*prevmomz < 0 && flip*actor->momz >= 0 && !actor->threshold)
{
if (actor->eflags & MFE_UNDERWATER)
S_StartSound(actor, sfx_splash);
else if (!actor->threshold)
S_StartSound(actor, sfx_splish);
actor->threshold = max((topspeed - speed) >> FRACBITS, 8);
}
}
if (speed > topspeed) // cap speed
{
actor->momx = FixedMul(FixedDiv(actor->momx, speed), topspeed);
actor->momy = FixedMul(FixedDiv(actor->momy, speed), topspeed);
}
if (P_IsObjectOnGround(actor) || inwater) // apply drag to speed (compensates for lack of friction but also works in liquids)
{
actor->momx = FixedMul(actor->momx, locvar1);
actor->momy = FixedMul(actor->momy, locvar1);
}
speed = P_AproxDistance(actor->momx, actor->momy); // recalculate speed for visual rolling
if (speed < actor->scale >> 1) // stop moving if speed is insignificant
{
actor->momx = 0;
actor->momy = 0;
}
else if (speed > actor->scale)
{
actor->movecount = 1; // rock has moved; fuse should be set so we don't have a trillion rocks lying around
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); // set rock's angle to movement direction
actor->movefactor += speed;
if (actor->movefactor > circumference / maxframes) // if distance moved is enough to change frame, change it!
{
actor->reactiontime++;
actor->reactiontime %= maxframes;
actor->movefactor = 0;
}
}
actor->frame = actor->reactiontime % maxframes; // set frame
if (!(actor->flags & MF_PUSHABLE)) // if being ridden, don't disappear
actor->fuse = 0;
else if (!actor->fuse && actor->movecount == 1) // otherwise if rock has moved, set its fuse
actor->fuse = actor->info->painchance;
if (actor->fuse && actor->fuse < 2*TICRATE)
actor->flags2 ^= MF2_DONTDRAW;
}

View File

@ -1778,6 +1778,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
case MT_RAIN:
case MT_SNOWFLAKE:
case MT_SPLISH:
case MT_LAVASPLISH:
case MT_SMOKE:
case MT_SMALLBUBBLE:
case MT_MEDIUMBUBBLE:
@ -2424,7 +2425,7 @@ void T_RaiseSector(levelspecthink_t *raise)
mobj_t *thing;
sector_t *sector;
INT32 i;
boolean playeronme = false;
boolean playeronme = false, active = false;
fixed_t ceilingdestination, floordestination;
result_e res = 0;
@ -2459,7 +2460,52 @@ void T_RaiseSector(levelspecthink_t *raise)
}
}
if (playeronme)
if (raise->vars[9]) // Dynamically Sinking Platform^tm
{
#define shaketime 10
if (raise->vars[11] > shaketime) // State: moving
{
if (playeronme) // If player is standing on the platform, accelerate
{
raise->vars[10] += (FRACUNIT >> 5);
}
else // otherwise, decelerate until inflection
{
raise->vars[10] -= FRACUNIT >> 3;
if (raise->vars[10] <= 0) // inflection!
{
raise->vars[10] = 0;
raise->vars[11] = 0; // allow the shake to occur again (fucks over players attempting to jump-cheese)
}
}
active = raise->vars[10] > 0;
}
else // State: shaking
{
if (playeronme || raise->vars[11])
{
active = true;
if (++raise->vars[11] > shaketime)
{
if (playeronme)
raise->vars[10] = FRACUNIT >> 5;
else
raise->vars[10] = FRACUNIT << 1;
}
else
{
raise->vars[10] = ((shaketime/2) - raise->vars[11]) << FRACBITS;
if (raise->vars[10] < -raise->vars[2]/2)
raise->vars[10] = -raise->vars[2]/2;
}
}
}
#undef shaketime
}
else // Air bobbing platform (not a Dynamically Sinking Platform^tm)
active = playeronme;
if (active)
{
raise->vars[3] = raise->vars[2];
@ -2553,6 +2599,8 @@ void T_RaiseSector(levelspecthink_t *raise)
raise->vars[3] = origspeed;
}
raise->vars[3] += raise->vars[10];
res = T_MovePlane
(
raise->sector, // sector

View File

@ -428,7 +428,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|| special->state == &states[S_FANG_BOUNCE4]
|| special->state == &states[S_FANG_PINCHBOUNCE3]
|| special->state == &states[S_FANG_PINCHBOUNCE4])
&& P_MobjFlip(special)*((special->z + special->height/2) - (toucher->z - toucher->height/2)) > -(special->height/4))
&& P_MobjFlip(special)*((special->z + special->height/2) - (toucher->z - toucher->height/2)) > (special->height/4))
{
P_DamageMobj(toucher, special, special, 1, 0);
P_SetTarget(&special->tracer, toucher);
@ -450,12 +450,18 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
}
}
break;
case MT_PYREFLY:
if (special->extravalue2 == 2 && P_DamageMobj(player->mo, special, special, 1, DMG_FIRE))
return;
default:
break;
}
if (P_PlayerCanDamage(player, special)) // Do you possess the ability to subdue the object?
{
if (special->type == MT_PTERABYTE && special->target == player->mo && special->extravalue1 == 1)
return; // Can't hurt a Pterabyte if it's trying to pick you up
if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1))
{
if (elementalpierce == 2)
@ -471,13 +477,29 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
toucher->momy = -toucher->momy;
if (player->charability == CA_FLY && player->panim == PA_ABILITY)
toucher->momz = -toucher->momz/2;
else if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
toucher->momx = 7*toucher->momx>>3;
toucher->momy = 7*toucher->momy>>3;
}
else if (player->dashmode >= DASHMODE_THRESHOLD && (player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& player->panim == PA_DASH)
P_DoPlayerPain(player, special, special);
}
P_DamageMobj(special, toucher, toucher, 1, 0);
if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
P_TwinSpinRejuvenate(player, player->thokitem);
}
else
{
if (special->type == MT_PTERABYTE && special->target == player->mo)
return; // Don't hurt the player you're trying to grab
P_DamageMobj(toucher, special, special, 1, 0);
}
return;
}
@ -611,7 +633,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (!(netgame || multiplayer))
{
player->continues += 1;
players->gotcontinue = true;
player->gotcontinue = true;
if (P_IsLocalPlayer(player))
S_StartSound(NULL, sfx_s3kac);
else
@ -1074,7 +1096,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->exiting)
return;
if (player->bumpertime < TICRATE/4)
if (player->bumpertime <= (TICRATE/2)-5)
{
S_StartSound(toucher, special->info->seesound);
if (player->powers[pw_carry] == CR_NIGHTSMODE)
@ -1482,8 +1504,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_SetMobjState(mo2, mo2->info->painstate);
}
}
S_StartSound(toucher, special->info->painsound);
return;
case MT_FAKEMOBILE:
@ -1509,10 +1529,13 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
toucher->momx = P_ReturnThrustX(special, angle, touchspeed);
toucher->momy = P_ReturnThrustY(special, angle, touchspeed);
toucher->momz = -toucher->momz;
if (player->pflags & PF_GLIDING)
if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
toucher->momx = 7*toucher->momx>>3;
toucher->momy = 7*toucher->momy>>3;
}
player->homing = 0;
@ -1557,10 +1580,13 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
toucher->momx = P_ReturnThrustX(special, special->angle, touchspeed);
toucher->momy = P_ReturnThrustY(special, special->angle, touchspeed);
toucher->momz = -toucher->momz;
if (player->pflags & PF_GLIDING)
if (player->pflags & PF_GLIDING && !P_IsObjectOnGround(toucher))
{
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
P_SetPlayerMobjState(toucher, S_PLAY_FALL);
toucher->momz += P_MobjFlip(toucher) * (player->speed >> 3);
toucher->momx = 7*toucher->momx>>3;
toucher->momy = 7*toucher->momy>>3;
}
player->homing = 0;
@ -1765,7 +1791,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return;
case MT_MINECARTSPAWNER:
if (!special->fuse || player->powers[pw_carry] != CR_MINECART)
if (!player->bot && (special->fuse < TICRATE || player->powers[pw_carry] != CR_MINECART))
{
mobj_t *mcart = P_SpawnMobj(special->x, special->y, special->z, MT_MINECART);
P_SetTarget(&mcart->target, toucher);
@ -1775,7 +1801,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_ResetPlayer(player);
player->pflags |= PF_JUMPDOWN;
player->powers[pw_carry] = CR_MINECART;
toucher->player->pflags &= ~PF_APPLYAUTOBRAKE;
player->pflags &= ~PF_APPLYAUTOBRAKE;
P_SetTarget(&toucher->tracer, mcart);
toucher->momx = toucher->momy = toucher->momz = 0;
@ -2346,7 +2372,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
if (target->player && !target->player->spectator)
{
if (metalrecording) // Ack! Metal Sonic shouldn't die! Cut the tape, end recording!
G_StopMetalRecording();
G_StopMetalRecording(true);
if (gametype == GT_MATCH // note, no team match suicide penalty
&& ((target == source) || (source == NULL && inflictor == NULL) || (source && !source->player)))
{ // Suicide penalty
@ -2456,6 +2482,30 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
P_UnsetThingPosition(target);
target->flags |= MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY;
P_SetThingPosition(target);
target->standingslope = NULL;
target->pmomz = 0;
if (target->player->powers[pw_super])
{
target->player->powers[pw_super] = 0;
if (P_IsLocalPlayer(target->player))
{
music_stack_noposition = true; // HACK: Do not reposition next music
music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
}
P_RestoreMusic(target->player);
if (gametype != GT_COOP)
{
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[target->player-players]));
}
}
target->color = target->player->skincolor;
target->colorized = false;
G_GhostAddColor(GHC_NORMAL);
if ((target->player->lives <= 1) && (netgame || multiplayer) && (gametype == GT_COOP) && (cv_cooplives.value == 0))
;
@ -2567,7 +2617,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
target->fuse = target->info->damage;
break;
case MT_BUBBLEBUZZ:
case MT_BUGGLE:
if (inflictor && inflictor->player // did a player kill you? Spawn relative to the player so they're bound to get it
&& P_AproxDistance(inflictor->x - target->x, inflictor->y - target->y) <= inflictor->radius + target->radius + FixedMul(8*FRACUNIT, inflictor->scale) // close enough?
&& inflictor->z <= target->z + target->height + FixedMul(8*FRACUNIT, inflictor->scale)
@ -2602,6 +2652,14 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
}
break;
case MT_BANPYURA:
if (target->tracer)
{
S_StopSound(target->tracer);
P_KillMobj(target->tracer, inflictor, source, damagetype);
}
break;
case MT_EGGSHIELD:
P_SetObjectMomZ(target, 4*target->scale, false);
P_InstaThrust(target, target->angle, 3*target->scale);
@ -2705,6 +2763,12 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
}
}
break;
case MT_METALSONIC_RACE:
target->fuse = TICRATE*3;
target->momx = target->momy = target->momz = 0;
P_SetObjectMomZ(target, 14*FRACUNIT, false);
target->flags = (target->flags & ~MF_NOGRAVITY)|(MF_NOCLIP|MF_NOCLIPTHING);
break;
default:
break;
}
@ -3559,11 +3623,12 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
}
else if (inflictor && inflictor->flags & MF_MISSILE)
return false; // Metal Sonic walk through flame !!
else
else if (!player->powers[pw_flashing])
{ // Oh no! Metal Sonic is hit !!
P_ShieldDamage(player, inflictor, source, damage, damagetype);
return true;
}
return false;
}
else if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super]) // ignore bouncing & such in invulnerability
{

View File

@ -303,7 +303,7 @@ fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, f
boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover);
boolean P_CheckDeathPitCollide(mobj_t *mo);
boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover);
boolean P_CheckSolidLava(ffloor_t *rover);
void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype);
mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zofs, mobjtype_t type);

View File

@ -124,6 +124,7 @@ boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
// Positive spring modes are minor variants of vanilla spring behaviour.
// 1 = launch players in jump
// 2 = don't modify player at all, just add momentum
// 3 = speed-booster mode (force onto ground, MF_AMBUSH causes auto-spin)
// Negative spring modes are mildly-related gimmicks with customisation.
// -1 = pinball bumper
// Any other spring mode defaults to standard vanilla spring behaviour,
@ -151,7 +152,9 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (object->player)
{
if (object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY)
if (spring->info->painchance == 3)
;
else if (object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY)
strong = 1;
else if (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2)
strong = 2;
@ -208,7 +211,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
{
angle_t nightsangle = 0;
if (object->player->bumpertime >= TICRATE/4)
if (object->player->bumpertime > (TICRATE/2)-5)
return false;
if ((object->player->pflags & PF_TRANSFERTOCLOSEST) && object->player->axis1 && object->player->axis2)
@ -286,7 +289,27 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (spring->info->painchance != 2)
{
if (object->player)
{
object->player->pflags &= ~PF_APPLYAUTOBRAKE;
#ifndef SPRINGSPIN
object->player->powers[pw_justsprung] = 5;
if (horizspeed)
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
else if (P_MobjFlip(object) == P_MobjFlip(spring))
object->player->powers[pw_justsprung] |= (1<<15);
#else
object->player->powers[pw_justsprung] = 15;
if (horizspeed)
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
else
{
if (abs(object->player->rmomx) > object->scale || abs(object->player->rmomy) > object->scale)
object->player->drawangle = R_PointToAngle2(0, 0, object->player->rmomx, object->player->rmomy);
if (P_MobjFlip(object) == P_MobjFlip(spring))
object->player->powers[pw_justsprung] |= (1<<15);
}
#endif
}
if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
{
@ -321,6 +344,14 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
// Set position!
P_TryMove(object, spring->x + offx, spring->y + offy, true);
if ((spring->info->painchance == 3))
{
object->z = spring->z;
if (spring->eflags & MFE_VERTICALFLIP)
object->z -= object->height;
object->momz = 0;
}
}
}
@ -344,8 +375,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (horizspeed)
{
object->player->drawangle = spring->angle;
object->angle = spring->angle;
object->angle = object->player->drawangle = spring->angle;
if (!demoplayback || P_AnalogMove(object->player))
{
@ -356,11 +386,25 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
}
}
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
secondjump = object->player->secondjump;
washoming = object->player->homing;
if (object->player->pflags & PF_GLIDING)
P_SetPlayerMobjState(object, S_PLAY_FALL);
if ((spring->info->painchance == 3))
{
if (!(pflags = (object->player->pflags & PF_SPINNING)) &&
(((object->player->charability2 == CA2_SPINDASH) && (object->player->cmd.buttons & BT_USE))
|| (spring->flags2 & MF2_AMBUSH)))
{
pflags = PF_SPINNING;
P_SetPlayerMobjState(object, S_PLAY_ROLL);
S_StartSound(object, sfx_spin);
}
else
P_SetPlayerMobjState(object, S_PLAY_ROLL);
}
else
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
secondjump = object->player->secondjump;
washoming = object->player->homing;
P_ResetPlayer(object->player);
if (spring->info->painchance == 1) // For all those ancient, SOC'd abilities.
@ -368,7 +412,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
object->player->pflags |= P_GetJumpFlags(object->player);
P_SetPlayerMobjState(object, S_PLAY_JUMP);
}
else if ((spring->info->painchance == 2) || (pflags & PF_BOUNCING)) // Adding momentum only.
else if ((spring->info->painchance == 2) || ((spring->info->painchance != 3) && (pflags & PF_BOUNCING))) // Adding momentum only.
{
object->player->pflags |= (pflags &~ PF_STARTJUMP);
object->player->secondjump = secondjump;
@ -382,6 +426,10 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
object->player->pflags |= pflags;
object->player->secondjump = secondjump;
}
else if (object->player->dashmode >= 3*TICRATE)
P_SetPlayerMobjState(object, S_PLAY_DASH);
else if (P_IsObjectOnGround(object) && horizspeed >= FixedMul(object->player->runspeed, object->scale))
P_SetPlayerMobjState(object, S_PLAY_RUN);
else
P_SetPlayerMobjState(object, S_PLAY_WALK);
}
@ -490,6 +538,42 @@ static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
}
}
static void P_DoPterabyteCarry(player_t *player, mobj_t *ptera)
{
if (player->powers[pw_carry] && player->powers[pw_carry] != CR_ROLLOUT)
return;
if (ptera->extravalue1 != 1)
return; // Not swooping
if (ptera->target != player->mo)
return; // Not swooping for you!
if (player->spectator)
return;
if ((player->mo->eflags & MFE_VERTICALFLIP) != (ptera->eflags & MFE_VERTICALFLIP))
return; // Both should be in same gravity
if (ptera->eflags & MFE_VERTICALFLIP)
{
if (ptera->ceilingz - (ptera->z + ptera->height) < player->mo->height - FixedMul(2*FRACUNIT, player->mo->scale))
return;
}
else if (ptera->z - ptera->floorz < player->mo->height - FixedMul(2*FRACUNIT, player->mo->scale))
return; // No room to pick up this guy!
P_ResetPlayer(player);
P_SetTarget(&player->mo->tracer, ptera);
player->pflags &= ~PF_APPLYAUTOBRAKE;
player->powers[pw_carry] = CR_PTERABYTE;
S_StartSound(player->mo, sfx_s3k4a);
P_UnsetThingPosition(player->mo);
player->mo->x = ptera->x;
player->mo->y = ptera->y;
P_SetThingPosition(player->mo);
ptera->movefactor = 3*TICRATE;
ptera->watertop = ptera->waterbottom = ptera->cusval = 0;
}
static void P_DoTailsCarry(player_t *sonic, player_t *tails)
{
INT32 p;
@ -604,6 +688,34 @@ static void P_SlapStick(mobj_t *fang, mobj_t *pole)
P_SetTarget(&pole->tracer, NULL);
}
static void P_PlayerBarrelCollide(mobj_t *toucher, mobj_t *barrel)
{
if (toucher->momz < 0)
{
if (toucher->z + toucher->momz > barrel->z + barrel->height)
return;
}
else
{
if (toucher->z > barrel->z + barrel->height)
return;
}
if (toucher->momz > 0)
{
if (toucher->z + toucher->height + toucher->momz < barrel->z)
return;
}
else
{
if (toucher->z + toucher->height < barrel->z)
return;
}
if (P_PlayerCanDamage(toucher->player, barrel))
P_DamageMobj(barrel, toucher, toucher, 1, 0);
}
//
// PIT_CheckThing
//
@ -854,6 +966,15 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
#endif
if (tmthing->type == MT_LAVAFALL_LAVA && (thing->type == MT_RING || thing->type == MT_REDTEAMRING || thing->type == MT_BLUETEAMRING || thing->type == MT_FLINGRING))
{
//height check
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !(thing->health))
return true;
P_KillMobj(thing, tmthing, tmthing, DMG_FIRE);
}
if (tmthing->type == MT_MINECART)
{
//height check
@ -872,12 +993,11 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (thing->type == MT_SALOONDOOR && tmthing->player)
{
if (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer) && tmthing->tracer->health)
mobj_t *ref = (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)) ? tmthing->tracer : tmthing;
if ((thing->flags & MF2_AMBUSH) || ref != tmthing)
{
fixed_t dx = tmthing->tracer->momx;
fixed_t dy = tmthing->tracer->momy;
fixed_t dm = min(FixedHypot(dx, dy), 16*FRACUNIT);
angle_t ang = R_PointToAngle2(0, 0, dx, dy) - thing->angle;
fixed_t dm = min(FixedHypot(ref->momx, ref->momy), 16*FRACUNIT);
angle_t ang = R_PointToAngle2(0, 0, ref->momx, ref->momy) - thing->angle;
fixed_t s = FINESINE((ang >> ANGLETOFINESHIFT) & FINEMASK);
S_StartSound(tmthing, thing->info->activesound);
thing->extravalue2 += 2*FixedMul(s, dm)/3;
@ -885,41 +1005,73 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
}
if (thing->type == MT_TNTBARREL && tmthing->player)
if (thing->type == MT_SALOONDOORCENTER && tmthing->player)
{
if (tmthing->momz < 0)
{
if (tmthing->z + tmthing->momz > thing->z + thing->height)
return true;
}
else
{
if (tmthing->z > thing->z + thing->height)
return true;
}
if (tmthing->momz > 0)
{
if (tmthing->z + tmthing->height + tmthing->momz < thing->z)
return true;
}
else
{
if (tmthing->z + tmthing->height < thing->z)
return true;
}
if ((tmthing->player->pflags & (PF_SPINNING | PF_GLIDING))
|| ((tmthing->player->pflags & PF_JUMPED)
&& (!(tmthing->player->pflags & PF_NOJUMPDAMAGE)
|| (tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY)))
|| (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)
|| ((tmthing->player->charflags & SF_STOMPDAMAGE || tmthing->player->pflags & PF_BOUNCING)
&& (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height / 2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0))
|| (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (tmthing->player->pflags & PF_SHIELDABILITY)))
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
if ((thing->flags & MF2_AMBUSH) || (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)))
return true;
}
if (thing->type == MT_ROLLOUTROCK && tmthing->player && tmthing->health)
{
if (tmthing->player->powers[pw_carry] == CR_ROLLOUT)
{
return true;
}
if ((thing->flags & MF_PUSHABLE) // not carrying a player
&& (tmthing->player->powers[pw_carry] == CR_NONE) // player is not already riding something
&& ((tmthing->eflags & MFE_VERTICALFLIP) == (thing->eflags & MFE_VERTICALFLIP))
&& (P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < (thing->radius))
&& (P_MobjFlip(tmthing)*tmthing->momz <= 0)
&& ((!(tmthing->eflags & MFE_VERTICALFLIP) && abs(thing->z + thing->height - tmthing->z) < (thing->height>>2))
|| (tmthing->eflags & MFE_VERTICALFLIP && abs(tmthing->z + tmthing->height - thing->z) < (thing->height>>2))))
{
thing->flags &= ~MF_PUSHABLE; // prevent riding player from applying pushable movement logic
thing->flags2 &= ~MF2_DONTDRAW; // don't leave the rock invisible if it was flashing prior to boarding
P_SetTarget(&thing->tracer, tmthing);
P_ResetPlayer(tmthing->player);
P_SetPlayerMobjState(tmthing, S_PLAY_WALK);
tmthing->player->powers[pw_carry] = CR_ROLLOUT;
P_SetTarget(&tmthing->tracer, thing);
P_SetObjectMomZ(thing, tmthing->momz, true);
return true;
}
}
else if (tmthing->type == MT_ROLLOUTROCK)
{
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !thing->health)
return true;
if (thing == tmthing->tracer) // don't collide with rider
return true;
if (thing->flags & MF_SPRING) // bounce on springs
{
P_DoSpring(thing, tmthing);
return true;
}
else if ((thing->flags & (MF_MONITOR|MF_SHOOTABLE)) == (MF_MONITOR|MF_SHOOTABLE) && !(tmthing->flags & MF_PUSHABLE)) // pop monitors while carrying a player
{
P_KillMobj(thing, tmthing, tmthing->tracer, 0);
return true;
}
if (thing->type == tmthing->type // bounce against other rollout rocks
&& (tmthing->momx || tmthing->momy || thing->momx || thing->momy))
{
fixed_t tempmomx = thing->momx, tempmomy = thing->momy;
thing->momx = tmthing->momx;
thing->momy = tmthing->momy;
tmthing->momx = tempmomx;
tmthing->momy = tempmomy;
}
}
if (thing->type == MT_PTERABYTE && tmthing->player)
P_DoPterabyteCarry(tmthing->player, thing);
if (thing->type == MT_TNTBARREL && tmthing->player)
P_PlayerBarrelCollide(tmthing, thing);
if (thing->type == MT_VULTURE && tmthing->type == MT_VULTURE)
{
fixed_t dx = thing->x - tmthing->x;
@ -1560,8 +1712,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
}
if ((!tmthing->player) && (thing->player))
; // no solid thing should ever be able to step up onto a player
if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM) && (thing->player))
; // springs and gas jets should never be able to step up onto a player
// z checking at last
// Treat noclip things as non-solid!
else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID
@ -1964,7 +2116,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
continue;
}
if (thing->player && (P_CheckSolidLava(thing, rover) || P_CanRunOnWater(thing->player, rover)))
if (thing->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(thing->player, rover)))
;
else if (thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE))
;
@ -2629,8 +2781,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
}
#ifdef ESLOPE
// HACK TO FIX DSZ2: apply only if slopes are involved
else if (tmceilingslope && tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
else if (tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
{
thing->z = (thing->ceilingz = thingtop = tmceilingz) - thing->height;
thing->ceilingrover = tmceilingrover;
@ -2645,8 +2796,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
thing->eflags |= MFE_JUSTSTEPPEDDOWN;
}
#ifdef ESLOPE
// HACK TO FIX DSZ2: apply only if slopes are involved
else if (tmfloorslope && tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
else if (tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
{
thing->z = thing->floorz = tmfloorz;
thing->floorrover = tmfloorrover;
@ -3334,13 +3484,13 @@ isblocking:
&& canclimb)
{
slidemo->angle = climbangle;
if (!demoplayback || P_AnalogMove(slidemo->player))
/*if (!demoplayback || P_AnalogMove(slidemo->player))
{
if (slidemo->player == &players[consoleplayer])
localangle = slidemo->angle;
else if (slidemo->player == &players[secondarydisplayplayer])
localangle2 = slidemo->angle;
}
}*/
if (!slidemo->player->climbing)
{
@ -3479,6 +3629,64 @@ stairstep:
goto retry;
}
static void P_CheckLavaWall(mobj_t *mo, sector_t *sec)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (!(rover->flags & FF_SWIMMABLE))
continue;
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != 3)
continue;
if (rover->master->flags & ML_BLOCKMONSTERS)
continue;
topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
#endif
*rover->topheight;
if (mo->eflags & MFE_VERTICALFLIP)
{
if (topheight < mo->z - mo->height)
continue;
}
else
{
if (topheight < mo->z)
continue;
}
bottomheight =
#ifdef ESLOPE
*rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) :
#endif
*rover->bottomheight;
if (mo->eflags & MFE_VERTICALFLIP)
{
if (bottomheight > mo->z)
continue;
}
else
{
if (bottomheight > mo->z + mo->height)
continue;
}
P_DamageMobj(mo, NULL, NULL, 1, DMG_FIRE);
return;
}
}
//
// P_SlideMove
// The momx / momy move is bad, so try to slide
@ -3639,6 +3847,12 @@ retry:
P_PathTraverse(leadx, traily, leadx + mo->momx, traily + mo->momy,
PT_ADDLINES, PTR_SlideTraverse);
if (bestslideline && mo->player && bestslideline->sidenum[1] != 0xffff)
{
sector_t *sec = P_PointOnLineSide(mo->x, mo->y, bestslideline) ? bestslideline->frontsector : bestslideline->backsector;
P_CheckLavaWall(mo, sec);
}
// Some walls are bouncy even if you're not
if (bestslideline && bestslideline->flags & ML_BOUNCY)
{

View File

@ -662,7 +662,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
if (!(rover->flags & FF_EXISTS))
continue;
if (mobj->player && (P_CheckSolidLava(mobj, rover) || P_CanRunOnWater(mobj->player, rover)))
if (mobj->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(mobj->player, rover)))
;
else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
@ -674,7 +674,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
delta1 = abs(mobj->z - (bottomheight + ((topheight - bottomheight)/2)));
delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
if (delta1 >= delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_PLATFORM) // thing is below FOF
{
if (bottomheight < opentop) {
opentop = bottomheight;
@ -687,7 +687,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
highceiling = bottomheight;
}
if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
if (delta1 < delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF
{
if (topheight > openbottom) {
openbottom = topheight;
@ -708,7 +708,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
if (!(rover->flags & FF_EXISTS))
continue;
if (mobj->player && (P_CheckSolidLava(mobj, rover) || P_CanRunOnWater(mobj->player, rover)))
if (mobj->player && (P_CheckSolidLava(rover) || P_CanRunOnWater(mobj->player, rover)))
;
else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
@ -720,7 +720,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
delta1 = abs(mobj->z - (bottomheight + ((topheight - bottomheight)/2)));
delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
if (delta1 >= delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_PLATFORM) // thing is below FOF
{
if (bottomheight < opentop) {
opentop = bottomheight;
@ -733,7 +733,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
highceiling = bottomheight;
}
if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
if (delta1 < delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF
{
if (topheight > openbottom) {
openbottom = topheight;

File diff suppressed because it is too large Load Diff

View File

@ -233,15 +233,17 @@ typedef enum
MFE_VERTICALFLIP = 1<<5,
// Goo water
MFE_GOOWATER = 1<<6,
// The mobj is touching a lava block
MFE_TOUCHLAVA = 1<<7,
// Mobj was already pushed this tic
MFE_PUSHED = 1<<7,
MFE_PUSHED = 1<<8,
// Mobj was already sprung this tic
MFE_SPRUNG = 1<<8,
MFE_SPRUNG = 1<<9,
// Platform movement
MFE_APPLYPMOMZ = 1<<9,
MFE_APPLYPMOMZ = 1<<10,
// Compute and trigger on mobj angle relative to tracer
// See Linedef Exec 457 (Track mobj angle to point)
MFE_TRACERANGLE = 1<<10,
MFE_TRACERANGLE = 1<<11,
// free: to and including 1<<15
} mobjeflag_t;

View File

@ -3618,7 +3618,7 @@ static void P_NetUnArchiveThinkers(void)
{
executor_t *delay = NULL;
UINT32 mobjnum;
for (currentthinker = thlist[i].next; currentthinker != &thlist[i];
for (currentthinker = thlist[THINK_MAIN].next; currentthinker != &thlist[THINK_MAIN];
currentthinker = currentthinker->next)
{
if (currentthinker->function.acp1 != (actionf_p1)T_ExecutorDelay)

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