Merge remote-tracking branch 'origin/master' into internal-musicplus-jingle

This commit is contained in:
mazmazz 2019-08-03 23:38:49 -04:00
commit dd9efebab5
81 changed files with 6959 additions and 3750 deletions

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@ -1608,7 +1608,7 @@ void CON_Drawer(void)
if (con_curlines > 0) if (con_curlines > 0)
CON_DrawConsole(); CON_DrawConsole();
else if (gamestate == GS_LEVEL else if (gamestate == GS_LEVEL
|| gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE || gamestate == GS_INTERMISSION || gamestate == GS_ENDING || gamestate == GS_CUTSCENE
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION) || gamestate == GS_CREDITS || gamestate == GS_EVALUATION)
CON_DrawHudlines(); CON_DrawHudlines();
} }

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@ -4270,14 +4270,9 @@ static INT16 Consistancy(void)
ret += P_GetRandSeed(); ret += P_GetRandSeed();
#ifdef MOBJCONSISTANCY #ifdef MOBJCONSISTANCY
if (!thinkercap.next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
DEBFILE(va("Consistancy = %u\n", ret)); if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
return ret;
}
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue; continue;
mo = (mobj_t *)th; mo = (mobj_t *)th;

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@ -310,6 +310,12 @@ static void D_Display(void)
wipe = true; wipe = true;
break; break;
case GS_ENDING:
F_EndingDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_CUTSCENE: case GS_CUTSCENE:
F_CutsceneDrawer(); F_CutsceneDrawer();
HU_Erase(); HU_Erase();

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@ -4260,8 +4260,8 @@ static void Command_Archivetest_f(void)
// assign mobjnum // assign mobjnum
i = 1; i = 1;
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
if (th->function.acp1 == (actionf_p1)P_MobjThinker) if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed)
((mobj_t *)th)->mobjnum = i++; ((mobj_t *)th)->mobjnum = i++;
// allocate buffer // allocate buffer

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

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@ -28,6 +28,7 @@
#include "p_local.h" // for var1 and var2, and some constants #include "p_local.h" // for var1 and var2, and some constants
#include "p_setup.h" #include "p_setup.h"
#include "r_data.h" #include "r_data.h"
#include "r_draw.h"
#include "r_sky.h" #include "r_sky.h"
#include "fastcmp.h" #include "fastcmp.h"
#include "lua_script.h" #include "lua_script.h"
@ -516,7 +517,9 @@ static void readfreeslots(MYFILE *f)
continue; continue;
// Copy in the spr2 name and increment free_spr2. // Copy in the spr2 name and increment free_spr2.
if (free_spr2 < NUMPLAYERSPRITES) { if (free_spr2 < NUMPLAYERSPRITES) {
CONS_Printf("Sprite SPR2_%s allocated.\n",word);
strncpy(spr2names[free_spr2],word,4); strncpy(spr2names[free_spr2],word,4);
spr2defaults[free_spr2] = 0;
spr2names[free_spr2++][4] = 0; spr2names[free_spr2++][4] = 0;
} else } else
CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n"); CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n");
@ -1107,6 +1110,7 @@ static void readlevelheader(MYFILE *f, INT32 num)
if (fastcmp(word2, "TITLE")) i = 1100; if (fastcmp(word2, "TITLE")) i = 1100;
else if (fastcmp(word2, "EVALUATION")) i = 1101; else if (fastcmp(word2, "EVALUATION")) i = 1101;
else if (fastcmp(word2, "CREDITS")) i = 1102; else if (fastcmp(word2, "CREDITS")) i = 1102;
else if (fastcmp(word2, "ENDING")) i = 1103;
else else
// Support using the actual map name, // Support using the actual map name,
// i.e., Nextlevel = AB, Nextlevel = FZ, etc. // i.e., Nextlevel = AB, Nextlevel = FZ, etc.
@ -4666,6 +4670,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
// Boss 3 // Boss 3
"S_EGGMOBILE3_STND", "S_EGGMOBILE3_STND",
"S_EGGMOBILE3_LAUGH1",
"S_EGGMOBILE3_LAUGH2",
"S_EGGMOBILE3_LAUGH3",
"S_EGGMOBILE3_LAUGH4",
"S_EGGMOBILE3_LAUGH5",
"S_EGGMOBILE3_ATK1", "S_EGGMOBILE3_ATK1",
"S_EGGMOBILE3_ATK2", "S_EGGMOBILE3_ATK2",
"S_EGGMOBILE3_ATK3A", "S_EGGMOBILE3_ATK3A",
@ -4674,11 +4683,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE3_ATK3D", "S_EGGMOBILE3_ATK3D",
"S_EGGMOBILE3_ATK4", "S_EGGMOBILE3_ATK4",
"S_EGGMOBILE3_ATK5", "S_EGGMOBILE3_ATK5",
"S_EGGMOBILE3_LAUGH1",
"S_EGGMOBILE3_LAUGH2",
"S_EGGMOBILE3_LAUGH3",
"S_EGGMOBILE3_LAUGH4",
"S_EGGMOBILE3_LAUGH5",
"S_EGGMOBILE3_LAUGH6", "S_EGGMOBILE3_LAUGH6",
"S_EGGMOBILE3_LAUGH7", "S_EGGMOBILE3_LAUGH7",
"S_EGGMOBILE3_LAUGH8", "S_EGGMOBILE3_LAUGH8",
@ -4731,8 +4735,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FAKEMOBILE_ATK3B", "S_FAKEMOBILE_ATK3B",
"S_FAKEMOBILE_ATK3C", "S_FAKEMOBILE_ATK3C",
"S_FAKEMOBILE_ATK3D", "S_FAKEMOBILE_ATK3D",
"S_FAKEMOBILE_ATK4", "S_FAKEMOBILE_DIE1",
"S_FAKEMOBILE_ATK5", "S_FAKEMOBILE_DIE2",
// Boss 4 // Boss 4
"S_EGGMOBILE4_STND", "S_EGGMOBILE4_STND",
@ -4750,15 +4754,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE4_RATK6", "S_EGGMOBILE4_RATK6",
"S_EGGMOBILE4_RAISE1", "S_EGGMOBILE4_RAISE1",
"S_EGGMOBILE4_RAISE2", "S_EGGMOBILE4_RAISE2",
"S_EGGMOBILE4_RAISE3", "S_EGGMOBILE4_PAIN1",
"S_EGGMOBILE4_RAISE4", "S_EGGMOBILE4_PAIN2",
"S_EGGMOBILE4_RAISE5",
"S_EGGMOBILE4_RAISE6",
"S_EGGMOBILE4_RAISE7",
"S_EGGMOBILE4_RAISE8",
"S_EGGMOBILE4_RAISE9",
"S_EGGMOBILE4_RAISE10",
"S_EGGMOBILE4_PAIN",
"S_EGGMOBILE4_DIE1", "S_EGGMOBILE4_DIE1",
"S_EGGMOBILE4_DIE2", "S_EGGMOBILE4_DIE2",
"S_EGGMOBILE4_DIE3", "S_EGGMOBILE4_DIE3",
@ -4776,10 +4773,21 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGMOBILE4_FLEE1", "S_EGGMOBILE4_FLEE1",
"S_EGGMOBILE4_FLEE2", "S_EGGMOBILE4_FLEE2",
"S_EGGMOBILE4_MACE", "S_EGGMOBILE4_MACE",
"S_EGGMOBILE4_MACE_DIE1",
"S_EGGMOBILE4_MACE_DIE2",
"S_EGGMOBILE4_MACE_DIE3",
// Boss 4 jet flame // Boss 4 jet flame
"S_JETFLAME1", "S_JETFLAME",
"S_JETFLAME2",
// Boss 4 Spectator Eggrobo
"S_EGGROBO1_IDLE",
"S_EGGROBO1_BSLAP1",
"S_EGGROBO2_BSLAP2",
"S_EGGROBO1_PISSED",
// Boss 4 Spectator Eggrobo jet flame
"S_EGGROBOJET",
// Boss 5 // Boss 5
"S_FANG_IDLE1", "S_FANG_IDLE1",
@ -5132,7 +5140,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_METALSONIC_BADBOUNCE", "S_METALSONIC_BADBOUNCE",
"S_METALSONIC_SHOOT", "S_METALSONIC_SHOOT",
"S_METALSONIC_PAIN", "S_METALSONIC_PAIN",
"S_METALSONIC_DEATH", "S_METALSONIC_DEATH1",
"S_METALSONIC_DEATH2",
"S_METALSONIC_DEATH3",
"S_METALSONIC_DEATH4",
"S_METALSONIC_FLEE1", "S_METALSONIC_FLEE1",
"S_METALSONIC_FLEE2", "S_METALSONIC_FLEE2",
"S_METALSONIC_FLEE3", "S_METALSONIC_FLEE3",
@ -5691,7 +5702,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CEZFLOWER", "S_CEZFLOWER",
"S_CEZPOLE", "S_CEZPOLE",
"S_CEZBANNER", "S_CEZBANNER1",
"S_CEZBANNER2",
"S_PINETREE", "S_PINETREE",
"S_CEZBUSH1", "S_CEZBUSH1",
"S_CEZBUSH2", "S_CEZBUSH2",
@ -5700,7 +5712,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FLAMEHOLDER", "S_FLAMEHOLDER",
"S_FIRETORCH", "S_FIRETORCH",
"S_WAVINGFLAG", "S_WAVINGFLAG",
"S_WAVINGFLAGSEG", "S_WAVINGFLAGSEG1",
"S_WAVINGFLAGSEG2",
"S_CRAWLASTATUE", "S_CRAWLASTATUE",
"S_FACESTABBERSTATUE", "S_FACESTABBERSTATUE",
"S_SUSPICIOUSFACESTABBERSTATUE_WAIT", "S_SUSPICIOUSFACESTABBERSTATUE_WAIT",
@ -6170,6 +6183,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_PITY4", "S_PITY4",
"S_PITY5", "S_PITY5",
"S_PITY6", "S_PITY6",
"S_PITY7",
"S_PITY8",
"S_PITY9",
"S_PITY10",
"S_PITY11",
"S_PITY12",
"S_FIRS1", "S_FIRS1",
"S_FIRS2", "S_FIRS2",
@ -6654,6 +6673,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_LOCKON1", "S_LOCKON1",
"S_LOCKON2", "S_LOCKON2",
"S_LOCKON3",
"S_LOCKON4",
"S_LOCKONINF1",
"S_LOCKONINF2",
"S_LOCKONINF3",
"S_LOCKONINF4",
// Tag Sign // Tag Sign
"S_TTAG", "S_TTAG",
@ -6662,6 +6687,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_GOTFLAG", "S_GOTFLAG",
"S_CORK", "S_CORK",
"S_LHRT",
// Red Ring // Red Ring
"S_RRNG1", "S_RRNG1",
@ -7167,6 +7193,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_ROCKCRUMBLEN", "S_ROCKCRUMBLEN",
"S_ROCKCRUMBLEO", "S_ROCKCRUMBLEO",
"S_ROCKCRUMBLEP", "S_ROCKCRUMBLEP",
"S_BRICKDEBRIS",
#ifdef SEENAMES #ifdef SEENAMES
"S_NAMECHECK", "S_NAMECHECK",
@ -7251,11 +7278,14 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_EGGMOBILE3", "MT_EGGMOBILE3",
"MT_PROPELLER", "MT_PROPELLER",
"MT_FAKEMOBILE", "MT_FAKEMOBILE",
"MT_SHOCK",
// Boss 4 // Boss 4
"MT_EGGMOBILE4", "MT_EGGMOBILE4",
"MT_EGGMOBILE4_MACE", "MT_EGGMOBILE4_MACE",
"MT_JETFLAME", "MT_JETFLAME",
"MT_EGGROBO1",
"MT_EGGROBO1JET",
// Boss 5 // Boss 5
"MT_FANG", "MT_FANG",
@ -7489,8 +7519,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_SMALLFIREBAR", // Small Firebar "MT_SMALLFIREBAR", // Small Firebar
"MT_BIGFIREBAR", // Big Firebar "MT_BIGFIREBAR", // Big Firebar
"MT_CEZFLOWER", // Flower "MT_CEZFLOWER", // Flower
"MT_CEZPOLE", // Pole "MT_CEZPOLE1", // Pole (with red banner)
"MT_CEZBANNER", // Banner "MT_CEZPOLE2", // Pole (with blue banner)
"MT_CEZBANNER1", // Banner (red)
"MT_CEZBANNER2", // Banner (blue)
"MT_PINETREE", // Pine Tree "MT_PINETREE", // Pine Tree
"MT_CEZBUSH1", // Bush 1 "MT_CEZBUSH1", // Bush 1
"MT_CEZBUSH2", // Bush 2 "MT_CEZBUSH2", // Bush 2
@ -7498,8 +7530,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_CANDLEPRICKET", // Candle pricket "MT_CANDLEPRICKET", // Candle pricket
"MT_FLAMEHOLDER", // Flame holder "MT_FLAMEHOLDER", // Flame holder
"MT_FIRETORCH", // Fire torch "MT_FIRETORCH", // Fire torch
"MT_WAVINGFLAG", // Waving flag "MT_WAVINGFLAG1", // Waving flag (red)
"MT_WAVINGFLAGSEG", // Waving flag segment "MT_WAVINGFLAG2", // Waving flag (blue)
"MT_WAVINGFLAGSEG1", // Waving flag segment (red)
"MT_WAVINGFLAGSEG2", // Waving flag segment (blue)
"MT_CRAWLASTATUE", // Crawla statue "MT_CRAWLASTATUE", // Crawla statue
"MT_FACESTABBERSTATUE", // Facestabber statue "MT_FACESTABBERSTATUE", // Facestabber statue
"MT_SUSPICIOUSFACESTABBERSTATUE", // :eggthinking: "MT_SUSPICIOUSFACESTABBERSTATUE", // :eggthinking:
@ -7732,6 +7766,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_DROWNNUMBERS", // Drowning Timer "MT_DROWNNUMBERS", // Drowning Timer
"MT_GOTEMERALD", // Chaos Emerald (intangible) "MT_GOTEMERALD", // Chaos Emerald (intangible)
"MT_LOCKON", // Target "MT_LOCKON", // Target
"MT_LOCKONINF", // In-level Target
"MT_TAG", // Tag Sign "MT_TAG", // Tag Sign
"MT_GOTFLAG", // Got Flag sign "MT_GOTFLAG", // Got Flag sign
@ -7749,6 +7784,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_MACHINEAMBIENCE", "MT_MACHINEAMBIENCE",
"MT_CORK", "MT_CORK",
"MT_LHRT",
// Ring Weapons // Ring Weapons
"MT_REDRING", "MT_REDRING",
@ -7881,6 +7917,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_ROCKCRUMBLE14", "MT_ROCKCRUMBLE14",
"MT_ROCKCRUMBLE15", "MT_ROCKCRUMBLE15",
"MT_ROCKCRUMBLE16", "MT_ROCKCRUMBLE16",
"MT_BRICKDEBRIS",
#ifdef SEENAMES #ifdef SEENAMES
"MT_NAMECHECK", "MT_NAMECHECK",
@ -8521,6 +8558,7 @@ struct {
{"SH_PITY",SH_PITY}, {"SH_PITY",SH_PITY},
{"SH_WHIRLWIND",SH_WHIRLWIND}, {"SH_WHIRLWIND",SH_WHIRLWIND},
{"SH_ARMAGEDDON",SH_ARMAGEDDON}, {"SH_ARMAGEDDON",SH_ARMAGEDDON},
{"SH_PINK",SH_PINK},
// normal shields that use flags // normal shields that use flags
{"SH_ATTRACT",SH_ATTRACT}, {"SH_ATTRACT",SH_ATTRACT},
{"SH_ELEMENTAL",SH_ELEMENTAL}, {"SH_ELEMENTAL",SH_ELEMENTAL},
@ -8781,10 +8819,8 @@ struct {
#endif #endif
#ifdef ESLOPE #ifdef ESLOPE
// Slope flags // Slope flags
{"SL_NOPHYSICS",SL_NOPHYSICS}, // Don't do momentum adjustment with this slope {"SL_NOPHYSICS",SL_NOPHYSICS},
{"SL_NODYNAMIC",SL_NODYNAMIC}, // Slope will never need to move during the level, so don't fuss with recalculating it {"SL_DYNAMIC",SL_DYNAMIC},
{"SL_ANCHORVERTEX",SL_ANCHORVERTEX},// Slope is using a Slope Vertex Thing to anchor its position
{"SL_VERTEXSLOPE",SL_VERTEXSLOPE}, // Slope is built from three Slope Vertex Things
#endif #endif
// Angles // Angles
@ -8928,6 +8964,14 @@ struct {
{"KR_TIMEOUT",KR_TIMEOUT}, {"KR_TIMEOUT",KR_TIMEOUT},
{"KR_BAN",KR_BAN}, {"KR_BAN",KR_BAN},
{"KR_LEAVE",KR_LEAVE}, {"KR_LEAVE",KR_LEAVE},
// translation colormaps
{"TC_DEFAULT",TC_DEFAULT},
{"TC_BOSS",TC_BOSS},
{"TC_METALSONIC",TC_METALSONIC},
{"TC_ALLWHITE",TC_ALLWHITE},
{"TC_RAINBOW",TC_RAINBOW},
{"TC_BLINK",TC_BLINK},
#endif #endif
{NULL,0} {NULL,0}
@ -9475,6 +9519,7 @@ static inline int lib_freeslot(lua_State *L)
{ {
CONS_Printf("Sprite SPR2_%s allocated.\n",word); CONS_Printf("Sprite SPR2_%s allocated.\n",word);
strncpy(spr2names[free_spr2],word,4); strncpy(spr2names[free_spr2],word,4);
spr2defaults[free_spr2] = 0;
spr2names[free_spr2++][4] = 0; spr2names[free_spr2++][4] = 0;
} else } else
CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n"); CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n");
@ -9592,11 +9637,6 @@ static inline int lib_getenum(lua_State *L)
lua_pushinteger(L, ((lua_Integer)1<<i)); lua_pushinteger(L, ((lua_Integer)1<<i));
return 1; return 1;
} }
if (fastcmp(p, "NETONLY"))
{
lua_pushinteger(L, (lua_Integer)ML_NETONLY);
return 1;
}
if (mathlib) return luaL_error(L, "linedef flag '%s' could not be found.\n", word); if (mathlib) return luaL_error(L, "linedef flag '%s' could not be found.\n", word);
return 0; return 0;
} }

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

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

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@ -234,7 +234,7 @@ extern textprompt_t *textprompts[MAX_PROMPTS];
// For the Custom Exit linedef. // For the Custom Exit linedef.
extern INT16 nextmapoverride; extern INT16 nextmapoverride;
extern boolean skipstats; extern UINT8 skipstats;
extern UINT32 ssspheres; // Total # of spheres in a level extern UINT32 ssspheres; // Total # of spheres in a level

File diff suppressed because it is too large Load Diff

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@ -46,6 +46,9 @@ void F_GameEvaluationDrawer(void);
void F_StartGameEvaluation(void); void F_StartGameEvaluation(void);
void F_GameEvaluationTicker(void); void F_GameEvaluationTicker(void);
void F_EndingTicker(void);
void F_EndingDrawer(void);
void F_CreditTicker(void); void F_CreditTicker(void);
void F_CreditDrawer(void); void F_CreditDrawer(void);
@ -63,6 +66,7 @@ boolean F_GetPromptHideHud(fixed_t y);
void F_StartGameEnd(void); void F_StartGameEnd(void);
void F_StartIntro(void); void F_StartIntro(void);
void F_StartTitleScreen(void); void F_StartTitleScreen(void);
void F_StartEnding(void);
void F_StartCredits(void); void F_StartCredits(void);
boolean F_ContinueResponder(event_t *event); boolean F_ContinueResponder(event_t *event);
@ -82,7 +86,6 @@ typedef enum
// Current menu parameters // Current menu parameters
extern UINT8 titlemapinaction;
extern mobj_t *titlemapcameraref; extern mobj_t *titlemapcameraref;
extern char curbgname[8]; extern char curbgname[8];
extern SINT8 curfadevalue; extern SINT8 curfadevalue;
@ -126,6 +129,7 @@ enum
wipe_evaluation_toblack, wipe_evaluation_toblack,
wipe_gameend_toblack, wipe_gameend_toblack,
wipe_intro_toblack, wipe_intro_toblack,
wipe_ending_toblack,
wipe_cutscene_toblack, wipe_cutscene_toblack,
// custom intermissions // custom intermissions
@ -142,15 +146,16 @@ enum
wipe_evaluation_final, wipe_evaluation_final,
wipe_gameend_final, wipe_gameend_final,
wipe_intro_final, wipe_intro_final,
wipe_ending_final,
wipe_cutscene_final, wipe_cutscene_final,
// custom intermissions // custom intermissions
wipe_specinter_final, wipe_specinter_final,
wipe_multinter_final, wipe_multinter_final,
NUMWIPEDEFS NUMWIPEDEFS,
WIPEFINALSHIFT = (wipe_level_final-wipe_level_toblack)
}; };
#define WIPEFINALSHIFT 13
extern UINT8 wipedefs[NUMWIPEDEFS]; extern UINT8 wipedefs[NUMWIPEDEFS];
#endif #endif

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@ -54,6 +54,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = {
0, // wipe_evaluation_toblack 0, // wipe_evaluation_toblack
0, // wipe_gameend_toblack 0, // wipe_gameend_toblack
99, // wipe_intro_toblack (hardcoded) 99, // wipe_intro_toblack (hardcoded)
0, // wipe_ending_toblack
99, // wipe_cutscene_toblack (hardcoded) 99, // wipe_cutscene_toblack (hardcoded)
0, // wipe_specinter_toblack 0, // wipe_specinter_toblack
@ -69,6 +70,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = {
0, // wipe_evaluation_final 0, // wipe_evaluation_final
0, // wipe_gameend_final 0, // wipe_gameend_final
99, // wipe_intro_final (hardcoded) 99, // wipe_intro_final (hardcoded)
0, // wipe_ending_final
99, // wipe_cutscene_final (hardcoded) 99, // wipe_cutscene_final (hardcoded)
0, // wipe_specinter_final 0, // wipe_specinter_final

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@ -152,7 +152,7 @@ cutscene_t *cutscenes[128];
textprompt_t *textprompts[MAX_PROMPTS]; textprompt_t *textprompts[MAX_PROMPTS];
INT16 nextmapoverride; INT16 nextmapoverride;
boolean skipstats; UINT8 skipstats;
// Pointers to each CTF flag // Pointers to each CTF flag
mobj_t *redflag; mobj_t *redflag;
@ -1842,7 +1842,7 @@ boolean G_Responder(event_t *ev)
return true; return true;
} }
} }
else if (gamestate == GS_CREDITS) else if (gamestate == GS_CREDITS || gamestate == GS_ENDING) // todo: keep ending here?
{ {
if (HU_Responder(ev)) if (HU_Responder(ev))
return true; // chat ate the event return true; // chat ate the event
@ -2032,6 +2032,12 @@ void G_Ticker(boolean run)
F_IntroTicker(); F_IntroTicker();
break; break;
case GS_ENDING:
if (run)
F_EndingTicker();
HU_Ticker();
break;
case GS_CUTSCENE: case GS_CUTSCENE:
if (run) if (run)
F_CutsceneTicker(); F_CutsceneTicker();
@ -2565,9 +2571,9 @@ void G_ChangePlayerReferences(mobj_t *oldmo, mobj_t *newmo)
I_Assert((oldmo != NULL) && (newmo != NULL)); I_Assert((oldmo != NULL) && (newmo != NULL));
// scan all thinkers // scan all thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -2645,7 +2651,7 @@ void G_DoReborn(INT32 playernum)
//nextmapoverride = spstage_start; //nextmapoverride = spstage_start;
nextmapoverride = gamemap; nextmapoverride = gamemap;
countdown2 = TICRATE; countdown2 = TICRATE;
skipstats = true; skipstats = 2;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
@ -2849,6 +2855,10 @@ void G_ExitLevel(void)
// Remove CEcho text on round end. // Remove CEcho text on round end.
HU_ClearCEcho(); HU_ClearCEcho();
} }
else if (gamestate == GS_ENDING)
{
F_StartCredits();
}
else if (gamestate == GS_CREDITS) else if (gamestate == GS_CREDITS)
{ {
F_StartGameEvaluation(); F_StartGameEvaluation();
@ -3116,7 +3126,7 @@ static void G_DoCompleted(void)
nextmap = cm; nextmap = cm;
} }
if (nextmap < 0 || (nextmap >= NUMMAPS && nextmap < 1100-1) || nextmap > 1102-1) if (nextmap < 0 || (nextmap >= NUMMAPS && nextmap < 1100-1) || nextmap > 1103-1)
I_Error("Followed map %d to invalid map %d\n", prevmap + 1, nextmap + 1); I_Error("Followed map %d to invalid map %d\n", prevmap + 1, nextmap + 1);
// wrap around in race // wrap around in race
@ -3170,7 +3180,7 @@ void G_AfterIntermission(void)
{ {
HU_ClearCEcho(); HU_ClearCEcho();
if (mapheaderinfo[gamemap-1]->cutscenenum && !modeattacking) // Start a custom cutscene. if (mapheaderinfo[gamemap-1]->cutscenenum && !modeattacking && skipstats <= 1) // Start a custom cutscene.
F_StartCustomCutscene(mapheaderinfo[gamemap-1]->cutscenenum-1, false, false); F_StartCustomCutscene(mapheaderinfo[gamemap-1]->cutscenenum-1, false, false);
else else
{ {
@ -3282,6 +3292,11 @@ void G_EndGame(void)
// Only do evaluation and credits in coop games. // Only do evaluation and credits in coop games.
if (gametype == GT_COOP) if (gametype == GT_COOP)
{ {
if (nextmap == 1103-1) // end game with ending
{
F_StartEnding();
return;
}
if (nextmap == 1102-1) // end game with credits if (nextmap == 1102-1) // end game with credits
{ {
F_StartCredits(); F_StartCredits();
@ -3700,7 +3715,7 @@ void G_SaveGame(UINT32 slot)
backup = va("%s",savename); backup = va("%s",savename);
// save during evaluation or credits? game's over, folks! // save during evaluation or credits? game's over, folks!
if (gamestate == GS_CREDITS || gamestate == GS_EVALUATION) if (gamestate == GS_ENDING || gamestate == GS_CREDITS || gamestate == GS_EVALUATION)
gamecomplete = true; gamecomplete = true;
gameaction = ga_nothing; gameaction = ga_nothing;
@ -4366,7 +4381,7 @@ void G_WriteGhostTic(mobj_t *ghost)
ghostext.flags = 0; ghostext.flags = 0;
} }
if (ghost->player && ghost->player->followmobj) if (ghost->player && ghost->player->followmobj) // bloats tails runs but what can ya do
{ {
INT16 temp; INT16 temp;
@ -4467,16 +4482,15 @@ void G_ConsGhostTic(void)
demo_p += sizeof(angle_t); // angle, unnecessary for cons. demo_p += sizeof(angle_t); // angle, unnecessary for cons.
mobj = NULL; mobj = NULL;
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mobj = (mobj_t *)th; mobj = (mobj_t *)th;
if (mobj->type == (mobjtype_t)type && mobj->x == x && mobj->y == y && mobj->z == z) if (mobj->type == (mobjtype_t)type && mobj->x == x && mobj->y == y && mobj->z == z)
break; break;
mobj = NULL; // wasn't this one, keep searching.
} }
if (mobj && mobj->health != health) // Wasn't damaged?! This is desync! Fix it! if (th != &thlist[THINK_MOBJ] && mobj->health != health) // Wasn't damaged?! This is desync! Fix it!
{ {
if (demosynced) if (demosynced)
CONS_Alert(CONS_WARNING, M_GetText("Demo playback has desynced!\n")); CONS_Alert(CONS_WARNING, M_GetText("Demo playback has desynced!\n"));
@ -4593,6 +4607,9 @@ void G_GhostTicker(void)
switch(g->color) switch(g->color)
{ {
default: default:
case GHC_RETURNSKIN:
g->mo->skin = g->oldmo.skin;
// fallthru
case GHC_NORMAL: // Go back to skin color case GHC_NORMAL: // Go back to skin color
g->mo->color = g->oldmo.color; g->mo->color = g->oldmo.color;
break; break;
@ -4603,6 +4620,9 @@ void G_GhostTicker(void)
case GHC_FIREFLOWER: // Fireflower case GHC_FIREFLOWER: // Fireflower
g->mo->color = SKINCOLOR_WHITE; g->mo->color = SKINCOLOR_WHITE;
break; break;
case GHC_NIGHTSSKIN: // not actually a colour
g->mo->skin = &skins[DEFAULTNIGHTSSKIN];
break;
} }
} }
if (xziptic & EZT_FLIP) if (xziptic & EZT_FLIP)
@ -5863,9 +5883,9 @@ void G_DoPlayMetal(void)
metalbuffer = metal_p = W_CacheLumpNum(l, PU_STATIC); metalbuffer = metal_p = W_CacheLumpNum(l, PU_STATIC);
// find metal sonic // find metal sonic
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo = (mobj_t *)th; mo = (mobj_t *)th;
@ -5874,7 +5894,7 @@ void G_DoPlayMetal(void)
break; break;
} }
if (!mo) if (th == &thlist[THINK_MOBJ])
{ {
CONS_Alert(CONS_ERROR, M_GetText("Failed to find bot entity.\n")); CONS_Alert(CONS_ERROR, M_GetText("Failed to find bot entity.\n"));
Z_Free(metalbuffer); Z_Free(metalbuffer);

View File

@ -56,6 +56,8 @@ extern INT16 rw_maximums[NUM_WEAPONS];
extern INT32 pausedelay; extern INT32 pausedelay;
extern boolean pausebreakkey; extern boolean pausebreakkey;
extern boolean promptactive;
// used in game menu // used in game menu
extern consvar_t cv_tutorialprompt; extern consvar_t cv_tutorialprompt;
extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection, cv_compactscoreboard; extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection, cv_compactscoreboard;
@ -140,7 +142,9 @@ typedef enum
GHC_NORMAL = 0, GHC_NORMAL = 0,
GHC_SUPER, GHC_SUPER,
GHC_FIREFLOWER, GHC_FIREFLOWER,
GHC_INVINCIBLE GHC_INVINCIBLE,
GHC_NIGHTSSKIN, // not actually a colour
GHC_RETURNSKIN // ditto
} ghostcolor_t; } ghostcolor_t;
// Record/playback tics // Record/playback tics

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@ -27,12 +27,14 @@ typedef enum
GS_TITLESCREEN, // title screen GS_TITLESCREEN, // title screen
GS_TIMEATTACK, // time attack menu GS_TIMEATTACK, // time attack menu
GS_CREDITS, // credit sequence GS_CREDITS, // credit sequence
GS_EVALUATION, // Evaluation at the end of a game. GS_EVALUATION, // Evaluation at the end of a game.
GS_GAMEEND, // game end sequence GS_GAMEEND, // game end sequence - "did you get all those chaos emeralds?"
// Hardcoded fades or other fading methods // Hardcoded fades or other fading methods
GS_INTRO, // introduction GS_INTRO, // introduction
GS_ENDING, // currently shared between bad and good endings
GS_CUTSCENE, // custom cutscene GS_CUTSCENE, // custom cutscene
// Not fadable // Not fadable
@ -50,6 +52,7 @@ typedef enum
} gameaction_t; } gameaction_t;
extern gamestate_t gamestate; extern gamestate_t gamestate;
extern UINT8 titlemapinaction;
extern UINT8 ultimatemode; // was sk_insane extern UINT8 ultimatemode; // was sk_insane
extern gameaction_t gameaction; extern gameaction_t gameaction;

View File

@ -283,7 +283,7 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
if (!(option & V_SCALEPATCHMASK)) if (!(option & V_SCALEPATCHMASK))
{ {
// if it's meant to cover the whole screen, black out the rest // if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT)
// cx and cy are possibly *slightly* off from float maths // cx and cy are possibly *slightly* off from float maths
// This is done before here compared to software because we directly alter cx and cy to centre // This is done before here compared to software because we directly alter cx and cy to centre
if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT)
@ -291,8 +291,11 @@ void HWR_DrawFixedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscale,
// Need to temporarily cache the real patch to get the colour of the top left pixel // Need to temporarily cache the real patch to get the colour of the top left pixel
patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0])); const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
const UINT8 *source = (const UINT8 *)(column) + 3; if (!column->topdelta)
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); {
const UINT8 *source = (const UINT8 *)(column) + 3;
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
}
Z_Free(realpatch); Z_Free(realpatch);
} }
// centre screen // centre screen
@ -439,7 +442,7 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
if (!(option & V_SCALEPATCHMASK)) if (!(option & V_SCALEPATCHMASK))
{ {
// if it's meant to cover the whole screen, black out the rest // if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT)
// cx and cy are possibly *slightly* off from float maths // cx and cy are possibly *slightly* off from float maths
// This is done before here compared to software because we directly alter cx and cy to centre // This is done before here compared to software because we directly alter cx and cy to centre
if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT) if (cx >= -0.1f && cx <= 0.1f && SHORT(gpatch->width) == BASEVIDWIDTH && cy >= -0.1f && cy <= 0.1f && SHORT(gpatch->height) == BASEVIDHEIGHT)
@ -447,8 +450,11 @@ void HWR_DrawCroppedPatch(GLPatch_t *gpatch, fixed_t x, fixed_t y, fixed_t pscal
// Need to temporarily cache the real patch to get the colour of the top left pixel // Need to temporarily cache the real patch to get the colour of the top left pixel
patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC); patch_t *realpatch = W_CacheLumpNumPwad(gpatch->wadnum, gpatch->lumpnum, PU_STATIC);
const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0])); const column_t *column = (const column_t *)((const UINT8 *)(realpatch) + LONG((realpatch)->columnofs[0]));
const UINT8 *source = (const UINT8 *)(column) + 3; if (!column->topdelta)
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); {
const UINT8 *source = (const UINT8 *)(column) + 3;
HWR_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
}
Z_Free(realpatch); Z_Free(realpatch);
} }
// centre screen // centre screen
@ -683,8 +689,183 @@ void HWR_FadeScreenMenuBack(UINT16 color, UINT8 strength)
} }
else // Do TRANSMAP** fade. else // Do TRANSMAP** fade.
{ {
Surf.FlatColor.rgba = pLocalPalette[color].rgba; Surf.FlatColor.rgba = V_GetColor(color).rgba;
Surf.FlatColor.s.alpha = (UINT8)(strength*25.5f); Surf.FlatColor.s.alpha = softwaretranstogl[strength];
}
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
}
// -----------------+
// HWR_DrawFadeFill : draw flat coloured rectangle, with transparency
// -----------------+
void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength)
{
FOutVector v[4];
FSurfaceInfo Surf;
float fx, fy, fw, fh;
UINT8 perplayershuffle = 0;
// 3--2
// | /|
// |/ |
// 0--1
if (splitscreen && (color & V_PERPLAYER))
{
fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
h >>= 1;
y >>= 1;
#ifdef QUADS
if (splitscreen > 1) // 3 or 4 players
{
fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
w >>= 1;
x >>= 1;
if (stplyr == &players[displayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
else if (stplyr == &players[secondarydisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
}
else if (stplyr == &players[thirddisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
y += adjusty;
color &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
}
else //if (stplyr == &players[fourthdisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
y += adjusty;
color &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
}
}
else
#endif
// 2 players
{
if (stplyr == &players[displayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
color &= ~V_SNAPTOBOTTOM;
}
else //if (stplyr == &players[secondarydisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
y += adjusty;
color &= ~V_SNAPTOTOP;
}
}
}
fx = (float)x;
fy = (float)y;
fw = (float)w;
fh = (float)h;
if (!(color & V_NOSCALESTART))
{
float dupx = (float)vid.dupx, dupy = (float)vid.dupy;
fx *= dupx;
fy *= dupy;
fw *= dupx;
fh *= dupy;
if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f)
{
if (color & V_SNAPTORIGHT)
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
else if (!(color & V_SNAPTOLEFT))
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2;
if (perplayershuffle & 4)
fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
else if (perplayershuffle & 8)
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
}
if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f)
{
// same thing here
if (color & V_SNAPTOBOTTOM)
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
else if (!(color & V_SNAPTOTOP))
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2;
if (perplayershuffle & 1)
fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
else if (perplayershuffle & 2)
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
}
}
if (fx >= vid.width || fy >= vid.height)
return;
if (fx < 0)
{
fw += fx;
fx = 0;
}
if (fy < 0)
{
fh += fy;
fy = 0;
}
if (fw <= 0 || fh <= 0)
return;
if (fx + fw > vid.width)
fw = (float)vid.width - fx;
if (fy + fh > vid.height)
fh = (float)vid.height - fy;
fx = -1 + fx / (vid.width / 2);
fy = 1 - fy / (vid.height / 2);
fw = fw / (vid.width / 2);
fh = fh / (vid.height / 2);
v[0].x = v[3].x = fx;
v[2].x = v[1].x = fx + fw;
v[0].y = v[1].y = fy;
v[2].y = v[3].y = fy - fh;
//Hurdler: do we still use this argb color? if not, we should remove it
v[0].argb = v[1].argb = v[2].argb = v[3].argb = 0xff00ff00; //;
v[0].z = v[1].z = v[2].z = v[3].z = 1.0f;
v[0].sow = v[3].sow = 0.0f;
v[2].sow = v[1].sow = 1.0f;
v[0].tow = v[1].tow = 0.0f;
v[2].tow = v[3].tow = 1.0f;
if (actualcolor & 0xFF00) // Do COLORMAP fade.
{
Surf.FlatColor.rgba = UINT2RGBA(0x01010160);
Surf.FlatColor.s.alpha = (strength*8);
}
else // Do TRANSMAP** fade.
{
Surf.FlatColor.rgba = V_GetColor(actualcolor).rgba;
Surf.FlatColor.s.alpha = softwaretranstogl[strength];
} }
HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest); HWD.pfnDrawPolygon(&Surf, v, 4, PF_NoTexture|PF_Modulated|PF_Translucent|PF_NoDepthTest);
} }
@ -905,54 +1086,117 @@ void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32
FSurfaceInfo Surf; FSurfaceInfo Surf;
float fx, fy, fw, fh; float fx, fy, fw, fh;
if (w < 0 || h < 0) UINT8 perplayershuffle = 0;
return; // consistency w/ software
// 3--2 // 3--2
// | /| // | /|
// |/ | // |/ |
// 0--1 // 0--1
if (splitscreen && (color & V_PERPLAYER))
{
fixed_t adjusty = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
h >>= 1;
y >>= 1;
#ifdef QUADS
if (splitscreen > 1) // 3 or 4 players
{
fixed_t adjustx = ((color & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)/2.0f;
w >>= 1;
x >>= 1;
if (stplyr == &players[displayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
color &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
else if (stplyr == &players[secondarydisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
color &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
}
else if (stplyr == &players[thirddisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
y += adjusty;
color &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
}
else //if (stplyr == &players[fourthdisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(color & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
y += adjusty;
color &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
}
}
else
#endif
// 2 players
{
if (stplyr == &players[displayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
color &= ~V_SNAPTOBOTTOM;
}
else //if (stplyr == &players[secondarydisplayplayer])
{
if (!(color & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
y += adjusty;
color &= ~V_SNAPTOTOP;
}
}
}
fx = (float)x; fx = (float)x;
fy = (float)y; fy = (float)y;
fw = (float)w; fw = (float)w;
fh = (float)h; fh = (float)h;
if (!(options & V_NOSCALESTART)) if (!(color & V_NOSCALESTART))
{ {
float dupx = (float)vid.dupx, dupy = (float)vid.dupy; float dupx = (float)vid.dupx, dupy = (float)vid.dupy;
if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT)
{
RGBA_t rgbaColour = V_GetColor(color);
FRGBAFloat clearColour;
clearColour.red = (float)rgbaColour.s.red / 255;
clearColour.green = (float)rgbaColour.s.green / 255;
clearColour.blue = (float)rgbaColour.s.blue / 255;
clearColour.alpha = 1;
HWD.pfnClearBuffer(true, false, &clearColour);
return;
}
fx *= dupx; fx *= dupx;
fy *= dupy; fy *= dupy;
fw *= dupx; fw *= dupx;
fh *= dupy; fh *= dupy;
if (fabsf((float)vid.width - ((float)BASEVIDWIDTH * dupx)) > 1.0E-36f) if (fabsf((float)vid.width - (float)BASEVIDWIDTH * dupx) > 1.0E-36f)
{ {
if (options & V_SNAPTORIGHT) if (color & V_SNAPTORIGHT)
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)); fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx));
else if (!(options & V_SNAPTOLEFT)) else if (!(color & V_SNAPTOLEFT))
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2; fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 2;
if (perplayershuffle & 4)
fx -= ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
else if (perplayershuffle & 8)
fx += ((float)vid.width - ((float)BASEVIDWIDTH * dupx)) / 4;
} }
if (fabsf((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) > 1.0E-36f) if (fabsf((float)vid.height - (float)BASEVIDHEIGHT * dupy) > 1.0E-36f)
{ {
// same thing here // same thing here
if (options & V_SNAPTOBOTTOM) if (color & V_SNAPTOBOTTOM)
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)); fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy));
else if (!(options & V_SNAPTOTOP)) else if (!(color & V_SNAPTOTOP))
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2; fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 2;
if (perplayershuffle & 1)
fy -= ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
else if (perplayershuffle & 2)
fy += ((float)vid.height - ((float)BASEVIDHEIGHT * dupy)) / 4;
} }
} }
@ -1012,9 +1256,6 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
UINT8 perplayershuffle = 0; UINT8 perplayershuffle = 0;
if (w < 0 || h < 0)
return; // consistency w/ software
// 3--2 // 3--2
// | /| // | /|
// |/ | // |/ |

View File

@ -202,6 +202,7 @@ light_t *t_lspr[NUMSPRITES] =
// Boss 4 (Castle Eggman) // Boss 4 (Castle Eggman)
&lspr[NOLIGHT], // SPR_EGGP &lspr[NOLIGHT], // SPR_EGGP
&lspr[REDBALL_L], // SPR_EFIR &lspr[REDBALL_L], // SPR_EFIR
&lspr[NOLIGHT], // SPR_EGR1
// Boss 5 (Arid Canyon) // Boss 5 (Arid Canyon)
&lspr[NOLIGHT], //SPR_FANG // replaces EGGQ &lspr[NOLIGHT], //SPR_FANG // replaces EGGQ
@ -487,6 +488,7 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_GFLG &lspr[NOLIGHT], // SPR_GFLG
&lspr[NOLIGHT], // SPR_CORK &lspr[NOLIGHT], // SPR_CORK
&lspr[NOLIGHT], // SPR_LHRT
// Ring Weapons // Ring Weapons
&lspr[RINGLIGHT_L], // SPR_RRNG &lspr[RINGLIGHT_L], // SPR_RRNG
@ -580,6 +582,9 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_ROIO &lspr[NOLIGHT], // SPR_ROIO
&lspr[NOLIGHT], // SPR_ROIP &lspr[NOLIGHT], // SPR_ROIP
// Bricks
&lspr[NOLIGHT], // SPR_BRIC
// Gravity Well Objects // Gravity Well Objects
&lspr[NOLIGHT], // SPR_GWLG &lspr[NOLIGHT], // SPR_GWLG
&lspr[NOLIGHT], // SPR_GWLR &lspr[NOLIGHT], // SPR_GWLR
@ -799,6 +804,14 @@ void HWR_WallLighting(FOutVector *wlVerts)
FSurfaceInfo Surf; FSurfaceInfo Surf;
float dist_p2d, d[4], s; float dist_p2d, d[4], s;
if (!dynlights->mo[j])
continue;
if (P_MobjWasRemoved(dynlights->mo[j]))
{
P_SetTarget(&dynlights->mo[j], NULL);
continue;
}
// check bounding box first // check bounding box first
if (SphereTouchBBox3D(&wlVerts[2], &wlVerts[0], &LIGHT_POS(j), DL_RADIUS(j))==false) if (SphereTouchBBox3D(&wlVerts[2], &wlVerts[0], &LIGHT_POS(j), DL_RADIUS(j))==false)
continue; continue;
@ -849,8 +862,6 @@ void HWR_WallLighting(FOutVector *wlVerts)
#ifdef DL_HIGH_QUALITY #ifdef DL_HIGH_QUALITY
Surf.FlatColor.s.alpha = (UINT8)((1-dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); Surf.FlatColor.s.alpha = (UINT8)((1-dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha);
#endif #endif
if (!dynlights->mo[j]->state)
return;
// next state is null so fade out with alpha // next state is null so fade out with alpha
if (dynlights->mo[j]->state->nextstate == S_NULL) if (dynlights->mo[j]->state->nextstate == S_NULL)
Surf.FlatColor.s.alpha = (UINT8)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); Surf.FlatColor.s.alpha = (UINT8)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha);
@ -881,6 +892,14 @@ void HWR_PlaneLighting(FOutVector *clVerts, int nrClipVerts)
FSurfaceInfo Surf; FSurfaceInfo Surf;
float dist_p2d, s; float dist_p2d, s;
if (!dynlights->mo[j])
continue;
if (P_MobjWasRemoved(dynlights->mo[j]))
{
P_SetTarget(&dynlights->mo[j], NULL);
continue;
}
// BP: The kickass Optimization: check if light touch bounding box // BP: The kickass Optimization: check if light touch bounding box
if (SphereTouchBBox3D(&p1, &p2, &dynlights->position[j], DL_RADIUS(j))==false) if (SphereTouchBBox3D(&p1, &p2, &dynlights->position[j], DL_RADIUS(j))==false)
continue; continue;
@ -912,8 +931,6 @@ void HWR_PlaneLighting(FOutVector *clVerts, int nrClipVerts)
#ifdef DL_HIGH_QUALITY #ifdef DL_HIGH_QUALITY
Surf.FlatColor.s.alpha = (unsigned char)((1 - dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha); Surf.FlatColor.s.alpha = (unsigned char)((1 - dist_p2d/DL_SQRRADIUS(j))*Surf.FlatColor.s.alpha);
#endif #endif
if (!dynlights->mo[j]->state)
return;
// next state is null so fade out with alpha // next state is null so fade out with alpha
if ((dynlights->mo[j]->state->nextstate == S_NULL)) if ((dynlights->mo[j]->state->nextstate == S_NULL))
Surf.FlatColor.s.alpha = (unsigned char)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha); Surf.FlatColor.s.alpha = (unsigned char)(((float)dynlights->mo[j]->tics/(float)dynlights->mo[j]->state->tics)*Surf.FlatColor.s.alpha);
@ -1044,6 +1061,14 @@ void HWR_DrawCoronas(void)
if (!(p_lspr->type & CORONA_SPR)) if (!(p_lspr->type & CORONA_SPR))
continue; continue;
if (!dynlights->mo[j])
continue;
if (P_MobjWasRemoved(dynlights->mo[j]))
{
P_SetTarget(&dynlights->mo[j], NULL);
continue;
}
transform(&cx,&cy,&cz); transform(&cx,&cy,&cz);
// more realistique corona ! // more realistique corona !
@ -1105,7 +1130,8 @@ void HWR_DrawCoronas(void)
// -------------------------------------------------------------------------- // --------------------------------------------------------------------------
void HWR_ResetLights(void) void HWR_ResetLights(void)
{ {
dynlights->nb = 0; while (dynlights->nb)
P_SetTarget(&dynlights->mo[--dynlights->nb], NULL);
} }
// -------------------------------------------------------------------------- // --------------------------------------------------------------------------
@ -1136,24 +1162,25 @@ void HWR_DL_AddLight(gr_vissprite_t *spr, GLPatch_t *patch)
return; return;
#endif #endif
if (dynlights->nb >= DL_MAX_LIGHT)
return;
// check if sprite contain dynamic light // check if sprite contain dynamic light
p_lspr = t_lspr[spr->mobj->sprite]; p_lspr = t_lspr[spr->mobj->sprite];
if ((p_lspr->type&DYNLIGHT_SPR) if (!(p_lspr->type & DYNLIGHT_SPR))
&& ((p_lspr->type != LIGHT_SPR) || cv_grstaticlighting.value) return;
&& (dynlights->nb < DL_MAX_LIGHT) if ((p_lspr->type != LIGHT_SPR) || cv_grstaticlighting.value)
return;
&& spr->mobj->state) LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(spr->mobj->x);
{ LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(spr->mobj->z)+FIXED_TO_FLOAT(spr->mobj->height>>1)+p_lspr->light_yoffset;
LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(spr->mobj->x); LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(spr->mobj->y);
LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(spr->mobj->z)+FIXED_TO_FLOAT(spr->mobj->height>>1)+p_lspr->light_yoffset;
LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(spr->mobj->y);
P_SetTarget(&dynlights->mo[dynlights->nb], spr->mobj); P_SetTarget(&dynlights->mo[dynlights->nb], spr->mobj);
dynlights->p_lspr[dynlights->nb] = p_lspr; dynlights->p_lspr[dynlights->nb] = p_lspr;
dynlights->nb++; dynlights->nb++;
}
} }
static GLPatch_t lightmappatch; static GLPatch_t lightmappatch;
@ -1307,6 +1334,14 @@ static void HWR_CheckSubsector(size_t num, fixed_t *bbox)
// if (CircleTouchBBox(&p1, &p2, &LIGHT_POS(lightnum), DL_RADIUS(lightnum))==false) // if (CircleTouchBBox(&p1, &p2, &LIGHT_POS(lightnum), DL_RADIUS(lightnum))==false)
// continue; // continue;
if (!dynlights->mo[lightnum])
continue;
if (P_MobjWasRemoved(dynlights->mo[lightnum]))
{
P_SetTarget(&dynlights->mo[lightnum], NULL);
continue;
}
count = sub->numlines; // how many linedefs count = sub->numlines; // how many linedefs
line = &segs[sub->firstline]; // first line seg line = &segs[sub->firstline]; // first line seg
while (count--) while (count--)
@ -1324,18 +1359,20 @@ static void HWR_CheckSubsector(size_t num, fixed_t *bbox)
// -------------------------------------------------------------------------- // --------------------------------------------------------------------------
static void HWR_AddMobjLights(mobj_t *thing) static void HWR_AddMobjLights(mobj_t *thing)
{ {
if (t_lspr[thing->sprite]->type & CORONA_SPR) if (dynlights->nb >= DL_MAX_LIGHT)
{ return;
LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(thing->x); if (!(t_lspr[thing->sprite]->type & CORONA_SPR))
LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(thing->z) + t_lspr[thing->sprite]->light_yoffset; return;
LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(thing->y);
dynlights->p_lspr[dynlights->nb] = t_lspr[thing->sprite]; LIGHT_POS(dynlights->nb).x = FIXED_TO_FLOAT(thing->x);
LIGHT_POS(dynlights->nb).y = FIXED_TO_FLOAT(thing->z) + t_lspr[thing->sprite]->light_yoffset;
LIGHT_POS(dynlights->nb).z = FIXED_TO_FLOAT(thing->y);
dynlights->nb++; P_SetTarget(&dynlights->mo[dynlights->nb], thing);
if (dynlights->nb > DL_MAX_LIGHT)
dynlights->nb = DL_MAX_LIGHT; dynlights->p_lspr[dynlights->nb] = t_lspr[thing->sprite];
}
dynlights->nb++;
} }
//Hurdler: The goal of this function is to walk through all the bsp starting //Hurdler: The goal of this function is to walk through all the bsp starting
@ -1361,12 +1398,9 @@ static void HWR_SearchLightsInMobjs(void)
//mobj_t * mobj; //mobj_t * mobj;
// search in the list of thinkers // search in the list of thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed)
// a mobj ?
if (th->function.acp1 == (actionf_p1)P_MobjThinker)
HWR_AddMobjLights((mobj_t *)th); HWR_AddMobjLights((mobj_t *)th);
}
} }
#endif #endif
@ -1378,7 +1412,7 @@ void HWR_CreateStaticLightmaps(int bspnum)
#ifdef STATICLIGHT #ifdef STATICLIGHT
CONS_Debug(DBG_RENDER, "HWR_CreateStaticLightmaps\n"); CONS_Debug(DBG_RENDER, "HWR_CreateStaticLightmaps\n");
dynlights->nb = 0; HWR_ResetLights();
// First: Searching for lights // First: Searching for lights
// BP: if i was you, I will make it in create mobj since mobj can be create // BP: if i was you, I will make it in create mobj since mobj can be create
@ -1389,8 +1423,6 @@ void HWR_CreateStaticLightmaps(int bspnum)
// Second: Build all lightmap for walls covered by lights // Second: Build all lightmap for walls covered by lights
validcount++; // to be sure validcount++; // to be sure
HWR_ComputeLightMapsInBSPNode(bspnum, NULL); HWR_ComputeLightMapsInBSPNode(bspnum, NULL);
dynlights->nb = 0;
#else #else
(void)bspnum; (void)bspnum;
#endif #endif

View File

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

View File

@ -49,6 +49,7 @@ void HWR_CreatePlanePolygons(INT32 bspnum);
void HWR_CreateStaticLightmaps(INT32 bspnum); void HWR_CreateStaticLightmaps(INT32 bspnum);
void HWR_PrepLevelCache(size_t pnumtextures); void HWR_PrepLevelCache(size_t pnumtextures);
void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color); void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color);
void HWR_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color, UINT16 actualcolor, UINT8 strength);
void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options); // Lat: separate flags from color since color needs to be an uint to work right. void HWR_DrawConsoleFill(INT32 x, INT32 y, INT32 w, INT32 h, UINT32 color, INT32 options); // Lat: separate flags from color since color needs to be an uint to work right.
void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum); void HWR_DrawPic(INT32 x,INT32 y,lumpnum_t lumpnum);

View File

@ -40,6 +40,8 @@
#include "../w_wad.h" #include "../w_wad.h"
#include "../z_zone.h" #include "../z_zone.h"
#include "../r_things.h" #include "../r_things.h"
#include "../r_draw.h"
#include "../p_tick.h"
#include "hw_main.h" #include "hw_main.h"
#include "../v_video.h" #include "../v_video.h"
@ -978,8 +980,18 @@ spritemd2found:
fclose(f); fclose(f);
} }
static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, skincolors_t color) // Define for getting accurate color brightness readings according to how the human eye sees them.
// https://en.wikipedia.org/wiki/Relative_luminance
// 0.2126 to red
// 0.7152 to green
// 0.0722 to blue
// (See this same define in k_kart.c!)
#define SETBRIGHTNESS(brightness,r,g,b) \
brightness = (UINT8)(((1063*((UINT16)r)/5000) + (3576*((UINT16)g)/5000) + (361*((UINT16)b)/5000)) / 3)
static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, GLMipmap_t *grmip, INT32 skinnum, skincolors_t color)
{ {
UINT8 i;
UINT16 w = gpatch->width, h = gpatch->height; UINT16 w = gpatch->width, h = gpatch->height;
UINT32 size = w*h; UINT32 size = w*h;
RGBA_t *image, *blendimage, *cur, blendcolor; RGBA_t *image, *blendimage, *cur, blendcolor;
@ -1005,50 +1017,112 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch,
image = gpatch->mipmap.grInfo.data; image = gpatch->mipmap.grInfo.data;
blendimage = blendgpatch->mipmap.grInfo.data; blendimage = blendgpatch->mipmap.grInfo.data;
// Average all of the translation's colors
if (color == SKINCOLOR_NONE || color >= MAXTRANSLATIONS) if (color == SKINCOLOR_NONE || color >= MAXTRANSLATIONS)
blendcolor = V_GetColor(0xff); blendcolor = V_GetColor(0xff);
else else
blendcolor = V_GetColor(Color_Index[color-1][4]);
while (size--)
{ {
if (blendimage->s.alpha == 0) const UINT8 div = 6;
{ const UINT8 start = 4;
// Don't bother with blending the pixel if the alpha of the blend pixel is 0 UINT32 r, g, b;
cur->rgba = image->rgba;
}
else
{
INT32 tempcolor;
INT16 tempmult, tempalpha;
tempalpha = -(abs(blendimage->s.red-127)-127)*2;
if (tempalpha > 255)
tempalpha = 255;
else if (tempalpha < 0)
tempalpha = 0;
tempmult = (blendimage->s.red-127)*2; blendcolor = V_GetColor(Color_Index[color-1][start]);
if (tempmult > 255) r = (UINT32)(blendcolor.s.red*blendcolor.s.red);
tempmult = 255; g = (UINT32)(blendcolor.s.green*blendcolor.s.green);
else if (tempmult < 0) b = (UINT32)(blendcolor.s.blue*blendcolor.s.blue);
tempmult = 0;
tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255; for (i = 1; i < div; i++)
cur->s.red = (UINT8)tempcolor; {
tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255; RGBA_t nextcolor = V_GetColor(Color_Index[color-1][start+i]);
cur->s.green = (UINT8)tempcolor; r += (UINT32)(nextcolor.s.red*nextcolor.s.red);
tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255; g += (UINT32)(nextcolor.s.green*nextcolor.s.green);
cur->s.blue = (UINT8)tempcolor; b += (UINT32)(nextcolor.s.blue*nextcolor.s.blue);
cur->s.alpha = image->s.alpha;
} }
cur++; image++; blendimage++; blendcolor.s.red = (UINT8)(FixedSqrt((r/div)<<FRACBITS)>>FRACBITS);
blendcolor.s.green = (UINT8)(FixedSqrt((g/div)<<FRACBITS)>>FRACBITS);
blendcolor.s.blue = (UINT8)(FixedSqrt((b/div)<<FRACBITS)>>FRACBITS);
}
// rainbow support, could theoretically support boss ones too
if (skinnum == TC_RAINBOW)
{
while (size--)
{
if (image->s.alpha == 0 && blendimage->s.alpha == 0)
{
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
cur->rgba = image->rgba;
}
else
{
UINT32 tempcolor;
UINT16 imagebright, blendbright, finalbright, colorbright;
SETBRIGHTNESS(imagebright,image->s.red,image->s.green,image->s.blue);
SETBRIGHTNESS(blendbright,blendimage->s.red,blendimage->s.green,blendimage->s.blue);
// slightly dumb average between the blend image color and base image colour, usually one or the other will be fully opaque anyway
finalbright = (imagebright*(255-blendimage->s.alpha))/255 + (blendbright*blendimage->s.alpha)/255;
SETBRIGHTNESS(colorbright,blendcolor.s.red,blendcolor.s.green,blendcolor.s.blue);
tempcolor = (finalbright*blendcolor.s.red)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.red = (UINT8)tempcolor;
tempcolor = (finalbright*blendcolor.s.green)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.green = (UINT8)tempcolor;
tempcolor = (finalbright*blendcolor.s.blue)/colorbright;
tempcolor = min(255, tempcolor);
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
cur++; image++; blendimage++;
}
}
else
{
while (size--)
{
if (blendimage->s.alpha == 0)
{
// Don't bother with blending the pixel if the alpha of the blend pixel is 0
cur->rgba = image->rgba;
}
else
{
INT32 tempcolor;
INT16 tempmult, tempalpha;
tempalpha = -(abs(blendimage->s.red-127)-127)*2;
if (tempalpha > 255)
tempalpha = 255;
else if (tempalpha < 0)
tempalpha = 0;
tempmult = (blendimage->s.red-127)*2;
if (tempmult > 255)
tempmult = 255;
else if (tempmult < 0)
tempmult = 0;
tempcolor = (image->s.red*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.red)/255)) * blendimage->s.alpha)/255;
cur->s.red = (UINT8)tempcolor;
tempcolor = (image->s.green*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.green)/255)) * blendimage->s.alpha)/255;
cur->s.green = (UINT8)tempcolor;
tempcolor = (image->s.blue*(255-blendimage->s.alpha))/255 + ((tempmult + ((tempalpha*blendcolor.s.blue)/255)) * blendimage->s.alpha)/255;
cur->s.blue = (UINT8)tempcolor;
cur->s.alpha = image->s.alpha;
}
cur++; image++; blendimage++;
}
} }
return; return;
} }
static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, const UINT8 *colormap, skincolors_t color) #undef SETBRIGHTNESS
static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, INT32 skinnum, const UINT8 *colormap, skincolors_t color)
{ {
// mostly copied from HWR_GetMappedPatch, hence the similarities and comment // mostly copied from HWR_GetMappedPatch, hence the similarities and comment
GLMipmap_t *grmip, *newmip; GLMipmap_t *grmip, *newmip;
@ -1089,13 +1163,14 @@ static void HWR_GetBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, con
grmip->nextcolormap = newmip; grmip->nextcolormap = newmip;
newmip->colormap = colormap; newmip->colormap = colormap;
HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, color); HWR_CreateBlendedTexture(gpatch, blendgpatch, newmip, skinnum, color);
HWD.pfnSetTexture(newmip); HWD.pfnSetTexture(newmip);
Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED); Z_ChangeTag(newmip->grInfo.data, PU_HWRCACHE_UNLOCKED);
} }
// -----------------+ // -----------------+
// HWR_DrawMD2 : Draw MD2 // HWR_DrawMD2 : Draw MD2
// : (monsters, bonuses, weapons, lights, ...) // : (monsters, bonuses, weapons, lights, ...)
@ -1123,6 +1198,9 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
if (!md2 || !skin) if (!md2 || !skin)
return 0; return 0;
if ((spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(md2->model->spr2frames[spr2*2 + 1]) while (!(md2->model->spr2frames[spr2*2 + 1])
&& spr2 != SPR2_STND && spr2 != SPR2_STND
&& ++i != 32) // recursion limiter && ++i != 32) // recursion limiter
@ -1145,7 +1223,10 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL; & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
break; break;
case SPR2_TIRE: case SPR2_TIRE:
spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; spr2 = ((player
? player->charability
: skin->ability)
== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
break; break;
// Use the handy list, that's what it's there for! // Use the handy list, that's what it's there for!
@ -1157,6 +1238,9 @@ static UINT8 P_GetModelSprite2(md2_t *md2, skin_t *skin, UINT8 spr2, player_t *p
spr2 |= super; spr2 |= super;
} }
if (i >= 32) // probably an infinite loop...
return 0;
return spr2; return spr2;
} }
@ -1285,7 +1369,30 @@ void HWR_DrawMD2(gr_vissprite_t *spr)
md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format md2->blendgrpatch && ((GLPatch_t *)md2->blendgrpatch)->mipmap.grInfo.format
&& gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height) && gpatch->width == ((GLPatch_t *)md2->blendgrpatch)->width && gpatch->height == ((GLPatch_t *)md2->blendgrpatch)->height)
{ {
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, spr->colormap, (skincolors_t)spr->mobj->color); INT32 skinnum = TC_DEFAULT;
if ((spr->mobj->flags & (MF_ENEMY|MF_BOSS)) && (spr->mobj->flags2 & MF2_FRET) && !(spr->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{
if (spr->mobj->type == MT_CYBRAKDEMON || spr->mobj->colorized)
skinnum = TC_ALLWHITE;
else if (spr->mobj->type == MT_METALSONIC_BATTLE)
skinnum = TC_METALSONIC;
else
skinnum = TC_BOSS;
}
else if (spr->mobj->color)
{
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
if (spr->mobj->colorized)
skinnum = TC_RAINBOW;
else
{
skinnum = (INT32)((skin_t*)spr->mobj->skin-skins);
}
}
else skinnum = TC_DEFAULT;
}
HWR_GetBlendedTexture(gpatch, (GLPatch_t *)md2->blendgrpatch, skinnum, spr->colormap, (skincolors_t)spr->mobj->color);
} }
else else
{ {

View File

@ -2138,7 +2138,7 @@ void HU_Drawer(void)
if (!Playing() if (!Playing()
|| gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE || gamestate == GS_INTERMISSION || gamestate == GS_CUTSCENE
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION || gamestate == GS_CREDITS || gamestate == GS_EVALUATION
|| gamestate == GS_GAMEEND) || gamestate == GS_ENDING || gamestate == GS_GAMEEND)
return; return;
// draw multiplayer rankings // draw multiplayer rankings

View File

@ -90,6 +90,7 @@ char sprnames[NUMSPRITES + 1][5] =
// Boss 4 (Castle Eggman) // Boss 4 (Castle Eggman)
"EGGP", "EGGP",
"EFIR", // Boss 4 jet flame "EFIR", // Boss 4 jet flame
"EGR1", // Boss 4 Spectator Eggrobo
// Boss 5 (Arid Canyon) // Boss 5 (Arid Canyon)
"FANG", // replaces EGGQ "FANG", // replaces EGGQ
@ -382,6 +383,7 @@ char sprnames[NUMSPRITES + 1][5] =
"GFLG", // Got Flag sign "GFLG", // Got Flag sign
"CORK", "CORK",
"LHRT",
// Ring Weapons // Ring Weapons
"RRNG", // Red Ring "RRNG", // Red Ring
@ -475,6 +477,9 @@ char sprnames[NUMSPRITES + 1][5] =
"ROIO", "ROIO",
"ROIP", "ROIP",
// Bricks
"BRIC",
// Gravity Well Objects // Gravity Well Objects
"GWLG", "GWLG",
"GWLR", "GWLR",
@ -573,7 +578,8 @@ char spr2names[NUMPLAYERSPRITES][5] =
"TALB", "TALB",
"SIGN", "SIGN",
"LIFE" "LIFE",
"XTRA",
}; };
playersprite_t free_spr2 = SPR2_FIRSTFREESLOT; playersprite_t free_spr2 = SPR2_FIRSTFREESLOT;
@ -590,7 +596,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_DEAD, // SPR2_DRWN, SPR2_DEAD, // SPR2_DRWN,
0, // SPR2_ROLL, 0, // SPR2_ROLL,
SPR2_SPNG, // SPR2_GASP, SPR2_SPNG, // SPR2_GASP,
0, // SPR2_JUMP, (conditional) 0, // SPR2_JUMP, (conditional, will never be referenced)
SPR2_FALL, // SPR2_SPNG, SPR2_FALL, // SPR2_SPNG,
SPR2_WALK, // SPR2_FALL, SPR2_WALK, // SPR2_FALL,
0, // SPR2_EDGE, 0, // SPR2_EDGE,
@ -600,7 +606,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_SPNG, // SPR2_FLY , SPR2_SPNG, // SPR2_FLY ,
SPR2_FLY , // SPR2_SWIM, SPR2_FLY , // SPR2_SWIM,
0, // SPR2_TIRE, (conditional) 0, // SPR2_TIRE, (conditional, will never be referenced)
SPR2_FLY , // SPR2_GLID, SPR2_FLY , // SPR2_GLID,
SPR2_CLMB, // SPR2_CLNG, SPR2_CLMB, // SPR2_CLNG,
@ -627,7 +633,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_NSTN, // SPR2_NPUL, SPR2_NSTN, // SPR2_NPUL,
FF_SPR2SUPER|SPR2_ROLL, // SPR2_NATK, FF_SPR2SUPER|SPR2_ROLL, // SPR2_NATK,
0, // SPR2_NGT0, (should never be referenced) 0, // SPR2_NGT0, (will never be referenced unless skin 0 lacks this)
SPR2_NGT0, // SPR2_NGT1, SPR2_NGT0, // SPR2_NGT1,
SPR2_NGT1, // SPR2_NGT2, SPR2_NGT1, // SPR2_NGT2,
SPR2_NGT2, // SPR2_NGT3, SPR2_NGT2, // SPR2_NGT3,
@ -655,7 +661,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
SPR2_NGTB, // SPR2_DRLB, SPR2_NGTB, // SPR2_DRLB,
SPR2_NGTC, // SPR2_DRLC, SPR2_NGTC, // SPR2_DRLC,
0, // SPR2_TAL0, 0, // SPR2_TAL0, (this will look mighty stupid but oh well)
SPR2_TAL0, // SPR2_TAL1, SPR2_TAL0, // SPR2_TAL1,
SPR2_TAL1, // SPR2_TAL2, SPR2_TAL1, // SPR2_TAL2,
SPR2_TAL2, // SPR2_TAL3, SPR2_TAL2, // SPR2_TAL3,
@ -670,6 +676,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
0, // SPR2_SIGN, 0, // SPR2_SIGN,
0, // SPR2_LIFE, 0, // SPR2_LIFE,
0, // SPR2_XTRA (should never be referenced)
}; };
// Doesn't work with g++, needs actionf_p1 (don't modify this comment) // Doesn't work with g++, needs actionf_p1 (don't modify this comment)
@ -742,10 +749,10 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_FIRE, 15, {NULL}, S_PLAY_STND, 0, S_PLAY_STND}, // S_PLAY_FIRE_FINISH {SPR_PLAY, SPR2_FIRE, 15, {NULL}, S_PLAY_STND, 0, S_PLAY_STND}, // S_PLAY_FIRE_FINISH
// CA_TWINSPIN // CA_TWINSPIN
{SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN {SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN
// CA2_MELEE // CA2_MELEE
{SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE {SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 2, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE
{SPR_PLAY, SPR2_MLEE, 70, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH {SPR_PLAY, SPR2_MLEE, 70, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH
{SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING {SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_MELEE_LANDING
@ -1268,6 +1275,11 @@ state_t states[NUMSTATES] =
// Boss 3 // Boss 3
{SPR_EGGO, 0, 1, {NULL}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_STND {SPR_EGGO, 0, 1, {NULL}, 0, 0, S_EGGMOBILE3_STND}, // S_EGGMOBILE3_STND
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH2}, // S_EGGMOBILE3_LAUGH1
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH3}, // S_EGGMOBILE3_LAUGH2
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH4}, // S_EGGMOBILE3_LAUGH3
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH5}, // S_EGGMOBILE3_LAUGH4
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_ATK1}, // S_EGGMOBILE3_LAUGH5
{SPR_EGGO, 1, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK2}, // S_EGGMOBILE3_ATK1 {SPR_EGGO, 1, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK2}, // S_EGGMOBILE3_ATK1
{SPR_EGGO, 2, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK3A}, // S_EGGMOBILE3_ATK2 {SPR_EGGO, 2, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK3A}, // S_EGGMOBILE3_ATK2
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 2, S_EGGMOBILE3_ATK3B}, // S_EGGMOBILE3_ATK3A {SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 2, S_EGGMOBILE3_ATK3B}, // S_EGGMOBILE3_ATK3A
@ -1275,12 +1287,7 @@ state_t states[NUMSTATES] =
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 3, S_EGGMOBILE3_ATK3D}, // S_EGGMOBILE3_ATK3C {SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 3, S_EGGMOBILE3_ATK3D}, // S_EGGMOBILE3_ATK3C
{SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 5, S_EGGMOBILE3_ATK4}, // S_EGGMOBILE3_ATK3D {SPR_EGGO, 3, 2, {A_BossFireShot}, MT_TORPEDO, 5, S_EGGMOBILE3_ATK4}, // S_EGGMOBILE3_ATK3D
{SPR_EGGO, 4, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK5}, // S_EGGMOBILE3_ATK4 {SPR_EGGO, 4, 2, {NULL}, 0, 0, S_EGGMOBILE3_ATK5}, // S_EGGMOBILE3_ATK4
{SPR_EGGO, 5, 2, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH1}, // S_EGGMOBILE3_ATK5 {SPR_EGGO, 5, 2, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH6}, // S_EGGMOBILE3_ATK5
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH2}, // S_EGGMOBILE3_LAUGH1
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH3}, // S_EGGMOBILE3_LAUGH2
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH4}, // S_EGGMOBILE3_LAUGH3
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH5}, // S_EGGMOBILE3_LAUGH4
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH6}, // S_EGGMOBILE3_LAUGH5
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH7}, // S_EGGMOBILE3_LAUGH6 {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH7}, // S_EGGMOBILE3_LAUGH6
{SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH8}, // S_EGGMOBILE3_LAUGH7 {SPR_EGGO, 6, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH8}, // S_EGGMOBILE3_LAUGH7
{SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH9}, // S_EGGMOBILE3_LAUGH8 {SPR_EGGO, 7, 4, {NULL}, 0, 0, S_EGGMOBILE3_LAUGH9}, // S_EGGMOBILE3_LAUGH8
@ -1327,14 +1334,14 @@ state_t states[NUMSTATES] =
// Boss 3 Pinch // Boss 3 Pinch
{SPR_FAKE, 0, 1, {A_BossJetFume}, 1, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_INIT {SPR_FAKE, 0, 1, {A_BossJetFume}, 1, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_INIT
{SPR_FAKE, 0, 1, {A_Boss3Path}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE {SPR_FAKE, 0, 1, {A_Boss3Path}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE
{SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK2}, // S_FAKEMOBILE_ATK1 {SPR_FAKE, 0, 22, {NULL}, 0, 0, S_FAKEMOBILE_ATK2}, // S_FAKEMOBILE_ATK1
{SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK3A}, // S_FAKEMOBILE_ATK2 {SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK3A}, // S_FAKEMOBILE_ATK2
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 2, S_FAKEMOBILE_ATK3B}, // S_FAKEMOBILE_ATK3A {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 2, S_FAKEMOBILE_ATK3B}, // S_FAKEMOBILE_ATK3A
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 4, S_FAKEMOBILE_ATK3C}, // S_FAKEMOBILE_ATK3B {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 4, S_FAKEMOBILE_ATK3C}, // S_FAKEMOBILE_ATK3B
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 3, S_FAKEMOBILE_ATK3D}, // S_FAKEMOBILE_ATK3C {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 3, S_FAKEMOBILE_ATK3D}, // S_FAKEMOBILE_ATK3C
{SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 5, S_FAKEMOBILE_ATK4}, // S_FAKEMOBILE_ATK3D {SPR_FAKE, 0, 2, {A_BossFireShot}, MT_TORPEDO2, 5, S_FAKEMOBILE}, // S_FAKEMOBILE_ATK3D
{SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE_ATK5}, // S_FAKEMOBILE_ATK4 {SPR_FAKE, 0, 1, {NULL}, 0, 0, S_FAKEMOBILE_DIE2}, // S_FAKEMOBILE_DIE1
{SPR_FAKE, 0, 2, {NULL}, 0, 0, S_FAKEMOBILE}, // S_FAKEMOBILE_ATK5 {SPR_NULL, 0, 1, {NULL}, 0, 0, S_FAKEMOBILE_DIE1}, // S_FAKEMOBILE_DIE2
// Boss 4 // Boss 4
{SPR_EGGP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_STND {SPR_EGGP, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_STND
@ -1351,16 +1358,9 @@ state_t states[NUMSTATES] =
{SPR_EGGP, 9,150, {A_Boss4SpeedUp}, sfx_mswing, 0, S_EGGMOBILE4_RATK6}, // S_EGGMOBILE4_RATK5 {SPR_EGGP, 9,150, {A_Boss4SpeedUp}, sfx_mswing, 0, S_EGGMOBILE4_RATK6}, // S_EGGMOBILE4_RATK5
{SPR_EGGP,10, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RATK6 {SPR_EGGP,10, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RATK6
{SPR_EGGP, 0, 20, {A_Boss4Raise}, sfx_doord1, 0, S_EGGMOBILE4_RAISE2}, // S_EGGMOBILE4_RAISE1 {SPR_EGGP, 0, 20, {A_Boss4Raise}, sfx_doord1, 0, S_EGGMOBILE4_RAISE2}, // S_EGGMOBILE4_RAISE1
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE3}, // S_EGGMOBILE4_RAISE2 {SPR_EGGP,13|FF_ANIMATE, -1, {NULL}, 1, 10, S_NULL}, // S_EGGMOBILE4_RAISE2
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE4}, // S_EGGMOBILE4_RAISE3 {SPR_EGGP,11, 0, {A_Boss4Reverse}, sfx_alarm, sfx_s3k60, S_EGGMOBILE4_PAIN2}, // S_EGGMOBILE4_PAIN1
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE5}, // S_EGGMOBILE4_RAISE4 {SPR_EGGP,11, 24, {A_Pain}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_PAIN2
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE6}, // S_EGGMOBILE4_RAISE5
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE7}, // S_EGGMOBILE4_RAISE6
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE8}, // S_EGGMOBILE4_RAISE7
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE9}, // S_EGGMOBILE4_RAISE8
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE10},// S_EGGMOBILE4_RAISE9
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RAISE10
{SPR_EGGP,11, 24, {A_Pain}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_PAIN
{SPR_EGGP,12, 8, {A_Fall}, 0, 0, S_EGGMOBILE4_DIE2}, // S_EGGMOBILE4_DIE1 {SPR_EGGP,12, 8, {A_Fall}, 0, 0, S_EGGMOBILE4_DIE2}, // S_EGGMOBILE4_DIE1
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE3}, // S_EGGMOBILE4_DIE2 {SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE3}, // S_EGGMOBILE4_DIE2
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE4}, // S_EGGMOBILE4_DIE3 {SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE4}, // S_EGGMOBILE4_DIE3
@ -1378,10 +1378,21 @@ state_t states[NUMSTATES] =
{SPR_EGGP,13, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE2}, // S_EGGMOBILE4_FLEE1 {SPR_EGGP,13, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE2}, // S_EGGMOBILE4_FLEE1
{SPR_EGGP,14, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE1}, // S_EGGMOBILE4_FLEE2 {SPR_EGGP,14, 5, {NULL}, 0, 0, S_EGGMOBILE4_FLEE1}, // S_EGGMOBILE4_FLEE2
{SPR_BMCE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_MACE {SPR_BMCE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGMOBILE4_MACE
{SPR_BMCE, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_EGGMOBILE4_MACE_DIE2}, // S_EGGMOBILE4_MACE_DIE1
{SPR_NULL, 0, 2, {A_BossScream}, 1, MT_SONIC3KBOSSEXPLODE, S_EGGMOBILE4_MACE_DIE3}, // S_EGGMOBILE4_MACE_DIE2
{SPR_NULL, 0, 0, {A_Repeat}, 7, S_EGGMOBILE4_MACE_DIE1, S_BOSSEXPLODE}, // S_EGGMOBILE4_MACE_DIE3
// Boss 4 Jet flame // Boss 4 jet flame
{SPR_EFIR, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_JETFLAME2}, // S_JETFLAME1 {SPR_EFIR, FF_FULLBRIGHT|FF_ANIMATE, -1, {NULL}, 1, 1, S_NULL}, // S_JETFLAME
{SPR_EFIR, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_JETFLAME1}, // S_JETFLAME2
// Boss 4 Spectator Eggrobo
{SPR_EGR1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBO1_STND
{SPR_EGR1, 5, 2, {NULL}, 0, 0, S_EGGROBO1_BSLAP2}, // S_EGGROBO1_BSLAP1
{SPR_EGR1, FF_ANIMATE|6, 35, {NULL}, 1, 2, S_EGGROBO1_STND}, // S_EGGROBO1_BSLAP2
{SPR_EGR1, FF_ANIMATE|3, -1, {NULL}, 1, 2, S_NULL}, // S_EGGROBO1_PISSED
// Boss 4 Spectator Eggrobo jet flame
{SPR_EFIR, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBOJET
// Boss 5 // Boss 5
{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2}, // S_FANG_IDLE1 {SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2}, // S_FANG_IDLE1
@ -1746,20 +1757,23 @@ state_t states[NUMSTATES] =
{SPR_METL, 9, 2, {NULL}, 0, 0, S_METALSONIC_RUN1}, // S_METALSONIC_RUN4 {SPR_METL, 9, 2, {NULL}, 0, 0, S_METALSONIC_RUN1}, // S_METALSONIC_RUN4
{SPR_METL, 4, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_FLOAT {SPR_METL, 4, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_FLOAT
{SPR_METL, 12, -1, {NULL}, 0, 0, S_METALSONIC_STUN}, // S_METALSONIC_VECTOR {SPR_METL, 12|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_METALSONIC_STUN}, // S_METALSONIC_VECTOR
{SPR_METL, 0, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_STUN {SPR_METL, 11, -1, {NULL}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_STUN
{SPR_METL, 13, 40, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_RAISE {SPR_METL, 13, 20, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_RAISE
{SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_GATHER {SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_GATHER
{SPR_METL, 15, -1, {NULL}, 0, 0, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH {SPR_METL, 15, -1, {NULL}, 0, 0, S_METALSONIC_BOUNCE},// S_METALSONIC_DASH
{SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BOUNCE {SPR_METL, 14, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BOUNCE
{SPR_METL, 16, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BADBOUNCE {SPR_METL, 16, -1, {NULL}, 0, 0, S_NULL}, // S_METALSONIC_BADBOUNCE
{SPR_METL, 13, -1, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_SHOOT {SPR_METL, 13, -1, {NULL}, 0, 0, S_METALSONIC_GATHER},// S_METALSONIC_SHOOT
{SPR_METL, 11, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_PAIN {SPR_METL, 11, 40, {A_Pain}, 0, 0, S_METALSONIC_FLOAT}, // S_METALSONIC_PAIN
{SPR_METL, 11, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_METALSONIC_DEATH {SPR_METL, 13, 8, {A_Fall}, 0, 0, S_METALSONIC_DEATH2},// S_METALSONIC_DEATH1
{SPR_METL, 3, 4, {NULL}, 0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1 {SPR_METL, 13, 8, {A_BossScream}, 0, 0, S_METALSONIC_DEATH3},// S_METALSONIC_DEATH2
{SPR_METL, 4, 4, {A_BossScream}, 0, 0, S_METALSONIC_FLEE3}, // S_METALSONIC_FLEE2 {SPR_METL, 13, 0, {A_Repeat}, 11, S_METALSONIC_DEATH2, S_METALSONIC_DEATH4}, // S_METALSONIC_DEATH3
{SPR_METL, 5, 4, {NULL}, 0, 0, S_METALSONIC_FLEE4}, // S_METALSONIC_FLEE3 {SPR_METL, 13, -1, {A_BossDeath}, 0, 0, S_NULL}, // S_METALSONIC_DEATH4
{SPR_METL, 4, 4, {NULL}, 0, 0, S_METALSONIC_FLEE1}, // S_METALSONIC_FLEE4 {SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE2}, // S_METALSONIC_FLEE1
{SPR_METL, 11, 4, {A_BossScream}, 0, 0, S_METALSONIC_FLEE3}, // S_METALSONIC_FLEE2
{SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE4}, // S_METALSONIC_FLEE3
{SPR_METL, 11, 4, {NULL}, 0, 0, S_METALSONIC_FLEE1}, // S_METALSONIC_FLEE4
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 0, 1, {NULL}, 0, 0, S_MSSHIELD_F2}, // S_MSSHIELD_F1 {SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 0, 1, {NULL}, 0, 0, S_MSSHIELD_F2}, // S_MSSHIELD_F1
{SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 1, 1, {NULL}, 0, 0, S_MSSHIELD_F3}, // S_MSSHIELD_F2 {SPR_MSCF, FF_FULLBRIGHT|FF_TRANS30| 1, 1, {NULL}, 0, 0, S_MSSHIELD_F3}, // S_MSSHIELD_F2
@ -1779,7 +1793,11 @@ state_t states[NUMSTATES] =
// Blue Sphere for special stages // Blue Sphere for special stages
{SPR_SPHR, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_BLUESPHERE {SPR_SPHR, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_BLUESPHERE
{SPR_SPHR, FF_FULLBRIGHT|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 1, 4, S_NULL}, // S_BLUESPHEREBONUS {SPR_SPHR, FF_FULLBRIGHT
#ifdef MANIASPHERES
|FF_ANIMATE|FF_RANDOMANIM
#endif
, -1, {NULL}, 1, 4, S_NULL}, // S_BLUESPHEREBONUS
{SPR_SPHR, 0, 20, {NULL}, 0, 0, S_NULL}, // S_BLUESPHERESPARK {SPR_SPHR, 0, 20, {NULL}, 0, 0, S_NULL}, // S_BLUESPHERESPARK
// Bomb Sphere // Bomb Sphere
@ -2310,9 +2328,10 @@ state_t states[NUMSTATES] =
{SPR_BFBR, FF_FULLBRIGHT|15, 1, {NULL}, 0, 0, S_BIGFIREBAR1}, // S_BIGFIREBAR16 {SPR_BFBR, FF_FULLBRIGHT|15, 1, {NULL}, 0, 0, S_BIGFIREBAR1}, // S_BIGFIREBAR16
{SPR_FWR4, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZFLOWER {SPR_FWR4, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZFLOWER
{SPR_BANR, 1, -1, {NULL}, 0, 0, S_NULL}, // S_CEZPOLE {SPR_BANR, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZPOLE
{SPR_BANR, FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_CEZBANNER {SPR_BANR, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_CEZBANNER1
{SPR_BANR, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_CEZBANNER2
{SPR_PINE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_PINETREE {SPR_PINE, 0, -1, {NULL}, 0, 0, S_NULL}, // S_PINETREE
{SPR_CEZB, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZBUSH1 {SPR_CEZB, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CEZBUSH1
@ -2326,7 +2345,8 @@ state_t states[NUMSTATES] =
{SPR_CTRC, FF_FULLBRIGHT|FF_ANIMATE, 8*3, {A_FlameParticle}, 3, 3, S_FIRETORCH}, // S_FIRETORCH {SPR_CTRC, FF_FULLBRIGHT|FF_ANIMATE, 8*3, {A_FlameParticle}, 3, 3, S_FIRETORCH}, // S_FIRETORCH
{SPR_CFLG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAG {SPR_CFLG, 0, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAG
{SPR_CFLG, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAGSEG {SPR_CFLG, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAGSEG1
{SPR_CFLG, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_WAVINGFLAGSEG2
{SPR_CSTA, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CRAWLASTATUE {SPR_CSTA, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CRAWLASTATUE
@ -2803,12 +2823,18 @@ state_t states[NUMSTATES] =
{SPR_ELEM, FF_FULLBRIGHT|20, 1, {NULL}, 0, 0, S_ELEMF10}, // S_ELEMF9 {SPR_ELEM, FF_FULLBRIGHT|20, 1, {NULL}, 0, 0, S_ELEMF10}, // S_ELEMF9
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_ELEMF1 }, // S_ELEMF10 {SPR_NULL, 0, 1, {NULL}, 0, 0, S_ELEMF1 }, // S_ELEMF10
{SPR_PITY, FF_TRANS30 , 2, {NULL}, 0, 0, S_PITY2}, // S_PITY1 {SPR_PITY, FF_TRANS30 , 2, {NULL}, 0, 0, S_PITY2}, // S_PITY1
{SPR_PITY, FF_TRANS30|1, 2, {NULL}, 0, 0, S_PITY3}, // S_PITY2 {SPR_PITY, FF_TRANS30| 1, 2, {NULL}, 0, 0, S_PITY3}, // S_PITY2
{SPR_PITY, FF_TRANS30|2, 2, {NULL}, 0, 0, S_PITY4}, // S_PITY3 {SPR_PITY, FF_TRANS30| 2, 2, {NULL}, 0, 0, S_PITY4}, // S_PITY3
{SPR_PITY, FF_TRANS20|3, 2, {NULL}, 0, 0, S_PITY5}, // S_PITY4 {SPR_PITY, FF_TRANS30| 3, 2, {NULL}, 0, 0, S_PITY5}, // S_PITY4
{SPR_PITY, FF_TRANS30|4, 2, {NULL}, 0, 0, S_PITY6}, // S_PITY5 {SPR_PITY, FF_TRANS30| 4, 2, {NULL}, 0, 0, S_PITY6}, // S_PITY5
{SPR_PITY, FF_TRANS20|5, 2, {NULL}, 0, 0, S_PITY1}, // S_PITY6 {SPR_PITY, FF_TRANS30| 5, 2, {NULL}, 0, 0, S_PITY7}, // S_PITY6
{SPR_PITY, FF_TRANS30| 6, 2, {NULL}, 0, 0, S_PITY8}, // S_PITY7
{SPR_PITY, FF_TRANS30| 7, 2, {NULL}, 0, 0, S_PITY9}, // S_PITY8
{SPR_PITY, FF_TRANS30| 8, 2, {NULL}, 0, 0, S_PITY10}, // S_PITY9
{SPR_PITY, FF_TRANS30| 9, 2, {NULL}, 0, 0, S_PITY11}, // S_PITY10
{SPR_PITY, FF_TRANS30|10, 2, {NULL}, 0, 0, S_PITY12}, // S_PITY11
{SPR_PITY, FF_TRANS30|11, 2, {NULL}, 0, 0, S_PITY1}, // S_PITY12
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40 , 2, {NULL}, 0, 0, S_FIRS2}, // S_FIRS1 {SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40 , 2, {NULL}, 0, 0, S_FIRS2}, // S_FIRS1
{SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|1, 2, {NULL}, 0, 0, S_FIRS3}, // S_FIRS2 {SPR_FIRS, FF_FULLBRIGHT|FF_TRANS40|1, 2, {NULL}, 0, 0, S_FIRS3}, // S_FIRS2
@ -2886,7 +2912,7 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 15*2, {NULL}, 0, 0, S_ZAPSB2 }, // S_ZAPSB11 {SPR_NULL, 0, 15*2, {NULL}, 0, 0, S_ZAPSB2 }, // S_ZAPSB11
// Thunder spark // Thunder spark
{SPR_SSPK, FF_ANIMATE, 18, {NULL}, 1, 2, S_NULL}, // S_THUNDERCOIN_SPARK {SPR_SSPK, FF_ANIMATE, -1, {NULL}, 1, 2, S_NULL}, // S_THUNDERCOIN_SPARK
// Invincibility Sparkles // Invincibility Sparkles
{SPR_IVSP, FF_ANIMATE, 32, {NULL}, 31, 1, S_NULL}, // S_IVSP {SPR_IVSP, FF_ANIMATE, 32, {NULL}, 31, 1, S_NULL}, // S_IVSP
@ -3187,8 +3213,8 @@ state_t states[NUMSTATES] =
{SPR_SSWB, 1, 1, {NULL}, 0, 0, S_BHORIZ1}, // S_BHORIZ8 {SPR_SSWB, 1, 1, {NULL}, 0, 0, S_BHORIZ1}, // S_BHORIZ8
// Rain // Rain
{SPR_RAIN, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1 {SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1
{SPR_RAIN, FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN {SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN
// Snowflake // Snowflake
{SPR_SNO1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW1 {SPR_SNO1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW1
@ -3298,13 +3324,21 @@ state_t states[NUMSTATES] =
{SPR_LCKN, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON1 {SPR_LCKN, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON1
{SPR_LCKN, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON2 {SPR_LCKN, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON2
{SPR_LCKN, 2|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON3
{SPR_LCKN, 3|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON4
{SPR_LCKN, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF1
{SPR_LCKN, 1|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF2
{SPR_LCKN, 2|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF3
{SPR_LCKN, 3|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF4
{SPR_TTAG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_TTAG {SPR_TTAG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_TTAG
// CTF Sign // CTF Sign
{SPR_GFLG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_GOTFLAG {SPR_GFLG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_GOTFLAG
{SPR_CORK, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORK {SPR_CORK, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CORK
{SPR_LHRT, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LHRT
// Red Rings (thrown) // Red Rings (thrown)
{SPR_RRNG, FF_FULLBRIGHT, 1, {A_ThrownRing}, 0, 0, S_RRNG2}, // S_RRNG1 {SPR_RRNG, FF_FULLBRIGHT, 1, {A_ThrownRing}, 0, 0, S_RRNG2}, // S_RRNG1
@ -3861,6 +3895,8 @@ state_t states[NUMSTATES] =
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEO {SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEP {SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEP
{SPR_BRIC, FF_ANIMATE, -1, {A_DebrisRandom}, 7, 2, S_NULL}, // S_BRICKDEBRIS
#ifdef SEENAMES #ifdef SEENAMES
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK {SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
#endif #endif
@ -5500,7 +5536,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
MT_PROPELLER, // painchance MT_PROPELLER, // painchance
sfx_dmpain, // painsound sfx_dmpain, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_EGGMOBILE3_ATK1, // missilestate S_EGGMOBILE3_LAUGH1,// missilestate
S_EGGMOBILE3_DIE1, // deathstate S_EGGMOBILE3_DIE1, // deathstate
S_EGGMOBILE3_FLEE1, // xdeathstate S_EGGMOBILE3_FLEE1, // xdeathstate
sfx_cybdth, // deathsound sfx_cybdth, // deathsound
@ -5555,9 +5591,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_s3k7b, // painsound sfx_s3k7b, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_FAKEMOBILE_ATK1, // missilestate S_FAKEMOBILE_ATK1, // missilestate
S_XPLD1, // deathstate S_FAKEMOBILE_DIE1, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_pop, // deathsound sfx_mswarp, // deathsound
8*FRACUNIT, // speed 8*FRACUNIT, // speed
32*FRACUNIT, // radius 32*FRACUNIT, // radius
116*FRACUNIT, // height 116*FRACUNIT, // height
@ -5569,6 +5605,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_SHOCK
-1, // doomednum
S_THUNDERCOIN_SPARK, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_SPRK1, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
10*FRACUNIT, // speed
16*FRACUNIT, // radius
35*FRACUNIT, // height
0, // display offset
DMG_ELECTRIC|(sfx_buzz2<<8), // mass
20, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_MISSILE|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_EGGMOBILE4 { // MT_EGGMOBILE4
203, // doomednum 203, // doomednum
S_EGGMOBILE4_STND, // spawnstate S_EGGMOBILE4_STND, // spawnstate
@ -5577,7 +5640,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // seesound sfx_None, // seesound
0, // reactiontime 0, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_EGGMOBILE4_PAIN, // painstate S_EGGMOBILE4_PAIN1,// painstate
0, // painchance 0, // painchance
sfx_dmpain, // painsound sfx_dmpain, // painsound
S_EGGMOBILE4_LATK1,// meleestate S_EGGMOBILE4_LATK1,// meleestate
@ -5609,9 +5672,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // painsound sfx_None, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_NULL, // missilestate S_NULL, // missilestate
S_BOSSEXPLODE, // deathstate S_EGGMOBILE4_MACE_DIE1, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_cybdth, // deathsound sfx_None, // deathsound
48*FRACUNIT, // speed 48*FRACUNIT, // speed
34*FRACUNIT, // radius 34*FRACUNIT, // radius
68*FRACUNIT, // height 68*FRACUNIT, // height
@ -5625,7 +5688,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_JETFLAME { // MT_JETFLAME
-1, // doomednum -1, // doomednum
S_JETFLAME1, // spawnstate S_JETFLAME, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_None, // seesound sfx_None, // seesound
@ -5646,7 +5709,61 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
DMG_FIRE, // mass DMG_FIRE, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_None, // activesound
MF_NOGRAVITY|MF_PAIN|MF_FIRE, // flags MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_EGGROBO1
1127, // doomednum
S_EGGROBO1_STND,// spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_s3ka0, // seesound
8, // reactiontime
sfx_bsnipe, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_EGGROBO1_BSLAP1, // meleestate
S_NULL, // missilestate
S_EGGROBO1_PISSED, // deathstate
S_NULL, // xdeathstate
sfx_s3ka0, // deathsound
12*FRACUNIT, // speed
20*FRACUNIT, // radius
72*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_EGGROBOJET
-1, // doomednum
S_EGGROBOJET, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
1, // speed
10*FRACUNIT, // radius
28*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags
S_NULL // raisestate S_NULL // raisestate
}, },
@ -5673,7 +5790,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // mass 0, // mass
3, // damage 3, // damage
sfx_boingf, // activesound sfx_boingf, // activesound
MF_SPECIAL|MF_BOSS|MF_SHOOTABLE, // flags MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE, // flags
S_NULL // raisestate S_NULL // raisestate
}, },
@ -6251,13 +6368,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_METALSONIC_DASH, // seestate S_METALSONIC_DASH, // seestate
sfx_s3k54, // seesound sfx_s3k54, // seesound
0, // reactiontime 0, // reactiontime
sfx_trpowr, // attacksound sfx_bechrg, // attacksound
S_METALSONIC_PAIN, // painstate S_METALSONIC_PAIN, // painstate
S_METALSONIC_VECTOR,// painchance S_METALSONIC_VECTOR,// painchance
sfx_dmpain, // painsound sfx_dmpain, // painsound
S_METALSONIC_BADBOUNCE, // meleestate S_METALSONIC_BADBOUNCE, // meleestate
S_METALSONIC_SHOOT, // missilestate S_METALSONIC_SHOOT, // missilestate
S_METALSONIC_DEATH, // deathstate S_METALSONIC_DEATH1,// deathstate
S_METALSONIC_FLEE1, // xdeathstate S_METALSONIC_FLEE1, // xdeathstate
sfx_s3k6e, // deathsound sfx_s3k6e, // deathsound
MT_ENERGYBALL, // speed MT_ENERGYBALL, // speed
@ -6289,7 +6406,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound sfx_None, // deathsound
0, // speed 0, // speed
32*FRACUNIT, // radius 32*FRACUNIT, // radius
64*FRACUNIT, // height 52*FRACUNIT, // height
0, // display offset 0, // display offset
0, // mass 0, // mass
0, // damage 0, // damage
@ -7383,7 +7500,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // painstate S_NULL, // painstate
0, // painchance 0, // painchance
sfx_s3k64, // painsound sfx_s3k64, // painsound
S_NULL, // meleestate S_WALLSPIKE4, // meleestate
S_NULL, // missilestate S_NULL, // missilestate
S_WALLSPIKED1, // deathstate S_WALLSPIKED1, // deathstate
S_WALLSPIKED2, // xdeathstate S_WALLSPIKED2, // xdeathstate
@ -9086,7 +9203,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // painsound sfx_None, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_NULL, // missilestate S_NULL, // missilestate
S_MINE_BOOM1, // deathstate S_XPLD1, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_cybdth, // deathsound sfx_cybdth, // deathsound
20*FRACUNIT, // speed 20*FRACUNIT, // speed
@ -9113,7 +9230,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // painsound sfx_None, // painsound
S_NULL, // meleestate S_NULL, // meleestate
S_NULL, // missilestate S_NULL, // missilestate
S_MINE_BOOM1, // deathstate S_XPLD1, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_cybdth, // deathsound sfx_cybdth, // deathsound
20*FRACUNIT, // speed 20*FRACUNIT, // speed
@ -9132,7 +9249,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_ENERGYBALL1, // spawnstate S_ENERGYBALL1, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_s3k54, // seesound sfx_bexpld, // seesound
8, // reactiontime 8, // reactiontime
sfx_None, // attacksound sfx_None, // attacksound
S_NULL, // painstate S_NULL, // painstate
@ -10909,7 +11026,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_CEZPOLE { // MT_CEZPOLE1
1117, // doomednum 1117, // doomednum
S_CEZPOLE, // spawnstate S_CEZPOLE, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
@ -10936,9 +11053,63 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_CEZBANNER { // MT_CEZPOLE2
1118, // doomednum
S_CEZPOLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
40*FRACUNIT, // radius
224*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_CEZBANNER1
-1, // doomednum -1, // doomednum
S_CEZBANNER, // spawnstate S_CEZBANNER1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
40*FRACUNIT, // radius
224*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_CEZBANNER2
-1, // doomednum
S_CEZBANNER2, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_None, // seesound sfx_None, // seesound
@ -11152,8 +11323,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_WAVINGFLAG { // MT_WAVINGFLAG1
1118, // doomednum 1128, // doomednum
S_WAVINGFLAG, // spawnstate S_WAVINGFLAG, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
@ -11169,8 +11340,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_None, // deathsound sfx_None, // deathsound
0, // speed 0, // speed
4*FRACUNIT, // radius 8*FRACUNIT, // radius
104*FRACUNIT, // height 208*FRACUNIT, // height
0, // display offset 0, // display offset
100, // mass 100, // mass
0, // damage 0, // damage
@ -11179,9 +11350,9 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_WAVINGFLAGSEG { // MT_WAVINGFLAG2
-1, // doomednum 1129, // doomednum
S_WAVINGFLAGSEG, // spawnstate S_WAVINGFLAG, // spawnstate
1000, // spawnhealth 1000, // spawnhealth
S_NULL, // seestate S_NULL, // seestate
sfx_None, // seesound sfx_None, // seesound
@ -11196,7 +11367,61 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_None, // deathsound sfx_None, // deathsound
0, // speed 0, // speed
4*FRACUNIT, // radius 8*FRACUNIT, // radius
208*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_SOLID, // flags
S_NULL // raisestate
},
{ // MT_WAVINGFLAGSEG1
-1, // doomednum
S_WAVINGFLAGSEG1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
1, // height -- this is not a typo
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_WAVINGFLAGSEG2
-1, // doomednum
S_WAVINGFLAGSEG2, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
1, // height -- this is not a typo 1, // height -- this is not a typo
0, // display offset 0, // display offset
100, // mass 100, // mass
@ -16113,7 +16338,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL, // deathstate S_NULL, // deathstate
S_NULL, // xdeathstate S_NULL, // xdeathstate
sfx_None, // deathsound sfx_None, // deathsound
-24*FRACUNIT, // speed -72*FRACUNIT, // speed
1*FRACUNIT, // radius 1*FRACUNIT, // radius
8*FRACUNIT, // height 8*FRACUNIT, // height
0, // display offset 0, // display offset
@ -16529,6 +16754,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_LOCKONINF
1126, // doomednum
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
8, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
111, // display offset
16, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_TAG { // MT_TAG
-1, // doomednum -1, // doomednum
S_TTAG, // spawnstate S_TTAG, // spawnstate
@ -16915,6 +17167,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_LHRT
-1, // doomednum
S_LHRT, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_SPRK1, // deathstate
S_SPRK1, // xdeathstate
sfx_None, // deathsound
60*FRACUNIT, // speed
16*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
0, // mass
1, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_MISSILE, // flags
S_NULL // raisestate
},
{ // MT_REDRING { // MT_REDRING
-1, // doomednum -1, // doomednum
S_RRNG1, // spawnstate S_RRNG1, // spawnstate
@ -19479,7 +19758,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // display offset 0, // display offset
100, // mass 100, // mass
0, // damage 0, // damage
sfx_None, // activesound sfx_wbreak, // activesound
MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_SCENERY, // flags MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate S_NULL // raisestate
}, },
@ -19970,6 +20249,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_BRICKDEBRIS
-1, // doomednum
S_BRICKDEBRIS, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
16*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_RUNSPAWNFUNC|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
#ifdef SEENAMES #ifdef SEENAMES
{ // MT_NAMECHECK { // MT_NAMECHECK
-1, // doomednum -1, // doomednum

View File

@ -335,6 +335,7 @@ typedef enum sprite
// Boss 4 (Castle Eggman) // Boss 4 (Castle Eggman)
SPR_EGGP, SPR_EGGP,
SPR_EFIR, // Boss 4 jet flame SPR_EFIR, // Boss 4 jet flame
SPR_EGR1, // Boss 4 Spectator Eggrobo
// Boss 5 (Arid Canyon) // Boss 5 (Arid Canyon)
SPR_FANG, // replaces EGGQ SPR_FANG, // replaces EGGQ
@ -627,6 +628,7 @@ typedef enum sprite
SPR_GFLG, // Got Flag sign SPR_GFLG, // Got Flag sign
SPR_CORK, SPR_CORK,
SPR_LHRT,
// Ring Weapons // Ring Weapons
SPR_RRNG, // Red Ring SPR_RRNG, // Red Ring
@ -720,6 +722,9 @@ typedef enum sprite
SPR_ROIO, SPR_ROIO,
SPR_ROIP, SPR_ROIP,
// Bricks
SPR_BRIC,
// Gravity Well Objects // Gravity Well Objects
SPR_GWLG, SPR_GWLG,
SPR_GWLR, SPR_GWLR,
@ -829,6 +834,7 @@ typedef enum playersprite
SPR2_SIGN, // end sign head SPR2_SIGN, // end sign head
SPR2_LIFE, // life monitor icon SPR2_LIFE, // life monitor icon
SPR2_XTRA, // stuff that isn't in-game - keep this last in the list
SPR2_FIRSTFREESLOT, SPR2_FIRSTFREESLOT,
SPR2_LASTFREESLOT = 0x7f, SPR2_LASTFREESLOT = 0x7f,
@ -1421,6 +1427,11 @@ typedef enum state
// Boss 3 // Boss 3
S_EGGMOBILE3_STND, S_EGGMOBILE3_STND,
S_EGGMOBILE3_LAUGH1,
S_EGGMOBILE3_LAUGH2,
S_EGGMOBILE3_LAUGH3,
S_EGGMOBILE3_LAUGH4,
S_EGGMOBILE3_LAUGH5,
S_EGGMOBILE3_ATK1, S_EGGMOBILE3_ATK1,
S_EGGMOBILE3_ATK2, S_EGGMOBILE3_ATK2,
S_EGGMOBILE3_ATK3A, S_EGGMOBILE3_ATK3A,
@ -1429,11 +1440,6 @@ typedef enum state
S_EGGMOBILE3_ATK3D, S_EGGMOBILE3_ATK3D,
S_EGGMOBILE3_ATK4, S_EGGMOBILE3_ATK4,
S_EGGMOBILE3_ATK5, S_EGGMOBILE3_ATK5,
S_EGGMOBILE3_LAUGH1,
S_EGGMOBILE3_LAUGH2,
S_EGGMOBILE3_LAUGH3,
S_EGGMOBILE3_LAUGH4,
S_EGGMOBILE3_LAUGH5,
S_EGGMOBILE3_LAUGH6, S_EGGMOBILE3_LAUGH6,
S_EGGMOBILE3_LAUGH7, S_EGGMOBILE3_LAUGH7,
S_EGGMOBILE3_LAUGH8, S_EGGMOBILE3_LAUGH8,
@ -1486,8 +1492,8 @@ typedef enum state
S_FAKEMOBILE_ATK3B, S_FAKEMOBILE_ATK3B,
S_FAKEMOBILE_ATK3C, S_FAKEMOBILE_ATK3C,
S_FAKEMOBILE_ATK3D, S_FAKEMOBILE_ATK3D,
S_FAKEMOBILE_ATK4, S_FAKEMOBILE_DIE1,
S_FAKEMOBILE_ATK5, S_FAKEMOBILE_DIE2,
// Boss 4 // Boss 4
S_EGGMOBILE4_STND, S_EGGMOBILE4_STND,
@ -1505,15 +1511,8 @@ typedef enum state
S_EGGMOBILE4_RATK6, S_EGGMOBILE4_RATK6,
S_EGGMOBILE4_RAISE1, S_EGGMOBILE4_RAISE1,
S_EGGMOBILE4_RAISE2, S_EGGMOBILE4_RAISE2,
S_EGGMOBILE4_RAISE3, S_EGGMOBILE4_PAIN1,
S_EGGMOBILE4_RAISE4, S_EGGMOBILE4_PAIN2,
S_EGGMOBILE4_RAISE5,
S_EGGMOBILE4_RAISE6,
S_EGGMOBILE4_RAISE7,
S_EGGMOBILE4_RAISE8,
S_EGGMOBILE4_RAISE9,
S_EGGMOBILE4_RAISE10,
S_EGGMOBILE4_PAIN,
S_EGGMOBILE4_DIE1, S_EGGMOBILE4_DIE1,
S_EGGMOBILE4_DIE2, S_EGGMOBILE4_DIE2,
S_EGGMOBILE4_DIE3, S_EGGMOBILE4_DIE3,
@ -1531,10 +1530,21 @@ typedef enum state
S_EGGMOBILE4_FLEE1, S_EGGMOBILE4_FLEE1,
S_EGGMOBILE4_FLEE2, S_EGGMOBILE4_FLEE2,
S_EGGMOBILE4_MACE, S_EGGMOBILE4_MACE,
S_EGGMOBILE4_MACE_DIE1,
S_EGGMOBILE4_MACE_DIE2,
S_EGGMOBILE4_MACE_DIE3,
// Boss 4 jet flame // Boss 4 jet flame
S_JETFLAME1, S_JETFLAME,
S_JETFLAME2,
// Boss 4 Spectator Eggrobo
S_EGGROBO1_STND,
S_EGGROBO1_BSLAP1,
S_EGGROBO1_BSLAP2,
S_EGGROBO1_PISSED,
// Boss 4 Spectator Eggrobo jet flame
S_EGGROBOJET,
// Boss 5 // Boss 5
S_FANG_IDLE1, S_FANG_IDLE1,
@ -1887,7 +1897,10 @@ typedef enum state
S_METALSONIC_BADBOUNCE, S_METALSONIC_BADBOUNCE,
S_METALSONIC_SHOOT, S_METALSONIC_SHOOT,
S_METALSONIC_PAIN, S_METALSONIC_PAIN,
S_METALSONIC_DEATH, S_METALSONIC_DEATH1,
S_METALSONIC_DEATH2,
S_METALSONIC_DEATH3,
S_METALSONIC_DEATH4,
S_METALSONIC_FLEE1, S_METALSONIC_FLEE1,
S_METALSONIC_FLEE2, S_METALSONIC_FLEE2,
S_METALSONIC_FLEE3, S_METALSONIC_FLEE3,
@ -2446,7 +2459,8 @@ typedef enum state
S_CEZFLOWER, S_CEZFLOWER,
S_CEZPOLE, S_CEZPOLE,
S_CEZBANNER, S_CEZBANNER1,
S_CEZBANNER2,
S_PINETREE, S_PINETREE,
S_CEZBUSH1, S_CEZBUSH1,
S_CEZBUSH2, S_CEZBUSH2,
@ -2455,7 +2469,8 @@ typedef enum state
S_FLAMEHOLDER, S_FLAMEHOLDER,
S_FIRETORCH, S_FIRETORCH,
S_WAVINGFLAG, S_WAVINGFLAG,
S_WAVINGFLAGSEG, S_WAVINGFLAGSEG1,
S_WAVINGFLAGSEG2,
S_CRAWLASTATUE, S_CRAWLASTATUE,
S_FACESTABBERSTATUE, S_FACESTABBERSTATUE,
S_SUSPICIOUSFACESTABBERSTATUE_WAIT, S_SUSPICIOUSFACESTABBERSTATUE_WAIT,
@ -2925,6 +2940,12 @@ typedef enum state
S_PITY4, S_PITY4,
S_PITY5, S_PITY5,
S_PITY6, S_PITY6,
S_PITY7,
S_PITY8,
S_PITY9,
S_PITY10,
S_PITY11,
S_PITY12,
S_FIRS1, S_FIRS1,
S_FIRS2, S_FIRS2,
@ -3409,6 +3430,12 @@ typedef enum state
S_LOCKON1, S_LOCKON1,
S_LOCKON2, S_LOCKON2,
S_LOCKON3,
S_LOCKON4,
S_LOCKONINF1,
S_LOCKONINF2,
S_LOCKONINF3,
S_LOCKONINF4,
// Tag Sign // Tag Sign
S_TTAG, S_TTAG,
@ -3417,6 +3444,7 @@ typedef enum state
S_GOTFLAG, S_GOTFLAG,
S_CORK, S_CORK,
S_LHRT,
// Red Ring // Red Ring
S_RRNG1, S_RRNG1,
@ -3923,6 +3951,9 @@ typedef enum state
S_ROCKCRUMBLEO, S_ROCKCRUMBLEO,
S_ROCKCRUMBLEP, S_ROCKCRUMBLEP,
// Bricks
S_BRICKDEBRIS,
#ifdef SEENAMES #ifdef SEENAMES
S_NAMECHECK, S_NAMECHECK,
#endif #endif
@ -4026,11 +4057,14 @@ typedef enum mobj_type
MT_EGGMOBILE3, MT_EGGMOBILE3,
MT_PROPELLER, MT_PROPELLER,
MT_FAKEMOBILE, MT_FAKEMOBILE,
MT_SHOCK,
// Boss 4 // Boss 4
MT_EGGMOBILE4, MT_EGGMOBILE4,
MT_EGGMOBILE4_MACE, MT_EGGMOBILE4_MACE,
MT_JETFLAME, MT_JETFLAME,
MT_EGGROBO1,
MT_EGGROBO1JET,
// Boss 5 // Boss 5
MT_FANG, MT_FANG,
@ -4264,8 +4298,10 @@ typedef enum mobj_type
MT_SMALLFIREBAR, // Small Firebar MT_SMALLFIREBAR, // Small Firebar
MT_BIGFIREBAR, // Big Firebar MT_BIGFIREBAR, // Big Firebar
MT_CEZFLOWER, // Flower MT_CEZFLOWER, // Flower
MT_CEZPOLE, // Pole MT_CEZPOLE1, // Pole (with red banner)
MT_CEZBANNER, // Banner MT_CEZPOLE2, // Pole (with blue banner)
MT_CEZBANNER1, // Banner (red)
MT_CEZBANNER2, // Banner (blue)
MT_PINETREE, // Pine Tree MT_PINETREE, // Pine Tree
MT_CEZBUSH1, // Bush 1 MT_CEZBUSH1, // Bush 1
MT_CEZBUSH2, // Bush 2 MT_CEZBUSH2, // Bush 2
@ -4273,8 +4309,10 @@ typedef enum mobj_type
MT_CANDLEPRICKET, // Candle pricket MT_CANDLEPRICKET, // Candle pricket
MT_FLAMEHOLDER, // Flame holder MT_FLAMEHOLDER, // Flame holder
MT_FIRETORCH, // Fire torch MT_FIRETORCH, // Fire torch
MT_WAVINGFLAG, // Waving flag MT_WAVINGFLAG1, // Waving flag (red)
MT_WAVINGFLAGSEG, // Waving flag segment MT_WAVINGFLAG2, // Waving flag (blue)
MT_WAVINGFLAGSEG1, // Waving flag segment (red)
MT_WAVINGFLAGSEG2, // Waving flag segment (blue)
MT_CRAWLASTATUE, // Crawla statue MT_CRAWLASTATUE, // Crawla statue
MT_FACESTABBERSTATUE, // Facestabber statue MT_FACESTABBERSTATUE, // Facestabber statue
MT_SUSPICIOUSFACESTABBERSTATUE, // :eggthinking: MT_SUSPICIOUSFACESTABBERSTATUE, // :eggthinking:
@ -4507,6 +4545,7 @@ typedef enum mobj_type
MT_DROWNNUMBERS, // Drowning Timer MT_DROWNNUMBERS, // Drowning Timer
MT_GOTEMERALD, // Chaos Emerald (intangible) MT_GOTEMERALD, // Chaos Emerald (intangible)
MT_LOCKON, // Target MT_LOCKON, // Target
MT_LOCKONINF, // In-level Target
MT_TAG, // Tag Sign MT_TAG, // Tag Sign
MT_GOTFLAG, // Got Flag sign MT_GOTFLAG, // Got Flag sign
@ -4524,6 +4563,7 @@ typedef enum mobj_type
MT_MACHINEAMBIENCE, MT_MACHINEAMBIENCE,
MT_CORK, MT_CORK,
MT_LHRT,
// Ring Weapons // Ring Weapons
MT_REDRING, MT_REDRING,
@ -4657,6 +4697,9 @@ typedef enum mobj_type
MT_ROCKCRUMBLE15, MT_ROCKCRUMBLE15,
MT_ROCKCRUMBLE16, MT_ROCKCRUMBLE16,
// Bricks
MT_BRICKDEBRIS,
#ifdef SEENAMES #ifdef SEENAMES
MT_NAMECHECK, MT_NAMECHECK,
#endif #endif

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@ -33,8 +33,6 @@
#define NOHUD if (hud_running)\ #define NOHUD if (hud_running)\
return luaL_error(L, "HUD rendering code should not call this function!"); return luaL_error(L, "HUD rendering code should not call this function!");
#define INLEVEL if (gamestate != GS_LEVEL)\
return luaL_error(L, "This function can only be used in a level!");
boolean luaL_checkboolean(lua_State *L, int narg) { boolean luaL_checkboolean(lua_State *L, int narg) {
luaL_checktype(L, narg, LUA_TBOOLEAN); luaL_checktype(L, narg, LUA_TBOOLEAN);
@ -539,7 +537,8 @@ static int lib_pSpawnLockOn(lua_State *L)
if (P_IsLocalPlayer(player)) // Only display it on your own view. if (P_IsLocalPlayer(player)) // Only display it on your own view.
{ {
mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
visual->target = lockon; P_SetTarget(&visual->target, lockon);
visual->flags2 |= MF2_DONTDRAW;
P_SetMobjStateNF(visual, state); P_SetMobjStateNF(visual, state);
} }
return 0; return 0;
@ -951,6 +950,21 @@ static int lib_pResetPlayer(lua_State *L)
return 0; return 0;
} }
static int lib_pPlayerCanDamage(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
NOHUD // was hud safe but then i added a lua hook
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushboolean(L, P_PlayerCanDamage(player, thing));
return 1;
}
static int lib_pIsObjectInGoop(lua_State *L) static int lib_pIsObjectInGoop(lua_State *L)
{ {
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
@ -1219,8 +1233,8 @@ static int lib_pHomingAttack(lua_State *L)
INLEVEL INLEVEL
if (!source || !enemy) if (!source || !enemy)
return LUA_ErrInvalid(L, "mobj_t"); return LUA_ErrInvalid(L, "mobj_t");
P_HomingAttack(source, enemy); lua_pushboolean(L, P_HomingAttack(source, enemy));
return 0; return 1;
} }
static int lib_pSuperReady(lua_State *L) static int lib_pSuperReady(lua_State *L)
@ -2031,12 +2045,22 @@ static int lib_pStartQuake(lua_State *L)
static int lib_evCrumbleChain(lua_State *L) static int lib_evCrumbleChain(lua_State *L)
{ {
sector_t *sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR)); sector_t *sec = NULL;
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR)); ffloor_t *rover = NULL;
NOHUD NOHUD
INLEVEL INLEVEL
if (!sec) if (!lua_isnone(L, 2))
return LUA_ErrInvalid(L, "sector_t"); {
if (!lua_isnil(L, 1))
{
sec = *((sector_t **)luaL_checkudata(L, 1, META_SECTOR));
if (!sec)
return LUA_ErrInvalid(L, "sector_t");
}
rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
}
else
rover = *((ffloor_t **)luaL_checkudata(L, 1, META_FFLOOR));
if (!rover) if (!rover)
return LUA_ErrInvalid(L, "ffloor_t"); return LUA_ErrInvalid(L, "ffloor_t");
EV_CrumbleChain(sec, rover); EV_CrumbleChain(sec, rover);
@ -2585,12 +2609,12 @@ static int lib_gSetCustomExitVars(lua_State *L)
nextmapoverride = (INT16)luaL_checknumber(L, 1); nextmapoverride = (INT16)luaL_checknumber(L, 1);
lua_remove(L, 1); // remove nextmapoverride; skipstats now 1 if available lua_remove(L, 1); // remove nextmapoverride; skipstats now 1 if available
} }
skipstats = lua_optboolean(L, 1); skipstats = luaL_optinteger(L, 2, 0);
} }
else else
{ {
nextmapoverride = 0; nextmapoverride = 0;
skipstats = false; skipstats = 0;
} }
// --- // ---
@ -2774,6 +2798,7 @@ static luaL_Reg lib[] = {
{"P_PlayerInPain",lib_pPlayerInPain}, {"P_PlayerInPain",lib_pPlayerInPain},
{"P_DoPlayerPain",lib_pDoPlayerPain}, {"P_DoPlayerPain",lib_pDoPlayerPain},
{"P_ResetPlayer",lib_pResetPlayer}, {"P_ResetPlayer",lib_pResetPlayer},
{"P_PlayerCanDamage",lib_pPlayerCanDamage},
{"P_IsObjectInGoop",lib_pIsObjectInGoop}, {"P_IsObjectInGoop",lib_pIsObjectInGoop},
{"P_IsObjectOnGround",lib_pIsObjectOnGround}, {"P_IsObjectOnGround",lib_pIsObjectOnGround},
{"P_InSpaceSector",lib_pInSpaceSector}, {"P_InSpaceSector",lib_pInSpaceSector},

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@ -54,10 +54,12 @@ static UINT8 lib_searchBlockmap_Objects(lua_State *L, INT32 x, INT32 y, mobj_t *
CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1)); CONS_Alert(CONS_WARNING,"%s\n",lua_tostring(gL, -1));
lua_pop(gL, 1); lua_pop(gL, 1);
blockfuncerror = true; blockfuncerror = true;
P_SetTarget(&bnext, NULL);
return 0; // *shrugs* return 0; // *shrugs*
} }
if (!lua_isnil(gL, -1)) if (!lua_isnil(gL, -1))
{ // if nil, continue { // if nil, continue
P_SetTarget(&bnext, NULL);
if (lua_toboolean(gL, -1)) if (lua_toboolean(gL, -1))
return 2; // stop whole search return 2; // stop whole search
else else

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@ -28,9 +28,6 @@ return luaL_error(L, "HUD rendering code should not call this function!");
// for functions not allowed in hooks or coroutines (supercedes above) // for functions not allowed in hooks or coroutines (supercedes above)
#define NOHOOK if (!lua_lumploading)\ #define NOHOOK if (!lua_lumploading)\
return luaL_error(L, "This function cannot be called from within a hook or coroutine!"); return luaL_error(L, "This function cannot be called from within a hook or coroutine!");
// for functions only allowed within a level
#define INLEVEL if (gamestate != GS_LEVEL)\
return luaL_error(L, "This function can only be used in a level!");
static const char *cvname = NULL; static const char *cvname = NULL;

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

File diff suppressed because it is too large Load Diff

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

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@ -157,6 +157,18 @@ static int lib_setSpr2default(lua_State *L)
playersprite_t i; playersprite_t i;
UINT8 j = 0; UINT8 j = 0;
if (hud_running)
return luaL_error(L, "Do not alter spr2defaults[] in HUD rendering code!");
// todo: maybe allow setting below first freeslot..? step 1 is toggling this, step 2 is testing to see whether it's net-safe
#ifdef SETALLSPR2DEFAULTS
#define FIRSTMODIFY 0
#else
#define FIRSTMODIFY SPR2_FIRSTFREESLOT
if (free_spr2 == SPR2_FIRSTFREESLOT)
return luaL_error(L, "You can only modify the spr2defaults[] entries of sprite2 freeslots, and none are currently added.");
#endif
lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata. lua_remove(L, 1); // don't care about spr2defaults[] dummy userdata.
if (lua_isnumber(L, 1)) if (lua_isnumber(L, 1))
@ -175,8 +187,9 @@ static int lib_setSpr2default(lua_State *L)
else else
return luaL_error(L, "spr2defaults[] invalid index"); return luaL_error(L, "spr2defaults[] invalid index");
if (i < SPR2_FIRSTFREESLOT || i >= free_spr2) if (i < FIRSTMODIFY || i >= free_spr2)
return luaL_error(L, "spr2defaults[] index %d out of range (%d - %d)", i, SPR2_FIRSTFREESLOT, free_spr2-1); return luaL_error(L, "spr2defaults[] index %d out of range (%d - %d)", i, FIRSTMODIFY, free_spr2-1);
#undef FIRSTMODIFY
if (lua_isnumber(L, 2)) if (lua_isnumber(L, 2))
j = lua_tonumber(L, 2); j = lua_tonumber(L, 2);
@ -189,11 +202,13 @@ static int lib_setSpr2default(lua_State *L)
break; break;
} }
if (j == free_spr2) if (j == free_spr2)
return luaL_error(L, "spr2defaults[] invalid index"); return luaL_error(L, "spr2defaults[] invalid set");
} }
else
return luaL_error(L, "spr2defaults[] invalid set");
if (j >= free_spr2) if (j < 0 || j >= free_spr2)
j = 0; // return luaL_error(L, "spr2defaults[] set %d out of range (%d - %d)", j, 0, free_spr2-1); return luaL_error(L, "spr2defaults[] set %d out of range (%d - %d)", j, 0, free_spr2-1);
spr2defaults[i] = j; spr2defaults[i] = j;
return 0; return 0;

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@ -292,8 +292,6 @@ enum slope_e {
slope_normal, slope_normal,
slope_zangle, slope_zangle,
slope_xydirection, slope_xydirection,
slope_sourceline,
slope_refpos,
slope_flags slope_flags
}; };
@ -305,8 +303,6 @@ static const char *const slope_opt[] = {
"normal", "normal",
"zangle", "zangle",
"xydirection", "xydirection",
"sourceline",
"refpos",
"flags", "flags",
NULL}; NULL};
@ -337,8 +333,7 @@ static int lib_iterateSectorThinglist(lua_State *L)
mobj_t *state = NULL; mobj_t *state = NULL;
mobj_t *thing = NULL; mobj_t *thing = NULL;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call sector.thinglist() directly, use it as 'for rover in sector.thinglist do <block> end'."); return luaL_error(L, "Don't call sector.thinglist() directly, use it as 'for rover in sector.thinglist do <block> end'.");
@ -373,8 +368,7 @@ static int lib_iterateSectorFFloors(lua_State *L)
ffloor_t *state = NULL; ffloor_t *state = NULL;
ffloor_t *ffloor = NULL; ffloor_t *ffloor = NULL;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call sector.ffloors() directly, use it as 'for rover in sector.ffloors do <block> end'."); return luaL_error(L, "Don't call sector.ffloors() directly, use it as 'for rover in sector.ffloors do <block> end'.");
@ -1255,8 +1249,7 @@ static int bbox_get(lua_State *L)
static int lib_iterateSectors(lua_State *L) static int lib_iterateSectors(lua_State *L)
{ {
size_t i = 0; size_t i = 0;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call sectors.iterate() directly, use it as 'for sector in sectors.iterate do <block> end'."); return luaL_error(L, "Don't call sectors.iterate() directly, use it as 'for sector in sectors.iterate do <block> end'.");
lua_settop(L, 2); lua_settop(L, 2);
@ -1274,8 +1267,7 @@ static int lib_iterateSectors(lua_State *L)
static int lib_getSector(lua_State *L) static int lib_getSector(lua_State *L)
{ {
int field; int field;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2); lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused. lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1)) if (lua_isnumber(L, 1))
@ -1309,8 +1301,7 @@ static int lib_numsectors(lua_State *L)
static int lib_iterateSubsectors(lua_State *L) static int lib_iterateSubsectors(lua_State *L)
{ {
size_t i = 0; size_t i = 0;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call subsectors.iterate() directly, use it as 'for subsector in subsectors.iterate do <block> end'."); return luaL_error(L, "Don't call subsectors.iterate() directly, use it as 'for subsector in subsectors.iterate do <block> end'.");
lua_settop(L, 2); lua_settop(L, 2);
@ -1328,8 +1319,7 @@ static int lib_iterateSubsectors(lua_State *L)
static int lib_getSubsector(lua_State *L) static int lib_getSubsector(lua_State *L)
{ {
int field; int field;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2); lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused. lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1)) if (lua_isnumber(L, 1))
@ -1363,8 +1353,7 @@ static int lib_numsubsectors(lua_State *L)
static int lib_iterateLines(lua_State *L) static int lib_iterateLines(lua_State *L)
{ {
size_t i = 0; size_t i = 0;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call lines.iterate() directly, use it as 'for line in lines.iterate do <block> end'."); return luaL_error(L, "Don't call lines.iterate() directly, use it as 'for line in lines.iterate do <block> end'.");
lua_settop(L, 2); lua_settop(L, 2);
@ -1382,8 +1371,7 @@ static int lib_iterateLines(lua_State *L)
static int lib_getLine(lua_State *L) static int lib_getLine(lua_State *L)
{ {
int field; int field;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2); lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused. lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1)) if (lua_isnumber(L, 1))
@ -1417,8 +1405,7 @@ static int lib_numlines(lua_State *L)
static int lib_iterateSides(lua_State *L) static int lib_iterateSides(lua_State *L)
{ {
size_t i = 0; size_t i = 0;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call sides.iterate() directly, use it as 'for side in sides.iterate do <block> end'."); return luaL_error(L, "Don't call sides.iterate() directly, use it as 'for side in sides.iterate do <block> end'.");
lua_settop(L, 2); lua_settop(L, 2);
@ -1436,8 +1423,7 @@ static int lib_iterateSides(lua_State *L)
static int lib_getSide(lua_State *L) static int lib_getSide(lua_State *L)
{ {
int field; int field;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2); lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused. lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1)) if (lua_isnumber(L, 1))
@ -1471,8 +1457,7 @@ static int lib_numsides(lua_State *L)
static int lib_iterateVertexes(lua_State *L) static int lib_iterateVertexes(lua_State *L)
{ {
size_t i = 0; size_t i = 0;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call vertexes.iterate() directly, use it as 'for vertex in vertexes.iterate do <block> end'."); return luaL_error(L, "Don't call vertexes.iterate() directly, use it as 'for vertex in vertexes.iterate do <block> end'.");
lua_settop(L, 2); lua_settop(L, 2);
@ -1490,8 +1475,7 @@ static int lib_iterateVertexes(lua_State *L)
static int lib_getVertex(lua_State *L) static int lib_getVertex(lua_State *L)
{ {
int field; int field;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2); lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused. lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1)) if (lua_isnumber(L, 1))
@ -1527,8 +1511,7 @@ static int lib_numvertexes(lua_State *L)
static int lib_iterateSegs(lua_State *L) static int lib_iterateSegs(lua_State *L)
{ {
size_t i = 0; size_t i = 0;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call segs.iterate() directly, use it as 'for seg in segs.iterate do <block> end'."); return luaL_error(L, "Don't call segs.iterate() directly, use it as 'for seg in segs.iterate do <block> end'.");
lua_settop(L, 2); lua_settop(L, 2);
@ -1546,8 +1529,7 @@ static int lib_iterateSegs(lua_State *L)
static int lib_getSeg(lua_State *L) static int lib_getSeg(lua_State *L)
{ {
int field; int field;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2); lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused. lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1)) if (lua_isnumber(L, 1))
@ -1581,8 +1563,7 @@ static int lib_numsegs(lua_State *L)
static int lib_iterateNodes(lua_State *L) static int lib_iterateNodes(lua_State *L)
{ {
size_t i = 0; size_t i = 0;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call nodes.iterate() directly, use it as 'for node in nodes.iterate do <block> end'."); return luaL_error(L, "Don't call nodes.iterate() directly, use it as 'for node in nodes.iterate do <block> end'.");
lua_settop(L, 2); lua_settop(L, 2);
@ -1600,8 +1581,7 @@ static int lib_iterateNodes(lua_State *L)
static int lib_getNode(lua_State *L) static int lib_getNode(lua_State *L)
{ {
int field; int field;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2); lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused. lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1)) if (lua_isnumber(L, 1))
@ -1831,12 +1811,6 @@ static int slope_get(lua_State *L)
case slope_xydirection: // xydirection case slope_xydirection: // xydirection
lua_pushangle(L, slope->xydirection); lua_pushangle(L, slope->xydirection);
return 1; return 1;
case slope_sourceline: // source linedef
LUA_PushUserdata(L, slope->sourceline, META_LINE);
return 1;
case slope_refpos: // refpos
lua_pushinteger(L, slope->refpos);
return 1;
case slope_flags: // flags case slope_flags: // flags
lua_pushinteger(L, slope->flags); lua_pushinteger(L, slope->flags);
return 1; return 1;
@ -1858,11 +1832,9 @@ static int slope_set(lua_State *L)
switch(field) // todo: reorganize this shit switch(field) // todo: reorganize this shit
{ {
case slope_valid: // valid case slope_valid: // valid
case slope_sourceline: // sourceline
case slope_d: // d case slope_d: // d
case slope_flags: // flags case slope_flags: // flags
case slope_normal: // normal case slope_normal: // normal
case slope_refpos: // refpos
default: default:
return luaL_error(L, "pslope_t field " LUA_QS " cannot be set.", slope_opt[field]); return luaL_error(L, "pslope_t field " LUA_QS " cannot be set.", slope_opt[field]);
case slope_o: { // o case slope_o: { // o

View File

@ -83,12 +83,11 @@ enum mobj_e {
mobj_extravalue1, mobj_extravalue1,
mobj_extravalue2, mobj_extravalue2,
mobj_cusval, mobj_cusval,
#ifdef ESLOPE
mobj_cvmem, mobj_cvmem,
mobj_standingslope #ifdef ESLOPE
#else mobj_standingslope,
mobj_cvmem
#endif #endif
mobj_colorized
}; };
static const char *const mobj_opt[] = { static const char *const mobj_opt[] = {
@ -154,6 +153,7 @@ static const char *const mobj_opt[] = {
#ifdef ESLOPE #ifdef ESLOPE
"standingslope", "standingslope",
#endif #endif
"colorized",
NULL}; NULL};
#define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field]) #define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field])
@ -274,10 +274,19 @@ static int mobj_get(lua_State *L)
// bprev -- same deal as sprev above, but for the blockmap. // bprev -- same deal as sprev above, but for the blockmap.
return UNIMPLEMENTED; return UNIMPLEMENTED;
case mobj_hnext: case mobj_hnext:
if (mo->hnext && P_MobjWasRemoved(mo->hnext))
{ // don't put invalid mobj back into Lua.
P_SetTarget(&mo->hnext, NULL);
return 0;
}
LUA_PushUserdata(L, mo->hnext, META_MOBJ); LUA_PushUserdata(L, mo->hnext, META_MOBJ);
break; break;
case mobj_hprev: case mobj_hprev:
// implimented differently from sprev and bprev because SSNTails. if (mo->hprev && P_MobjWasRemoved(mo->hprev))
{ // don't put invalid mobj back into Lua.
P_SetTarget(&mo->hprev, NULL);
return 0;
}
LUA_PushUserdata(L, mo->hprev, META_MOBJ); LUA_PushUserdata(L, mo->hprev, META_MOBJ);
break; break;
case mobj_type: case mobj_type:
@ -371,6 +380,9 @@ static int mobj_get(lua_State *L)
LUA_PushUserdata(L, mo->standingslope, META_SLOPE); LUA_PushUserdata(L, mo->standingslope, META_SLOPE);
break; break;
#endif #endif
case mobj_colorized:
lua_pushboolean(L, mo->colorized);
break;
default: // extra custom variables in Lua memory default: // extra custom variables in Lua memory
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
I_Assert(lua_istable(L, -1)); I_Assert(lua_istable(L, -1));
@ -692,6 +704,9 @@ static int mobj_set(lua_State *L)
case mobj_standingslope: case mobj_standingslope:
return NOSET; return NOSET;
#endif #endif
case mobj_colorized:
mo->colorized = luaL_checkboolean(L, 3);
break;
default: default:
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
I_Assert(lua_istable(L, -1)); I_Assert(lua_istable(L, -1));
@ -789,7 +804,12 @@ static int mapthing_set(lua_State *L)
else if(fastcmp(field,"z")) else if(fastcmp(field,"z"))
mt->z = (INT16)luaL_checkinteger(L, 3); mt->z = (INT16)luaL_checkinteger(L, 3);
else if(fastcmp(field,"extrainfo")) else if(fastcmp(field,"extrainfo"))
mt->extrainfo = (UINT8)luaL_checkinteger(L, 3); {
INT32 extrainfo = luaL_checkinteger(L, 3);
if (extrainfo & ~15)
return luaL_error(L, "mapthing_t extrainfo set %d out of range (%d - %d)", extrainfo, 0, 15);
mt->extrainfo = (UINT8)extrainfo;
}
else if(fastcmp(field,"mobj")) else if(fastcmp(field,"mobj"))
mt->mobj = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ)); mt->mobj = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
else else
@ -801,8 +821,7 @@ static int mapthing_set(lua_State *L)
static int lib_iterateMapthings(lua_State *L) static int lib_iterateMapthings(lua_State *L)
{ {
size_t i = 0; size_t i = 0;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) if (lua_gettop(L) < 2)
return luaL_error(L, "Don't call mapthings.iterate() directly, use it as 'for mapthing in mapthings.iterate do <block> end'."); return luaL_error(L, "Don't call mapthings.iterate() directly, use it as 'for mapthing in mapthings.iterate do <block> end'.");
lua_settop(L, 2); lua_settop(L, 2);
@ -820,8 +839,7 @@ static int lib_iterateMapthings(lua_State *L)
static int lib_getMapthing(lua_State *L) static int lib_getMapthing(lua_State *L)
{ {
int field; int field;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "You cannot access this outside of a level!");
lua_settop(L, 2); lua_settop(L, 2);
lua_remove(L, 1); // dummy userdata table is unused. lua_remove(L, 1); // dummy userdata table is unused.
if (lua_isnumber(L, 1)) if (lua_isnumber(L, 1))

View File

@ -25,8 +25,7 @@
static int lib_iteratePlayers(lua_State *L) static int lib_iteratePlayers(lua_State *L)
{ {
INT32 i = -1; INT32 i = -1;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
if (lua_gettop(L) < 2) 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'."); //return luaL_error(L, "Don't call players.iterate() directly, use it as 'for player in players.iterate do <block> end'.");
@ -53,8 +52,7 @@ static int lib_getPlayer(lua_State *L)
{ {
const char *field; const char *field;
// i -> players[i] // i -> players[i]
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "You cannot access this outside of a level!");
if (lua_type(L, 2) == LUA_TNUMBER) if (lua_type(L, 2) == LUA_TNUMBER)
{ {
lua_Integer i = luaL_checkinteger(L, 2); lua_Integer i = luaL_checkinteger(L, 2);
@ -476,7 +474,12 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"followitem")) else if (fastcmp(field,"followitem"))
plr->followitem = luaL_checkinteger(L, 3); plr->followitem = luaL_checkinteger(L, 3);
else if (fastcmp(field,"followmobj")) else if (fastcmp(field,"followmobj"))
P_SetTarget(&plr->followmobj, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ))); {
mobj_t *mo = NULL;
if (!lua_isnil(L, 3))
mo = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
P_SetTarget(&plr->followmobj, mo);
}
else if (fastcmp(field,"actionspd")) else if (fastcmp(field,"actionspd"))
plr->actionspd = (INT32)luaL_checkinteger(L, 3); plr->actionspd = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"mindash")) else if (fastcmp(field,"mindash"))
@ -560,9 +563,19 @@ static int player_set(lua_State *L)
else if (fastcmp(field,"old_angle_pos")) else if (fastcmp(field,"old_angle_pos"))
plr->old_angle_pos = luaL_checkangle(L, 3); plr->old_angle_pos = luaL_checkangle(L, 3);
else if (fastcmp(field,"axis1")) else if (fastcmp(field,"axis1"))
P_SetTarget(&plr->axis1, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ))); {
mobj_t *mo = NULL;
if (!lua_isnil(L, 3))
mo = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
P_SetTarget(&plr->axis1, mo);
}
else if (fastcmp(field,"axis2")) else if (fastcmp(field,"axis2"))
P_SetTarget(&plr->axis2, *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ))); {
mobj_t *mo = NULL;
if (!lua_isnil(L, 3))
mo = *((mobj_t **)luaL_checkudata(L, 3, META_MOBJ));
P_SetTarget(&plr->axis2, mo);
}
else if (fastcmp(field,"bumpertime")) else if (fastcmp(field,"bumpertime"))
plr->bumpertime = (tic_t)luaL_checkinteger(L, 3); plr->bumpertime = (tic_t)luaL_checkinteger(L, 3);
else if (fastcmp(field,"flyangle")) else if (fastcmp(field,"flyangle"))

View File

@ -420,9 +420,9 @@ void LUA_InvalidateLevel(void)
ffloor_t *rover = NULL; ffloor_t *rover = NULL;
if (!gL) if (!gL)
return; return;
for (i = 0; i < NUM_THINKERLISTS; i++)
for (th = thinkercap.next; th && th != &thinkercap; th = th->next) for (th = thlist[i].next; th && th != &thlist[i]; th = th->next)
LUA_InvalidateUserdata(th); LUA_InvalidateUserdata(th);
LUA_InvalidateMapthings(); LUA_InvalidateMapthings();
@ -1127,13 +1127,16 @@ void LUA_Archive(void)
ArchiveExtVars(&players[i], "player"); ArchiveExtVars(&players[i], "player");
} }
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
if (th->function.acp1 == (actionf_p1)P_MobjThinker) {
{ if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
// archive function will determine when to skip mobjs, continue;
// and write mobjnum in otherwise.
ArchiveExtVars(th, "mobj"); // archive function will determine when to skip mobjs,
} // and write mobjnum in otherwise.
ArchiveExtVars(th, "mobj");
}
WRITEUINT32(save_p, UINT32_MAX); // end of mobjs marker, replaces mobjnum. WRITEUINT32(save_p, UINT32_MAX); // end of mobjs marker, replaces mobjnum.
LUAh_NetArchiveHook(NetArchive); // call the NetArchive hook in archive mode LUAh_NetArchiveHook(NetArchive); // call the NetArchive hook in archive mode
@ -1161,10 +1164,14 @@ void LUA_UnArchive(void)
do { do {
mobjnum = READUINT32(save_p); // read a mobjnum mobjnum = READUINT32(save_p); // read a mobjnum
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
if (th->function.acp1 == (actionf_p1)P_MobjThinker {
&& ((mobj_t *)th)->mobjnum == mobjnum) // find matching mobj if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
UnArchiveExtVars(th); // apply variables continue;
if (((mobj_t *)th)->mobjnum != mobjnum) // find matching mobj
continue;
UnArchiveExtVars(th); // apply variables
}
} while(mobjnum != UINT32_MAX); // repeat until end of mobjs marker. } while(mobjnum != UINT32_MAX); // repeat until end of mobjs marker.
LUAh_NetArchiveHook(NetUnArchive); // call the NetArchive hook in unarchive mode LUAh_NetArchiveHook(NetUnArchive); // call the NetArchive hook in unarchive mode

View File

@ -15,6 +15,7 @@
#include "m_fixed.h" #include "m_fixed.h"
#include "doomtype.h" #include "doomtype.h"
#include "d_player.h" #include "d_player.h"
#include "g_state.h"
#include "blua/lua.h" #include "blua/lua.h"
#include "blua/lualib.h" #include "blua/lualib.h"
@ -97,4 +98,7 @@ void COM_Lua_f(void);
// uncomment if you want seg_t/node_t in Lua // uncomment if you want seg_t/node_t in Lua
// #define HAVE_LUA_SEGS // #define HAVE_LUA_SEGS
#define INLEVEL if (gamestate != GS_LEVEL && !titlemapinaction)\
return luaL_error(L, "This can only be used in a level!");
#endif #endif

View File

@ -27,9 +27,6 @@ enum skin {
skin_flags, skin_flags,
skin_realname, skin_realname,
skin_hudname, skin_hudname,
skin_charsel,
skin_face,
skin_superface,
skin_ability, skin_ability,
skin_ability2, skin_ability2,
skin_thokitem, skin_thokitem,
@ -66,9 +63,6 @@ static const char *const skin_opt[] = {
"flags", "flags",
"realname", "realname",
"hudname", "hudname",
"charsel",
"face",
"superface",
"ability", "ability",
"ability2", "ability2",
"thokitem", "thokitem",
@ -104,7 +98,6 @@ static int skin_get(lua_State *L)
{ {
skin_t *skin = *((skin_t **)luaL_checkudata(L, 1, META_SKIN)); skin_t *skin = *((skin_t **)luaL_checkudata(L, 1, META_SKIN));
enum skin field = luaL_checkoption(L, 2, NULL, skin_opt); enum skin field = luaL_checkoption(L, 2, NULL, skin_opt);
INT32 i;
// skins are always valid, only added, never removed // skins are always valid, only added, never removed
I_Assert(skin != NULL); I_Assert(skin != NULL);
@ -131,24 +124,6 @@ static int skin_get(lua_State *L)
case skin_hudname: case skin_hudname:
lua_pushstring(L, skin->hudname); lua_pushstring(L, skin->hudname);
break; break;
case skin_charsel:
for (i = 0; i < 8; i++)
if (!skin->charsel[i])
break;
lua_pushlstring(L, skin->charsel, i);
break;
case skin_face:
for (i = 0; i < 8; i++)
if (!skin->face[i])
break;
lua_pushlstring(L, skin->face, i);
break;
case skin_superface:
for (i = 0; i < 8; i++)
if (!skin->superface[i])
break;
lua_pushlstring(L, skin->superface, i);
break;
case skin_ability: case skin_ability:
lua_pushinteger(L, skin->ability); lua_pushinteger(L, skin->ability);
break; break;

View File

@ -18,7 +18,7 @@
#define META_ITERATIONSTATE "iteration state" #define META_ITERATIONSTATE "iteration state"
static const char *const iter_opt[] = { /*static const char *const iter_opt[] = {
"all", "all",
"mobj", "mobj",
NULL}; NULL};
@ -26,7 +26,7 @@ static const char *const iter_opt[] = {
static const actionf_p1 iter_funcs[] = { static const actionf_p1 iter_funcs[] = {
NULL, NULL,
(actionf_p1)P_MobjThinker (actionf_p1)P_MobjThinker
}; };*/
struct iterationState { struct iterationState {
actionf_p1 filter; actionf_p1 filter;
@ -56,15 +56,14 @@ static int lib_iterateThinkers(lua_State *L)
thinker_t *th = NULL, *next = NULL; thinker_t *th = NULL, *next = NULL;
struct iterationState *it; struct iterationState *it;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
it = luaL_checkudata(L, 1, META_ITERATIONSTATE); it = luaL_checkudata(L, 1, META_ITERATIONSTATE);
lua_settop(L, 2); lua_settop(L, 2);
if (lua_isnil(L, 2)) if (lua_isnil(L, 2))
th = &thinkercap; th = &thlist[THINK_MOBJ];
else if (lua_isuserdata(L, 2)) else if (lua_isuserdata(L, 2))
{ {
if (lua_islightuserdata(L, 2)) if (lua_islightuserdata(L, 2))
@ -94,11 +93,11 @@ static int lib_iterateThinkers(lua_State *L)
if (!next) if (!next)
return luaL_error(L, "next thinker invalidated during iteration"); return luaL_error(L, "next thinker invalidated during iteration");
for (; next != &thinkercap; next = next->next) for (; next != &thlist[THINK_MOBJ]; next = next->next)
if (!it->filter || next->function.acp1 == it->filter) if (!it->filter || next->function.acp1 == it->filter)
{ {
push_thinker(next); push_thinker(next);
if (next->next != &thinkercap) if (next->next != &thlist[THINK_MOBJ])
{ {
push_thinker(next->next); push_thinker(next->next);
it->next = luaL_ref(L, LUA_REGISTRYINDEX); it->next = luaL_ref(L, LUA_REGISTRYINDEX);
@ -112,15 +111,14 @@ static int lib_startIterate(lua_State *L)
{ {
struct iterationState *it; struct iterationState *it;
if (gamestate != GS_LEVEL) INLEVEL
return luaL_error(L, "This function can only be used in a level!");
lua_pushvalue(L, lua_upvalueindex(1)); lua_pushvalue(L, lua_upvalueindex(1));
it = lua_newuserdata(L, sizeof(struct iterationState)); it = lua_newuserdata(L, sizeof(struct iterationState));
luaL_getmetatable(L, META_ITERATIONSTATE); luaL_getmetatable(L, META_ITERATIONSTATE);
lua_setmetatable(L, -2); lua_setmetatable(L, -2);
it->filter = iter_funcs[luaL_checkoption(L, 1, "mobj", iter_opt)]; it->filter = (actionf_p1)P_MobjThinker; //iter_funcs[luaL_checkoption(L, 1, "mobj", iter_opt)];
it->next = LUA_REFNIL; it->next = LUA_REFNIL;
return 2; return 2;
} }
@ -138,7 +136,7 @@ int LUA_ThinkerLib(lua_State *L)
lua_pushcfunction(L, lib_iterateThinkers); lua_pushcfunction(L, lib_iterateThinkers);
lua_pushcclosure(L, lib_startIterate, 1); lua_pushcclosure(L, lib_startIterate, 1);
lua_setfield(L, -2, "iterate"); lua_setfield(L, -2, "iterate");
lua_setglobal(L, "thinkers"); lua_setglobal(L, "mobjs");
return 0; return 0;
} }

View File

@ -577,9 +577,9 @@ void Command_Teleport_f(void)
INT32 starpostmax = 0; INT32 starpostmax = 0;
intz = starpostpath; // variable reuse - counting down for selection purposes intz = starpostpath; // variable reuse - counting down for selection purposes
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -600,7 +600,7 @@ void Command_Teleport_f(void)
break; break;
} }
if (th == &thinkercap) if (th == &thlist[THINK_MOBJ])
{ {
if (intz == starpostpath) if (intz == starpostpath)
CONS_Alert(CONS_NOTICE, M_GetText("No starpost of position %d found (%d max).\n"), starpostnum, starpostmax); CONS_Alert(CONS_NOTICE, M_GetText("No starpost of position %d found (%d max).\n"), starpostnum, starpostmax);
@ -1069,15 +1069,16 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
thinker_t *th; thinker_t *th;
mobj_t *mo; mobj_t *mo;
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo = (mobj_t *)th; mo = (mobj_t *)th;
// get offset from mt, which points to old mapthings, then add new location // get offset from mt, which points to old mapthings, then add new location
if (mo->spawnpoint) if (!mo->spawnpoint)
mo->spawnpoint = (mo->spawnpoint - mt) + mapthings; continue;
mo->spawnpoint = (mo->spawnpoint - mt) + mapthings;
} }
} }

View File

@ -240,7 +240,7 @@ UINT8 M_UpdateUnlockablesAndExtraEmblems(void)
if (cechoLines) if (cechoLines)
{ {
char slashed[1024] = ""; char slashed[1024] = "";
for (i = 0; (i < 21) && (i < 24 - cechoLines); ++i) for (i = 0; (i < 19) && (i < 24 - cechoLines); ++i)
slashed[i] = '\\'; slashed[i] = '\\';
slashed[i] = 0; slashed[i] = 0;

View File

@ -2288,23 +2288,26 @@ static boolean MIT_SetCurBackground(UINT32 menutype, INT32 level, INT32 *retval,
(void)retval; (void)retval;
(void)fromoldest; (void)fromoldest;
if (!menutype) // if there's nothing in this level, do nothing
return false;
if (menupres[menutype].bgcolor >= 0) if (menupres[menutype].bgcolor >= 0)
{ {
curbgcolor = menupres[menutype].bgcolor; curbgcolor = menupres[menutype].bgcolor;
return true; return true;
} }
else if (menupres[menutype].bgname[0] && (!menupres[menutype].bghide || !titlemapinaction)) else if (menupres[menutype].bghide && titlemapinaction) // hide the background
{
curbghide = true;
return true;
}
else if (menupres[menutype].bgname[0])
{ {
strncpy(curbgname, menupres[menutype].bgname, 8); strncpy(curbgname, menupres[menutype].bgname, 8);
curbgxspeed = menupres[menutype].titlescrollxspeed != INT32_MAX ? menupres[menutype].titlescrollxspeed : titlescrollxspeed; curbgxspeed = menupres[menutype].titlescrollxspeed != INT32_MAX ? menupres[menutype].titlescrollxspeed : titlescrollxspeed;
curbgyspeed = menupres[menutype].titlescrollyspeed != INT32_MAX ? menupres[menutype].titlescrollyspeed : titlescrollyspeed; curbgyspeed = menupres[menutype].titlescrollyspeed != INT32_MAX ? menupres[menutype].titlescrollyspeed : titlescrollyspeed;
return true; return true;
} }
else if (menupres[menutype].bghide && titlemapinaction) // hide the background
{
curbghide = true;
return true;
}
else if (!level) else if (!level)
{ {
if (M_GetYoungestChildMenu() == MN_SP_PLAYER || !defaultname || !defaultname[0]) if (M_GetYoungestChildMenu() == MN_SP_PLAYER || !defaultname || !defaultname[0])
@ -2328,6 +2331,9 @@ static boolean MIT_ChangeMusic(UINT32 menutype, INT32 level, INT32 *retval, void
(void)retval; (void)retval;
(void)fromoldest; (void)fromoldest;
if (!menutype) // if there's nothing in this level, do nothing
return false;
if (menupres[menutype].musname[0]) if (menupres[menutype].musname[0])
{ {
S_ChangeMusic(menupres[menutype].musname, menupres[menutype].mustrack, menupres[menutype].muslooping); S_ChangeMusic(menupres[menutype].musname, menupres[menutype].mustrack, menupres[menutype].muslooping);
@ -2352,6 +2358,9 @@ static boolean MIT_SetCurFadeValue(UINT32 menutype, INT32 level, INT32 *retval,
(void)retval; (void)retval;
(void)fromoldest; (void)fromoldest;
if (!menutype) // if there's nothing in this level, do nothing
return false;
if (menupres[menutype].fadestrength >= 0) if (menupres[menutype].fadestrength >= 0)
{ {
curfadevalue = (menupres[menutype].fadestrength % 32); curfadevalue = (menupres[menutype].fadestrength % 32);
@ -2368,6 +2377,9 @@ static boolean MIT_SetCurHideTitlePics(UINT32 menutype, INT32 level, INT32 *retv
(void)retval; (void)retval;
(void)fromoldest; (void)fromoldest;
if (!menutype) // if there's nothing in this level, do nothing
return false;
if (menupres[menutype].hidetitlepics >= 0) if (menupres[menutype].hidetitlepics >= 0)
{ {
curhidepics = menupres[menutype].hidetitlepics; curhidepics = menupres[menutype].hidetitlepics;
@ -2469,7 +2481,7 @@ static void M_HandleMenuPresState(menu_t *newMenu)
curbgcolor = -1; curbgcolor = -1;
curbgxspeed = titlescrollxspeed; curbgxspeed = titlescrollxspeed;
curbgyspeed = titlescrollyspeed; curbgyspeed = titlescrollyspeed;
curbghide = true; curbghide = (gamestate != GS_TIMEATTACK); // show in time attack, hide in other menus
// don't do the below during the in-game menus // don't do the below during the in-game menus
if (gamestate != GS_TITLESCREEN && gamestate != GS_TIMEATTACK) if (gamestate != GS_TITLESCREEN && gamestate != GS_TIMEATTACK)
@ -2798,8 +2810,8 @@ boolean M_Responder(event_t *ev)
void (*routine)(INT32 choice); // for some casting problem void (*routine)(INT32 choice); // for some casting problem
if (dedicated || (demoplayback && titledemo) if (dedicated || (demoplayback && titledemo)
|| gamestate == GS_INTRO || gamestate == GS_CUTSCENE || gamestate == GS_GAMEEND || gamestate == GS_INTRO || gamestate == GS_ENDING || gamestate == GS_CUTSCENE
|| gamestate == GS_CREDITS || gamestate == GS_EVALUATION) || gamestate == GS_CREDITS || gamestate == GS_EVALUATION || gamestate == GS_GAMEEND)
return false; return false;
if (noFurtherInput) if (noFurtherInput)
@ -2953,8 +2965,9 @@ boolean M_Responder(event_t *ev)
return true; return true;
M_StartControlPanel(); M_StartControlPanel();
M_Options(0); M_Options(0);
currentMenu = &OP_SoundOptionsDef; // Uncomment the below if you want the menu to reset to the top each time like before. M_SetupNextMenu will fix it automatically.
itemOn = 0; //OP_SoundOptionsDef.lastOn = 0;
M_SetupNextMenu(&OP_SoundOptionsDef);
return true; return true;
case KEY_F5: // Video Mode case KEY_F5: // Video Mode
@ -3498,6 +3511,7 @@ void M_InitCharacterTables(void)
strcpy(description[i].picname, ""); strcpy(description[i].picname, "");
strcpy(description[i].skinname, ""); strcpy(description[i].skinname, "");
description[i].prev = description[i].next = 0; description[i].prev = description[i].next = 0;
description[i].pic = NULL;
} }
} }
@ -7544,8 +7558,19 @@ static void M_SetupChoosePlayer(INT32 choice)
if (i == char_on) if (i == char_on)
allowed = true; allowed = true;
if (description[i].picname[0] == '\0') if (!(description[i].picname[0]))
strncpy(description[i].picname, skins[skinnum].charsel, 8); {
if (skins[skinnum].sprites[SPR2_XTRA].numframes >= 2)
{
spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[1];
description[i].pic = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
}
else
description[i].pic = W_CachePatchName("MISSING", PU_CACHE);
}
else
description[i].pic = W_CachePatchName(description[i].picname, PU_CACHE);
} }
// else -- Technically, character select icons without corresponding skins get bundled away behind this too. Sucks to be them. // else -- Technically, character select icons without corresponding skins get bundled away behind this too. Sucks to be them.
Z_Free(name); Z_Free(name);
@ -7699,7 +7724,7 @@ static void M_DrawSetupChoosePlayerMenu(void)
// Draw prev character if it's visible and its number isn't greater than the current one or there's more than two // Draw prev character if it's visible and its number isn't greater than the current one or there's more than two
if (o < 32) if (o < 32)
{ {
patch = W_CachePatchName(description[prev].picname, PU_CACHE); patch = description[prev].pic;
if (SHORT(patch->width) >= 256) if (SHORT(patch->width) >= 256)
V_DrawCroppedPatch(8<<FRACBITS, (my + 8)<<FRACBITS, FRACUNIT/2, 0, patch, 0, SHORT(patch->height) + 2*(o-32), SHORT(patch->width), 64 - 2*o); V_DrawCroppedPatch(8<<FRACBITS, (my + 8)<<FRACBITS, FRACUNIT/2, 0, patch, 0, SHORT(patch->height) + 2*(o-32), SHORT(patch->width), 64 - 2*o);
else else
@ -7710,7 +7735,7 @@ static void M_DrawSetupChoosePlayerMenu(void)
// Draw next character if it's visible and its number isn't less than the current one or there's more than two // Draw next character if it's visible and its number isn't less than the current one or there's more than two
if (o < 128) // (next != i) was previously a part of this, but it's implicitly true if (prev != i) is true. if (o < 128) // (next != i) was previously a part of this, but it's implicitly true if (prev != i) is true.
{ {
patch = W_CachePatchName(description[next].picname, PU_CACHE); patch = description[next].pic;
if (SHORT(patch->width) >= 256) if (SHORT(patch->width) >= 256)
V_DrawCroppedPatch(8<<FRACBITS, (my + 168 - o)<<FRACBITS, FRACUNIT/2, 0, patch, 0, 0, SHORT(patch->width), 2*o); V_DrawCroppedPatch(8<<FRACBITS, (my + 168 - o)<<FRACBITS, FRACUNIT/2, 0, patch, 0, 0, SHORT(patch->width), 2*o);
else else
@ -7719,7 +7744,7 @@ static void M_DrawSetupChoosePlayerMenu(void)
} }
} }
patch = W_CachePatchName(description[i].picname, PU_CACHE); patch = description[i].pic;
if (o >= 0 && o <= 32) if (o >= 0 && o <= 32)
{ {
if (SHORT(patch->width) >= 256) if (SHORT(patch->width) >= 256)
@ -8111,9 +8136,16 @@ void M_DrawTimeAttackMenu(void)
V_DrawString(currentMenu->x, cursory, V_YELLOWMAP, currentMenu->menuitems[itemOn].text); V_DrawString(currentMenu->x, cursory, V_YELLOWMAP, currentMenu->menuitems[itemOn].text);
// Character face! // Character face!
if (W_CheckNumForName(skins[cv_chooseskin.value-1].charsel) != LUMPERROR)
{ {
PictureOfUrFace = W_CachePatchName(skins[cv_chooseskin.value-1].charsel, PU_CACHE); if (skins[cv_chooseskin.value-1].sprites[SPR2_XTRA].numframes >= 2)
{
spritedef_t *sprdef = &skins[cv_chooseskin.value-1].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[1];
PictureOfUrFace = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
}
else
PictureOfUrFace = W_CachePatchName("MISSING", PU_CACHE);
if (PictureOfUrFace->width >= 256) if (PictureOfUrFace->width >= 256)
V_DrawTinyScaledPatch(224, 120, 0, PictureOfUrFace); V_DrawTinyScaledPatch(224, 120, 0, PictureOfUrFace);
else else
@ -8233,6 +8265,7 @@ static void M_TimeAttack(INT32 choice)
M_PatchSkinNameTable(); M_PatchSkinNameTable();
G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching
titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please
M_SetupNextMenu(&SP_TimeAttackDef); M_SetupNextMenu(&SP_TimeAttackDef);
if (!M_CanShowLevelInList(cv_nextmap.value-1, -1) && levelselect.rows[0].maplist[0]) if (!M_CanShowLevelInList(cv_nextmap.value-1, -1) && levelselect.rows[0].maplist[0])
CV_SetValue(&cv_nextmap, levelselect.rows[0].maplist[0]); CV_SetValue(&cv_nextmap, levelselect.rows[0].maplist[0]);
@ -8414,6 +8447,7 @@ static void M_NightsAttack(INT32 choice)
G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching
M_SetupNextMenu(&SP_NightsAttackDef); M_SetupNextMenu(&SP_NightsAttackDef);
titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please
if (!M_CanShowLevelInList(cv_nextmap.value-1, -1) && levelselect.rows[0].maplist[0]) if (!M_CanShowLevelInList(cv_nextmap.value-1, -1) && levelselect.rows[0].maplist[0])
CV_SetValue(&cv_nextmap, levelselect.rows[0].maplist[0]); CV_SetValue(&cv_nextmap, levelselect.rows[0].maplist[0]);
else else

View File

@ -316,6 +316,7 @@ typedef struct
char notes[441]; char notes[441];
char picname[8]; char picname[8];
char skinname[SKINNAMESIZE*2+2]; // skin&skin\0 char skinname[SKINNAMESIZE*2+2]; // skin&skin\0
patch_t *pic;
UINT8 prev; UINT8 prev;
UINT8 next; UINT8 next;
} description_t; } description_t;

View File

@ -409,7 +409,7 @@ INT32 EV_DoCeiling(line_t *line, ceiling_e type)
// new door thinker // new door thinker
rtn = 1; rtn = 1;
ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL); ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL);
P_AddThinker(&ceiling->thinker); P_AddThinker(THINK_MAIN, &ceiling->thinker);
sec->ceilingdata = ceiling; sec->ceilingdata = ceiling;
ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling; ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
ceiling->sector = sec; ceiling->sector = sec;
@ -629,7 +629,7 @@ INT32 EV_DoCrush(line_t *line, ceiling_e type)
// new door thinker // new door thinker
rtn = 1; rtn = 1;
ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL); ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL);
P_AddThinker(&ceiling->thinker); P_AddThinker(THINK_MAIN, &ceiling->thinker);
sec->ceilingdata = ceiling; sec->ceilingdata = ceiling;
ceiling->thinker.function.acp1 = (actionf_p1)T_CrushCeiling; ceiling->thinker.function.acp1 = (actionf_p1)T_CrushCeiling;
ceiling->sector = sec; ceiling->sector = sec;

View File

@ -1391,7 +1391,7 @@ void A_StatueBurst(mobj_t *actor)
return; return;
new->angle = actor->angle; new->angle = actor->angle;
new->target = actor->target; P_SetTarget(&new->target, actor->target);
if (locvar2) if (locvar2)
P_SetMobjState(new, (statenum_t)locvar2); P_SetMobjState(new, (statenum_t)locvar2);
S_StartSound(new, new->info->attacksound); S_StartSound(new, new->info->attacksound);
@ -2155,7 +2155,7 @@ void A_CrushclawLaunch(mobj_t *actor)
for (i = 0; (i < CSEGS); i++) 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, actor->info->raisestate);
prevchain->target = newchain; P_SetTarget(&prevchain->target, newchain);
prevchain = newchain; prevchain = newchain;
} }
actor->target->angle = R_PointToAngle2(actor->target->x, actor->target->y, crab->target->x, crab->target->y); actor->target->angle = R_PointToAngle2(actor->target->x, actor->target->y, crab->target->x, crab->target->y);
@ -2348,7 +2348,7 @@ void A_VultureHover(mobj_t *actor)
fixed_t targetz; fixed_t targetz;
fixed_t distdif; fixed_t distdif;
fixed_t memz = actor->z; fixed_t memz = actor->z;
INT8 i; SINT8 i;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_VultureHover", actor)) if (LUA_CallAction("A_VultureHover", actor))
@ -2411,6 +2411,8 @@ void A_VultureBlast(mobj_t *actor)
{ {
mobj_t *dust; mobj_t *dust;
UINT8 i; UINT8 i;
angle_t faa;
fixed_t faacos, faasin;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_VultureBlast", actor)) if (LUA_CallAction("A_VultureBlast", actor))
@ -2419,18 +2421,21 @@ void A_VultureBlast(mobj_t *actor)
S_StartSound(actor, actor->info->attacksound); S_StartSound(actor, actor->info->attacksound);
faa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK;
faacos = FINECOSINE(faa);
faasin = FINESINE(faa);
for (i = 0; i <= 7; i++) for (i = 0; i <= 7; i++)
{ {
angle_t fa = ((i*(angle_t)ANGLE_45) >> ANGLETOFINESHIFT) & FINEMASK; angle_t fa = ((i*(angle_t)ANGLE_45) >> ANGLETOFINESHIFT) & FINEMASK;
angle_t faa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK; dust = P_SpawnMobj(actor->x + 48*FixedMul(FINECOSINE(fa), -faasin), actor->y + 48*FixedMul(FINECOSINE(fa), faacos), actor->z + actor->height/2 + 48*FINESINE(fa), MT_PARTICLE);
dust = P_SpawnMobj(actor->x + 48*FixedMul(FINECOSINE(fa), -FINESINE(faa)), actor->y + 48*FixedMul(FINECOSINE(fa), FINECOSINE(faa)), actor->z + actor->height/2 + 48*FINESINE(fa), MT_PARTICLE);
P_SetScale(dust, 4*FRACUNIT); P_SetScale(dust, 4*FRACUNIT);
dust->destscale = FRACUNIT; dust->destscale = FRACUNIT;
dust->scalespeed = 4*FRACUNIT/TICRATE; dust->scalespeed = 4*FRACUNIT/TICRATE;
dust->fuse = TICRATE; dust->fuse = TICRATE;
dust->momx = FixedMul(FINECOSINE(fa), -FINESINE(faa))*3; dust->momx = FixedMul(FINECOSINE(fa), -faasin)*3;
dust->momy = FixedMul(FINECOSINE(fa), FINECOSINE(faa))*3; dust->momy = FixedMul(FINECOSINE(fa), faacos)*3;
dust->momz = FINESINE(fa)*6; dust->momz = FINESINE(fa)*6;
} }
} }
@ -2858,6 +2863,7 @@ void A_BossFireShot(mobj_t *actor)
fixed_t x, y, z; fixed_t x, y, z;
INT32 locvar1 = var1; INT32 locvar1 = var1;
INT32 locvar2 = var2; INT32 locvar2 = var2;
mobj_t *missile;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_BossFireShot", actor)) if (LUA_CallAction("A_BossFireShot", actor))
@ -2925,7 +2931,10 @@ void A_BossFireShot(mobj_t *actor)
break; break;
} }
P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z); missile = P_SpawnXYZMissile(actor, actor->target, locvar1, x, y, z);
if (missile && actor->tracer && (actor->tracer->flags & MF_BOSS)) // Don't harm your papa.
P_SetTarget(&missile->target, actor->tracer);
} }
// Function: A_Boss7FireMissiles // Function: A_Boss7FireMissiles
@ -3079,7 +3088,7 @@ void A_Boss1Laser(mobj_t *actor)
if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1) if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1)
{ {
point = P_SpawnMobj(x, y, floorz+1, MT_EGGMOBILE_FIRE); point = P_SpawnMobj(x, y, floorz+1, MT_EGGMOBILE_FIRE);
point->target = actor; P_SetTarget(&point->target, actor);
point->destscale = 3*FRACUNIT; point->destscale = 3*FRACUNIT;
point->scalespeed = FRACUNIT>>2; point->scalespeed = FRACUNIT>>2;
point->fuse = TICRATE; point->fuse = TICRATE;
@ -3154,21 +3163,35 @@ void A_FocusTarget(mobj_t *actor)
// Description: Reverse arms direction. // Description: Reverse arms direction.
// //
// var1 = sfx to play // var1 = sfx to play
// var2 = unused // var2 = sfx to play in pinch
// //
void A_Boss4Reverse(mobj_t *actor) void A_Boss4Reverse(mobj_t *actor)
{ {
sfxenum_t locvar1 = (sfxenum_t)var1; sfxenum_t locvar1 = (sfxenum_t)var1;
sfxenum_t locvar2 = (sfxenum_t)var2;
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss4Reverse", actor)) if (LUA_CallAction("A_Boss4Reverse", actor))
return; return;
#endif #endif
S_StartSound(NULL, locvar1);
actor->reactiontime = 0; actor->reactiontime = 0;
if (actor->movedir == 1) if (actor->movedir < 3)
actor->movedir = 2; {
S_StartSound(NULL, locvar1);
if (actor->movedir == 1)
actor->movedir = 2;
else
actor->movedir = 1;
}
else else
actor->movedir = 1; {
S_StartSound(NULL, locvar2);
if (actor->movedir == 4)
actor->movedir = 5;
else
actor->movedir = 4;
actor->angle += ANGLE_180;
actor->movefactor = -actor->movefactor;
}
} }
// Function: A_Boss4SpeedUp // Function: A_Boss4SpeedUp
@ -3465,9 +3488,11 @@ void A_1upThinker(mobj_t *actor)
if (closestplayer == -1 || skins[players[closestplayer].skin].sprites[SPR2_LIFE].numframes == 0) if (closestplayer == -1 || skins[players[closestplayer].skin].sprites[SPR2_LIFE].numframes == 0)
{ // Closest player not found (no players in game?? may be empty dedicated server!), or does not have correct sprite. { // Closest player not found (no players in game?? may be empty dedicated server!), or does not have correct sprite.
if (actor->tracer) { if (actor->tracer)
P_RemoveMobj(actor->tracer); {
actor->tracer = NULL; mobj_t *tracer = actor->tracer;
P_SetTarget(&actor->tracer, NULL);
P_RemoveMobj(tracer);
} }
return; return;
} }
@ -3761,9 +3786,9 @@ void A_BossDeath(mobj_t *mo)
// scan the remaining thinkers to see // scan the remaining thinkers to see
// if all bosses are dead // if all bosses are dead
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -3853,6 +3878,8 @@ bossjustdie:
} }
default: //eggmobiles default: //eggmobiles
{ {
UINT8 extrainfo = (mo->spawnpoint ? mo->spawnpoint->extrainfo : 0);
// Stop exploding and prepare to run. // Stop exploding and prepare to run.
P_SetMobjState(mo, mo->info->xdeathstate); P_SetMobjState(mo, mo->info->xdeathstate);
if (P_MobjWasRemoved(mo)) if (P_MobjWasRemoved(mo))
@ -3862,9 +3889,9 @@ bossjustdie:
// Flee! Flee! Find a point to escape to! If none, just shoot upward! // Flee! Flee! Find a point to escape to! If none, just shoot upward!
// scan the thinkers to find the runaway point // scan the thinkers to find the runaway point
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -3872,6 +3899,9 @@ bossjustdie:
if (mo2->type != MT_BOSSFLYPOINT) if (mo2->type != MT_BOSSFLYPOINT)
continue; continue;
if (mo2->spawnpoint && mo2->spawnpoint->extrainfo != extrainfo)
continue;
// If this one's further then the last one, don't go for it. // If this one's further then the last one, don't go for it.
if (mo->target && if (mo->target &&
P_AproxDistance(P_AproxDistance(mo->x - mo2->x, mo->y - mo2->y), mo->z - mo2->z) > P_AproxDistance(P_AproxDistance(mo->x - mo2->x, mo->y - mo2->y), mo->z - mo2->z) >
@ -6114,9 +6144,9 @@ void A_RingExplode(mobj_t *actor)
S_StartSound(actor, sfx_prloop); S_StartSound(actor, sfx_prloop);
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -6627,6 +6657,9 @@ void A_RecyclePowers(mobj_t *actor)
players[recv_pl].ringweapons = weapons[send_pl]; players[recv_pl].ringweapons = weapons[send_pl];
players[recv_pl].currentweapon = weaponheld[send_pl]; players[recv_pl].currentweapon = weaponheld[send_pl];
if (((players[recv_pl].powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (players[recv_pl].revitem == MT_LHRT || players[recv_pl].spinitem == MT_LHRT || players[recv_pl].thokitem == MT_LHRT)) // Healers can't keep their buff.
players[recv_pl].powers[pw_shield] &= SH_STACK;
P_SpawnShieldOrb(&players[recv_pl]); P_SpawnShieldOrb(&players[recv_pl]);
if (P_IsLocalPlayer(&players[recv_pl])) if (P_IsLocalPlayer(&players[recv_pl]))
P_RestoreMusic(&players[recv_pl]); P_RestoreMusic(&players[recv_pl]);
@ -7242,7 +7275,7 @@ void A_Boss2PogoTarget(mobj_t *actor)
if (actor->info->missilestate) // spawn the pogo stick collision box if (actor->info->missilestate) // spawn the pogo stick collision box
{ {
mobj_t *pogo = P_SpawnMobj(actor->x, actor->y, actor->z - mobjinfo[actor->info->missilestate].height, (mobjtype_t)actor->info->missilestate); mobj_t *pogo = P_SpawnMobj(actor->x, actor->y, actor->z - mobjinfo[actor->info->missilestate].height, (mobjtype_t)actor->info->missilestate);
pogo->target = actor; P_SetTarget(&pogo->target, actor);
} }
actor->reactiontime = 1; actor->reactiontime = 1;
@ -7758,9 +7791,11 @@ void A_Boss3TakeDamage(mobj_t *actor)
return; return;
#endif #endif
actor->movecount = var1; actor->movecount = var1;
actor->movefactor = -512*FRACUNIT;
/*if (actor->target && actor->target->spawnpoint)
actor->threshold = actor->target->spawnpoint->extrainfo;*/
if (actor->target && actor->target->spawnpoint)
actor->threshold = actor->target->spawnpoint->extrainfo;
} }
// Function: A_Boss3Path // Function: A_Boss3Path
@ -7797,24 +7832,34 @@ void A_Boss3Path(mobj_t *actor)
} }
else if (actor->threshold >= 0) // Traveling mode else if (actor->threshold >= 0) // Traveling mode
{ {
thinker_t *th; fixed_t dist = 0;
mobj_t *mo2;
fixed_t dist, dist2;
fixed_t speed; fixed_t speed;
P_SetTarget(&actor->target, NULL); if (!(actor->flags2 & MF2_STRONGBOX))
// scan the thinkers
// to find a point that matches
// the number
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) thinker_t *th;
continue; mobj_t *mo2;
mo2 = (mobj_t *)th; P_SetTarget(&actor->target, NULL);
if (mo2->type == MT_BOSS3WAYPOINT && mo2->spawnpoint && mo2->spawnpoint->angle == actor->threshold)
// scan the thinkers
// to find a point that matches
// the number
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_BOSS3WAYPOINT)
continue;
if (!mo2->spawnpoint)
continue;
if (mo2->spawnpoint->angle != actor->threshold)
continue;
if (mo2->spawnpoint->extrainfo != actor->cusval)
continue;
P_SetTarget(&actor->target, mo2); P_SetTarget(&actor->target, mo2);
break; break;
} }
@ -7822,67 +7867,62 @@ void A_Boss3Path(mobj_t *actor)
if (!actor->target) // Should NEVER happen if (!actor->target) // Should NEVER happen
{ {
CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy was unable to find specified waypoint: %d\n", actor->threshold); CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy was unable to find specified waypoint: %d, %d\n", actor->threshold, actor->cusval);
return; return;
} }
dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z - actor->z);
if (dist < 1)
dist = 1;
if (actor->tracer && ((actor->tracer->movedir) if (actor->tracer && ((actor->tracer->movedir)
|| (actor->tracer->health <= actor->tracer->info->damage))) || (actor->tracer->health <= actor->tracer->info->damage)))
speed = actor->info->speed * 2; speed = actor->info->speed * 2;
else else
speed = actor->info->speed; speed = actor->info->speed;
actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), speed); if (actor->target->x == actor->x && actor->target->y == actor->y)
actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), speed); {
actor->momz = FixedMul(FixedDiv(actor->target->z - actor->z, dist), speed); dist = P_AproxDistance(P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y), actor->target->z + actor->movefactor - actor->z);
if (actor->momx != 0 || actor->momy != 0) if (dist < 1)
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); dist = 1;
dist2 = P_AproxDistance(P_AproxDistance(actor->target->x - (actor->x + actor->momx), actor->target->y - (actor->y + actor->momy)), actor->target->z - (actor->z + actor->momz)); actor->momx = FixedMul(FixedDiv(actor->target->x - actor->x, dist), speed);
actor->momy = FixedMul(FixedDiv(actor->target->y - actor->y, dist), speed);
actor->momz = FixedMul(FixedDiv(actor->target->z + actor->movefactor - actor->z, dist), speed);
if (dist2 < 1) if (actor->momx != 0 || actor->momy != 0)
dist2 = 1; actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
}
if ((dist >> FRACBITS) <= (dist2 >> FRACBITS)) if (dist <= speed)
{ {
// If further away, set XYZ of mobj to waypoint location // If further away, set XYZ of mobj to waypoint location
P_UnsetThingPosition(actor); P_UnsetThingPosition(actor);
actor->x = actor->target->x; actor->x = actor->target->x;
actor->y = actor->target->y; actor->y = actor->target->y;
actor->z = actor->target->z; actor->z = actor->target->z + actor->movefactor;
actor->momx = actor->momy = actor->momz = 0; actor->momx = actor->momy = actor->momz = 0;
P_SetThingPosition(actor); P_SetThingPosition(actor);
if (actor->threshold == 0) if (!actor->movefactor) // firing mode
{
actor->movecount |= 2;
actor->movefactor = -512*FRACUNIT;
actor->flags2 &= ~MF2_STRONGBOX;
}
else if (!(actor->flags2 & MF2_STRONGBOX)) // just spawned or going down
{
actor->flags2 |= MF2_STRONGBOX;
actor->movefactor = -512*FRACUNIT;
}
else if (!(actor->flags2 & MF2_AMBUSH)) // just shifted tube
{
actor->flags2 |= MF2_AMBUSH;
actor->movefactor = 0;
}
else // just hit the bottom of your tube
{ {
P_RemoveMobj(actor); // Cycle completed. Dummy removed. P_RemoveMobj(actor); // Cycle completed. Dummy removed.
return; return;
} }
// Set to next waypoint in sequence
if (actor->target->spawnpoint)
{
// From the center point, choose one of the five paths
if (actor->target->spawnpoint->angle == 0)
{
P_RemoveMobj(actor); // Cycle completed. Dummy removed.
return;
}
else
actor->threshold = actor->target->spawnpoint->extrainfo;
// If the deaf flag is set, go into firing mode
if (actor->target->spawnpoint->options & MTF_AMBUSH)
actor->movecount |= 2;
}
else // This should never happen, as well
CONS_Debug(DBG_GAMELOGIC, "Error: Boss 3 Dummy waypoint has no spawnpoint associated with it.\n");
} }
} }
} }
@ -8200,9 +8240,9 @@ void A_FindTarget(mobj_t *actor)
CONS_Debug(DBG_GAMELOGIC, "A_FindTarget called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); CONS_Debug(DBG_GAMELOGIC, "A_FindTarget called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2);
// scan the thinkers // scan the thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -8265,9 +8305,9 @@ void A_FindTracer(mobj_t *actor)
CONS_Debug(DBG_GAMELOGIC, "A_FindTracer called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2); CONS_Debug(DBG_GAMELOGIC, "A_FindTracer called from object type %d, var1: %d, var2: %d\n", actor->type, locvar1, locvar2);
// scan the thinkers // scan the thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -8680,8 +8720,8 @@ void A_BossJetFume(mobj_t *actor)
{ {
fixed_t jetx, jety, jetz; fixed_t jetx, jety, jetz;
jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); jetx = actor->x + P_ReturnThrustX(actor, actor->angle, -60*actor->scale);
jety = actor->y + P_ReturnThrustY(actor, actor->angle, -FixedMul(60*FRACUNIT, actor->scale)); jety = actor->y + P_ReturnThrustY(actor, actor->angle, -60*actor->scale);
if (actor->eflags & MFE_VERTICALFLIP) if (actor->eflags & MFE_VERTICALFLIP)
jetz = actor->z + actor->height - FixedMul(17*FRACUNIT + mobjinfo[MT_PROPELLER].height, actor->scale); jetz = actor->z + actor->height - FixedMul(17*FRACUNIT + mobjinfo[MT_PROPELLER].height, actor->scale);
else else
@ -8714,7 +8754,7 @@ void A_BossJetFume(mobj_t *actor)
if (actor->eflags & MFE_VERTICALFLIP) if (actor->eflags & MFE_VERTICALFLIP)
jetz = actor->z + actor->height + FixedMul(50*FRACUNIT - mobjinfo[MT_JETFLAME].height, actor->scale); jetz = actor->z + actor->height + FixedMul(50*FRACUNIT - mobjinfo[MT_JETFLAME].height, actor->scale);
else else
jetz = actor->z - FixedMul(50*FRACUNIT, actor->scale); jetz = actor->z - 50*actor->scale;
filler = P_SpawnMobj(actor->x, actor->y, jetz, MT_JETFLAME); filler = P_SpawnMobj(actor->x, actor->y, jetz, MT_JETFLAME);
P_SetTarget(&filler->target, actor); P_SetTarget(&filler->target, actor);
// Boss 4 already uses its tracer for other things // Boss 4 already uses its tracer for other things
@ -8723,6 +8763,30 @@ void A_BossJetFume(mobj_t *actor)
if (actor->eflags & MFE_VERTICALFLIP) if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP; filler->flags2 |= MF2_OBJECTFLIP;
} }
else if (locvar1 == 4) // Boss 4 Spectator Eggrobo jet flame
{
fixed_t jetx, jety, jetz, movefactor = 12;
jetz = actor->z;
if (actor->eflags & MFE_VERTICALFLIP)
jetz += (actor->height - FixedMul(mobjinfo[MT_EGGROBO1JET].height, actor->scale));
while (true)
{
jetx = actor->x + P_ReturnThrustX(actor, actor->angle+ANGLE_90, movefactor*actor->scale) - P_ReturnThrustX(actor, actor->angle, 19*actor->scale);
jety = actor->y + P_ReturnThrustY(actor, actor->angle+ANGLE_90, movefactor*actor->scale) - P_ReturnThrustY(actor, actor->angle, 19*actor->scale);
filler = P_SpawnMobj(jetx, jety, jetz, MT_EGGROBO1JET);
filler->movefactor = movefactor;
P_SetTarget(&filler->target, actor);
filler->destscale = actor->scale;
P_SetScale(filler, filler->destscale);
if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP;
if (movefactor <= 0)
break;
movefactor = -movefactor;
}
}
} }
// Function: A_RandomState // Function: A_RandomState
@ -8828,9 +8892,9 @@ void A_RemoteAction(mobj_t *actor)
fixed_t dist1 = 0, dist2 = 0; fixed_t dist1 = 0, dist2 = 0;
// scan the thinkers // scan the thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -9094,9 +9158,9 @@ void A_SetObjectTypeState(mobj_t *actor)
return; return;
#endif #endif
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -9732,9 +9796,9 @@ void A_CheckThingCount(mobj_t *actor)
return; return;
#endif #endif
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -12240,6 +12304,7 @@ void A_Boss5FindWaypoint(mobj_t *actor)
//INT32 locvar2 = var2; //INT32 locvar2 = var2;
boolean avoidcenter; boolean avoidcenter;
UINT32 i; UINT32 i;
UINT8 extrainfo = (actor->spawnpoint ? actor->spawnpoint->extrainfo : 0);
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss5FindWaypoint", actor)) if (LUA_CallAction("A_Boss5FindWaypoint", actor))
return; return;
@ -12249,16 +12314,34 @@ void A_Boss5FindWaypoint(mobj_t *actor)
if (locvar1 == 2) // look for the boss waypoint if (locvar1 == 2) // look for the boss waypoint
{ {
for (i = 0; i < nummapthings; i++) thinker_t *th;
mobj_t *mo2;
P_SetTarget(&actor->tracer, NULL);
// Flee! Flee! Find a point to escape to! If none, just shoot upward!
// scan the thinkers to find the runaway point
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (!mapthings[i].mobj) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
if (mapthings[i].mobj->type != MT_BOSSFLYPOINT)
mo2 = (mobj_t *)th;
if (mo2->type != MT_BOSSFLYPOINT)
continue; continue;
P_SetTarget(&actor->tracer, mapthings[i].mobj);
break; if (mo2->spawnpoint && mo2->spawnpoint->extrainfo != extrainfo)
continue;
// If this one's further then the last one, don't go for it.
if (actor->tracer &&
P_AproxDistance(P_AproxDistance(actor->x - mo2->x, actor->y - mo2->y), actor->z - mo2->z) >
P_AproxDistance(P_AproxDistance(actor->x - actor->tracer->x, actor->y - actor->tracer->y), actor->z - actor->tracer->z))
continue;
// Otherwise... Do!
P_SetTarget(&actor->tracer, mo2);
} }
if (i == nummapthings) if (!actor->tracer)
return; // no boss flypoints found return; // no boss flypoints found
} }
else if (locvar1 == 1) // always go to ambush-marked waypoint else if (locvar1 == 1) // always go to ambush-marked waypoint
@ -12272,11 +12355,13 @@ void A_Boss5FindWaypoint(mobj_t *actor)
continue; continue;
if (mapthings[i].mobj->type != MT_FANGWAYPOINT) if (mapthings[i].mobj->type != MT_FANGWAYPOINT)
continue; continue;
if (mapthings[i].options & MTF_AMBUSH) if (mapthings[i].extrainfo != extrainfo)
{ continue;
P_SetTarget(&actor->tracer, mapthings[i].mobj); if (!(mapthings[i].options & MTF_AMBUSH))
break; continue;
}
P_SetTarget(&actor->tracer, mapthings[i].mobj);
break;
} }
if (i == nummapthings) if (i == nummapthings)
@ -12300,6 +12385,8 @@ void A_Boss5FindWaypoint(mobj_t *actor)
continue; continue;
if (actor->tracer == mapthings[i].mobj) // this was your tracer last time if (actor->tracer == mapthings[i].mobj) // this was your tracer last time
continue; continue;
if (mapthings[i].extrainfo != extrainfo)
continue;
if (mapthings[i].options & MTF_AMBUSH) if (mapthings[i].options & MTF_AMBUSH)
{ {
if (avoidcenter) if (avoidcenter)
@ -12355,6 +12442,8 @@ void A_Boss5FindWaypoint(mobj_t *actor)
continue; continue;
if (actor->tracer == mapthings[i].mobj) // this was your tracer last time if (actor->tracer == mapthings[i].mobj) // this was your tracer last time
continue; continue;
if (mapthings[i].extrainfo != extrainfo)
continue;
if (mapthings[i].options & MTF_AMBUSH) if (mapthings[i].options & MTF_AMBUSH)
{ {
if (avoidcenter) if (avoidcenter)
@ -13011,7 +13100,14 @@ static boolean PIT_TNTExplode(mobj_t *nearby)
nearby->momx = FixedMul(FixedDiv(dx, dm), explodethrust); nearby->momx = FixedMul(FixedDiv(dx, dm), explodethrust);
nearby->momy = FixedMul(FixedDiv(dy, dm), explodethrust); nearby->momy = FixedMul(FixedDiv(dy, dm), explodethrust);
nearby->momz = FixedMul(FixedDiv(dz, dm), explodethrust); nearby->momz = FixedMul(FixedDiv(dz, dm), explodethrust);
P_UnsetThingPosition(nearby);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
nearby->flags = MF_NOBLOCKMAP|MF_MISSILE; nearby->flags = MF_NOBLOCKMAP|MF_MISSILE;
P_SetThingPosition(nearby);
P_SetMobjState(nearby, nearby->info->missilestate); P_SetMobjState(nearby, nearby->info->missilestate);
} }
} }
@ -13020,9 +13116,10 @@ static boolean PIT_TNTExplode(mobj_t *nearby)
if (barrel->target == nearby) if (barrel->target == nearby)
{ {
mobj_t *tar = barrel->target; // temporarily store barrel's target mobj_t *tar = barrel->target; // temporarily store barrel's target
barrel->target = NULL; P_SetTarget(&barrel->target, NULL);
P_DamageMobj(nearby, barrel, NULL, 1, 0); P_DamageMobj(nearby, barrel, NULL, 1, 0);
barrel->target = tar; if (!P_MobjWasRemoved(barrel))
P_SetTarget(&barrel->target, tar);
} }
else else
{ {
@ -13055,8 +13152,14 @@ void A_TNTExplode(mobj_t *actor)
if (LUA_CallAction("A_TNTExplode", actor)) if (LUA_CallAction("A_TNTExplode", actor))
return; return;
#endif #endif
P_UnsetThingPosition(actor);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
actor->flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP; actor->flags = MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP;
P_SetThingPosition(actor);
actor->flags2 = MF2_EXPLOSION; actor->flags2 = MF2_EXPLOSION;
if (actor->info->deathsound) if (actor->info->deathsound)
S_StartSound(actor, actor->info->deathsound); S_StartSound(actor, actor->info->deathsound);
@ -13518,7 +13621,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
door->extravalue2 = 0; door->extravalue2 = 0;
// Origin door // Origin door
door->tracer = actor; P_SetTarget(&door->tracer, actor);
//Back //Back
door = P_SpawnMobj(x - c*d, y - s*d, z, MT_SALOONDOOR); door = P_SpawnMobj(x - c*d, y - s*d, z, MT_SALOONDOOR);
@ -13531,7 +13634,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
door->extravalue2 = 0; door->extravalue2 = 0;
// Origin door // Origin door
door->tracer = actor; P_SetTarget(&door->tracer, actor);
} }
// Function: A_MinecartSparkThink // Function: A_MinecartSparkThink

View File

@ -719,6 +719,8 @@ void T_ContinuousFalling(levelspecthink_t *faller)
} }
} }
P_CheckSector(faller->sector, false); // you might think this is irrelevant. you would be wrong
faller->sector->floorspeed = faller->speed*faller->direction; faller->sector->floorspeed = faller->speed*faller->direction;
faller->sector->ceilspeed = 42; faller->sector->ceilspeed = 42;
faller->sector->moved = true; faller->sector->moved = true;
@ -1975,25 +1977,27 @@ void T_ThwompSector(levelspecthink_t *thwomp)
} }
else // Not going anywhere, so look for players. else // Not going anywhere, so look for players.
{ {
thinker_t *th;
mobj_t *mo;
if (!rover || (rover->flags & FF_EXISTS)) if (!rover || (rover->flags & FF_EXISTS))
{ {
// scan the thinkers to find players! UINT8 i;
for (th = thinkercap.next; th != &thinkercap; th = th->next) // scan the players to find victims!
for (i = 0; i < MAXPLAYERS; i++)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
if (!players[i].mo)
continue;
if (!players[i].mo->health)
continue;
if (players[i].mo->z > thwomp->sector->ceilingheight)
continue;
if (P_AproxDistance(thwompx - players[i].mo->x, thwompy - players[i].mo->y) > 96 * FRACUNIT)
continue; continue;
mo = (mobj_t *)th; thwomp->direction = -1;
if (mo->type == MT_PLAYER && mo->health && mo->player && !mo->player->spectator break;
&& mo->z <= thwomp->sector->ceilingheight
&& P_AproxDistance(thwompx - mo->x, thwompy - mo->y) <= 96*FRACUNIT)
{
thwomp->direction = -1;
break;
}
} }
} }
@ -2701,7 +2705,7 @@ INT32 EV_DoFloor(line_t *line, floor_e floortype)
// new floor thinker // new floor thinker
rtn = 1; rtn = 1;
dofloor = Z_Calloc(sizeof (*dofloor), PU_LEVSPEC, NULL); dofloor = Z_Calloc(sizeof (*dofloor), PU_LEVSPEC, NULL);
P_AddThinker(&dofloor->thinker); P_AddThinker(THINK_MAIN, &dofloor->thinker);
// make sure another floor thinker won't get started over this one // make sure another floor thinker won't get started over this one
sec->floordata = dofloor; sec->floordata = dofloor;
@ -2922,7 +2926,7 @@ INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed)
// create and initialize new elevator thinker // create and initialize new elevator thinker
rtn = 1; rtn = 1;
elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL);
P_AddThinker(&elevator->thinker); P_AddThinker(THINK_MAIN, &elevator->thinker);
sec->floordata = elevator; sec->floordata = elevator;
sec->ceilingdata = elevator; sec->ceilingdata = elevator;
elevator->thinker.function.acp1 = (actionf_p1)T_MoveElevator; elevator->thinker.function.acp1 = (actionf_p1)T_MoveElevator;
@ -3027,20 +3031,40 @@ INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed)
void EV_CrumbleChain(sector_t *sec, ffloor_t *rover) void EV_CrumbleChain(sector_t *sec, ffloor_t *rover)
{ {
size_t i; size_t i, leftmostvertex, rightmostvertex, topmostvertex, bottommostvertex;
size_t leftmostvertex = 0, rightmostvertex = 0; fixed_t leftx, rightx, topy, bottomy, topz, bottomz, widthfactor, heightfactor, a, b, c, spacing;
size_t topmostvertex = 0, bottommostvertex = 0; mobjtype_t type;
fixed_t leftx, rightx; tic_t lifetime;
fixed_t topy, bottomy; INT16 flags;
fixed_t topz, bottomz;
fixed_t widthfactor = FRACUNIT, heightfactor = FRACUNIT;
fixed_t a, b, c;
mobjtype_t type = MT_ROCKCRUMBLE1;
fixed_t spacing = (32<<FRACBITS);
tic_t lifetime = 3*TICRATE;
INT16 flags = 0;
#define controlsec rover->master->frontsector sector_t *controlsec = rover->master->frontsector;
if (sec == NULL)
{
if (controlsec->numattached)
{
for (i = 0; i < controlsec->numattached; i++)
{
sec = &sectors[controlsec->attached[i]];
if (!sec->ffloors)
continue;
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (rover->master->frontsector == controlsec)
EV_CrumbleChain(sec, rover);
}
}
}
return;
}
leftmostvertex = rightmostvertex = topmostvertex = bottommostvertex = 0;
widthfactor = heightfactor = FRACUNIT;
spacing = (32<<FRACBITS);
type = MT_ROCKCRUMBLE1;
lifetime = 3*TICRATE;
flags = 0;
if (controlsec->tag != 0) if (controlsec->tag != 0)
{ {
@ -3133,7 +3157,7 @@ void EV_CrumbleChain(sector_t *sec, ffloor_t *rover)
// no longer exists (can't collide with again) // no longer exists (can't collide with again)
rover->flags &= ~FF_EXISTS; rover->flags &= ~FF_EXISTS;
rover->master->frontsector->moved = true; rover->master->frontsector->moved = true;
sec->moved = true; P_RecalcPrecipInSector(sec);
} }
// Used for bobbing platforms on the water // Used for bobbing platforms on the water
@ -3149,7 +3173,7 @@ INT32 EV_BounceSector(sector_t *sec, fixed_t momz, line_t *sourceline)
return 0; return 0;
bouncer = Z_Calloc(sizeof (*bouncer), PU_LEVSPEC, NULL); bouncer = Z_Calloc(sizeof (*bouncer), PU_LEVSPEC, NULL);
P_AddThinker(&bouncer->thinker); P_AddThinker(THINK_MAIN, &bouncer->thinker);
sec->ceilingdata = bouncer; sec->ceilingdata = bouncer;
bouncer->thinker.function.acp1 = (actionf_p1)T_BounceCheese; bouncer->thinker.function.acp1 = (actionf_p1)T_BounceCheese;
@ -3183,7 +3207,7 @@ INT32 EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, bool
// create and initialize new thinker // create and initialize new thinker
faller = Z_Calloc(sizeof (*faller), PU_LEVSPEC, NULL); faller = Z_Calloc(sizeof (*faller), PU_LEVSPEC, NULL);
P_AddThinker(&faller->thinker); P_AddThinker(THINK_MAIN, &faller->thinker);
faller->thinker.function.acp1 = (actionf_p1)T_ContinuousFalling; faller->thinker.function.acp1 = (actionf_p1)T_ContinuousFalling;
// set up the fields // set up the fields
@ -3232,7 +3256,7 @@ INT32 EV_StartCrumble(sector_t *sec, ffloor_t *rover, boolean floating,
// create and initialize new elevator thinker // create and initialize new elevator thinker
elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL);
P_AddThinker(&elevator->thinker); P_AddThinker(THINK_MAIN, &elevator->thinker);
elevator->thinker.function.acp1 = (actionf_p1)T_StartCrumble; elevator->thinker.function.acp1 = (actionf_p1)T_StartCrumble;
// Does this crumbler return? // Does this crumbler return?
@ -3311,7 +3335,7 @@ INT32 EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher)
// create and initialize new elevator thinker // create and initialize new elevator thinker
block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL); block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL);
P_AddThinker(&block->thinker); P_AddThinker(THINK_MAIN, &block->thinker);
roversec->floordata = block; roversec->floordata = block;
roversec->ceilingdata = block; roversec->ceilingdata = block;
block->thinker.function.acp1 = (actionf_p1)T_MarioBlock; block->thinker.function.acp1 = (actionf_p1)T_MarioBlock;

View File

@ -97,9 +97,9 @@ void P_ClearStarPost(INT32 postnum)
mobj_t *mo2; mobj_t *mo2;
// scan the thinkers // scan the thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -126,15 +126,17 @@ void P_ResetStarposts(void)
thinker_t *th; thinker_t *th;
mobj_t *post; mobj_t *post;
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
post = (mobj_t *)th; post = (mobj_t *)th;
if (post->type == MT_STARPOST) if (post->type != MT_STARPOST)
P_SetMobjState(post, post->info->spawnstate); continue;
P_SetMobjState(post, post->info->spawnstate);
} }
} }
@ -321,6 +323,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// Can happen with a sliding player corpse. // Can happen with a sliding player corpse.
if (toucher->health <= 0) if (toucher->health <= 0)
return; return;
if (special->health <= 0)
return;
if (heightcheck) if (heightcheck)
{ {
@ -346,9 +350,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
} }
} }
if (special->health <= 0)
return;
player = toucher->player; player = toucher->player;
I_Assert(player != NULL); // Only players can touch stuff! I_Assert(player != NULL); // Only players can touch stuff!
@ -453,13 +454,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
break; break;
} }
if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING)) if (P_PlayerCanDamage(player, special)) // Do you possess the ability to subdue the object?
|| ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)))
|| (player->pflags & (PF_SPINNING|PF_GLIDING))
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|| ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0))
|| player->powers[pw_invulnerability] || player->powers[pw_super]
|| elementalpierce) // Do you possess the ability to subdue the object?
{ {
if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1)) if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1))
{ {
@ -474,18 +469,12 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{ {
toucher->momx = -toucher->momx; toucher->momx = -toucher->momx;
toucher->momy = -toucher->momy; toucher->momy = -toucher->momy;
if (player->charability == CA_FLY && player->panim == PA_ABILITY)
toucher->momz = -toucher->momz/2;
} }
P_DamageMobj(special, toucher, toucher, 1, 0); P_DamageMobj(special, toucher, toucher, 1, 0);
} if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) P_TwinSpinRejuvenate(player, player->thokitem);
|| (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP)))
&& player->charability == CA_FLY
&& (player->powers[pw_tailsfly]
|| toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with her propeller.
{
toucher->momz = -toucher->momz/2;
P_DamageMobj(special, toucher, toucher, 1, 0);
} }
else else
P_DamageMobj(toucher, special, special, 1, 0); P_DamageMobj(toucher, special, special, 1, 0);
@ -681,7 +670,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_DoMatchSuper(player); P_DoMatchSuper(player);
} }
else else
{
emeralds |= special->info->speed; emeralds |= special->info->speed;
stagefailed = false;
}
if (special->target && special->target->type == MT_EMERALDSPAWN) if (special->target && special->target->type == MT_EMERALDSPAWN)
{ {
@ -845,24 +837,24 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// The player might have two Ideyas: toucher->tracer and toucher->tracer->hnext // The player might have two Ideyas: toucher->tracer and toucher->tracer->hnext
// so handle their anchorpoints accordingly. // so handle their anchorpoints accordingly.
// scan the thinkers to find the corresponding anchorpoint // scan the thinkers to find the corresponding anchorpoint
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
if (mo2->type == MT_IDEYAANCHOR) if (mo2->type != MT_IDEYAANCHOR)
{ continue;
if (mo2->health == toucher->tracer->health) // do ideya numberes match?
anchorpoint = mo2;
else if (toucher->tracer->hnext && mo2->health == toucher->tracer->hnext->health)
anchorpoint2 = mo2;
if ((!toucher->tracer->hnext && anchorpoint) if (mo2->health == toucher->tracer->health) // do ideya numberes match?
|| (toucher->tracer->hnext && anchorpoint && anchorpoint2)) anchorpoint = mo2;
break; else if (toucher->tracer->hnext && mo2->health == toucher->tracer->hnext->health)
} anchorpoint2 = mo2;
if ((!toucher->tracer->hnext && anchorpoint)
|| (toucher->tracer->hnext && anchorpoint && anchorpoint2))
break;
} }
if (anchorpoint) if (anchorpoint)
@ -939,9 +931,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
count = 1; count = 1;
// scan the remaining thinkers // scan the remaining thinkers
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -989,9 +981,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// Now we RE-scan all the thinkers to find close objects to pull // Now we RE-scan all the thinkers to find close objects to pull
// in from the paraloop. Isn't this just so efficient? // in from the paraloop. Isn't this just so efficient?
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -1363,9 +1355,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
EV_DoElevator(&junk, bridgeFall, false); EV_DoElevator(&junk, bridgeFall, false);
// scan the remaining thinkers to find koopa // scan the remaining thinkers to find koopa
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -1463,10 +1455,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
thinker_t *th; thinker_t *th;
mobj_t *mo2; mobj_t *mo2;
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -1578,6 +1570,45 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
} }
return; return;
case MT_EGGROBO1:
if (special->state == &states[special->info->deathstate])
return;
if (P_PlayerInPain(player))
return;
P_SetMobjState(special, special->info->meleestate);
special->angle = special->movedir;
special->momx = special->momy = 0;
// Buenos Dias Mandy
P_SetPlayerMobjState(toucher, S_PLAY_STUN);
player->pflags &= ~PF_APPLYAUTOBRAKE;
player->drawangle = special->angle + ANGLE_180;
P_InstaThrust(toucher, special->angle, FixedMul(3*special->info->speed, special->scale/2));
toucher->z += P_MobjFlip(toucher);
if (toucher->eflags & MFE_UNDERWATER) // unlikely.
P_SetObjectMomZ(toucher, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false);
else
P_SetObjectMomZ(toucher, FixedDiv(69*FRACUNIT,10*FRACUNIT), false);
if (P_IsLocalPlayer(player))
{
quake.intensity = 9*FRACUNIT;
quake.time = TICRATE/2;
quake.epicenter = NULL;
}
#if 0 // camera redirection - deemed unnecessary
toucher->angle = special->angle;
if (player == &players[consoleplayer])
localangle = toucher->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = toucher->angle;
#endif
S_StartSound(toucher, special->info->attacksound); // home run
return;
case MT_BIGTUMBLEWEED: case MT_BIGTUMBLEWEED:
case MT_LITTLETUMBLEWEED: case MT_LITTLETUMBLEWEED:
if (toucher->momx || toucher->momy) if (toucher->momx || toucher->momy)
@ -1822,6 +1853,10 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
deadtarget = (player->mo->health <= 0); deadtarget = (player->mo->health <= 0);
// Don't log every hazard hit if they don't want us to.
if (!deadtarget && !cv_hazardlog.value)
return;
// Target's name // Target's name
snprintf(targetname, sizeof(targetname), "%s%s%s", snprintf(targetname, sizeof(targetname), "%s%s%s",
CTFTEAMCODE(player), CTFTEAMCODE(player),
@ -1925,7 +1960,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
switch (damagetype) switch (damagetype)
{ {
case DMG_WATER: case DMG_WATER:
str = M_GetText("%s was %s by chemical water.\n"); str = M_GetText("%s was %s by dangerous water.\n");
break; break;
case DMG_FIRE: case DMG_FIRE:
str = M_GetText("%s was %s by molten lava.\n"); str = M_GetText("%s was %s by molten lava.\n");
@ -1973,10 +2008,6 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
if (!str) // Should not happen! Unless we missed catching something above. if (!str) // Should not happen! Unless we missed catching something above.
return; return;
// Don't log every hazard hit if they don't want us to.
if (!deadtarget && !cv_hazardlog.value)
return;
if (deathonly) if (deathonly)
{ {
if (!deadtarget) if (!deadtarget)
@ -2567,20 +2598,26 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
UINT32 i = 0; // to check how many clones we've removed UINT32 i = 0; // to check how many clones we've removed
// scan the thinkers to make sure all the old pinch dummies are gone on death // scan the thinkers to make sure all the old pinch dummies are gone on death
// this can happen if the boss was hurt earlier than expected for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo = (mobj_t *)th; mo = (mobj_t *)th;
if (mo->type == (mobjtype_t)target->info->mass && mo->tracer == target) if (mo->type != (mobjtype_t)target->info->mass)
{ continue;
P_RemoveMobj(mo); if (mo->tracer != target)
i++; continue;
}
if (i == 2) // we've already removed 2 of these, let's stop now P_KillMobj(mo, inflictor, source, damagetype);
mo->destscale = mo->scale/8;
mo->scalespeed = (mo->scale - mo->destscale)/(2*TICRATE);
mo->momz = mo->info->speed;
mo->angle = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
if (++i == 2) // we've already removed 2 of these, let's stop now
break; break;
else
S_StartSound(mo, mo->info->deathsound); // done once to prevent sound stacking
} }
} }
break; break;
@ -2895,26 +2932,47 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou
if (player->powers[pw_flashing] || player->powers[pw_invulnerability]) if (player->powers[pw_flashing] || player->powers[pw_invulnerability])
return false; return false;
// Ignore IT players shooting each other, unless friendlyfire is on.
if ((player->pflags & PF_TAGIT && !((cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) &&
source && source->player && source->player->pflags & PF_TAGIT)))
return false;
// Don't allow any damage before the round starts. // Don't allow any damage before the round starts.
if (leveltime <= hidetime * TICRATE) if (leveltime <= hidetime * TICRATE)
return false; return false;
// Ignore IT players shooting each other, unless friendlyfire is on.
if ((player->pflags & PF_TAGIT && !((cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) &&
source && source->player && source->player->pflags & PF_TAGIT)))
{
if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
{
if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
{
P_SwitchShield(player, SH_PINK);
S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
}
}
return false;
}
// Don't allow players on the same team to hurt one another, // Don't allow players on the same team to hurt one another,
// unless cv_friendlyfire is on. // unless cv_friendlyfire is on.
if (!(cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT)) if (!(cv_friendlyfire.value || (damagetype & DMG_CANHURTSELF)) && (player->pflags & PF_TAGIT) == (source->player->pflags & PF_TAGIT))
{ {
if (!(inflictor->flags & MF_FIRE)) if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
{
if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
{
P_SwitchShield(player, SH_PINK);
S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
}
}
else if (!(inflictor->flags & MF_FIRE))
P_GivePlayerRings(player, 1); P_GivePlayerRings(player, 1);
if (inflictor->flags2 & MF2_BOUNCERING) if (inflictor->flags2 & MF2_BOUNCERING)
inflictor->fuse = 0; // bounce ring disappears at -1 not 0 inflictor->fuse = 0; // bounce ring disappears at -1 not 0
return false; return false;
} }
if (inflictor->type == MT_LHRT)
return false;
// The tag occurs so long as you aren't shooting another tagger with friendlyfire on. // The tag occurs so long as you aren't shooting another tagger with friendlyfire on.
if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT)) if (source->player->pflags & PF_TAGIT && !(player->pflags & PF_TAGIT))
{ {
@ -2981,7 +3039,17 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj
// In COOP/RACE, you can't hurt other players unless cv_friendlyfire is on // In COOP/RACE, you can't hurt other players unless cv_friendlyfire is on
if (!cv_friendlyfire.value && (G_PlatformGametype())) if (!cv_friendlyfire.value && (G_PlatformGametype()))
{
if (gametype == GT_COOP && inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK)) // co-op only
{
if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
{
P_SwitchShield(player, SH_PINK);
S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
}
}
return false; return false;
}
} }
// Tag handling // Tag handling
@ -2995,7 +3063,15 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj
// unless cv_friendlyfire is on. // unless cv_friendlyfire is on.
if (!cv_friendlyfire.value && target->player->ctfteam == source->player->ctfteam) if (!cv_friendlyfire.value && target->player->ctfteam == source->player->ctfteam)
{ {
if (!(inflictor->flags & MF_FIRE)) if (inflictor->type == MT_LHRT && !(player->powers[pw_shield] & SH_NOSTACK))
{
if (player->revitem != MT_LHRT && player->spinitem != MT_LHRT && player->thokitem != MT_LHRT) // Healers do not get to heal other healers.
{
P_SwitchShield(player, SH_PINK);
S_StartSound(target, mobjinfo[MT_PITY_ICON].seesound);
}
}
else if (!(inflictor->flags & MF_FIRE))
P_GivePlayerRings(target->player, 1); P_GivePlayerRings(target->player, 1);
if (inflictor->flags2 & MF2_BOUNCERING) if (inflictor->flags2 & MF2_BOUNCERING)
inflictor->fuse = 0; // bounce ring disappears at -1 not 0 inflictor->fuse = 0; // bounce ring disappears at -1 not 0
@ -3004,6 +3080,9 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj
} }
} }
if (inflictor->type == MT_LHRT)
return false;
// Add pity. // Add pity.
if (!player->powers[pw_flashing] && !player->powers[pw_invulnerability] && !player->powers[pw_super] if (!player->powers[pw_flashing] && !player->powers[pw_invulnerability] && !player->powers[pw_super]
&& source->player->score > player->score) && source->player->score > player->score)
@ -3576,7 +3655,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
{ {
INT32 i; INT32 i;
mobj_t *mo; mobj_t *mo;
angle_t fa; angle_t fa, va;
fixed_t ns; fixed_t ns;
fixed_t z; fixed_t z;
boolean nightsreplace = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)); boolean nightsreplace = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap));
@ -3598,6 +3677,11 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
// Spill weapons first // Spill weapons first
P_PlayerWeaponPanelOrAmmoBurst(player); P_PlayerWeaponPanelOrAmmoBurst(player);
if (abs(player->mo->momx) > player->mo->scale || abs(player->mo->momy) > player->mo->scale)
va = R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0)>>ANGLETOFINESHIFT;
else
va = player->mo->angle>>ANGLETOFINESHIFT;
for (i = 0; i < num_rings; i++) for (i = 0; i < num_rings; i++)
{ {
INT32 objType = mobjinfo[MT_RING].reactiontime; INT32 objType = mobjinfo[MT_RING].reactiontime;
@ -3619,7 +3703,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
P_SetScale(mo, player->mo->scale); P_SetScale(mo, player->mo->scale);
// Angle offset by player angle, then slightly offset by amount of rings // Angle offset by player angle, then slightly offset by amount of rings
fa = ((i*FINEANGLES/16) + (player->mo->angle>>ANGLETOFINESHIFT) - ((num_rings-1)*FINEANGLES/32)) & FINEMASK; fa = ((i*FINEANGLES/16) + va - ((num_rings-1)*FINEANGLES/32)) & FINEMASK;
// Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2. // Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2.
// Technically a non-SA way of spilling rings. They just so happen to be a little similar. // Technically a non-SA way of spilling rings. They just so happen to be a little similar.

View File

@ -76,7 +76,7 @@ fireflicker_t *P_SpawnAdjustableFireFlicker(sector_t *minsector, sector_t *maxse
P_RemoveLighting(maxsector); // out with the old, in with the new P_RemoveLighting(maxsector); // out with the old, in with the new
flick = Z_Calloc(sizeof (*flick), PU_LEVSPEC, NULL); flick = Z_Calloc(sizeof (*flick), PU_LEVSPEC, NULL);
P_AddThinker(&flick->thinker); P_AddThinker(THINK_MAIN, &flick->thinker);
flick->thinker.function.acp1 = (actionf_p1)T_FireFlicker; flick->thinker.function.acp1 = (actionf_p1)T_FireFlicker;
flick->sector = maxsector; flick->sector = maxsector;
@ -155,7 +155,7 @@ void P_SpawnLightningFlash(sector_t *sector)
flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL);
P_AddThinker(&flash->thinker); P_AddThinker(THINK_MAIN, &flash->thinker);
flash->thinker.function.acp1 = (actionf_p1)T_LightningFlash; flash->thinker.function.acp1 = (actionf_p1)T_LightningFlash;
flash->sector = sector; flash->sector = sector;
@ -214,7 +214,7 @@ strobe_t *P_SpawnAdjustableStrobeFlash(sector_t *minsector, sector_t *maxsector,
P_RemoveLighting(maxsector); // out with the old, in with the new P_RemoveLighting(maxsector); // out with the old, in with the new
flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL);
P_AddThinker(&flash->thinker); P_AddThinker(THINK_MAIN, &flash->thinker);
flash->sector = maxsector; flash->sector = maxsector;
flash->darktime = darktime; flash->darktime = darktime;
@ -289,7 +289,7 @@ glow_t *P_SpawnAdjustableGlowingLight(sector_t *minsector, sector_t *maxsector,
P_RemoveLighting(maxsector); // out with the old, in with the new P_RemoveLighting(maxsector); // out with the old, in with the new
g = Z_Calloc(sizeof (*g), PU_LEVSPEC, NULL); g = Z_Calloc(sizeof (*g), PU_LEVSPEC, NULL);
P_AddThinker(&g->thinker); P_AddThinker(THINK_MAIN, &g->thinker);
g->sector = maxsector; g->sector = maxsector;
g->minlight = minsector->lightlevel; g->minlight = minsector->lightlevel;
@ -349,7 +349,7 @@ void P_FadeLightBySector(sector_t *sector, INT32 destvalue, INT32 speed, boolean
ll->thinker.function.acp1 = (actionf_p1)T_LightFade; ll->thinker.function.acp1 = (actionf_p1)T_LightFade;
sector->lightingdata = ll; // set it to the lightlevel_t sector->lightingdata = ll; // set it to the lightlevel_t
P_AddThinker(&ll->thinker); // add thinker P_AddThinker(THINK_MAIN, &ll->thinker); // add thinker
ll->sector = sector; ll->sector = sector;
ll->sourcelevel = sector->lightlevel; ll->sourcelevel = sector->lightlevel;

View File

@ -61,15 +61,21 @@
#define P_GetPlayerHeight(player) FixedMul(player->height, player->mo->scale) #define P_GetPlayerHeight(player) FixedMul(player->height, player->mo->scale)
#define P_GetPlayerSpinHeight(player) FixedMul(player->spinheight, player->mo->scale) #define P_GetPlayerSpinHeight(player) FixedMul(player->spinheight, player->mo->scale)
// typedef enum
// P_TICK {
// THINK_POLYOBJ,
THINK_MAIN,
// both the head and tail of the thinker list THINK_MOBJ,
extern thinker_t thinkercap; #ifdef ESLOPE
THINK_DYNSLOPE,
#endif
THINK_PRECIP,
NUM_THINKERLISTS
} thinklistnum_t; /**< Thinker lists. */
extern thinker_t thlist[];
void P_InitThinkers(void); void P_InitThinkers(void);
void P_AddThinker(thinker_t *thinker); void P_AddThinker(const thinklistnum_t n, thinker_t *thinker);
void P_RemoveThinker(thinker_t *thinker); void P_RemoveThinker(thinker_t *thinker);
// //
@ -128,6 +134,7 @@ pflags_t P_GetJumpFlags(player_t *player);
boolean P_PlayerInPain(player_t *player); boolean P_PlayerInPain(player_t *player);
void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor); void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor);
void P_ResetPlayer(player_t *player); void P_ResetPlayer(player_t *player);
boolean P_PlayerCanDamage(player_t *player, mobj_t *thing);
boolean P_IsLocalPlayer(player_t *player); boolean P_IsLocalPlayer(player_t *player);
boolean P_IsObjectInGoop(mobj_t *mo); boolean P_IsObjectInGoop(mobj_t *mo);
@ -135,7 +142,7 @@ boolean P_IsObjectOnGround(mobj_t *mo);
boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec); boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
boolean P_InSpaceSector(mobj_t *mo); boolean P_InSpaceSector(mobj_t *mo);
boolean P_InQuicksand(mobj_t *mo); boolean P_InQuicksand(mobj_t *mo);
boolean P_PlayerHitFloor(player_t *player); boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff);
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative); void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative);
void P_RestoreMusic(player_t *player); void P_RestoreMusic(player_t *player);
@ -158,6 +165,7 @@ boolean P_AutoPause(void);
void P_DoJumpShield(player_t *player); void P_DoJumpShield(player_t *player);
void P_DoBubbleBounce(player_t *player); void P_DoBubbleBounce(player_t *player);
void P_DoAbilityBounce(player_t *player, boolean changemomz); void P_DoAbilityBounce(player_t *player, boolean changemomz);
void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type);
void P_BlackOw(player_t *player); void P_BlackOw(player_t *player);
void P_ElementalFire(player_t *player, boolean cropcircle); void P_ElementalFire(player_t *player, boolean cropcircle);
@ -174,7 +182,7 @@ void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move);
mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet); mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius); void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
boolean P_SuperReady(player_t *player); boolean P_SuperReady(player_t *player);
void P_DoJump(player_t *player, boolean soundandstate); void P_DoJump(player_t *player, boolean soundandstate);
#if 0 #if 0

View File

@ -135,6 +135,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
fixed_t vertispeed = spring->info->mass; fixed_t vertispeed = spring->info->mass;
fixed_t horizspeed = spring->info->damage; fixed_t horizspeed = spring->info->damage;
boolean final = false; boolean final = false;
UINT8 strong = 0;
// Object was already sprung this tic // Object was already sprung this tic
if (object->eflags & MFE_SPRUNG) if (object->eflags & MFE_SPRUNG)
@ -148,6 +149,14 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (!spring->health || !object->health) if (!spring->health || !object->health)
return false; return false;
if (object->player)
{
if (object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY)
strong = 1;
else if (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2)
strong = 2;
}
if (spring->info->painchance == -1) // Pinball bumper mode. if (spring->info->painchance == -1) // Pinball bumper mode.
{ {
// The first of the entirely different spring modes! // The first of the entirely different spring modes!
@ -188,6 +197,9 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
{ {
fixed_t playervelocity; fixed_t playervelocity;
if (strong)
vertispeed <<= 1;
if (!(object->player->pflags & PF_THOKKED) && !(object->player->homing) if (!(object->player->pflags & PF_THOKKED) && !(object->player->homing)
&& ((playervelocity = FixedDiv(9*FixedHypot(object->player->speed, object->momz), 10<<FRACBITS)) > vertispeed)) && ((playervelocity = FixedDiv(9*FixedHypot(object->player->speed, object->momz), 10<<FRACBITS)) > vertispeed))
vertispeed = playervelocity; vertispeed = playervelocity;
@ -260,11 +272,8 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
return false; return false;
} }
if (object->player if (strong)
&& ((object->player->charability == CA_TWINSPIN && object->player->panim == PA_ABILITY)
|| (object->player->charability2 == CA2_MELEE && object->player->panim == PA_ABILITY2)))
{ {
S_StartSound(object, sfx_s3k8b);
if (horizspeed) if (horizspeed)
horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3); horizspeed = FixedMul(horizspeed, (4*FRACUNIT)/3);
if (vertispeed) if (vertispeed)
@ -333,7 +342,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (horizspeed) if (horizspeed)
{ {
object->player->drawangle = spring->angle; object->player->drawangle = spring->angle;
if (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0) if (vertispeed || (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0))
{ {
object->angle = spring->angle; object->angle = spring->angle;
@ -399,6 +408,12 @@ springstate:
P_AddPlayerScore(object->player, 10); P_AddPlayerScore(object->player, 10);
spring->reactiontime--; spring->reactiontime--;
} }
if (strong)
{
P_TwinSpinRejuvenate(object->player, (strong == 1 ? object->player->thokitem : object->player->revitem));
S_StartSound(object, sfx_sprong); // strong spring. sprong.
}
} }
return final; return final;
@ -710,6 +725,27 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true; return true;
} }
// vectorise metal - done in a special case as at this point neither has the right flags for touching
if (thing->type == MT_METALSONIC_BATTLE
&& (tmthing->flags & MF_MISSILE)
&& tmthing->target != thing
&& thing->state == &states[thing->info->spawnstate])
{
blockdist = thing->radius + tmthing->radius;
if (abs(thing->x - tmx) >= blockdist || abs(thing->y - tmy) >= blockdist)
return true; // didn't hit it
if (tmthing->z > thing->z + thing->height)
return true; // overhead
if (tmthing->z + tmthing->height < thing->z)
return true; // underneath
thing->flags2 |= MF2_CLASSICPUSH;
return true;
}
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING))) if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
return true; return true;
@ -1153,7 +1189,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
tmthing->y = thing->y; tmthing->y = thing->y;
P_SetThingPosition(tmthing); P_SetThingPosition(tmthing);
} }
else if (!(tmthing->type == MT_SHELL && thing->player)) // player collision handled in touchspecial else if (!(tmthing->type == MT_SHELL && thing->player)) // player collision handled in touchspecial for shell
{ {
UINT8 damagetype = tmthing->info->mass; UINT8 damagetype = tmthing->info->mass;
if (!damagetype && tmthing->flags & MF_FIRE) // BURN! if (!damagetype && tmthing->flags & MF_FIRE) // BURN!
@ -1482,51 +1518,45 @@ static boolean PIT_CheckThing(mobj_t *thing)
} }
// Monitor? // Monitor?
else if (thing->flags & MF_MONITOR else if (thing->flags & MF_MONITOR
&& !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2))) && !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2))
&& (!(thing->flags & MF_SOLID) || P_PlayerCanDamage(tmthing->player, thing)))
{ {
// 0 = none, 1 = elemental pierce, 2 = bubble bounce if (thing->z - thing->scale <= tmthing->z + tmthing->height
UINT8 elementalpierce = (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (tmthing->player->pflags & PF_SHIELDABILITY) && thing->z + thing->height + thing->scale >= tmthing->z)
? (((tmthing->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2)
: 0);
if (!(thing->flags & MF_SOLID)
|| tmthing->player->pflags & (PF_SPINNING|PF_GLIDING)
|| ((tmthing->player->pflags & PF_JUMPED)
&& (!(tmthing->player->pflags & PF_NOJUMPDAMAGE)
|| (tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY)))
|| (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)
|| ((tmthing->player->charflags & SF_STOMPDAMAGE || tmthing->player->pflags & PF_BOUNCING)
&& (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0))
|| elementalpierce)
{ {
if (thing->z - thing->scale <= tmthing->z + tmthing->height player_t *player = tmthing->player;
&& thing->z + thing->height + thing->scale >= tmthing->z) // 0 = none, 1 = elemental pierce, 2 = bubble bounce
UINT8 elementalpierce = (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY)
? (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2)
: 0);
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed.
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;;
fixed_t *z = &tmthing->z; // aau.
// Going down? Then bounce back up.
if (P_DamageMobj(thing, tmthing, tmthing, 1, 0) // break the monitor
&& (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up
&& (elementalpierce != 1)) // you're not piercing through the monitor...
{ {
player_t *player = tmthing->player; if (elementalpierce == 2)
SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed. P_DoBubbleBounce(player);
fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;; else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
fixed_t *z = &tmthing->z; // aau.
// Going down? Then bounce back up.
if (P_DamageMobj(thing, tmthing, tmthing, 1, 0) // break the monitor
&& (flipval*(*momz) < 0) // monitor is on the floor and you're going down, or on the ceiling and you're going up
&& (elementalpierce != 1)) // you're not piercing through the monitor...
{ {
if (elementalpierce == 2) *momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
P_DoBubbleBounce(player); if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)) P_TwinSpinRejuvenate(player, player->thokitem);
*momz = -*momz; // Therefore, you should be thrust in the opposite direction, vertically.
} }
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
{
if (player->pflags & PF_BOUNCING)
P_DoAbilityBounce(player, false);
return false;
}
else
*z -= *momz; // to ensure proper collision.
} }
if (!(elementalpierce == 1 && thing->flags & MF_GRENADEBOUNCE)) // prevent gold monitor clipthrough.
return true; {
if (player->pflags & PF_BOUNCING)
P_DoAbilityBounce(player, false);
return false;
}
else
*z -= *momz; // to ensure proper collision.
} }
return true;
} }
} }
@ -1778,7 +1808,7 @@ static boolean PIT_CheckLine(line_t *ld)
{ {
tmceilingz = opentop; tmceilingz = opentop;
ceilingline = ld; ceilingline = ld;
tmceilingrover = NULL; tmceilingrover = openceilingrover;
#ifdef ESLOPE #ifdef ESLOPE
tmceilingslope = opentopslope; tmceilingslope = opentopslope;
#endif #endif
@ -1787,7 +1817,7 @@ static boolean PIT_CheckLine(line_t *ld)
if (openbottom > tmfloorz) if (openbottom > tmfloorz)
{ {
tmfloorz = openbottom; tmfloorz = openbottom;
tmfloorrover = NULL; tmfloorrover = openfloorrover;
#ifdef ESLOPE #ifdef ESLOPE
tmfloorslope = openbottomslope; tmfloorslope = openbottomslope;
#endif #endif
@ -2059,6 +2089,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
#ifdef ESLOPE #ifdef ESLOPE
tmfloorslope = NULL; tmfloorslope = NULL;
#endif #endif
tmfloorrover = NULL;
} }
if (polybottom < tmceilingz && abs(delta1) >= abs(delta2)) { if (polybottom < tmceilingz && abs(delta1) >= abs(delta2)) {
@ -2066,6 +2097,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
#ifdef ESLOPE #ifdef ESLOPE
tmceilingslope = NULL; tmceilingslope = NULL;
#endif #endif
tmceilingrover = NULL;
} }
} }
plink = (polymaplink_t *)(plink->link.next); plink = (polymaplink_t *)(plink->link.next);
@ -2790,7 +2822,7 @@ boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y)
static boolean P_ThingHeightClip(mobj_t *thing) static boolean P_ThingHeightClip(mobj_t *thing)
{ {
boolean floormoved; boolean floormoved;
fixed_t oldfloorz = thing->floorz; fixed_t oldfloorz = thing->floorz, oldz = thing->z;
ffloor_t *oldfloorrover = thing->floorrover; ffloor_t *oldfloorrover = thing->floorrover;
ffloor_t *oldceilingrover = thing->ceilingrover; ffloor_t *oldceilingrover = thing->ceilingrover;
boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz); boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz);
@ -2849,6 +2881,12 @@ static boolean P_ThingHeightClip(mobj_t *thing)
thing->z = thing->ceilingz - thing->height; thing->z = thing->ceilingz - thing->height;
} }
if (thing->z != oldz)
{
if (thing->player)
P_PlayerHitFloor(thing->player, false);
}
// debug: be sure it falls to the floor // debug: be sure it falls to the floor
thing->eflags &= ~MFE_ONGROUND; thing->eflags &= ~MFE_ONGROUND;
@ -4003,7 +4041,7 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush)
thinker_t *think; thinker_t *think;
elevator_t *crumbler; elevator_t *crumbler;
for (think = thinkercap.next; think != &thinkercap; think = think->next) for (think = thlist[THINK_MAIN].next; think != &thlist[THINK_MAIN]; think = think->next)
{ {
if (think->function.acp1 != (actionf_p1)T_StartCrumble) if (think->function.acp1 != (actionf_p1)T_StartCrumble)
continue; continue;
@ -4049,6 +4087,7 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush)
boolean P_CheckSector(sector_t *sector, boolean crunch) boolean P_CheckSector(sector_t *sector, boolean crunch)
{ {
msecnode_t *n; msecnode_t *n;
size_t i;
nofit = false; nofit = false;
crushchange = crunch; crushchange = crunch;
@ -4063,9 +4102,57 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
// First, let's see if anything will keep it from crushing. // First, let's see if anything will keep it from crushing.
// Sal: This stupid function chain is required to fix polyobjects not being able to crush.
// Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead
validcount++;
for (i = 0; i < sector->linecount; i++)
{
if (sector->lines[i]->polyobj)
{
polyobj_t *po = sector->lines[i]->polyobj;
if (po->validcount == validcount)
continue; // skip if already checked
if (!(po->flags & POF_SOLID))
continue;
if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector
{
INT32 x, y;
po->validcount = validcount;
for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
{
for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
{
mobj_t *mo;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
continue;
mo = blocklinks[y * bmapwidth + x];
for (; mo; mo = mo->bnext)
{
// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
if (!P_MobjTouchingPolyobj(po, mo))
continue;
if (!PIT_ChangeSector(mo, false))
{
nofit = true;
return nofit;
}
}
}
}
}
}
}
if (sector->numattached) if (sector->numattached)
{ {
size_t i;
sector_t *sec; sector_t *sec;
for (i = 0; i < sector->numattached; i++) for (i = 0; i < sector->numattached; i++)
{ {
@ -4125,9 +4212,53 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
} while (n); // repeat from scratch until all things left are marked valid } while (n); // repeat from scratch until all things left are marked valid
// Nothing blocked us, so lets crush for real! // Nothing blocked us, so lets crush for real!
// Sal: This stupid function chain is required to fix polyobjects not being able to crush.
// Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead
validcount++;
for (i = 0; i < sector->linecount; i++)
{
if (sector->lines[i]->polyobj)
{
polyobj_t *po = sector->lines[i]->polyobj;
if (po->validcount == validcount)
continue; // skip if already checked
if (!(po->flags & POF_SOLID))
continue;
if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector
{
INT32 x, y;
po->validcount = validcount;
for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
{
for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
{
mobj_t *mo;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
continue;
mo = blocklinks[y * bmapwidth + x];
for (; mo; mo = mo->bnext)
{
// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
if (!P_MobjTouchingPolyobj(po, mo))
continue;
PIT_ChangeSector(mo, true);
return nofit;
}
}
}
}
}
}
if (sector->numattached) if (sector->numattached)
{ {
size_t i;
sector_t *sec; sector_t *sec;
for (i = 0; i < sector->numattached; i++) for (i = 0; i < sector->numattached; i++)
{ {

View File

@ -311,6 +311,7 @@ fixed_t opentop, openbottom, openrange, lowfloor, highceiling;
#ifdef ESLOPE #ifdef ESLOPE
pslope_t *opentopslope, *openbottomslope; pslope_t *opentopslope, *openbottomslope;
#endif #endif
ffloor_t *openfloorrover, *openceilingrover;
// P_CameraLineOpening // P_CameraLineOpening
// P_LineOpening, but for camera // P_LineOpening, but for camera
@ -517,6 +518,8 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
I_Assert(front != NULL); I_Assert(front != NULL);
I_Assert(back != NULL); I_Assert(back != NULL);
openfloorrover = openceilingrover = NULL;
{ // Set open and high/low values here { // Set open and high/low values here
fixed_t frontheight, backheight; fixed_t frontheight, backheight;
@ -641,6 +644,8 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
pslope_t *ceilingslope = opentopslope; pslope_t *ceilingslope = opentopslope;
pslope_t *floorslope = openbottomslope; pslope_t *floorslope = openbottomslope;
#endif #endif
ffloor_t *floorrover = NULL;
ffloor_t *ceilingrover = NULL;
// Check for frontsector's fake floors // Check for frontsector's fake floors
for (rover = front->ffloors; rover; rover = rover->next) for (rover = front->ffloors; rover; rover = rover->next)
@ -668,6 +673,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE #ifdef ESLOPE
ceilingslope = *rover->b_slope; ceilingslope = *rover->b_slope;
#endif #endif
ceilingrover = rover;
} }
else if (bottomheight < highestceiling) else if (bottomheight < highestceiling)
highestceiling = bottomheight; highestceiling = bottomheight;
@ -680,6 +686,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE #ifdef ESLOPE
floorslope = *rover->t_slope; floorslope = *rover->t_slope;
#endif #endif
floorrover = rover;
} }
else if (topheight > lowestfloor) else if (topheight > lowestfloor)
lowestfloor = topheight; lowestfloor = topheight;
@ -712,6 +719,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE #ifdef ESLOPE
ceilingslope = *rover->b_slope; ceilingslope = *rover->b_slope;
#endif #endif
ceilingrover = rover;
} }
else if (bottomheight < highestceiling) else if (bottomheight < highestceiling)
highestceiling = bottomheight; highestceiling = bottomheight;
@ -724,6 +732,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE #ifdef ESLOPE
floorslope = *rover->t_slope; floorslope = *rover->t_slope;
#endif #endif
floorrover = rover;
} }
else if (topheight > lowestfloor) else if (topheight > lowestfloor)
lowestfloor = topheight; lowestfloor = topheight;
@ -743,6 +752,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE #ifdef ESLOPE
ceilingslope = NULL; ceilingslope = NULL;
#endif #endif
ceilingrover = NULL;
} }
else if (polysec->floorheight < highestceiling && delta1 >= delta2) else if (polysec->floorheight < highestceiling && delta1 >= delta2)
highestceiling = polysec->floorheight; highestceiling = polysec->floorheight;
@ -752,6 +762,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE #ifdef ESLOPE
floorslope = NULL; floorslope = NULL;
#endif #endif
floorrover = NULL;
} }
else if (polysec->ceilingheight > lowestfloor && delta1 < delta2) else if (polysec->ceilingheight > lowestfloor && delta1 < delta2)
lowestfloor = polysec->ceilingheight; lowestfloor = polysec->ceilingheight;
@ -765,6 +776,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE #ifdef ESLOPE
openbottomslope = floorslope; openbottomslope = floorslope;
#endif #endif
openfloorrover = floorrover;
} }
if (lowestceiling < opentop) { if (lowestceiling < opentop) {
@ -772,6 +784,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE #ifdef ESLOPE
opentopslope = ceilingslope; opentopslope = ceilingslope;
#endif #endif
openceilingrover = ceilingrover;
} }
if (lowestfloor > lowfloor) if (lowestfloor > lowfloor)
@ -1093,7 +1106,10 @@ boolean P_BlockThingsIterator(INT32 x, INT32 y, boolean (*func)(mobj_t *))
{ {
P_SetTarget(&bnext, mobj->bnext); // We want to note our reference to bnext here incase it is MF_NOTHINK and gets removed! P_SetTarget(&bnext, mobj->bnext); // We want to note our reference to bnext here incase it is MF_NOTHINK and gets removed!
if (!func(mobj)) if (!func(mobj))
{
P_SetTarget(&bnext, NULL);
return false; return false;
}
if (P_MobjWasRemoved(tmthing) // func just popped our tmthing, cannot continue. if (P_MobjWasRemoved(tmthing) // func just popped our tmthing, cannot continue.
|| (bnext && P_MobjWasRemoved(bnext))) // func just broke blockmap chain, cannot continue. || (bnext && P_MobjWasRemoved(bnext))) // func just broke blockmap chain, cannot continue.
{ {

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@ -58,6 +58,7 @@ extern fixed_t opentop, openbottom, openrange, lowfloor, highceiling;
#ifdef ESLOPE #ifdef ESLOPE
extern pslope_t *opentopslope, *openbottomslope; extern pslope_t *opentopslope, *openbottomslope;
#endif #endif
extern ffloor_t *openfloorrover, *openceilingrover;
void P_LineOpening(line_t *plinedef, mobj_t *mobj); void P_LineOpening(line_t *plinedef, mobj_t *mobj);

File diff suppressed because it is too large Load Diff

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@ -371,6 +371,8 @@ typedef struct mobj_s
struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?) struct pslope_s *standingslope; // The slope that the object is standing on (shouldn't need synced in savegames, right?)
#endif #endif
boolean colorized; // Whether the mobj uses the rainbow colormap
// WARNING: New fields must be added separately to savegame and Lua. // WARNING: New fields must be added separately to savegame and Lua.
} mobj_t; } mobj_t;
@ -468,4 +470,5 @@ extern INT32 numhuntemeralds;
extern boolean runemeraldmanager; extern boolean runemeraldmanager;
extern UINT16 emeraldspawndelay; extern UINT16 emeraldspawndelay;
extern INT32 numstarposts; extern INT32 numstarposts;
extern UINT16 bossdisabled;
#endif #endif

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@ -146,16 +146,6 @@ FUNCINLINE static ATTRINLINE void Polyobj_vecSub2(vertex_t *dst, vertex_t *v1, v
dst->y = v1->y - v2->y; dst->y = v1->y - v2->y;
} }
// Add the polyobject's thinker to the thinker list
// Unlike P_AddThinker, this adds it to the front of the list instead of the back, so that carrying physics can work right. -Red
FUNCINLINE static ATTRINLINE void PolyObj_AddThinker(thinker_t *th)
{
thinkercap.next->prev = th;
th->next = thinkercap.next;
th->prev = &thinkercap;
thinkercap.next = th;
}
// //
// P_PointInsidePolyobj // P_PointInsidePolyobj
// //
@ -1505,6 +1495,7 @@ void Polyobj_InitLevel(void)
mqueue_t anchorqueue; mqueue_t anchorqueue;
mobjqitem_t *qitem; mobjqitem_t *qitem;
INT32 i, numAnchors = 0; INT32 i, numAnchors = 0;
mobj_t *mo;
M_QueueInit(&spawnqueue); M_QueueInit(&spawnqueue);
M_QueueInit(&anchorqueue); M_QueueInit(&anchorqueue);
@ -1518,31 +1509,31 @@ void Polyobj_InitLevel(void)
// run down the thinker list, count the number of spawn points, and save // run down the thinker list, count the number of spawn points, and save
// the mobj_t pointers on a queue for use below. // the mobj_t pointers on a queue for use below.
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 == (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo = (mobj_t *)th;
if (mo->info->doomednum == POLYOBJ_SPAWN_DOOMEDNUM ||
mo->info->doomednum == POLYOBJ_SPAWNCRUSH_DOOMEDNUM)
{ {
mobj_t *mo = (mobj_t *)th; ++numPolyObjects;
if (mo->info->doomednum == POLYOBJ_SPAWN_DOOMEDNUM || qitem = malloc(sizeof(mobjqitem_t));
mo->info->doomednum == POLYOBJ_SPAWNCRUSH_DOOMEDNUM) memset(qitem, 0, sizeof(mobjqitem_t));
{ qitem->mo = mo;
++numPolyObjects; M_QueueInsert(&(qitem->mqitem), &spawnqueue);
}
else if (mo->info->doomednum == POLYOBJ_ANCHOR_DOOMEDNUM)
{
++numAnchors;
qitem = malloc(sizeof(mobjqitem_t)); qitem = malloc(sizeof(mobjqitem_t));
memset(qitem, 0, sizeof(mobjqitem_t)); memset(qitem, 0, sizeof(mobjqitem_t));
qitem->mo = mo; qitem->mo = mo;
M_QueueInsert(&(qitem->mqitem), &spawnqueue); M_QueueInsert(&(qitem->mqitem), &anchorqueue);
}
else if (mo->info->doomednum == POLYOBJ_ANCHOR_DOOMEDNUM)
{
++numAnchors;
qitem = malloc(sizeof(mobjqitem_t));
memset(qitem, 0, sizeof(mobjqitem_t));
qitem->mo = mo;
M_QueueInsert(&(qitem->mqitem), &anchorqueue);
}
} }
} }
@ -1657,7 +1648,7 @@ void T_PolyObjRotate(polyrotate_t *th)
#else #else
{ {
CONS_Debug(DBG_POLYOBJ, "T_PolyObjRotate: thinker with invalid id %d removed.\n", th->polyObjNum); CONS_Debug(DBG_POLYOBJ, "T_PolyObjRotate: thinker with invalid id %d removed.\n", th->polyObjNum);
P_RemoveThinkerDelayed(&th->thinker); P_RemoveThinker(&th->thinker);
return; return;
} }
#endif #endif
@ -1742,7 +1733,7 @@ void T_PolyObjMove(polymove_t *th)
#else #else
{ {
CONS_Debug(DBG_POLYOBJ, "T_PolyObjMove: thinker with invalid id %d removed.\n", th->polyObjNum); CONS_Debug(DBG_POLYOBJ, "T_PolyObjMove: thinker with invalid id %d removed.\n", th->polyObjNum);
P_RemoveThinkerDelayed(&th->thinker); P_RemoveThinker(&th->thinker);
return; return;
} }
#endif #endif
@ -1815,7 +1806,7 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
#else #else
{ {
CONS_Debug(DBG_POLYOBJ, "T_PolyObjWaypoint: thinker with invalid id %d removed.", th->polyObjNum); CONS_Debug(DBG_POLYOBJ, "T_PolyObjWaypoint: thinker with invalid id %d removed.", th->polyObjNum);
P_RemoveThinkerDelayed(&th->thinker); P_RemoveThinker(&th->thinker);
return; return;
} }
#endif #endif
@ -1826,9 +1817,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
// Find out target first. // Find out target first.
// We redo this each tic to make savegame compatibility easier. // We redo this each tic to make savegame compatibility easier.
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
{ {
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)wp; mo2 = (mobj_t *)wp;
@ -1882,7 +1873,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight = target->z - amtz; po->lines[0]->backsector->floorheight = target->z - amtz;
po->lines[0]->backsector->ceilingheight = target->z + amtz; po->lines[0]->backsector->ceilingheight = target->z + amtz;
// Sal: Remember to check your sectors! // Sal: Remember to check your sectors!
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
// updating objects in the front one too just added teleporting to ground bugs
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
// Apply action to mirroring polyobjects as well // Apply action to mirroring polyobjects as well
start = 0; start = 0;
@ -1896,7 +1888,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight += diffz; // move up/down by same amount as the parent did po->lines[0]->backsector->floorheight += diffz; // move up/down by same amount as the parent did
po->lines[0]->backsector->ceilingheight += diffz; po->lines[0]->backsector->ceilingheight += diffz;
// Sal: Remember to check your sectors! // Sal: Remember to check your sectors!
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
// updating objects in the front one too just added teleporting to ground bugs
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
} }
@ -1907,9 +1900,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
CONS_Debug(DBG_POLYOBJ, "Looking for next waypoint...\n"); CONS_Debug(DBG_POLYOBJ, "Looking for next waypoint...\n");
// Find next waypoint // Find next waypoint
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
{ {
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)wp; mo2 = (mobj_t *)wp;
@ -1917,8 +1910,85 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
if (mo2->type != MT_TUBEWAYPOINT) if (mo2->type != MT_TUBEWAYPOINT)
continue; continue;
if (mo2->threshold == th->sequence) if (mo2->threshold != th->sequence)
continue;
if (th->direction == -1)
{ {
if (mo2->health == target->health - 1)
{
waypoint = mo2;
break;
}
}
else
{
if (mo2->health == target->health + 1)
{
waypoint = mo2;
break;
}
}
}
if (!waypoint && th->wrap) // If specified, wrap waypoints
{
if (!th->continuous)
{
th->wrap = 0;
th->stophere = true;
}
for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
{
if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)wp;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold != th->sequence)
continue;
if (th->direction == -1)
{
if (waypoint == NULL)
waypoint = mo2;
else if (mo2->health > waypoint->health)
waypoint = mo2;
}
else
{
if (mo2->health == 0)
{
waypoint = mo2;
break;
}
}
}
}
else if (!waypoint && th->comeback) // Come back to the start
{
th->direction = -th->direction;
if (!th->continuous)
th->comeback = false;
for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
{
if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)wp;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold != th->sequence)
continue;
if (th->direction == -1) if (th->direction == -1)
{ {
if (mo2->health == target->health - 1) if (mo2->health == target->health - 1)
@ -1937,83 +2007,6 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
} }
} }
} }
if (!waypoint && th->wrap) // If specified, wrap waypoints
{
if (!th->continuous)
{
th->wrap = 0;
th->stophere = true;
}
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
{
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)wp;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold == th->sequence)
{
if (th->direction == -1)
{
if (waypoint == NULL)
waypoint = mo2;
else if (mo2->health > waypoint->health)
waypoint = mo2;
}
else
{
if (mo2->health == 0)
{
waypoint = mo2;
break;
}
}
}
}
}
else if (!waypoint && th->comeback) // Come back to the start
{
th->direction = -th->direction;
if (!th->continuous)
th->comeback = false;
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next)
{
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)wp;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold == th->sequence)
{
if (th->direction == -1)
{
if (mo2->health == target->health - 1)
{
waypoint = mo2;
break;
}
}
else
{
if (mo2->health == target->health + 1)
{
waypoint = mo2;
break;
}
}
}
}
}
} }
if (waypoint) if (waypoint)
@ -2059,8 +2052,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight += momz; po->lines[0]->backsector->floorheight += momz;
po->lines[0]->backsector->ceilingheight += momz; po->lines[0]->backsector->ceilingheight += momz;
// Sal: Remember to check your sectors! // Sal: Remember to check your sectors!
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // frontsector is NEEDED for crushing // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // backsector may not be necessary, but just in case // updating objects in the front one too just added teleporting to ground bugs
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
// Apply action to mirroring polyobjects as well // Apply action to mirroring polyobjects as well
start = 0; start = 0;
@ -2074,7 +2068,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight += momz; po->lines[0]->backsector->floorheight += momz;
po->lines[0]->backsector->ceilingheight += momz; po->lines[0]->backsector->ceilingheight += momz;
// Sal: Remember to check your sectors! // Sal: Remember to check your sectors!
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
// updating objects in the front one too just added teleporting to ground bugs
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
} }
} }
@ -2089,7 +2084,7 @@ void T_PolyDoorSlide(polyslidedoor_t *th)
#else #else
{ {
CONS_Debug(DBG_POLYOBJ, "T_PolyDoorSlide: thinker with invalid id %d removed.\n", th->polyObjNum); CONS_Debug(DBG_POLYOBJ, "T_PolyDoorSlide: thinker with invalid id %d removed.\n", th->polyObjNum);
P_RemoveThinkerDelayed(&th->thinker); P_RemoveThinker(&th->thinker);
return; return;
} }
#endif #endif
@ -2194,7 +2189,7 @@ void T_PolyDoorSwing(polyswingdoor_t *th)
#else #else
{ {
CONS_Debug(DBG_POLYOBJ, "T_PolyDoorSwing: thinker with invalid id %d removed.\n", th->polyObjNum); CONS_Debug(DBG_POLYOBJ, "T_PolyDoorSwing: thinker with invalid id %d removed.\n", th->polyObjNum);
P_RemoveThinkerDelayed(&th->thinker); P_RemoveThinker(&th->thinker);
return; return;
} }
#endif #endif
@ -2293,7 +2288,7 @@ void T_PolyObjDisplace(polydisplace_t *th)
#else #else
{ {
CONS_Debug(DBG_POLYOBJ, "T_PolyObjDisplace: thinker with invalid id %d removed.\n", th->polyObjNum); CONS_Debug(DBG_POLYOBJ, "T_PolyObjDisplace: thinker with invalid id %d removed.\n", th->polyObjNum);
P_RemoveThinkerDelayed(&th->thinker); P_RemoveThinker(&th->thinker);
return; return;
} }
#endif #endif
@ -2333,7 +2328,7 @@ void T_PolyObjRotDisplace(polyrotdisplace_t *th)
#else #else
{ {
CONS_Debug(DBG_POLYOBJ, "T_PolyObjRotDisplace: thinker with invalid id %d removed.\n", th->polyObjNum); CONS_Debug(DBG_POLYOBJ, "T_PolyObjRotDisplace: thinker with invalid id %d removed.\n", th->polyObjNum);
P_RemoveThinkerDelayed(&th->thinker); P_RemoveThinker(&th->thinker);
return; return;
} }
#endif #endif
@ -2390,7 +2385,7 @@ INT32 EV_DoPolyObjRotate(polyrotdata_t *prdata)
// create a new thinker // create a new thinker
th = Z_Malloc(sizeof(polyrotate_t), PU_LEVSPEC, NULL); th = Z_Malloc(sizeof(polyrotate_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjRotate; th->thinker.function.acp1 = (actionf_p1)T_PolyObjRotate;
PolyObj_AddThinker(&th->thinker); P_AddThinker(THINK_POLYOBJ, &th->thinker);
po->thinker = &th->thinker; po->thinker = &th->thinker;
// set fields // set fields
@ -2455,7 +2450,7 @@ INT32 EV_DoPolyObjMove(polymovedata_t *pmdata)
// create a new thinker // create a new thinker
th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL); th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjMove; th->thinker.function.acp1 = (actionf_p1)T_PolyObjMove;
PolyObj_AddThinker(&th->thinker); P_AddThinker(THINK_POLYOBJ, &th->thinker);
po->thinker = &th->thinker; po->thinker = &th->thinker;
// set fields // set fields
@ -2516,7 +2511,7 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
// create a new thinker // create a new thinker
th = Z_Malloc(sizeof(polywaypoint_t), PU_LEVSPEC, NULL); th = Z_Malloc(sizeof(polywaypoint_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjWaypoint; th->thinker.function.acp1 = (actionf_p1)T_PolyObjWaypoint;
PolyObj_AddThinker(&th->thinker); P_AddThinker(THINK_POLYOBJ, &th->thinker);
po->thinker = &th->thinker; po->thinker = &th->thinker;
// set fields // set fields
@ -2534,9 +2529,9 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
th->stophere = false; th->stophere = false;
// Find the first waypoint we need to use // Find the first waypoint we need to use
for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
{ {
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)wp; mo2 = (mobj_t *)wp;
@ -2544,31 +2539,31 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
if (mo2->type != MT_TUBEWAYPOINT) if (mo2->type != MT_TUBEWAYPOINT)
continue; continue;
if (mo2->threshold == th->sequence) if (mo2->threshold != th->sequence)
continue;
if (th->direction == -1) // highest waypoint #
{ {
if (th->direction == -1) // highest waypoint # if (mo2->health == 0)
last = mo2;
else
{ {
if (mo2->health == 0) if (first == NULL)
last = mo2;
else
{
if (first == NULL)
first = mo2;
else if (mo2->health > first->health)
first = mo2;
}
}
else // waypoint 0
{
if (mo2->health == 0)
first = mo2; first = mo2;
else else if (mo2->health > first->health)
{ first = mo2;
if (last == NULL) }
last = mo2; }
else if (mo2->health > last->health) else // waypoint 0
last = mo2; {
} if (mo2->health == 0)
first = mo2;
else
{
if (last == NULL)
last = mo2;
else if (mo2->health > last->health)
last = mo2;
} }
} }
} }
@ -2605,9 +2600,9 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
// Find the actual target movement waypoint // Find the actual target movement waypoint
target = first; target = first;
/*for (wp = thinkercap.next; wp != &thinkercap; wp = wp->next) /*for (wp = thlist[THINK_MOBJ].next; wp != &thlist[THINK_MOBJ]; wp = wp->next)
{ {
if (wp->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker if (wp->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)wp; mo2 = (mobj_t *)wp;
@ -2615,23 +2610,23 @@ INT32 EV_DoPolyObjWaypoint(polywaypointdata_t *pwdata)
if (mo2->type != MT_TUBEWAYPOINT) if (mo2->type != MT_TUBEWAYPOINT)
continue; continue;
if (mo2->threshold == th->sequence) if (mo2->threshold != th->sequence)
continue;
if (th->direction == -1) // highest waypoint #
{ {
if (th->direction == -1) // highest waypoint # if (mo2->health == first->health - 1)
{ {
if (mo2->health == first->health - 1) target = mo2;
{ break;
target = mo2;
break;
}
} }
else // waypoint 0 }
else // waypoint 0
{
if (mo2->health == first->health + 1)
{ {
if (mo2->health == first->health + 1) target = mo2;
{ break;
target = mo2;
break;
}
} }
} }
}*/ }*/
@ -2662,7 +2657,7 @@ static void Polyobj_doSlideDoor(polyobj_t *po, polydoordata_t *doordata)
// allocate and add a new slide door thinker // allocate and add a new slide door thinker
th = Z_Malloc(sizeof(polyslidedoor_t), PU_LEVSPEC, NULL); th = Z_Malloc(sizeof(polyslidedoor_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSlide; th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSlide;
PolyObj_AddThinker(&th->thinker); P_AddThinker(THINK_POLYOBJ, &th->thinker);
// point the polyobject to this thinker // point the polyobject to this thinker
po->thinker = &th->thinker; po->thinker = &th->thinker;
@ -2710,7 +2705,7 @@ static void Polyobj_doSwingDoor(polyobj_t *po, polydoordata_t *doordata)
// allocate and add a new swing door thinker // allocate and add a new swing door thinker
th = Z_Malloc(sizeof(polyswingdoor_t), PU_LEVSPEC, NULL); th = Z_Malloc(sizeof(polyswingdoor_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSwing; th->thinker.function.acp1 = (actionf_p1)T_PolyDoorSwing;
PolyObj_AddThinker(&th->thinker); P_AddThinker(THINK_POLYOBJ, &th->thinker);
// point the polyobject to this thinker // point the polyobject to this thinker
po->thinker = &th->thinker; po->thinker = &th->thinker;
@ -2792,7 +2787,7 @@ INT32 EV_DoPolyObjDisplace(polydisplacedata_t *prdata)
// create a new thinker // create a new thinker
th = Z_Malloc(sizeof(polydisplace_t), PU_LEVSPEC, NULL); th = Z_Malloc(sizeof(polydisplace_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjDisplace; th->thinker.function.acp1 = (actionf_p1)T_PolyObjDisplace;
PolyObj_AddThinker(&th->thinker); P_AddThinker(THINK_POLYOBJ, &th->thinker);
po->thinker = &th->thinker; po->thinker = &th->thinker;
// set fields // set fields
@ -2838,7 +2833,7 @@ INT32 EV_DoPolyObjRotDisplace(polyrotdisplacedata_t *prdata)
// create a new thinker // create a new thinker
th = Z_Malloc(sizeof(polyrotdisplace_t), PU_LEVSPEC, NULL); th = Z_Malloc(sizeof(polyrotdisplace_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjRotDisplace; th->thinker.function.acp1 = (actionf_p1)T_PolyObjRotDisplace;
PolyObj_AddThinker(&th->thinker); P_AddThinker(THINK_POLYOBJ, &th->thinker);
po->thinker = &th->thinker; po->thinker = &th->thinker;
// set fields // set fields
@ -2875,7 +2870,7 @@ void T_PolyObjFlag(polymove_t *th)
#else #else
{ {
CONS_Debug(DBG_POLYOBJ, "T_PolyObjFlag: thinker with invalid id %d removed.\n", th->polyObjNum); CONS_Debug(DBG_POLYOBJ, "T_PolyObjFlag: thinker with invalid id %d removed.\n", th->polyObjNum);
P_RemoveThinkerDelayed(&th->thinker); P_RemoveThinker(&th->thinker);
return; return;
} }
#endif #endif
@ -2939,7 +2934,7 @@ INT32 EV_DoPolyObjFlag(line_t *pfdata)
// create a new thinker // create a new thinker
th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL); th = Z_Malloc(sizeof(polymove_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjFlag; th->thinker.function.acp1 = (actionf_p1)T_PolyObjFlag;
PolyObj_AddThinker(&th->thinker); P_AddThinker(THINK_POLYOBJ, &th->thinker);
po->thinker = &th->thinker; po->thinker = &th->thinker;
// set fields // set fields
@ -2978,7 +2973,7 @@ void T_PolyObjFade(polyfade_t *th)
#else #else
{ {
CONS_Debug(DBG_POLYOBJ, "T_PolyObjFade: thinker with invalid id %d removed.\n", th->polyObjNum); CONS_Debug(DBG_POLYOBJ, "T_PolyObjFade: thinker with invalid id %d removed.\n", th->polyObjNum);
P_RemoveThinkerDelayed(&th->thinker); P_RemoveThinker(&th->thinker);
return; return;
} }
#endif #endif
@ -3089,7 +3084,7 @@ INT32 EV_DoPolyObjFade(polyfadedata_t *pfdata)
// create a new thinker // create a new thinker
th = Z_Malloc(sizeof(polyfade_t), PU_LEVSPEC, NULL); th = Z_Malloc(sizeof(polyfade_t), PU_LEVSPEC, NULL);
th->thinker.function.acp1 = (actionf_p1)T_PolyObjFade; th->thinker.function.acp1 = (actionf_p1)T_PolyObjFade;
PolyObj_AddThinker(&th->thinker); P_AddThinker(THINK_POLYOBJ, &th->thinker);
po->thinker = &th->thinker; po->thinker = &th->thinker;
// set fields // set fields

File diff suppressed because it is too large Load Diff

View File

@ -102,6 +102,7 @@ line_t *lines;
side_t *sides; side_t *sides;
mapthing_t *mapthings; mapthing_t *mapthings;
INT32 numstarposts; INT32 numstarposts;
UINT16 bossdisabled;
boolean levelloading; boolean levelloading;
UINT8 levelfadecol; UINT8 levelfadecol;
@ -815,9 +816,9 @@ void P_ReloadRings(void)
mapthing_t *mt = mapthings; mapthing_t *mt = mapthings;
// scan the thinkers to find rings/spheres/hoops to unset // scan the thinkers to find rings/spheres/hoops to unset
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo = (mobj_t *)th; mo = (mobj_t *)th;
@ -859,12 +860,7 @@ void P_ReloadRings(void)
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS) mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
->sector->floorheight>>FRACBITS); ->sector->floorheight>>FRACBITS);
P_SpawnHoopsAndRings(mt, P_SpawnHoopsAndRings(mt, true);
#ifdef MANIASPHERES
true);
#else
!G_IsSpecialStage(gamemap)); // prevent flashing spheres in special stages
#endif
} }
} }
for (i = 0; i < numHoops; i++) for (i = 0; i < numHoops; i++)
@ -878,15 +874,10 @@ void P_SwitchSpheresBonusMode(boolean bonustime)
mobj_t *mo; mobj_t *mo;
thinker_t *th; thinker_t *th;
#ifndef MANIASPHERES
if (G_IsSpecialStage(gamemap)) // prevent flashing spheres in special stages
return;
#endif
// scan the thinkers to find spheres to switch // scan the thinkers to find spheres to switch
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo = (mobj_t *)th; mo = (mobj_t *)th;
@ -1288,6 +1279,9 @@ static void P_LoadLineDefs2(void)
// Compile linedef 'text' from both sidedefs 'text' for appropriate specials. // Compile linedef 'text' from both sidedefs 'text' for appropriate specials.
switch(ld->special) switch(ld->special)
{ {
case 331: // Trigger linedef executor: Skin - Continuous
case 332: // Trigger linedef executor: Skin - Each time
case 333: // Trigger linedef executor: Skin - Once
case 443: // Calls a named Lua function case 443: // Calls a named Lua function
if (sides[ld->sidenum[0]].text) if (sides[ld->sidenum[0]].text)
{ {
@ -1498,6 +1492,9 @@ static void P_LoadRawSideDefs2(void *data)
break; break;
} }
case 331: // Trigger linedef executor: Skin - Continuous
case 332: // Trigger linedef executor: Skin - Each time
case 333: // Trigger linedef executor: Skin - Once
case 443: // Calls a named Lua function case 443: // Calls a named Lua function
case 459: // Control text prompt (named tag) case 459: // Control text prompt (named tag)
{ {
@ -2209,7 +2206,7 @@ static void P_LevelInitStuff(void)
ssspheres = timeinmap = 0; ssspheres = timeinmap = 0;
// special stage // special stage
stagefailed = false; stagefailed = true; // assume failed unless proven otherwise - P_GiveEmerald or emerald touchspecial
// Reset temporary record data // Reset temporary record data
memset(&ntemprecords, 0, sizeof(nightsdata_t)); memset(&ntemprecords, 0, sizeof(nightsdata_t));
@ -2284,7 +2281,6 @@ static void P_LevelInitStuff(void)
void P_LoadThingsOnly(void) void P_LoadThingsOnly(void)
{ {
// Search through all the thinkers. // Search through all the thinkers.
mobj_t *mo;
thinker_t *think; thinker_t *think;
INT32 i, viewid = -1, centerid = -1; // for skyboxes INT32 i, viewid = -1, centerid = -1; // for skyboxes
@ -2299,15 +2295,11 @@ void P_LoadThingsOnly(void)
} }
for (think = thinkercap.next; think != &thinkercap; think = think->next) for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
{ {
if (think->function.acp1 != (actionf_p1)P_MobjThinker) if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; // not a mobj thinker continue;
P_RemoveMobj((mobj_t *)think);
mo = (mobj_t *)think;
if (mo)
P_RemoveMobj(mo);
} }
P_LevelInitStuff(); P_LevelInitStuff();
@ -2867,7 +2859,10 @@ boolean P_SetupLevel(boolean skipprecip)
// reset the player starts // reset the player starts
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
playerstarts[i] = NULL; playerstarts[i] = bluectfstarts[i] = redctfstarts[i] = NULL;
for (i = 0; i < MAX_DM_STARTS; i++)
deathmatchstarts[i] = NULL;
for (i = 0; i < 2; i++) for (i = 0; i < 2; i++)
skyboxmo[i] = NULL; skyboxmo[i] = NULL;
@ -2903,7 +2898,10 @@ boolean P_SetupLevel(boolean skipprecip)
// reset the player starts // reset the player starts
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
playerstarts[i] = NULL; playerstarts[i] = bluectfstarts[i] = redctfstarts[i] = NULL;
for (i = 0; i < MAX_DM_STARTS; i++)
deathmatchstarts[i] = NULL;
for (i = 0; i < 2; i++) for (i = 0; i < 2; i++)
skyboxmo[i] = NULL; skyboxmo[i] = NULL;
@ -2921,7 +2919,7 @@ boolean P_SetupLevel(boolean skipprecip)
P_InitSpecials(); P_InitSpecials();
#ifdef ESLOPE #ifdef ESLOPE
P_ResetDynamicSlopes(); P_ResetDynamicSlopes(fromnetsave);
#endif #endif
P_LoadThings(loademblems); P_LoadThings(loademblems);
@ -3119,7 +3117,7 @@ boolean P_SetupLevel(boolean skipprecip)
R_PrecacheLevel(); R_PrecacheLevel();
nextmapoverride = 0; nextmapoverride = 0;
skipstats = false; skipstats = 0;
if (!(netgame || multiplayer) && (!modifiedgame || savemoddata)) if (!(netgame || multiplayer) && (!modifiedgame || savemoddata))
mapvisited[gamemap-1] |= MV_VISITED; mapvisited[gamemap-1] |= MV_VISITED;
@ -3430,13 +3428,13 @@ boolean P_AddWadFile(const char *wadfilename)
ST_UnloadGraphics(); ST_UnloadGraphics();
HU_LoadGraphics(); HU_LoadGraphics();
ST_LoadGraphics(); ST_LoadGraphics();
ST_ReloadSkinFaceGraphics();
// //
// look for skins // look for skins
// //
R_AddSkins(wadnum); // faB: wadfile index in wadfiles[] R_AddSkins(wadnum); // faB: wadfile index in wadfiles[]
R_PatchSkins(wadnum); // toast: PATCH PATCH R_PatchSkins(wadnum); // toast: PATCH PATCH
ST_ReloadSkinFaceGraphics();
// //
// search for maps // search for maps

View File

@ -25,68 +25,66 @@
#ifdef ESLOPE #ifdef ESLOPE
static pslope_t *slopelist = NULL; pslope_t *slopelist = NULL;
static UINT16 slopecount = 0; UINT16 slopecount = 0;
// Calculate line normal // Calculate line normal
void P_CalculateSlopeNormal(pslope_t *slope) { void P_CalculateSlopeNormal(pslope_t *slope) {
slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT); slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT);
slope->normal.x = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x); slope->normal.x = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x);
slope->normal.y = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y); slope->normal.y = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y);
} }
// With a vertex slope that has its vertices set, configure relevant slope info /// Setup slope via 3 vertexes.
static void P_ReconfigureVertexSlope(pslope_t *slope) static void ReconfigureViaVertexes (pslope_t *slope, const vector3_t v1, const vector3_t v2, const vector3_t v3)
{ {
vector3_t vec1, vec2; vector3_t vec1, vec2;
// Set slope normal // Set origin.
vec1.x = (slope->vertices[1]->x - slope->vertices[0]->x) << FRACBITS; FV3_Copy(&slope->o, &v1);
vec1.y = (slope->vertices[1]->y - slope->vertices[0]->y) << FRACBITS;
vec1.z = (slope->vertices[1]->z - slope->vertices[0]->z) << FRACBITS;
vec2.x = (slope->vertices[2]->x - slope->vertices[0]->x) << FRACBITS; // Get slope's normal.
vec2.y = (slope->vertices[2]->y - slope->vertices[0]->y) << FRACBITS; FV3_SubEx(&v2, &v1, &vec1);
vec2.z = (slope->vertices[2]->z - slope->vertices[0]->z) << FRACBITS; FV3_SubEx(&v3, &v1, &vec2);
// ugggggggh fixed-point maaaaaaath // Set some defaults for a non-sloped "slope"
slope->extent = max( if (vec1.z == 0 && vec2.z == 0)
max(max(abs(vec1.x), abs(vec1.y)), abs(vec1.z)), {
max(max(abs(vec2.x), abs(vec2.y)), abs(vec2.z)) /// \todo Fix fully flat cases.
) >> (FRACBITS+5);
vec1.x /= slope->extent;
vec1.y /= slope->extent;
vec1.z /= slope->extent;
vec2.x /= slope->extent;
vec2.y /= slope->extent;
vec2.z /= slope->extent;
FV3_Cross(&vec1, &vec2, &slope->normal);
slope->extent = R_PointToDist2(0, 0, R_PointToDist2(0, 0, slope->normal.x, slope->normal.y), slope->normal.z);
if (slope->normal.z < 0)
slope->extent = -slope->extent;
slope->normal.x = FixedDiv(slope->normal.x, slope->extent);
slope->normal.y = FixedDiv(slope->normal.y, slope->extent);
slope->normal.z = FixedDiv(slope->normal.z, slope->extent);
// Set origin
slope->o.x = slope->vertices[0]->x << FRACBITS;
slope->o.y = slope->vertices[0]->y << FRACBITS;
slope->o.z = slope->vertices[0]->z << FRACBITS;
if (slope->normal.x == 0 && slope->normal.y == 0) { // Set some defaults for a non-sloped "slope"
slope->zangle = slope->xydirection = 0; slope->zangle = slope->xydirection = 0;
slope->zdelta = slope->d.x = slope->d.y = 0; slope->zdelta = slope->d.x = slope->d.y = 0;
} else { }
else
{
/// \note Using fixed point for vectorial products easily leads to overflows so we work around by downscaling them.
fixed_t m = max(
max(max(abs(vec1.x), abs(vec1.y)), abs(vec1.z)),
max(max(abs(vec2.x), abs(vec2.y)), abs(vec2.z))
) >> 5; // shifting right by 5 is good enough.
FV3_Cross(
FV3_Divide(&vec1, m),
FV3_Divide(&vec2, m),
&slope->normal
);
// NOTE: FV3_Magnitude() doesn't work properly in some cases, and chaining FixedHypot() seems to give worse results.
m = R_PointToDist2(0, 0, R_PointToDist2(0, 0, slope->normal.x, slope->normal.y), slope->normal.z);
// Invert normal if it's facing down.
if (slope->normal.z < 0)
m = -m;
FV3_Divide(&slope->normal, m);
// Get direction vector // Get direction vector
slope->extent = R_PointToDist2(0, 0, slope->normal.x, slope->normal.y); m = FixedHypot(slope->normal.x, slope->normal.y);
slope->d.x = -FixedDiv(slope->normal.x, slope->extent); slope->d.x = -FixedDiv(slope->normal.x, m);
slope->d.y = -FixedDiv(slope->normal.y, slope->extent); slope->d.y = -FixedDiv(slope->normal.y, m);
// Z delta // Z delta
slope->zdelta = FixedDiv(slope->extent, slope->normal.z); slope->zdelta = FixedDiv(m, slope->normal.z);
// Get angles // Get angles
slope->xydirection = R_PointToAngle2(0, 0, slope->d.x, slope->d.y)+ANGLE_180; slope->xydirection = R_PointToAngle2(0, 0, slope->d.x, slope->d.y)+ANGLE_180;
@ -94,88 +92,95 @@ static void P_ReconfigureVertexSlope(pslope_t *slope)
} }
} }
// Recalculate dynamic slopes /// Recalculate dynamic slopes.
void P_RunDynamicSlopes(void) { void T_DynamicSlopeLine (dynplanethink_t* th)
pslope_t *slope; {
pslope_t* slope = th->slope;
line_t* srcline = th->sourceline;
for (slope = slopelist; slope; slope = slope->next) { fixed_t zdelta;
fixed_t zdelta;
if (slope->flags & SL_NODYNAMIC) switch(th->type) {
continue; case DP_FRONTFLOOR:
zdelta = srcline->backsector->floorheight - srcline->frontsector->floorheight;
slope->o.z = srcline->frontsector->floorheight;
break;
switch(slope->refpos) { case DP_FRONTCEIL:
case 1: // front floor zdelta = srcline->backsector->ceilingheight - srcline->frontsector->ceilingheight;
zdelta = slope->sourceline->backsector->floorheight - slope->sourceline->frontsector->floorheight; slope->o.z = srcline->frontsector->ceilingheight;
slope->o.z = slope->sourceline->frontsector->floorheight; break;
break;
case 2: // front ceiling
zdelta = slope->sourceline->backsector->ceilingheight - slope->sourceline->frontsector->ceilingheight;
slope->o.z = slope->sourceline->frontsector->ceilingheight;
break;
case 3: // back floor
zdelta = slope->sourceline->frontsector->floorheight - slope->sourceline->backsector->floorheight;
slope->o.z = slope->sourceline->backsector->floorheight;
break;
case 4: // back ceiling
zdelta = slope->sourceline->frontsector->ceilingheight - slope->sourceline->backsector->ceilingheight;
slope->o.z = slope->sourceline->backsector->ceilingheight;
break;
case 5: // vertices
{
mapthing_t *mt;
size_t i;
INT32 l;
line_t *line;
for (i = 0; i < 3; i++) { case DP_BACKFLOOR:
mt = slope->vertices[i]; zdelta = srcline->frontsector->floorheight - srcline->backsector->floorheight;
l = P_FindSpecialLineFromTag(799, mt->angle, -1); slope->o.z = srcline->backsector->floorheight;
if (l != -1) { break;
line = &lines[l];
mt->z = line->frontsector->floorheight >> FRACBITS;
}
}
P_ReconfigureVertexSlope(slope); case DP_BACKCEIL:
} zdelta = srcline->frontsector->ceilingheight - srcline->backsector->ceilingheight;
continue; // TODO slope->o.z = srcline->backsector->ceilingheight;
break;
default: default:
I_Error("P_RunDynamicSlopes: slope has invalid type!"); return;
} }
if (slope->zdelta != FixedDiv(zdelta, slope->extent)) { if (slope->zdelta != FixedDiv(zdelta, th->extent)) {
slope->zdelta = FixedDiv(zdelta, slope->extent); slope->zdelta = FixedDiv(zdelta, th->extent);
slope->zangle = R_PointToAngle2(0, 0, slope->extent, -zdelta); slope->zangle = R_PointToAngle2(0, 0, th->extent, -zdelta);
P_CalculateSlopeNormal(slope); P_CalculateSlopeNormal(slope);
}
} }
} }
// /// Mapthing-defined
// P_MakeSlope void T_DynamicSlopeVert (dynplanethink_t* th)
//
// Alocates and fill the contents of a slope structure.
//
static pslope_t *P_MakeSlope(const vector3_t *o, const vector2_t *d,
const fixed_t zdelta, UINT8 flags)
{ {
pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL); pslope_t* slope = th->slope;
memset(ret, 0, sizeof(*ret));
ret->o.x = o->x; size_t i;
ret->o.y = o->y; INT32 l;
ret->o.z = o->z;
ret->d.x = d->x; for (i = 0; i < 3; i++) {
ret->d.y = d->y; l = P_FindSpecialLineFromTag(799, th->tags[i], -1);
if (l != -1) {
th->vex[i].z = lines[l].frontsector->floorheight;
}
else
th->vex[i].z = 0;
}
ret->zdelta = zdelta; ReconfigureViaVertexes(slope, th->vex[0], th->vex[1], th->vex[2]);
}
static inline void P_AddDynSlopeThinker (pslope_t* slope, dynplanetype_t type, line_t* sourceline, fixed_t extent, const INT16 tags[3], const vector3_t vx[3])
{
dynplanethink_t* th = Z_Calloc(sizeof (*th), PU_LEVSPEC, NULL);
switch (type)
{
case DP_VERTEX:
th->thinker.function.acp1 = (actionf_p1)T_DynamicSlopeVert;
memcpy(th->tags, tags, sizeof(th->tags));
memcpy(th->vex, vx, sizeof(th->vex));
break;
default:
th->thinker.function.acp1 = (actionf_p1)T_DynamicSlopeLine;
th->sourceline = sourceline;
th->extent = extent;
}
th->slope = slope;
th->type = type;
P_AddThinker(THINK_DYNSLOPE, &th->thinker);
}
/// Create a new slope and add it to the slope list.
static inline pslope_t* Slope_Add (const UINT8 flags)
{
pslope_t *ret = Z_Calloc(sizeof(pslope_t), PU_LEVEL, NULL);
ret->flags = flags; ret->flags = flags;
// Add to the slope list
ret->next = slopelist; ret->next = slopelist;
slopelist = ret; slopelist = ret;
@ -185,13 +190,24 @@ static pslope_t *P_MakeSlope(const vector3_t *o, const vector2_t *d,
return ret; return ret;
} }
// /// Alocates and fill the contents of a slope structure.
// P_GetExtent static pslope_t *MakeViaVectors(const vector3_t *o, const vector2_t *d,
// const fixed_t zdelta, UINT8 flags)
// Returns the distance to the first line within the sector that {
// is intersected by a line parallel to the plane normal with the point (ox, oy) pslope_t *ret = Slope_Add(flags);
//
static fixed_t P_GetExtent(sector_t *sector, line_t *line) FV3_Copy(&ret->o, o);
FV2_Copy(&ret->d, d);
ret->zdelta = zdelta;
ret->flags = flags;
return ret;
}
/// Get furthest perpendicular distance from all vertexes in a sector for a given line.
static fixed_t GetExtent(sector_t *sector, line_t *line)
{ {
// ZDoom code reference: v3float_t = vertex_t // ZDoom code reference: v3float_t = vertex_t
fixed_t fardist = -FRACUNIT; fixed_t fardist = -FRACUNIT;
@ -224,14 +240,8 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line)
return fardist; return fardist;
} }
/// Creates one or more slopes based on the given line type and front/back sectors.
// static void line_SpawnViaLine(const int linenum, const boolean spawnthinker)
// P_SpawnSlope_Line
//
// Creates one or more slopes based on the given line type and front/back
// sectors.
//
void P_SpawnSlope_Line(int linenum)
{ {
// With dynamic slopes, it's fine to just leave this function as normal, // With dynamic slopes, it's fine to just leave this function as normal,
// because checking to see if a slope had changed will waste more memory than // because checking to see if a slope had changed will waste more memory than
@ -249,12 +259,10 @@ void P_SpawnSlope_Line(int linenum)
boolean backceil = (special == 711 || special == 712 || special == 703); boolean backceil = (special == 711 || special == 712 || special == 703);
UINT8 flags = 0; // Slope flags UINT8 flags = 0; // Slope flags
if (line->flags & ML_NOSONIC) if (line->flags & ML_NETONLY)
flags |= SL_NOPHYSICS; flags |= SL_NOPHYSICS;
if (!(line->flags & ML_NOTAILS)) if (line->flags & ML_NONET)
flags |= SL_NODYNAMIC; flags |= SL_DYNAMIC;
if (line->flags & ML_NOKNUX)
flags |= SL_ANCHORVERTEX;
if(!frontfloor && !backfloor && !frontceil && !backceil) if(!frontfloor && !backfloor && !frontceil && !backceil)
{ {
@ -274,6 +282,7 @@ void P_SpawnSlope_Line(int linenum)
ny = -FixedDiv(line->dx, len); ny = -FixedDiv(line->dx, len);
} }
// Set origin to line's center.
origin.x = line->v1->x + (line->v2->x - line->v1->x)/2; origin.x = line->v1->x + (line->v2->x - line->v1->x)/2;
origin.y = line->v1->y + (line->v2->y - line->v1->y)/2; origin.y = line->v1->y + (line->v2->y - line->v1->y)/2;
@ -286,7 +295,7 @@ void P_SpawnSlope_Line(int linenum)
direction.x = nx; direction.x = nx;
direction.y = ny; direction.y = ny;
extent = P_GetExtent(line->frontsector, line); extent = GetExtent(line->frontsector, line);
if(extent < 0) if(extent < 0)
{ {
@ -304,104 +313,43 @@ void P_SpawnSlope_Line(int linenum)
if(frontfloor) if(frontfloor)
{ {
fixed_t highest, lowest;
size_t l;
point.z = line->frontsector->floorheight; // Startz point.z = line->frontsector->floorheight; // Startz
dz = FixedDiv(origin.z - point.z, extent); // Destinationz dz = FixedDiv(origin.z - point.z, extent); // Destinationz
// In P_SpawnSlopeLine the origin is the centerpoint of the sourcelinedef // In P_SpawnSlopeLine the origin is the centerpoint of the sourcelinedef
fslope = line->frontsector->f_slope = fslope = line->frontsector->f_slope =
P_MakeSlope(&point, &direction, dz, flags); MakeViaVectors(&point, &direction, dz, flags);
// Set up some shit
fslope->extent = extent;
fslope->refpos = 1;
// Now remember that f_slope IS a vector // Now remember that f_slope IS a vector
// fslope->o = origin 3D point 1 of the vector // fslope->o = origin 3D point 1 of the vector
// fslope->d = destination 3D point 2 of the vector // fslope->d = destination 3D point 2 of the vector
// fslope->normal is a 3D line perpendicular to the 3D vector // fslope->normal is a 3D line perpendicular to the 3D vector
// Sync the linedata of the line that started this slope
// TODO: Anything special for control sector based slopes later?
fslope->sourceline = line;
// To find the real highz/lowz of a slope, you need to check all the vertexes
// in the slope's sector with P_GetZAt to get the REAL lowz & highz
// Although these slopes are set by floorheights the ANGLE is what a slope is,
// so technically any slope can extend on forever (they are just bound by sectors)
// *You can use sourceline as a reference to see if two slopes really are the same
// Default points for high and low
highest = point.z > origin.z ? point.z : origin.z;
lowest = point.z < origin.z ? point.z : origin.z;
// Now check to see what the REAL high and low points of the slope inside the sector
// TODO: Is this really needed outside of FOFs? -Red
for (l = 0; l < line->frontsector->linecount; l++)
{
fixed_t height = P_GetZAt(line->frontsector->f_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y);
if (height > highest)
highest = height;
if (height < lowest)
lowest = height;
}
// Sets extra clipping data for the frontsector's slope
fslope->highz = highest;
fslope->lowz = lowest;
fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z); fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y); fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
P_CalculateSlopeNormal(fslope); P_CalculateSlopeNormal(fslope);
if (spawnthinker && (flags & SL_DYNAMIC))
P_AddDynSlopeThinker(fslope, DP_FRONTFLOOR, line, extent, NULL, NULL);
} }
if(frontceil) if(frontceil)
{ {
fixed_t highest, lowest;
size_t l;
origin.z = line->backsector->ceilingheight; origin.z = line->backsector->ceilingheight;
point.z = line->frontsector->ceilingheight; point.z = line->frontsector->ceilingheight;
dz = FixedDiv(origin.z - point.z, extent); dz = FixedDiv(origin.z - point.z, extent);
cslope = line->frontsector->c_slope = cslope = line->frontsector->c_slope =
P_MakeSlope(&point, &direction, dz, flags); MakeViaVectors(&point, &direction, dz, flags);
// Set up some shit
cslope->extent = extent;
cslope->refpos = 2;
// Sync the linedata of the line that started this slope
// TODO: Anything special for control sector based slopes later?
cslope->sourceline = line;
// Remember the way the slope is formed
highest = point.z > origin.z ? point.z : origin.z;
lowest = point.z < origin.z ? point.z : origin.z;
for (l = 0; l < line->frontsector->linecount; l++)
{
fixed_t height = P_GetZAt(line->frontsector->c_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y);
if (height > highest)
highest = height;
if (height < lowest)
lowest = height;
}
// This line special sets extra clipping data for the frontsector's slope
cslope->highz = highest;
cslope->lowz = lowest;
cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z); cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y); cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
P_CalculateSlopeNormal(cslope); P_CalculateSlopeNormal(cslope);
if (spawnthinker && (flags & SL_DYNAMIC))
P_AddDynSlopeThinker(cslope, DP_FRONTCEIL, line, extent, NULL, NULL);
} }
} }
if(backfloor || backceil) if(backfloor || backceil)
@ -413,7 +361,7 @@ void P_SpawnSlope_Line(int linenum)
direction.x = -nx; direction.x = -nx;
direction.y = -ny; direction.y = -ny;
extent = P_GetExtent(line->backsector, line); extent = GetExtent(line->backsector, line);
if(extent < 0) if(extent < 0)
{ {
@ -429,88 +377,36 @@ void P_SpawnSlope_Line(int linenum)
if(backfloor) if(backfloor)
{ {
fixed_t highest, lowest;
size_t l;
point.z = line->backsector->floorheight; point.z = line->backsector->floorheight;
dz = FixedDiv(origin.z - point.z, extent); dz = FixedDiv(origin.z - point.z, extent);
fslope = line->backsector->f_slope = fslope = line->backsector->f_slope =
P_MakeSlope(&point, &direction, dz, flags); MakeViaVectors(&point, &direction, dz, flags);
// Set up some shit
fslope->extent = extent;
fslope->refpos = 3;
// Sync the linedata of the line that started this slope
// TODO: Anything special for control sector based slopes later?
fslope->sourceline = line;
// Remember the way the slope is formed
highest = point.z > origin.z ? point.z : origin.z;
lowest = point.z < origin.z ? point.z : origin.z;
for (l = 0; l < line->backsector->linecount; l++)
{
fixed_t height = P_GetZAt(line->backsector->f_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y);
if (height > highest)
highest = height;
if (height < lowest)
lowest = height;
}
// This line special sets extra clipping data for the frontsector's slope
fslope->highz = highest;
fslope->lowz = lowest;
fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z); fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y); fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
P_CalculateSlopeNormal(fslope); P_CalculateSlopeNormal(fslope);
if (spawnthinker && (flags & SL_DYNAMIC))
P_AddDynSlopeThinker(fslope, DP_BACKFLOOR, line, extent, NULL, NULL);
} }
if(backceil) if(backceil)
{ {
fixed_t highest, lowest;
size_t l;
origin.z = line->frontsector->ceilingheight; origin.z = line->frontsector->ceilingheight;
point.z = line->backsector->ceilingheight; point.z = line->backsector->ceilingheight;
dz = FixedDiv(origin.z - point.z, extent); dz = FixedDiv(origin.z - point.z, extent);
cslope = line->backsector->c_slope = cslope = line->backsector->c_slope =
P_MakeSlope(&point, &direction, dz, flags); MakeViaVectors(&point, &direction, dz, flags);
// Set up some shit
cslope->extent = extent;
cslope->refpos = 4;
// Sync the linedata of the line that started this slope
// TODO: Anything special for control sector based slopes later?
cslope->sourceline = line;
// Remember the way the slope is formed
highest = point.z > origin.z ? point.z : origin.z;
lowest = point.z < origin.z ? point.z : origin.z;
for (l = 0; l < line->backsector->linecount; l++)
{
fixed_t height = P_GetZAt(line->backsector->c_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y);
if (height > highest)
highest = height;
if (height < lowest)
lowest = height;
}
// This line special sets extra clipping data for the backsector's slope
cslope->highz = highest;
cslope->lowz = lowest;
cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z); cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y); cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
P_CalculateSlopeNormal(cslope); P_CalculateSlopeNormal(cslope);
if (spawnthinker && (flags & SL_DYNAMIC))
P_AddDynSlopeThinker(cslope, DP_BACKCEIL, line, extent, NULL, NULL);
} }
} }
@ -518,63 +414,99 @@ void P_SpawnSlope_Line(int linenum)
return; return;
} }
// /// Creates a new slope from three mapthings with the specified IDs
// P_NewVertexSlope static pslope_t *MakeViaMapthings(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flags, const boolean spawnthinker)
//
// Creates a new slope from three vertices with the specified IDs
//
static pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flags)
{ {
size_t i; size_t i;
mapthing_t *mt = mapthings; mapthing_t* mt = mapthings;
mapthing_t* vertices[3] = {0};
INT16 tags[3] = {tag1, tag2, tag3};
pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL); vector3_t vx[3];
memset(ret, 0, sizeof(*ret)); pslope_t* ret = Slope_Add(flags);
// Start by setting flags
ret->flags = flags;
// Now set up the vertex list
ret->vertices = Z_Malloc(3*sizeof(mapthing_t), PU_LEVEL, NULL);
memset(ret->vertices, 0, 3*sizeof(mapthing_t));
// And... look for the vertices in question. // And... look for the vertices in question.
for (i = 0; i < nummapthings; i++, mt++) { for (i = 0; i < nummapthings; i++, mt++) {
if (mt->type != 750) // Haha, I'm hijacking the old Chaos Spawn thingtype for something! if (mt->type != 750) // Haha, I'm hijacking the old Chaos Spawn thingtype for something!
continue; continue;
if (!ret->vertices[0] && mt->angle == tag1) if (!vertices[0] && mt->angle == tag1)
ret->vertices[0] = mt; vertices[0] = mt;
else if (!ret->vertices[1] && mt->angle == tag2) else if (!vertices[1] && mt->angle == tag2)
ret->vertices[1] = mt; vertices[1] = mt;
else if (!ret->vertices[2] && mt->angle == tag3) else if (!vertices[2] && mt->angle == tag3)
ret->vertices[2] = mt; vertices[2] = mt;
} }
// Now set heights for each vertex, because they haven't been set yet // Now set heights for each vertex, because they haven't been set yet
for (i = 0; i < 3; i++) { for (i = 0; i < 3; i++) {
mt = ret->vertices[i]; mt = vertices[i];
if (!mt) // If a vertex wasn't found, it's game over. There's nothing you can do to recover (except maybe try and kill the slope instead - TODO?) if (!mt) // If a vertex wasn't found, it's game over. There's nothing you can do to recover (except maybe try and kill the slope instead - TODO?)
I_Error("P_NewVertexSlope: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1); I_Error("MakeViaMapthings: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1);
vx[i].x = mt->x << FRACBITS;
vx[i].y = mt->y << FRACBITS;
if (mt->extrainfo) if (mt->extrainfo)
mt->z = mt->options; vx[i].z = mt->options << FRACBITS;
else else
mt->z = (R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector->floorheight >> FRACBITS) + (mt->options >> ZSHIFT); vx[i].z = (R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector->floorheight) + ((mt->options >> ZSHIFT) << FRACBITS);
} }
P_ReconfigureVertexSlope(ret); ReconfigureViaVertexes(ret, vx[0], vx[1], vx[2]);
ret->refpos = 5;
// Add to the slope list if (spawnthinker && (flags & SL_DYNAMIC))
ret->next = slopelist; P_AddDynSlopeThinker(ret, DP_VERTEX, NULL, 0, tags, vx);
slopelist = ret;
slopecount++;
ret->id = slopecount;
return ret; return ret;
} }
/// Create vertex based slopes.
static void line_SpawnViaVertexes(const int linenum, const boolean spawnthinker)
{
line_t *line = lines + linenum;
side_t *side;
pslope_t **slopetoset;
UINT16 tag1, tag2, tag3;
UINT8 flags = 0;
if (line->flags & ML_NETONLY)
flags |= SL_NOPHYSICS;
if (line->flags & ML_NONET)
flags |= SL_DYNAMIC;
switch(line->special)
{
case 704:
slopetoset = &line->frontsector->f_slope;
side = &sides[line->sidenum[0]];
break;
case 705:
slopetoset = &line->frontsector->c_slope;
side = &sides[line->sidenum[0]];
break;
case 714:
slopetoset = &line->backsector->f_slope;
side = &sides[line->sidenum[1]];
break;
case 715:
slopetoset = &line->backsector->c_slope;
side = &sides[line->sidenum[1]];
default:
return;
}
if (line->flags & ML_EFFECT6)
{
tag1 = line->tag;
tag2 = side->textureoffset >> FRACBITS;
tag3 = side->rowoffset >> FRACBITS;
}
else
tag1 = tag2 = tag3 = line->tag;
*slopetoset = MakeViaMapthings(tag1, tag2, tag3, flags, spawnthinker);
side->sector->hasslope = true;
}
// //
@ -620,56 +552,20 @@ pslope_t *P_SlopeById(UINT16 id)
return ret; return ret;
} }
// Reset the dynamic slopes pointer, and read all of the fancy schmancy slopes /// Reset slopes and read them from special lines.
void P_ResetDynamicSlopes(void) { void P_ResetDynamicSlopes(const UINT32 fromsave) {
size_t i; size_t i;
#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning
boolean warned = false; boolean spawnthinkers = !(boolean)fromsave;
#endif
slopelist = NULL; slopelist = NULL;
slopecount = 0; slopecount = 0;
// We'll handle copy slopes later, after all the tag lists have been made. /// Generates line special-defined slopes.
// Yes, this means copied slopes won't affect things' spawning heights. Too bad for you.
for (i = 0; i < numlines; i++) for (i = 0; i < numlines; i++)
{ {
switch (lines[i].special) switch (lines[i].special)
{ {
#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning
#define WARNME if (!warned) {warned = true; CONS_Alert(CONS_WARNING, "This level uses old slope specials.\nA conversion will be needed before 2.2's release.\n");}
case 386:
case 387:
case 388:
lines[i].special += 700-386;
WARNME
P_SpawnSlope_Line(i);
break;
case 389:
case 390:
case 391:
case 392:
lines[i].special += 710-389;
WARNME
P_SpawnSlope_Line(i);
break;
case 393:
lines[i].special = 703;
WARNME
P_SpawnSlope_Line(i);
break;
case 394:
case 395:
case 396:
lines[i].special += 720-394;
WARNME
break;
#endif
case 700: case 700:
case 701: case 701:
case 702: case 702:
@ -678,63 +574,35 @@ void P_ResetDynamicSlopes(void) {
case 711: case 711:
case 712: case 712:
case 713: case 713:
P_SpawnSlope_Line(i); line_SpawnViaLine(i, spawnthinkers);
break; break;
case 704: case 704:
case 705: case 705:
case 714: case 714:
case 715: case 715:
{ line_SpawnViaVertexes(i, spawnthinkers);
pslope_t **slopetoset;
size_t which = lines[i].special;
UINT8 flags = SL_VERTEXSLOPE;
if (lines[i].flags & ML_NOSONIC)
flags |= SL_NOPHYSICS;
if (!(lines[i].flags & ML_NOTAILS))
flags |= SL_NODYNAMIC;
if (which == 704)
{
slopetoset = &lines[i].frontsector->f_slope;
which = 0;
}
else if (which == 705)
{
slopetoset = &lines[i].frontsector->c_slope;
which = 0;
}
else if (which == 714)
{
slopetoset = &lines[i].backsector->f_slope;
which = 1;
}
else // 715
{
slopetoset = &lines[i].backsector->c_slope;
which = 1;
}
if (lines[i].flags & ML_NOKNUX)
*slopetoset = P_NewVertexSlope(lines[i].tag, sides[lines[i].sidenum[which]].textureoffset >> FRACBITS,
sides[lines[i].sidenum[which]].rowoffset >> FRACBITS, flags);
else
*slopetoset = P_NewVertexSlope(lines[i].tag, lines[i].tag, lines[i].tag, flags);
sides[lines[i].sidenum[which]].sector->hasslope = true;
}
break; break;
default: default:
break; break;
} }
} }
/// Copies slopes from tagged sectors via line specials.
/// \note Doesn't actually copy, but instead they share the same pointers.
for (i = 0; i < numlines; i++)
switch (lines[i].special)
{
case 720:
case 721:
case 722:
P_CopySectorSlope(&lines[i]);
default:
break;
}
} }
// ============================================================================ // ============================================================================
// //
// Various utilities related to slopes // Various utilities related to slopes

View File

@ -13,14 +13,17 @@
#ifndef P_SLOPES_H__ #ifndef P_SLOPES_H__
#define P_SLOPES_H__ #define P_SLOPES_H__
#include "m_fixed.h" // Vectors
#ifdef ESLOPE #ifdef ESLOPE
extern pslope_t *slopelist;
extern UINT16 slopecount;
void P_LinkSlopeThinkers (void);
void P_CalculateSlopeNormal(pslope_t *slope); void P_CalculateSlopeNormal(pslope_t *slope);
void P_ResetDynamicSlopes(void); void P_ResetDynamicSlopes(const UINT32 fromsave);
void P_RunDynamicSlopes(void);
// P_SpawnSlope_Line
// Creates one or more slopes based on the given line type and front/back
// sectors.
void P_SpawnSlope_Line(int linenum);
// //
// P_CopySectorSlope // P_CopySectorSlope
@ -42,7 +45,34 @@ fixed_t P_GetWallTransferMomZ(mobj_t *mo, pslope_t *slope);
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope); void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope);
void P_ButteredSlope(mobj_t *mo); void P_ButteredSlope(mobj_t *mo);
#endif
// EOF /// Dynamic plane type enum for the thinker. Will have a different functionality depending on this.
typedef enum {
DP_FRONTFLOOR,
DP_FRONTCEIL,
DP_BACKFLOOR,
DP_BACKCEIL,
DP_VERTEX
} dynplanetype_t;
/// Permit slopes to be dynamically altered through a thinker.
typedef struct
{
thinker_t thinker;
pslope_t* slope;
dynplanetype_t type;
// Used by line slopes.
line_t* sourceline;
fixed_t extent;
// Used by mapthing vertex slopes.
INT16 tags[3];
vector3_t vex[3];
} dynplanethink_t;
void T_DynamicSlopeLine (dynplanethink_t* th);
void T_DynamicSlopeVert (dynplanethink_t* th);
#endif // #ifdef ESLOPE #endif // #ifdef ESLOPE
#endif // #ifndef P_SLOPES_H__

View File

@ -36,6 +36,7 @@
#include "m_cond.h" //unlock triggers #include "m_cond.h" //unlock triggers
#include "lua_hook.h" // LUAh_LinedefExecute #include "lua_hook.h" // LUAh_LinedefExecute
#include "f_finale.h" // control text prompt #include "f_finale.h" // control text prompt
#include "r_things.h" // skins
#ifdef HW3SOUND #ifdef HW3SOUND
#include "hardware/hw3sound.h" #include "hardware/hw3sound.h"
@ -98,7 +99,6 @@ typedef struct
thinker_t **thinkers; thinker_t **thinkers;
} thinkerlist_t; } thinkerlist_t;
static void P_SearchForDisableLinedefs(void);
static void P_SpawnScrollers(void); static void P_SpawnScrollers(void);
static void P_SpawnFriction(void); static void P_SpawnFriction(void);
static void P_SpawnPushers(void); static void P_SpawnPushers(void);
@ -1644,7 +1644,7 @@ static void P_AddExecutorDelay(line_t *line, mobj_t *mobj, sector_t *sector)
e->sector = sector; e->sector = sector;
e->timer = (line->backsector->ceilingheight>>FRACBITS)+(line->backsector->floorheight>>FRACBITS); e->timer = (line->backsector->ceilingheight>>FRACBITS)+(line->backsector->floorheight>>FRACBITS);
P_SetTarget(&e->caller, mobj); // Use P_SetTarget to make sure the mobj doesn't get freed while we're delaying. P_SetTarget(&e->caller, mobj); // Use P_SetTarget to make sure the mobj doesn't get freed while we're delaying.
P_AddThinker(&e->thinker); P_AddThinker(THINK_MAIN, &e->thinker);
} }
/** Used by P_RunTriggerLinedef to check a NiGHTS trigger linedef's conditions /** Used by P_RunTriggerLinedef to check a NiGHTS trigger linedef's conditions
@ -2008,7 +2008,12 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
if (!P_CheckNightsTriggerLine(triggerline, actor)) if (!P_CheckNightsTriggerLine(triggerline, actor))
return false; return false;
break; break;
case 331: // continuous
case 332: // each time
case 333: // once
if (!(actor && actor->player && ((stricmp(triggerline->text, skins[actor->player->skin].name) == 0) ^ ((triggerline->flags & ML_NOCLIMB) == ML_NOCLIMB))))
return false;
break;
default: default:
break; break;
} }
@ -2141,6 +2146,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|| specialtype == 326 // DeNightserize - Once || specialtype == 326 // DeNightserize - Once
|| specialtype == 328 // Nights lap - Once || specialtype == 328 // Nights lap - Once
|| specialtype == 330 // Nights Bonus Time - Once || specialtype == 330 // Nights Bonus Time - Once
|| specialtype == 333 // Skin - Once
|| specialtype == 399) // Level Load || specialtype == 399) // Level Load
triggerline->special = 0; // Clear it out triggerline->special = 0; // Clear it out
@ -2181,7 +2187,8 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller)
|| lines[masterline].special == 306 // Character ability - Each time || lines[masterline].special == 306 // Character ability - Each time
|| lines[masterline].special == 310 // CTF Red team - Each time || lines[masterline].special == 310 // CTF Red team - Each time
|| lines[masterline].special == 312 // CTF Blue team - Each time || lines[masterline].special == 312 // CTF Blue team - Each time
|| lines[masterline].special == 322) // Trigger on X calls - Each Time || lines[masterline].special == 322 // Trigger on X calls - Each Time
|| lines[masterline].special == 332)// Skin - Each time
continue; continue;
if (lines[masterline].special < 300 if (lines[masterline].special < 300
@ -2253,7 +2260,7 @@ void P_SwitchWeather(INT32 weathernum)
thinker_t *think; thinker_t *think;
precipmobj_t *precipmobj; precipmobj_t *precipmobj;
for (think = thinkercap.next; think != &thinkercap; think = think->next) for (think = thlist[THINK_PRECIP].next; think != &thlist[THINK_PRECIP]; think = think->next)
{ {
if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker) if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker)
continue; // not a precipmobj thinker continue; // not a precipmobj thinker
@ -2269,7 +2276,7 @@ void P_SwitchWeather(INT32 weathernum)
precipmobj_t *precipmobj; precipmobj_t *precipmobj;
state_t *st; state_t *st;
for (think = thinkercap.next; think != &thinkercap; think = think->next) for (think = thlist[THINK_PRECIP].next; think != &thlist[THINK_PRECIP]; think = think->next)
{ {
if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker) if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker)
continue; // not a precipmobj thinker continue; // not a precipmobj thinker
@ -3144,7 +3151,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
scroll_t *scroller; scroll_t *scroller;
thinker_t *th; thinker_t *th;
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)T_Scroll) if (th->function.acp1 != (actionf_p1)T_Scroll)
continue; continue;
@ -3382,7 +3389,10 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
// if flags changed, reset sector's light list // if flags changed, reset sector's light list
if (rover->flags != oldflags) if (rover->flags != oldflags)
{
sec->moved = true; sec->moved = true;
P_RecalcPrecipInSector(sec);
}
} }
} }
@ -3544,6 +3554,29 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
} }
break; break;
case 449: // Enable bosses with parameter
{
INT32 bossid = sides[line->sidenum[0]].textureoffset>>FRACBITS;
if (bossid & ~15) // if any bits other than first 16 are set
{
CONS_Alert(CONS_WARNING,
M_GetText("Boss enable linedef (tag %d) has an invalid texture x offset.\nConsider changing it or removing it entirely.\n"),
line->tag);
break;
}
if (line->flags & ML_NOCLIMB)
{
bossdisabled |= (1<<bossid);
CONS_Debug(DBG_GAMELOGIC, "Line type 449 Executor: bossid disabled = %d", bossid);
}
else
{
bossdisabled &= ~(1<<bossid);
CONS_Debug(DBG_GAMELOGIC, "Line type 449 Executor: bossid enabled = %d", bossid);
}
break;
}
case 450: // Execute Linedef Executor - for recursion case 450: // Execute Linedef Executor - for recursion
P_LinedefExecute(line->tag, mo, NULL); P_LinedefExecute(line->tag, mo, NULL);
break; break;
@ -3908,6 +3941,18 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
} }
break; break;
case 460: // Award rings
{
INT16 rings = (sides[line->sidenum[0]].textureoffset>>FRACBITS);
INT32 delay = (sides[line->sidenum[0]].rowoffset>>FRACBITS);
if (mo && mo->player)
{
if (delay <= 0 || !(leveltime % delay))
P_GivePlayerRings(mo->player, rings);
}
}
break;
#ifdef POLYOBJECTS #ifdef POLYOBJECTS
case 480: // Polyobj_DoorSlide case 480: // Polyobj_DoorSlide
case 481: // Polyobj_DoorSwing case 481: // Polyobj_DoorSwing
@ -3980,10 +4025,10 @@ void P_SetupSignExit(player_t *player)
// didn't find any signposts in the exit sector. // didn't find any signposts in the exit sector.
// spin all signposts in the level then. // spin all signposts in the level then.
for (think = thinkercap.next; think != &thinkercap; think = think->next) for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
{ {
if (think->function.acp1 != (actionf_p1)P_MobjThinker) if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; // not a mobj thinker continue;
thing = (mobj_t *)think; thing = (mobj_t *)think;
if (thing->type != MT_SIGN) if (thing->type != MT_SIGN)
@ -4010,23 +4055,18 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
{ {
thinker_t *think; thinker_t *think;
mobj_t *mo; mobj_t *mo;
INT32 specialnum = 0; INT32 specialnum = (flag == MT_REDFLAG) ? 3 : 4;
for (think = thinkercap.next; think != &thinkercap; think = think->next) for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
{ {
if (think->function.acp1 != (actionf_p1)P_MobjThinker) if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; // not a mobj thinker continue;
mo = (mobj_t *)think; mo = (mobj_t *)think;
if (mo->type != flag) if (mo->type != flag)
continue; continue;
if (mo->type == MT_REDFLAG)
specialnum = 3;
else if (mo->type == MT_BLUEFLAG)
specialnum = 4;
if (GETSECSPECIAL(mo->subsector->sector->special, 4) == specialnum) if (GETSECSPECIAL(mo->subsector->sector->special, 4) == specialnum)
return true; return true;
else if (mo->subsector->sector->ffloors) // Check the 3D floors else if (mo->subsector->sector->ffloors) // Check the 3D floors
@ -4041,9 +4081,11 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
if (GETSECSPECIAL(rover->master->frontsector->special, 4) != specialnum) if (GETSECSPECIAL(rover->master->frontsector->special, 4) != specialnum)
continue; continue;
if (mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector) if (!(mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector)
&& mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector)) && mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector)))
return true; continue;
return true;
} }
} }
} }
@ -4445,14 +4487,14 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
// Find the center of the Eggtrap and release all the pretty animals! // Find the center of the Eggtrap and release all the pretty animals!
// The chimps are my friends.. heeheeheheehehee..... - LouisJM // The chimps are my friends.. heeheeheheehehee..... - LouisJM
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
if (mo2->type == MT_EGGTRAP) if (mo2->type != MT_EGGTRAP)
P_KillMobj(mo2, NULL, player->mo, 0); continue;
P_KillMobj(mo2, NULL, player->mo, 0);
} }
// clear the special so you can't push the button twice. // clear the special so you can't push the button twice.
@ -4594,7 +4636,10 @@ DoneSection2:
if (player->bot) if (player->bot)
break; break;
if (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap) && player->nightstime > 6) if (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap) && player->nightstime > 6)
{
player->nightstime = 6; // Just let P_Ticker take care of the rest. player->nightstime = 6; // Just let P_Ticker take care of the rest.
return;
}
// Exit (for FOF exits; others are handled in P_PlayerThink in p_user.c) // Exit (for FOF exits; others are handled in P_PlayerThink in p_user.c)
{ {
@ -4617,7 +4662,7 @@ DoneSection2:
nextmapoverride = (INT16)(lines[lineindex].frontsector->floorheight>>FRACBITS); nextmapoverride = (INT16)(lines[lineindex].frontsector->floorheight>>FRACBITS);
if (lines[lineindex].flags & ML_NOCLIMB) if (lines[lineindex].flags & ML_NOCLIMB)
skipstats = true; skipstats = 1;
} }
} }
break; break;
@ -4751,19 +4796,22 @@ DoneSection2:
// scan the thinkers // scan the thinkers
// to find the first waypoint // to find the first waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence if (mo2->type != MT_TUBEWAYPOINT)
&& mo2->health == 0) continue;
{ if (mo2->threshold != sequence)
waypoint = mo2; continue;
break; if (mo2->health != 0)
} continue;
waypoint = mo2;
break;
} }
if (!waypoint) if (!waypoint)
@ -4830,20 +4878,22 @@ DoneSection2:
// scan the thinkers // scan the thinkers
// to find the last waypoint // to find the last waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence) if (mo2->type != MT_TUBEWAYPOINT)
{ continue;
if (!waypoint) if (mo2->threshold != sequence)
waypoint = mo2; continue;
else if (mo2->health > waypoint->health)
waypoint = mo2; if (!waypoint)
} waypoint = mo2;
else if (mo2->health > waypoint->health)
waypoint = mo2;
} }
if (!waypoint) if (!waypoint)
@ -4982,9 +5032,9 @@ DoneSection2:
// scan the thinkers // scan the thinkers
// to find the first waypoint // to find the first waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -5020,9 +5070,9 @@ DoneSection2:
} }
// Find waypoint before this one (waypointlow) // Find waypoint before this one (waypointlow)
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -5047,9 +5097,9 @@ DoneSection2:
} }
// Find waypoint after this one (waypointhigh) // Find waypoint after this one (waypointhigh)
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
@ -5566,11 +5616,6 @@ void P_UpdateSpecials(void)
// POINT LIMIT // POINT LIMIT
P_CheckPointLimit(); P_CheckPointLimit();
#ifdef ESLOPE
// Dynamic slopeness
P_RunDynamicSlopes();
#endif
// ANIMATE TEXTURES // ANIMATE TEXTURES
for (anim = anims; anim < lastanim; anim++) for (anim = anims; anim < lastanim; anim++)
{ {
@ -5640,26 +5685,26 @@ ffloor_t *P_GetFFloorByID(sector_t *sec, UINT16 id)
/** Adds a newly formed 3Dfloor structure to a sector's ffloors list. /** Adds a newly formed 3Dfloor structure to a sector's ffloors list.
* *
* \param sec Target sector. * \param sec Target sector.
* \param ffloor Newly formed 3Dfloor structure. * \param fflr Newly formed 3Dfloor structure.
* \sa P_AddFakeFloor * \sa P_AddFakeFloor
*/ */
static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *ffloor) static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *fflr)
{ {
ffloor_t *rover; ffloor_t *rover;
if (!sec->ffloors) if (!sec->ffloors)
{ {
sec->ffloors = ffloor; sec->ffloors = fflr;
ffloor->next = 0; fflr->next = 0;
ffloor->prev = 0; fflr->prev = 0;
return; return;
} }
for (rover = sec->ffloors; rover->next; rover = rover->next); for (rover = sec->ffloors; rover->next; rover = rover->next);
rover->next = ffloor; rover->next = fflr;
ffloor->prev = rover; fflr->prev = rover;
ffloor->next = 0; fflr->next = 0;
} }
/** Adds a 3Dfloor. /** Adds a 3Dfloor.
@ -5674,7 +5719,7 @@ static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *ffloor)
*/ */
static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, ffloortype_e flags, thinkerlist_t *secthinkers) static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, ffloortype_e flags, thinkerlist_t *secthinkers)
{ {
ffloor_t *ffloor; ffloor_t *fflr;
thinker_t *th; thinker_t *th;
friction_t *f; friction_t *f;
pusher_t *p; pusher_t *p;
@ -5684,8 +5729,8 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
if (sec == sec2) if (sec == sec2)
return NULL; //Don't need a fake floor on a control sector. return NULL; //Don't need a fake floor on a control sector.
if ((ffloor = (P_GetFFloorBySec(sec, sec2)))) if ((fflr = (P_GetFFloorBySec(sec, sec2))))
return ffloor; // If this ffloor already exists, return it return fflr; // If this ffloor already exists, return it
if (sec2->ceilingheight < sec2->floorheight) if (sec2->ceilingheight < sec2->floorheight)
{ {
@ -5724,27 +5769,27 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
} }
// Add the floor // Add the floor
ffloor = Z_Calloc(sizeof (*ffloor), PU_LEVEL, NULL); fflr = Z_Calloc(sizeof (*fflr), PU_LEVEL, NULL);
ffloor->secnum = sec2 - sectors; fflr->secnum = sec2 - sectors;
ffloor->target = sec; fflr->target = sec;
ffloor->bottomheight = &sec2->floorheight; fflr->bottomheight = &sec2->floorheight;
ffloor->bottompic = &sec2->floorpic; fflr->bottompic = &sec2->floorpic;
ffloor->bottomxoffs = &sec2->floor_xoffs; fflr->bottomxoffs = &sec2->floor_xoffs;
ffloor->bottomyoffs = &sec2->floor_yoffs; fflr->bottomyoffs = &sec2->floor_yoffs;
ffloor->bottomangle = &sec2->floorpic_angle; fflr->bottomangle = &sec2->floorpic_angle;
// Add the ceiling // Add the ceiling
ffloor->topheight = &sec2->ceilingheight; fflr->topheight = &sec2->ceilingheight;
ffloor->toppic = &sec2->ceilingpic; fflr->toppic = &sec2->ceilingpic;
ffloor->toplightlevel = &sec2->lightlevel; fflr->toplightlevel = &sec2->lightlevel;
ffloor->topxoffs = &sec2->ceiling_xoffs; fflr->topxoffs = &sec2->ceiling_xoffs;
ffloor->topyoffs = &sec2->ceiling_yoffs; fflr->topyoffs = &sec2->ceiling_yoffs;
ffloor->topangle = &sec2->ceilingpic_angle; fflr->topangle = &sec2->ceilingpic_angle;
#ifdef ESLOPE #ifdef ESLOPE
// Add slopes // Add slopes
ffloor->t_slope = &sec2->c_slope; fflr->t_slope = &sec2->c_slope;
ffloor->b_slope = &sec2->f_slope; fflr->b_slope = &sec2->f_slope;
// mark the target sector as having slopes, if the FOF has any of its own // mark the target sector as having slopes, if the FOF has any of its own
// (this fixes FOF slopes glitching initially at level load in software mode) // (this fixes FOF slopes glitching initially at level load in software mode)
if (sec2->hasslope) if (sec2->hasslope)
@ -5757,10 +5802,10 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
if ((flags & FF_SOLID) && (master->flags & ML_EFFECT2)) // Block all BUT player if ((flags & FF_SOLID) && (master->flags & ML_EFFECT2)) // Block all BUT player
flags &= ~FF_BLOCKPLAYER; flags &= ~FF_BLOCKPLAYER;
ffloor->spawnflags = ffloor->flags = flags; fflr->spawnflags = fflr->flags = flags;
ffloor->master = master; fflr->master = master;
ffloor->norender = INFTICS; fflr->norender = INFTICS;
ffloor->fadingdata = NULL; fflr->fadingdata = NULL;
// Scan the thinkers to check for special conditions applying to this FOF. // Scan the thinkers to check for special conditions applying to this FOF.
// If we have thinkers sorted by sector, just check the relevant ones; // If we have thinkers sorted by sector, just check the relevant ones;
@ -5770,7 +5815,7 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
// Just initialise both of these to placate the compiler. // Just initialise both of these to placate the compiler.
i = 0; i = 0;
th = thinkercap.next; th = thlist[THINK_MAIN].next;
for(;;) for(;;)
{ {
@ -5780,7 +5825,7 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
th = secthinkers[sec2num].thinkers[i]; th = secthinkers[sec2num].thinkers[i];
else break; else break;
} }
else if (th == &thinkercap) else if (th == &thlist[THINK_MAIN])
break; break;
// Should this FOF have spikeness? // Should this FOF have spikeness?
@ -5816,14 +5861,14 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
if (flags & FF_TRANSLUCENT) if (flags & FF_TRANSLUCENT)
{ {
if (sides[master->sidenum[0]].toptexture > 0) if (sides[master->sidenum[0]].toptexture > 0)
ffloor->alpha = sides[master->sidenum[0]].toptexture; // for future reference, "#0" is 1, and "#255" is 256. Be warned fflr->alpha = sides[master->sidenum[0]].toptexture; // for future reference, "#0" is 1, and "#255" is 256. Be warned
else else
ffloor->alpha = 0x80; fflr->alpha = 0x80;
} }
else else
ffloor->alpha = 0xff; fflr->alpha = 0xff;
ffloor->spawnalpha = ffloor->alpha; // save for netgames fflr->spawnalpha = fflr->alpha; // save for netgames
if (flags & FF_QUICKSAND) if (flags & FF_QUICKSAND)
CheckForQuicksand = true; CheckForQuicksand = true;
@ -5847,9 +5892,9 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
CheckForFloatBob = true; CheckForFloatBob = true;
} }
P_AddFFloorToList(sec, ffloor); P_AddFFloorToList(sec, fflr);
return ffloor; return fflr;
} }
// //
@ -5870,7 +5915,7 @@ static void P_AddSpikeThinker(sector_t *sec, INT32 referrer)
// create and initialize new thinker // create and initialize new thinker
spikes = Z_Calloc(sizeof (*spikes), PU_LEVSPEC, NULL); spikes = Z_Calloc(sizeof (*spikes), PU_LEVSPEC, NULL);
P_AddThinker(&spikes->thinker); P_AddThinker(THINK_MAIN, &spikes->thinker);
spikes->thinker.function.acp1 = (actionf_p1)T_SpikeSector; spikes->thinker.function.acp1 = (actionf_p1)T_SpikeSector;
@ -5892,7 +5937,7 @@ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline)
// create and initialize new thinker // create and initialize new thinker
floater = Z_Calloc(sizeof (*floater), PU_LEVSPEC, NULL); floater = Z_Calloc(sizeof (*floater), PU_LEVSPEC, NULL);
P_AddThinker(&floater->thinker); P_AddThinker(THINK_MAIN, &floater->thinker);
floater->thinker.function.acp1 = (actionf_p1)T_FloatSector; floater->thinker.function.acp1 = (actionf_p1)T_FloatSector;
@ -5916,7 +5961,7 @@ static inline void P_AddBridgeThinker(line_t *sourceline, sector_t *sec)
// create an initialize new thinker // create an initialize new thinker
bridge = Z_Calloc(sizeof (*bridge), PU_LEVSPEC, NULL); bridge = Z_Calloc(sizeof (*bridge), PU_LEVSPEC, NULL);
P_AddThinker(&bridge->thinker); P_AddThinker(THINK_MAIN, &bridge->thinker);
bridge->thinker.function.acp1 = (actionf_p1)T_BridgeThinker; bridge->thinker.function.acp1 = (actionf_p1)T_BridgeThinker;
@ -5952,7 +5997,7 @@ static void P_AddPlaneDisplaceThinker(INT32 type, fixed_t speed, INT32 control,
// create and initialize new displacement thinker // create and initialize new displacement thinker
displace = Z_Calloc(sizeof (*displace), PU_LEVSPEC, NULL); displace = Z_Calloc(sizeof (*displace), PU_LEVSPEC, NULL);
P_AddThinker(&displace->thinker); P_AddThinker(THINK_MAIN, &displace->thinker);
displace->thinker.function.acp1 = (actionf_p1)T_PlaneDisplace; displace->thinker.function.acp1 = (actionf_p1)T_PlaneDisplace;
displace->affectee = affectee; displace->affectee = affectee;
@ -5979,7 +6024,7 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline)
// create and initialize new elevator thinker // create and initialize new elevator thinker
block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL); block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL);
P_AddThinker(&block->thinker); P_AddThinker(THINK_MAIN, &block->thinker);
block->thinker.function.acp1 = (actionf_p1)T_MarioBlockChecker; block->thinker.function.acp1 = (actionf_p1)T_MarioBlockChecker;
block->sourceline = sourceline; block->sourceline = sourceline;
@ -6008,7 +6053,7 @@ static void P_AddRaiseThinker(sector_t *sec, line_t *sourceline)
levelspecthink_t *raise; levelspecthink_t *raise;
raise = Z_Calloc(sizeof (*raise), PU_LEVSPEC, NULL); raise = Z_Calloc(sizeof (*raise), PU_LEVSPEC, NULL);
P_AddThinker(&raise->thinker); P_AddThinker(THINK_MAIN, &raise->thinker);
raise->thinker.function.acp1 = (actionf_p1)T_RaiseSector; raise->thinker.function.acp1 = (actionf_p1)T_RaiseSector;
@ -6047,7 +6092,7 @@ static void P_AddOldAirbob(sector_t *sec, line_t *sourceline, boolean noadjust)
levelspecthink_t *airbob; levelspecthink_t *airbob;
airbob = Z_Calloc(sizeof (*airbob), PU_LEVSPEC, NULL); airbob = Z_Calloc(sizeof (*airbob), PU_LEVSPEC, NULL);
P_AddThinker(&airbob->thinker); P_AddThinker(THINK_MAIN, &airbob->thinker);
airbob->thinker.function.acp1 = (actionf_p1)T_RaiseSector; airbob->thinker.function.acp1 = (actionf_p1)T_RaiseSector;
@ -6108,7 +6153,7 @@ static inline void P_AddThwompThinker(sector_t *sec, sector_t *actionsector, lin
// create and initialize new elevator thinker // create and initialize new elevator thinker
thwomp = Z_Calloc(sizeof (*thwomp), PU_LEVSPEC, NULL); thwomp = Z_Calloc(sizeof (*thwomp), PU_LEVSPEC, NULL);
P_AddThinker(&thwomp->thinker); P_AddThinker(THINK_MAIN, &thwomp->thinker);
thwomp->thinker.function.acp1 = (actionf_p1)T_ThwompSector; thwomp->thinker.function.acp1 = (actionf_p1)T_ThwompSector;
@ -6144,7 +6189,7 @@ static inline void P_AddNoEnemiesThinker(sector_t *sec, line_t *sourceline)
// create and initialize new thinker // create and initialize new thinker
nobaddies = Z_Calloc(sizeof (*nobaddies), PU_LEVSPEC, NULL); nobaddies = Z_Calloc(sizeof (*nobaddies), PU_LEVSPEC, NULL);
P_AddThinker(&nobaddies->thinker); P_AddThinker(THINK_MAIN, &nobaddies->thinker);
nobaddies->thinker.function.acp1 = (actionf_p1)T_NoEnemiesSector; nobaddies->thinker.function.acp1 = (actionf_p1)T_NoEnemiesSector;
@ -6160,13 +6205,13 @@ static inline void P_AddNoEnemiesThinker(sector_t *sec, line_t *sourceline)
* \sa P_SpawnSpecials, T_EachTimeThinker * \sa P_SpawnSpecials, T_EachTimeThinker
* \author SSNTails <http://www.ssntails.org> * \author SSNTails <http://www.ssntails.org>
*/ */
static inline void P_AddEachTimeThinker(sector_t *sec, line_t *sourceline) static void P_AddEachTimeThinker(sector_t *sec, line_t *sourceline)
{ {
levelspecthink_t *eachtime; levelspecthink_t *eachtime;
// create and initialize new thinker // create and initialize new thinker
eachtime = Z_Calloc(sizeof (*eachtime), PU_LEVSPEC, NULL); eachtime = Z_Calloc(sizeof (*eachtime), PU_LEVSPEC, NULL);
P_AddThinker(&eachtime->thinker); P_AddThinker(THINK_MAIN, &eachtime->thinker);
eachtime->thinker.function.acp1 = (actionf_p1)T_EachTimeThinker; eachtime->thinker.function.acp1 = (actionf_p1)T_EachTimeThinker;
@ -6188,7 +6233,7 @@ static inline void P_AddCameraScanner(sector_t *sourcesec, sector_t *actionsecto
// create and initialize new elevator thinker // create and initialize new elevator thinker
elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL);
P_AddThinker(&elevator->thinker); P_AddThinker(THINK_MAIN, &elevator->thinker);
elevator->thinker.function.acp1 = (actionf_p1)T_CameraScanner; elevator->thinker.function.acp1 = (actionf_p1)T_CameraScanner;
elevator->type = elevateBounce; elevator->type = elevateBounce;
@ -6212,30 +6257,30 @@ void T_LaserFlash(laserthink_t *flash)
msecnode_t *node; msecnode_t *node;
mobj_t *thing; mobj_t *thing;
sector_t *sourcesec; sector_t *sourcesec;
ffloor_t *ffloor = flash->ffloor; ffloor_t *fflr = flash->ffloor;
sector_t *sector = flash->sector; sector_t *sector = flash->sector;
fixed_t top, bottom; fixed_t top, bottom;
if (!ffloor || !(ffloor->flags & FF_EXISTS)) if (!fflr || !(fflr->flags & FF_EXISTS))
return; return;
if (leveltime & 2) if (leveltime & 2)
//ffloor->flags |= FF_RENDERALL; //fflr->flags |= FF_RENDERALL;
ffloor->alpha = 0xB0; fflr->alpha = 0xB0;
else else
//ffloor->flags &= ~FF_RENDERALL; //fflr->flags &= ~FF_RENDERALL;
ffloor->alpha = 0x90; fflr->alpha = 0x90;
sourcesec = ffloor->master->frontsector; // Less to type! sourcesec = fflr->master->frontsector; // Less to type!
#ifdef ESLOPE #ifdef ESLOPE
top = (*ffloor->t_slope) ? P_GetZAt(*ffloor->t_slope, sector->soundorg.x, sector->soundorg.y) top = (*fflr->t_slope) ? P_GetZAt(*fflr->t_slope, sector->soundorg.x, sector->soundorg.y)
: *ffloor->topheight; : *fflr->topheight;
bottom = (*ffloor->b_slope) ? P_GetZAt(*ffloor->b_slope, sector->soundorg.x, sector->soundorg.y) bottom = (*fflr->b_slope) ? P_GetZAt(*fflr->b_slope, sector->soundorg.x, sector->soundorg.y)
: *ffloor->bottomheight; : *fflr->bottomheight;
sector->soundorg.z = (top + bottom)/2; sector->soundorg.z = (top + bottom)/2;
#else #else
sector->soundorg.z = (*ffloor->topheight + *ffloor->bottomheight)/2; sector->soundorg.z = (*fflr->topheight + *fflr->bottomheight)/2;
#endif #endif
S_StartSound(&sector->soundorg, sfx_laser); S_StartSound(&sector->soundorg, sfx_laser);
@ -6244,7 +6289,7 @@ void T_LaserFlash(laserthink_t *flash)
{ {
thing = node->m_thing; thing = node->m_thing;
if ((ffloor->master->flags & ML_EFFECT1) if ((fflr->master->flags & ML_EFFECT1)
&& thing->flags & MF_BOSS) && thing->flags & MF_BOSS)
continue; // Don't hurt bosses continue; // Don't hurt bosses
@ -6268,7 +6313,7 @@ void T_LaserFlash(laserthink_t *flash)
/** Adds a laser thinker to a 3Dfloor. /** Adds a laser thinker to a 3Dfloor.
* *
* \param ffloor 3Dfloor to turn into a laser block. * \param fflr 3Dfloor to turn into a laser block.
* \param sector Target sector. * \param sector Target sector.
* \param secthkiners Lists of thinkers sorted by sector. May be NULL. * \param secthkiners Lists of thinkers sorted by sector. May be NULL.
* \sa T_LaserFlash * \sa T_LaserFlash
@ -6277,17 +6322,17 @@ void T_LaserFlash(laserthink_t *flash)
static inline void EV_AddLaserThinker(sector_t *sec, sector_t *sec2, line_t *line, thinkerlist_t *secthinkers) static inline void EV_AddLaserThinker(sector_t *sec, sector_t *sec2, line_t *line, thinkerlist_t *secthinkers)
{ {
laserthink_t *flash; laserthink_t *flash;
ffloor_t *ffloor = P_AddFakeFloor(sec, sec2, line, laserflags, secthinkers); ffloor_t *fflr = P_AddFakeFloor(sec, sec2, line, laserflags, secthinkers);
if (!ffloor) if (!fflr)
return; return;
flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL);
P_AddThinker(&flash->thinker); P_AddThinker(THINK_MAIN, &flash->thinker);
flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash; flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash;
flash->ffloor = ffloor; flash->ffloor = fflr;
flash->sector = sec; // For finding mobjs flash->sector = sec; // For finding mobjs
flash->sec = sec2; flash->sec = sec2;
flash->sourceline = line; flash->sourceline = line;
@ -6351,7 +6396,7 @@ void P_InitSpecials(void)
static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flatangle, fixed_t xoffs, fixed_t yoffs) static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flatangle, fixed_t xoffs, fixed_t yoffs)
{ {
if (!(master->flags & ML_NOSONIC)) // Modify floor flat alignment unless NOSONIC flag is set if (!(master->flags & ML_NETONLY)) // Modify floor flat alignment unless ML_NETONLY flag is set
{ {
sector->spawn_flrpic_angle = sector->floorpic_angle = flatangle; sector->spawn_flrpic_angle = sector->floorpic_angle = flatangle;
sector->floor_xoffs += xoffs; sector->floor_xoffs += xoffs;
@ -6361,7 +6406,7 @@ static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flata
sector->spawn_flr_yoffs = sector->floor_yoffs; sector->spawn_flr_yoffs = sector->floor_yoffs;
} }
if (!(master->flags & ML_NOTAILS)) // Modify ceiling flat alignment unless NOTAILS flag is set if (!(master->flags & ML_NONET)) // Modify ceiling flat alignment unless ML_NONET flag is set
{ {
sector->spawn_ceilpic_angle = sector->ceilingpic_angle = flatangle; sector->spawn_ceilpic_angle = sector->ceilingpic_angle = flatangle;
sector->ceiling_xoffs += xoffs; sector->ceiling_xoffs += xoffs;
@ -6394,6 +6439,9 @@ void P_SpawnSpecials(INT32 fromnetsave)
// but currently isn't. // but currently isn't.
(void)fromnetsave; (void)fromnetsave;
// yep, we do this here - "bossdisabled" is considered an apparatus of specials.
bossdisabled = 0;
// Init special SECTORs. // Init special SECTORs.
sector = sectors; sector = sectors;
for (i = 0; i < numsectors; i++, sector++) for (i = 0; i < numsectors; i++, sector++)
@ -6442,8 +6490,6 @@ void P_SpawnSpecials(INT32 fromnetsave)
} }
} }
P_SearchForDisableLinedefs(); // Disable linedefs are now allowed to disable *any* line
P_SpawnScrollers(); // Add generalized scrollers P_SpawnScrollers(); // Add generalized scrollers
P_SpawnFriction(); // Friction model using linedefs P_SpawnFriction(); // Friction model using linedefs
P_SpawnPushers(); // Pusher model using linedefs P_SpawnPushers(); // Pusher model using linedefs
@ -6453,7 +6499,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
secthinkers = Z_Calloc(numsectors * sizeof(thinkerlist_t), PU_STATIC, NULL); secthinkers = Z_Calloc(numsectors * sizeof(thinkerlist_t), PU_STATIC, NULL);
// Firstly, find out how many there are in each sector // Firstly, find out how many there are in each sector
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
{ {
if (th->function.acp1 == (actionf_p1)T_SpikeSector) if (th->function.acp1 == (actionf_p1)T_SpikeSector)
secthinkers[((levelspecthink_t *)th)->sector - sectors].count++; secthinkers[((levelspecthink_t *)th)->sector - sectors].count++;
@ -6473,7 +6519,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
} }
// Finally, populate the lists. // Finally, populate the lists.
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next)
{ {
size_t secnum = (size_t)-1; size_t secnum = (size_t)-1;
@ -6492,28 +6538,22 @@ void P_SpawnSpecials(INT32 fromnetsave)
// Init line EFFECTs // Init line EFFECTs
for (i = 0; i < numlines; i++) for (i = 0; i < numlines; i++)
{ {
if (lines[i].special != 7) // This is a hack. I can at least hope nobody wants to prevent flat alignment with arbitrary skin setups... if (lines[i].special != 7) // This is a hack. I can at least hope nobody wants to prevent flat alignment in netgames...
{ {
// set line specials to 0 here too, same reason as above // set line specials to 0 here too, same reason as above
if (netgame || multiplayer) if (netgame || multiplayer)
{ {
// future: nonet flag? if (lines[i].flags & ML_NONET)
}
else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY)
{
lines[i].special = 0;
continue;
}
else
{
if ((players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC))
|| (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS))
|| (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX)))
{ {
lines[i].special = 0; lines[i].special = 0;
continue; continue;
} }
} }
else if (lines[i].flags & ML_NETONLY)
{
lines[i].special = 0;
continue;
}
} }
switch (lines[i].special) switch (lines[i].special)
@ -6552,20 +6592,14 @@ void P_SpawnSpecials(INT32 fromnetsave)
P_AddCameraScanner(&sectors[sec], &sectors[s], R_PointToAngle2(lines[i].v2->x, lines[i].v2->y, lines[i].v1->x, lines[i].v1->y)); P_AddCameraScanner(&sectors[sec], &sectors[s], R_PointToAngle2(lines[i].v2->x, lines[i].v2->y, lines[i].v1->x, lines[i].v1->y));
break; break;
#ifdef PARANOIA
case 6: // Disable tags if level not cleared
I_Error("Failed to catch a disable linedef");
break;
#endif
case 7: // Flat alignment - redone by toast case 7: // Flat alignment - redone by toast
if ((lines[i].flags & (ML_NOSONIC|ML_NOTAILS)) != (ML_NOSONIC|ML_NOTAILS)) // If you can do something... if ((lines[i].flags & (ML_NETONLY|ML_NONET)) != (ML_NETONLY|ML_NONET)) // If you can do something...
{ {
angle_t flatangle = InvAngle(R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y)); angle_t flatangle = InvAngle(R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y));
fixed_t xoffs; fixed_t xoffs;
fixed_t yoffs; fixed_t yoffs;
if (lines[i].flags & ML_NOKNUX) // Set offset through x and y texture offsets if NOKNUX flag is set if (lines[i].flags & ML_EFFECT6) // Set offset through x and y texture offsets if ML_EFFECT6 flag is set
{ {
xoffs = sides[lines[i].sidenum[0]].textureoffset; xoffs = sides[lines[i].sidenum[0]].textureoffset;
yoffs = sides[lines[i].sidenum[0]].rowoffset; yoffs = sides[lines[i].sidenum[0]].rowoffset;
@ -7204,6 +7238,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 301: case 301:
case 310: case 310:
case 312: case 312:
case 332:
sec = sides[*lines[i].sidenum].sector - sectors; sec = sides[*lines[i].sidenum].sector - sectors;
P_AddEachTimeThinker(&sectors[sec], &lines[i]); P_AddEachTimeThinker(&sectors[sec], &lines[i]);
break; break;
@ -7252,6 +7287,11 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 330: case 330:
break; break;
// Skin trigger executors
case 331:
case 333:
break;
case 399: // Linedef execute on map load case 399: // Linedef execute on map load
// This is handled in P_RunLevelLoadExecutors. // This is handled in P_RunLevelLoadExecutors.
break; break;
@ -7290,6 +7330,24 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 431: case 431:
break; break;
case 449: // Enable bosses with parameter
{
INT32 bossid = sides[*lines[i].sidenum].textureoffset>>FRACBITS;
if (bossid & ~15) // if any bits other than first 16 are set
{
CONS_Alert(CONS_WARNING,
M_GetText("Boss enable linedef (tag %d) has an invalid texture x offset.\nConsider changing it or removing it entirely.\n"),
lines[i].tag);
break;
}
if (!(lines[i].flags & ML_NOCLIMB))
{
bossdisabled |= (1<<bossid); // gotta disable in the first place to enable
CONS_Debug(DBG_GAMELOGIC, "Line type 449 spawn effect: bossid disabled = %d", bossid);
}
break;
}
// 500 is used for a scroller // 500 is used for a scroller
// 501 is used for a scroller // 501 is used for a scroller
// 502 is used for a scroller // 502 is used for a scroller
@ -7368,14 +7426,6 @@ void P_SpawnSpecials(INT32 fromnetsave)
sectors[s].extra_colormap = sectors[s].spawn_extra_colormap = sides[lines[i].sidenum[0]].colormap_data; sectors[s].extra_colormap = sectors[s].spawn_extra_colormap = sides[lines[i].sidenum[0]].colormap_data;
break; break;
#ifdef ESLOPE // Slope copy specials. Handled here for sanity.
case 720:
case 721:
case 722:
P_CopySectorSlope(&lines[i]);
break;
#endif
default: default:
break; break;
} }
@ -7735,7 +7785,7 @@ static void Add_Scroller(INT32 type, fixed_t dx, fixed_t dy, INT32 control, INT3
if ((s->control = control) != -1) if ((s->control = control) != -1)
s->last_height = sectors[control].floorheight + sectors[control].ceilingheight; s->last_height = sectors[control].floorheight + sectors[control].ceilingheight;
s->affectee = affectee; s->affectee = affectee;
P_AddThinker(&s->thinker); P_AddThinker(THINK_MAIN, &s->thinker);
} }
/** Initializes the scrollers. /** Initializes the scrollers.
@ -7869,7 +7919,7 @@ static void Add_MasterDisappearer(tic_t appeartime, tic_t disappeartime, tic_t o
d->exists = true; d->exists = true;
d->timer = 1; d->timer = 1;
P_AddThinker(&d->thinker); P_AddThinker(THINK_MAIN, &d->thinker);
} }
/** Makes a FOF appear/disappear /** Makes a FOF appear/disappear
@ -7916,6 +7966,7 @@ void T_Disappear(disappear_t *d)
} }
} }
sectors[s].moved = true; sectors[s].moved = true;
P_RecalcPrecipInSector(&sectors[s]);
} }
if (d->exists) if (d->exists)
@ -8264,7 +8315,7 @@ static void P_AddFakeFloorFader(ffloor_t *rover, size_t sectornum, size_t ffloor
d->ffloornum = (UINT32)ffloornum; d->ffloornum = (UINT32)ffloornum;
d->alpha = d->sourcevalue = rover->alpha; d->alpha = d->sourcevalue = rover->alpha;
d->destvalue = max(1, min(256, relative ? rover->alpha + destvalue : destvalue)); // ffloor->alpha is 1-256 d->destvalue = max(1, min(256, relative ? rover->alpha + destvalue : destvalue)); // rover->alpha is 1-256
if (ticbased) if (ticbased)
{ {
@ -8358,7 +8409,7 @@ static void P_AddFakeFloorFader(ffloor_t *rover, size_t sectornum, size_t ffloor
FixedFloor(FixedDiv(abs(d->destvalue - d->alpha), d->speed))/FRACUNIT); FixedFloor(FixedDiv(abs(d->destvalue - d->alpha), d->speed))/FRACUNIT);
} }
P_AddThinker(&d->thinker); P_AddThinker(THINK_MAIN, &d->thinker);
} }
/** Makes a FOF fade /** Makes a FOF fade
@ -8428,7 +8479,7 @@ static void Add_ColormapFader(sector_t *sector, extracolormap_t *source_exc, ext
} }
sector->fadecolormapdata = d; sector->fadecolormapdata = d;
P_AddThinker(&d->thinker); // add thinker P_AddThinker(THINK_MAIN, &d->thinker);
} }
void T_FadeColormap(fadecolormap_t *d) void T_FadeColormap(fadecolormap_t *d)
@ -8547,7 +8598,7 @@ static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32
else else
f->roverfriction = false; f->roverfriction = false;
P_AddThinker(&f->thinker); P_AddThinker(THINK_MAIN, &f->thinker);
} }
/** Applies friction to all things in a sector. /** Applies friction to all things in a sector.
@ -8713,7 +8764,7 @@ static void Add_Pusher(pushertype_e type, fixed_t x_mag, fixed_t y_mag, mobj_t *
p->z = p->source->z; p->z = p->source->z;
} }
p->affectee = affectee; p->affectee = affectee;
P_AddThinker(&p->thinker); P_AddThinker(THINK_MAIN, &p->thinker);
} }
@ -9214,40 +9265,4 @@ static void P_SpawnPushers(void)
Add_Pusher(p_downwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); Add_Pusher(p_downwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
break; break;
} }
} }
static void P_SearchForDisableLinedefs(void)
{
size_t i;
INT32 j;
// Look for disable linedefs
for (i = 0; i < numlines; i++)
{
if (lines[i].special == 6)
{
// Remove special
// Do *not* remove tag. That would mess with the tag lists
// that P_InitTagLists literally just created!
lines[i].special = 0;
// Ability flags can disable disable linedefs now, lol
if (netgame || multiplayer)
{
// future: nonet flag?
}
else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY)
continue; // Net-only never triggers in single player
else if (players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC))
continue;
else if (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS))
continue;
else if (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX))
continue;
// Disable any linedef specials with our tag.
for (j = -1; (j = P_FindLineFromLineTag(&lines[i], j)) >= 0;)
lines[j].special = 0;
}
}
}

View File

@ -35,8 +35,8 @@ tic_t leveltime;
// but the first element must be thinker_t. // but the first element must be thinker_t.
// //
// Both the head and tail of the thinker list. // The entries will behave like both the head and tail of the lists.
thinker_t thinkercap; thinker_t thlist[NUM_THINKERLISTS];
void Command_Numthinkers_f(void) void Command_Numthinkers_f(void)
{ {
@ -44,6 +44,9 @@ void Command_Numthinkers_f(void)
INT32 count = 0; INT32 count = 0;
actionf_p1 action; actionf_p1 action;
thinker_t *think; thinker_t *think;
thinklistnum_t start = 0;
thinklistnum_t end = NUM_THINKERLISTS - 1;
thinklistnum_t i;
if (gamestate != GS_LEVEL) if (gamestate != GS_LEVEL)
{ {
@ -70,6 +73,7 @@ void Command_Numthinkers_f(void)
switch (num) switch (num)
{ {
case 1: case 1:
start = end = THINK_MOBJ;
action = (actionf_p1)P_MobjThinker; action = (actionf_p1)P_MobjThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker"); CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker");
break; break;
@ -82,14 +86,17 @@ void Command_Numthinkers_f(void)
CONS_Printf(M_GetText("Number of %s: "), "P_SnowThinker"); CONS_Printf(M_GetText("Number of %s: "), "P_SnowThinker");
break;*/ break;*/
case 2: case 2:
start = end = THINK_PRECIP;
action = (actionf_p1)P_NullPrecipThinker; action = (actionf_p1)P_NullPrecipThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker"); CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker");
break; break;
case 3: case 3:
start = end = THINK_MAIN;
action = (actionf_p1)T_Friction; action = (actionf_p1)T_Friction;
CONS_Printf(M_GetText("Number of %s: "), "T_Friction"); CONS_Printf(M_GetText("Number of %s: "), "T_Friction");
break; break;
case 4: case 4:
start = end = THINK_MAIN;
action = (actionf_p1)T_Pusher; action = (actionf_p1)T_Pusher;
CONS_Printf(M_GetText("Number of %s: "), "T_Pusher"); CONS_Printf(M_GetText("Number of %s: "), "T_Pusher");
break; break;
@ -102,12 +109,15 @@ void Command_Numthinkers_f(void)
return; return;
} }
for (think = thinkercap.next; think != &thinkercap; think = think->next) for (i = start; i <= end; i++)
{ {
if (think->function.acp1 != action) for (think = thlist[i].next; think != &thlist[i]; think = think->next)
continue; {
if (think->function.acp1 != action)
continue;
count++; count++;
}
} }
CONS_Printf("%d\n", count); CONS_Printf("%d\n", count);
@ -139,9 +149,9 @@ void Command_CountMobjs_f(void)
count = 0; count = 0;
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
if (((mobj_t *)th)->type == i) if (((mobj_t *)th)->type == i)
@ -159,9 +169,9 @@ void Command_CountMobjs_f(void)
{ {
count = 0; count = 0;
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
if (((mobj_t *)th)->type == i) if (((mobj_t *)th)->type == i)
@ -178,19 +188,22 @@ void Command_CountMobjs_f(void)
// //
void P_InitThinkers(void) void P_InitThinkers(void)
{ {
thinkercap.prev = thinkercap.next = &thinkercap; UINT8 i;
for (i = 0; i < NUM_THINKERLISTS; i++)
thlist[i].prev = thlist[i].next = &thlist[i];
} }
//
// P_AddThinker
// Adds a new thinker at the end of the list. // Adds a new thinker at the end of the list.
// void P_AddThinker(const thinklistnum_t n, thinker_t *thinker)
void P_AddThinker(thinker_t *thinker)
{ {
thinkercap.prev->next = thinker; #ifdef PARANOIA
thinker->next = &thinkercap; I_Assert(n >= 0 && n < NUM_THINKERLISTS);
thinker->prev = thinkercap.prev; #endif
thinkercap.prev = thinker;
thlist[n].prev->next = thinker;
thinker->next = &thlist[n];
thinker->prev = thlist[n].prev;
thlist[n].prev = thinker;
thinker->references = 0; // killough 11/98: init reference counter to 0 thinker->references = 0; // killough 11/98: init reference counter to 0
} }
@ -213,22 +226,33 @@ static thinker_t *currentthinker;
// remove it, and set currentthinker to one node preceeding it, so // remove it, and set currentthinker to one node preceeding it, so
// that the next step in P_RunThinkers() will get its successor. // that the next step in P_RunThinkers() will get its successor.
// //
void P_RemoveThinkerDelayed(void *pthinker) void P_RemoveThinkerDelayed(thinker_t *thinker)
{ {
thinker_t *thinker = pthinker; thinker_t *next;
if (!thinker->references) #ifdef PARANOIA
#define BEENAROUNDBIT (0x40000000) // has to be sufficiently high that it's unlikely to happen in regular gameplay. If you change this, pay attention to the bit pattern of INT32_MIN.
if (thinker->references & ~BEENAROUNDBIT)
{ {
{ if (thinker->references & BEENAROUNDBIT) // Usually gets cleared up in one frame; what's going on here, then?
/* Remove from main thinker list */ CONS_Printf("Number of potentially faulty references: %d\n", (thinker->references & ~BEENAROUNDBIT));
thinker_t *next = thinker->next; thinker->references |= BEENAROUNDBIT;
/* Note that currentthinker is guaranteed to point to us, return;
* and since we're freeing our memory, we had better change that. So
* point it to thinker->prev, so the iterator will correctly move on to
* thinker->prev->next = thinker->next */
(next->prev = currentthinker = thinker->prev)->next = next;
}
Z_Free(thinker);
} }
#undef BEENAROUNDBIT
#else
if (thinker->references)
return;
#endif
/* Remove from main thinker list */
next = thinker->next;
/* Note that currentthinker is guaranteed to point to us,
* and since we're freeing our memory, we had better change that. So
* point it to thinker->prev, so the iterator will correctly move on to
* thinker->prev->next = thinker->next */
(next->prev = currentthinker = thinker->prev)->next = next;
Z_Free(thinker);
} }
// //
@ -248,7 +272,7 @@ void P_RemoveThinker(thinker_t *thinker)
#ifdef HAVE_BLUA #ifdef HAVE_BLUA
LUA_InvalidateUserdata(thinker); LUA_InvalidateUserdata(thinker);
#endif #endif
thinker->function.acp1 = P_RemoveThinkerDelayed; thinker->function.acp1 = (actionf_p1)P_RemoveThinkerDelayed;
} }
/* /*
@ -296,11 +320,18 @@ if ((*mop = targ) != NULL) // Set new target and if non-NULL, increase its count
// //
static inline void P_RunThinkers(void) static inline void P_RunThinkers(void)
{ {
for (currentthinker = thinkercap.next; currentthinker != &thinkercap; currentthinker = currentthinker->next) size_t i;
for (i = 0; i < NUM_THINKERLISTS; i++)
{ {
if (currentthinker->function.acp1) for (currentthinker = thlist[i].next; currentthinker != &thlist[i]; currentthinker = currentthinker->next)
{
#ifdef PARANOIA
I_Assert(currentthinker->function.acp1 != NULL)
#endif
currentthinker->function.acp1(currentthinker); currentthinker->function.acp1(currentthinker);
}
} }
} }
// //
@ -487,10 +518,7 @@ static inline void P_DoSpecialStageStuff(void)
} }
} }
else else
{
sstimer = 0; sstimer = 0;
stagefailed = true;
}
} }
} }

View File

@ -27,7 +27,7 @@ void Command_CountMobjs_f(void);
void P_Ticker(boolean run); void P_Ticker(boolean run);
void P_PreTicker(INT32 frames); void P_PreTicker(INT32 frames);
void P_DoTeamscrambling(void); void P_DoTeamscrambling(void);
void P_RemoveThinkerDelayed(void *pthinker); //killed void P_RemoveThinkerDelayed(thinker_t *thinker); //killed
mobj_t *P_SetTarget(mobj_t **mo, mobj_t *target); // killough 11/98 mobj_t *P_SetTarget(mobj_t **mo, mobj_t *target); // killough 11/98
#endif #endif

File diff suppressed because it is too large Load Diff

View File

@ -2275,8 +2275,8 @@ void R_PrecacheLevel(void)
spritepresent = calloc(numsprites, sizeof (*spritepresent)); spritepresent = calloc(numsprites, sizeof (*spritepresent));
if (spritepresent == NULL) I_Error("%s: Out of memory looking up sprites", "R_PrecacheLevel"); if (spritepresent == NULL) I_Error("%s: Out of memory looking up sprites", "R_PrecacheLevel");
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
if (th->function.acp1 == (actionf_p1)P_MobjThinker) if (th->function.acp1 != (actionf_p1)P_RemoveThinkerDelayed)
spritepresent[((mobj_t *)th)->sprite] = 1; spritepresent[((mobj_t *)th)->sprite] = 1;
spritememory = 0; spritememory = 0;

View File

@ -237,46 +237,27 @@ typedef struct linechain_s
// Slopes // Slopes
#ifdef ESLOPE #ifdef ESLOPE
typedef enum { typedef enum {
SL_NOPHYSICS = 1, // Don't do momentum adjustment with this slope SL_NOPHYSICS = 1, /// This plane will have no physics applied besides the positioning.
SL_NODYNAMIC = 1<<1, // Slope will never need to move during the level, so don't fuss with recalculating it SL_DYNAMIC = 1<<1, /// This plane slope will be assigned a thinker to make it dynamic.
SL_ANCHORVERTEX = 1<<2, // Slope is using a Slope Vertex Thing to anchor its position
SL_VERTEXSLOPE = 1<<3, // Slope is built from three Slope Vertex Things
} slopeflags_t; } slopeflags_t;
typedef struct pslope_s typedef struct pslope_s
{ {
UINT16 id; // The number of the slope, mostly used for netgame syncing purposes UINT16 id; // The number of the slope, mostly used for netgame syncing purposes
struct pslope_s *next; // Make a linked list of dynamic slopes, for easy reference later
// --- Information used in clipping/projection --- // The plane's definition.
// Origin vector for the plane vector3_t o; /// Plane origin.
vector3_t o; vector3_t normal; /// Plane normal.
// 2-Dimentional vector (x, y) normalized. Used to determine distance from vector2_t d; /// Precomputed normalized projection of the normal over XY.
// the origin in 2d mapspace. (Basically a thrust of FRACUNIT in xydirection angle) fixed_t zdelta; /// Precomputed Z unit increase per XY unit.
vector2_t d;
// The rate at which z changes based on distance from the origin plane.
fixed_t zdelta;
// The normal of the slope; will always point upward, and thus be inverted on ceilings. I think it's only needed for physics? -Red
vector3_t normal;
// For comparing when a slope should be rendered
fixed_t lowz;
fixed_t highz;
// This values only check and must be updated if the slope itself is modified // This values only check and must be updated if the slope itself is modified
angle_t zangle; // Angle of the plane going up from the ground (not mesured in degrees) angle_t zangle; /// Precomputed angle of the plane going up from the ground (not measured in degrees).
angle_t xydirection; // The direction the slope is facing (north, west, south, etc.) angle_t xydirection;/// Precomputed angle of the normal's projection on the XY plane.
struct line_s *sourceline; // The line that generated the slope
fixed_t extent; // Distance value used for recalculating zdelta
UINT8 refpos; // 1=front floor 2=front ceiling 3=back floor 4=back ceiling (used for dynamic sloping)
UINT8 flags; // Slope options UINT8 flags; // Slope options
mapthing_t **vertices; // List should be three long for slopes made by vertex things, or one long for slopes using one vertex thing to anchor
struct pslope_s *next; // Make a linked list of dynamic slopes, for easy reference later
} pslope_t; } pslope_t;
#endif #endif

View File

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

View File

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

View File

@ -486,7 +486,11 @@ void R_InitSprites(void)
// it can be is do before loading config for skin cvar possible value // it can be is do before loading config for skin cvar possible value
R_InitSkins(); R_InitSkins();
for (i = 0; i < numwadfiles; i++) for (i = 0; i < numwadfiles; i++)
{
R_AddSkins((UINT16)i); R_AddSkins((UINT16)i);
R_PatchSkins((UINT16)i);
}
ST_ReloadSkinFaceGraphics();
// //
// check if all sprites have frames // check if all sprites have frames
@ -719,11 +723,11 @@ static void R_DrawVisSprite(vissprite_t *vis)
colfunc = basecolfunc; // hack: this isn't resetting properly somewhere. colfunc = basecolfunc; // hack: this isn't resetting properly somewhere.
dc_colormap = vis->colormap; dc_colormap = vis->colormap;
if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && !(vis->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
{ {
// translate certain pixels to white // translate certain pixels to white
colfunc = transcolfunc; colfunc = transcolfunc;
if (vis->mobj->type == MT_CYBRAKDEMON) if (vis->mobj->type == MT_CYBRAKDEMON || vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE); dc_translation = R_GetTranslationColormap(TC_ALLWHITE, 0, GTC_CACHE);
else if (vis->mobj->type == MT_METALSONIC_BATTLE) else if (vis->mobj->type == MT_METALSONIC_BATTLE)
dc_translation = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE); dc_translation = R_GetTranslationColormap(TC_METALSONIC, 0, GTC_CACHE);
@ -734,7 +738,9 @@ static void R_DrawVisSprite(vissprite_t *vis)
{ {
colfunc = transtransfunc; colfunc = transtransfunc;
dc_transmap = vis->transmap; dc_transmap = vis->transmap;
if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_> if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // MT_GHOST LOOKS LIKE A PLAYER SO USE THE PLAYER TRANSLATION TABLES. >_>
{ {
size_t skinnum = (skin_t*)vis->mobj->skin-skins; size_t skinnum = (skin_t*)vis->mobj->skin-skins;
dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
@ -753,7 +759,9 @@ static void R_DrawVisSprite(vissprite_t *vis)
colfunc = transcolfunc; colfunc = transcolfunc;
// New colormap stuff for skins Tails 06-07-2002 // New colormap stuff for skins Tails 06-07-2002
if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player! if (!(vis->cut & SC_PRECIP) && vis->mobj->colorized)
dc_translation = R_GetTranslationColormap(TC_RAINBOW, vis->mobj->color, GTC_CACHE);
else if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player!
{ {
size_t skinnum = (skin_t*)vis->mobj->skin-skins; size_t skinnum = (skin_t*)vis->mobj->skin-skins;
dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE);
@ -2442,8 +2450,10 @@ static void R_DrawMaskedList (drawnode_t* head)
void R_DrawMasked(maskcount_t* masks, UINT8 nummasks) void R_DrawMasked(maskcount_t* masks, UINT8 nummasks)
{ {
drawnode_t heads[nummasks]; /**< Drawnode lists; as many as number of views/portals. */ drawnode_t *heads; /**< Drawnode lists; as many as number of views/portals. */
INT8 i; SINT8 i;
heads = calloc(nummasks, sizeof(drawnode_t));
for (i = 0; i < nummasks; i++) for (i = 0; i < nummasks; i++)
{ {
@ -2470,6 +2480,8 @@ void R_DrawMasked(maskcount_t* masks, UINT8 nummasks)
R_DrawMaskedList(&heads[nummasks - 1]); R_DrawMaskedList(&heads[nummasks - 1]);
R_ClearDrawNodes(&heads[nummasks - 1]); R_ClearDrawNodes(&heads[nummasks - 1]);
} }
free(heads);
} }
// ========================================================================== // ==========================================================================
@ -2499,6 +2511,9 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
if (!skin) if (!skin)
return 0; return 0;
if ((spr2 & ~FF_SPR2SUPER) >= free_spr2)
return 0;
while (!(skin->sprites[spr2].numframes) while (!(skin->sprites[spr2].numframes)
&& spr2 != SPR2_STND && spr2 != SPR2_STND
&& ++i < 32) // recursion limiter && ++i < 32) // recursion limiter
@ -2521,8 +2536,10 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL; & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
break; break;
case SPR2_TIRE: case SPR2_TIRE:
spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; spr2 = ((player
break; ? player->charability
: skin->ability)
== CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
// Use the handy list, that's what it's there for! // Use the handy list, that's what it's there for!
default: default:
@ -2533,6 +2550,9 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
spr2 |= super; spr2 |= super;
} }
if (i >= 32) // probably an infinite loop...
return 0;
return spr2; return spr2;
} }
@ -2552,9 +2572,6 @@ static void Sk_SetDefaultValue(skin_t *skin)
strcpy(skin->realname, "Someone"); strcpy(skin->realname, "Someone");
strcpy(skin->hudname, "???"); strcpy(skin->hudname, "???");
strncpy(skin->charsel, "CHRSONIC", 9);
strncpy(skin->face, "MISSING", 8);
strncpy(skin->superface, "MISSING", 8);
skin->starttranscolor = 96; skin->starttranscolor = 96;
skin->prefcolor = SKINCOLOR_GREEN; skin->prefcolor = SKINCOLOR_GREEN;
@ -2700,6 +2717,9 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem; player->revitem = skin->revitem < 0 ? (mobjtype_t)mobjinfo[MT_PLAYER].raisestate : (UINT32)skin->revitem;
player->followitem = skin->followitem; player->followitem = skin->followitem;
if (((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK) && (player->revitem == MT_LHRT || player->spinitem == MT_LHRT || player->thokitem == MT_LHRT)) // Healers can't keep their buff.
player->powers[pw_shield] &= SH_STACK;
player->actionspd = skin->actionspd; player->actionspd = skin->actionspd;
player->mindash = skin->mindash; player->mindash = skin->mindash;
player->maxdash = skin->maxdash; player->maxdash = skin->maxdash;
@ -2981,7 +3001,7 @@ void R_AddSkins(UINT16 wadnum)
char *value; char *value;
size_t size; size_t size;
skin_t *skin; skin_t *skin;
boolean hudname, realname, superface; boolean hudname, realname;
// //
// search for all skin markers in pwad // search for all skin markers in pwad
@ -3011,7 +3031,7 @@ void R_AddSkins(UINT16 wadnum)
skin = &skins[numskins]; skin = &skins[numskins];
Sk_SetDefaultValue(skin); Sk_SetDefaultValue(skin);
skin->wadnum = wadnum; skin->wadnum = wadnum;
hudname = realname = superface = false; hudname = realname = false;
// parse // parse
stoken = strtok (buf2, "\r\n= "); stoken = strtok (buf2, "\r\n= ");
while (stoken) while (stoken)
@ -3087,24 +3107,6 @@ void R_AddSkins(UINT16 wadnum)
if (!realname) if (!realname)
STRBUFCPY(skin->realname, skin->hudname); STRBUFCPY(skin->realname, skin->hudname);
} }
else if (!stricmp(stoken, "charsel"))
{
strupr(value);
strncpy(skin->charsel, value, sizeof skin->charsel);
}
else if (!stricmp(stoken, "face"))
{
strupr(value);
strncpy(skin->face, value, sizeof skin->face);
if (!superface)
strncpy(skin->superface, value, sizeof skin->superface);
}
else if (!stricmp(stoken, "superface"))
{
superface = true;
strupr(value);
strncpy(skin->superface, value, sizeof skin->superface);
}
else if (!stricmp(stoken, "availability")) else if (!stricmp(stoken, "availability"))
{ {
skin->availability = atoi(value); skin->availability = atoi(value);
@ -3123,6 +3125,7 @@ next_token:
// Add sprites // Add sprites
R_LoadSkinSprites(wadnum, &lump, &lastlump, skin); R_LoadSkinSprites(wadnum, &lump, &lastlump, skin);
//ST_LoadFaceGraphics(numskins); -- nah let's do this elsewhere
R_FlushTranslationColormapCache(); R_FlushTranslationColormapCache();
@ -3133,9 +3136,6 @@ next_token:
skin_cons_t[numskins].strvalue = skin->name; skin_cons_t[numskins].strvalue = skin->name;
#endif #endif
// add face graphics
ST_LoadFaceGraphics(skin->face, skin->superface, numskins);
#ifdef HWRENDER #ifdef HWRENDER
if (rendermode == render_opengl) if (rendermode == render_opengl)
HWR_AddPlayerMD2(numskins); HWR_AddPlayerMD2(numskins);
@ -3258,6 +3258,9 @@ next_token:
// Patch sprites // Patch sprites
R_LoadSkinSprites(wadnum, &lump, &lastlump, skin); R_LoadSkinSprites(wadnum, &lump, &lastlump, skin);
//ST_LoadFaceGraphics(skinnum); -- nah let's do this elsewhere
R_FlushTranslationColormapCache();
if (!skin->availability) // Safe to print... if (!skin->availability) // Safe to print...
CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name); CONS_Printf(M_GetText("Patched skin '%s'\n"), skin->name);

View File

@ -88,7 +88,6 @@ typedef struct
char realname[SKINNAMESIZE+1]; // Display name for level completion. char realname[SKINNAMESIZE+1]; // Display name for level completion.
char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long) char hudname[SKINNAMESIZE+1]; // HUD name to display (officially exactly 5 characters long)
char charsel[9], face[9], superface[9]; // Arbitrarily named patch lumps
UINT8 ability; // ability definition UINT8 ability; // ability definition
UINT8 ability2; // secondary ability definition UINT8 ability2; // secondary ability definition

View File

@ -519,6 +519,7 @@ void S_StartCaption(sfxenum_t sfx_id, INT32 cnum, UINT16 lifespan)
void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume) void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
{ {
INT32 sep, pitch, priority, cnum; INT32 sep, pitch, priority, cnum;
const sfxenum_t actual_id = sfx_id;
sfxinfo_t *sfx; sfxinfo_t *sfx;
const mobj_t *origin = (const mobj_t *)origin_p; const mobj_t *origin = (const mobj_t *)origin_p;
@ -657,7 +658,7 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
#endif #endif
// Handle closed caption input. // Handle closed caption input.
S_StartCaption(sfx_id, cnum, MAXCAPTIONTICS); S_StartCaption(actual_id, cnum, MAXCAPTIONTICS);
// Assigns the handle to one of the channels in the // Assigns the handle to one of the channels in the
// mix/output buffer. // mix/output buffer.
@ -710,7 +711,7 @@ dontplay:
#endif #endif
// Handle closed caption input. // Handle closed caption input.
S_StartCaption(sfx_id, cnum, MAXCAPTIONTICS); S_StartCaption(actual_id, cnum, MAXCAPTIONTICS);
// Assigns the handle to one of the channels in the // Assigns the handle to one of the channels in the
// mix/output buffer. // mix/output buffer.
@ -1938,7 +1939,17 @@ void S_StopMusic(void)
if (cv_closedcaptioning.value) if (cv_closedcaptioning.value)
{ {
if (closedcaptions[0].s-S_sfx == sfx_None) if (closedcaptions[0].s-S_sfx == sfx_None)
closedcaptions[0].t = CAPTIONFADETICS; {
if (gamestate != wipegamestate)
{
closedcaptions[0].c = NULL;
closedcaptions[0].s = NULL;
closedcaptions[0].t = 0;
closedcaptions[0].b = 0;
}
else
closedcaptions[0].t = CAPTIONFADETICS;
}
} }
} }
@ -2253,8 +2264,10 @@ void GameMIDIMusic_OnChange(void)
} }
} }
#ifdef HAVE_OPENMPT
void ModFilter_OnChange(void) void ModFilter_OnChange(void)
{ {
if (openmpt_mhandle) if (openmpt_mhandle)
openmpt_module_set_render_param(openmpt_mhandle, OPENMPT_MODULE_RENDER_INTERPOLATIONFILTER_LENGTH, cv_modfilter.value); openmpt_module_set_render_param(openmpt_mhandle, OPENMPT_MODULE_RENDER_INTERPOLATIONFILTER_LENGTH, cv_modfilter.value);
} }
#endif

View File

@ -438,7 +438,9 @@ void SCR_ClosedCaptions(void)
if (gamestate == GS_LEVEL) if (gamestate == GS_LEVEL)
{ {
if (splitscreen) if (promptactive)
basey -= 28;
else if (splitscreen)
basey -= 8; basey -= 8;
else if ((modeattacking == ATTACKING_NIGHTS) else if ((modeattacking == ATTACKING_NIGHTS)
|| (!(maptol & TOL_NIGHTS) || (!(maptol & TOL_NIGHTS)

View File

@ -277,6 +277,7 @@
<ClInclude Include="..\r_local.h" /> <ClInclude Include="..\r_local.h" />
<ClInclude Include="..\r_main.h" /> <ClInclude Include="..\r_main.h" />
<ClInclude Include="..\r_plane.h" /> <ClInclude Include="..\r_plane.h" />
<ClInclude Include="..\r_portal.h" />
<ClInclude Include="..\r_segs.h" /> <ClInclude Include="..\r_segs.h" />
<ClInclude Include="..\r_sky.h" /> <ClInclude Include="..\r_sky.h" />
<ClInclude Include="..\r_splats.h" /> <ClInclude Include="..\r_splats.h" />
@ -430,6 +431,7 @@
</ClCompile> </ClCompile>
<ClCompile Include="..\r_main.c" /> <ClCompile Include="..\r_main.c" />
<ClCompile Include="..\r_plane.c" /> <ClCompile Include="..\r_plane.c" />
<ClCompile Include="..\r_portal.c" />
<ClCompile Include="..\r_segs.c" /> <ClCompile Include="..\r_segs.c" />
<ClCompile Include="..\r_sky.c" /> <ClCompile Include="..\r_sky.c" />
<ClCompile Include="..\r_splats.c" /> <ClCompile Include="..\r_splats.c" />

View File

@ -453,6 +453,9 @@
<ClInclude Include="..\hardware\hw_clip.h"> <ClInclude Include="..\hardware\hw_clip.h">
<Filter>Hw_Hardware</Filter> <Filter>Hw_Hardware</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\r_portal.h">
<Filter>R_Rend</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<CustomBuild Include="..\tmap.nas"> <CustomBuild Include="..\tmap.nas">
@ -894,6 +897,10 @@
<ClCompile Include="..\hardware\hw_clip.c"> <ClCompile Include="..\hardware\hw_clip.c">
<Filter>Hw_Hardware</Filter> <Filter>Hw_Hardware</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\apng.c" />
<ClCompile Include="..\r_portal.c">
<Filter>R_Rend</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Image Include="Srb2SDL.ico"> <Image Include="Srb2SDL.ico">

View File

@ -109,14 +109,16 @@ static UINT16 current_track;
#endif #endif
#ifdef HAVE_OPENMPT #ifdef HAVE_OPENMPT
int mod_err = OPENMPT_ERROR_OK; static int mod_err = OPENMPT_ERROR_OK;
static const char *mod_err_str; static const char *mod_err_str;
static UINT16 current_subsong; static UINT16 current_subsong;
static size_t probesize;
static int result;
#endif #endif
static void var_cleanup(void) static void var_cleanup(void)
{ {
loop_point = song_length = 0.0f; song_length = loop_point = 0.0f;
music_bytes = fading_source = fading_target =\ music_bytes = fading_source = fading_target =\
fading_timer = fading_duration = 0; fading_timer = fading_duration = 0;
@ -396,7 +398,7 @@ void *I_GetSfx(sfxinfo_t *sfx)
gme_track_info(emu, &info, 0); gme_track_info(emu, &info, 0);
len = (info->play_length * 441 / 10) << 2; len = (info->play_length * 441 / 10) << 2;
mem = malloc(len); mem = Z_Malloc(len, PU_SOUND, 0);
gme_play(emu, len >> 1, mem); gme_play(emu, len >> 1, mem);
gme_free_info(info); gme_free_info(info);
gme_delete(emu); gme_delete(emu);
@ -469,7 +471,7 @@ void *I_GetSfx(sfxinfo_t *sfx)
gme_track_info(emu, &info, 0); gme_track_info(emu, &info, 0);
len = (info->play_length * 441 / 10) << 2; len = (info->play_length * 441 / 10) << 2;
mem = malloc(len); mem = Z_Malloc(len, PU_SOUND, 0);
gme_play(emu, len >> 1, mem); gme_play(emu, len >> 1, mem);
gme_free_info(info); gme_free_info(info);
gme_delete(emu); gme_delete(emu);
@ -1128,6 +1130,36 @@ boolean I_LoadSong(char *data, size_t len)
} }
#endif #endif
#ifdef HAVE_OPENMPT
/*
If the size of the data to be checked is bigger than the recommended size (> 2048)
Let's just set the probe size to the recommended size
Otherwise let's give it the full data size
*/
if (len > openmpt_probe_file_header_get_recommended_size())
probesize = openmpt_probe_file_header_get_recommended_size();
else
probesize = len;
result = openmpt_probe_file_header(OPENMPT_PROBE_FILE_HEADER_FLAGS_DEFAULT, data, probesize, len, NULL, NULL, NULL, NULL, NULL, NULL);
if (result == OPENMPT_PROBE_FILE_HEADER_RESULT_SUCCESS) // We only cared if it succeeded, continue on if not.
{
openmpt_mhandle = openmpt_module_create_from_memory2(data, len, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
if (!openmpt_mhandle) // Failed to create module handle? Show error and return!
{
mod_err = openmpt_module_error_get_last(openmpt_mhandle);
mod_err_str = openmpt_error_string(mod_err);
CONS_Alert(CONS_ERROR, "openmpt_module_create_from_memory2: %s\n", mod_err_str);
return false;
}
else
return true; // All good and we're ready for music playback!
}
#endif
// Let's see if Mixer is able to load this.
rw = SDL_RWFromMem(data, len); rw = SDL_RWFromMem(data, len);
if (rw != NULL) if (rw != NULL)
{ {
@ -1139,40 +1171,6 @@ boolean I_LoadSong(char *data, size_t len)
return false; return false;
} }
#ifdef HAVE_OPENMPT
switch(Mix_GetMusicType(music))
{
case MUS_MODPLUG:
case MUS_MOD:
openmpt_mhandle = openmpt_module_create_from_memory2(data, len, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
if (!openmpt_mhandle)
{
mod_err = openmpt_module_error_get_last(openmpt_mhandle);
mod_err_str = openmpt_error_string(mod_err);
CONS_Alert(CONS_ERROR, "openmpt_module_create_from_memory2: %s\n", mod_err_str);
Mix_FreeMusic(music);
music = NULL;
return false;
}
else
{
Mix_FreeMusic(music);
music = NULL;
return true;
}
break;
case MUS_WAV:
case MUS_MID:
case MUS_OGG:
case MUS_MP3:
case MUS_FLAC:
Mix_HookMusic(NULL, NULL);
break;
default:
break;
}
#endif
// Find the OGG loop point. // Find the OGG loop point.
loop_point = 0.0f; loop_point = 0.0f;
song_length = 0.0f; song_length = 0.0f;

View File

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

View File

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

View File

@ -95,6 +95,7 @@ static patch_t *ringshield;
static patch_t *watershield; static patch_t *watershield;
static patch_t *bombshield; static patch_t *bombshield;
static patch_t *pityshield; static patch_t *pityshield;
static patch_t *pinkshield;
static patch_t *flameshield; static patch_t *flameshield;
static patch_t *bubbleshield; static patch_t *bubbleshield;
static patch_t *thundershield; static patch_t *thundershield;
@ -109,6 +110,7 @@ static patch_t *orngstat;
static patch_t *redstat; static patch_t *redstat;
static patch_t *yelstat; static patch_t *yelstat;
static patch_t *nbracket; static patch_t *nbracket;
static patch_t *nring;
static patch_t *nhud[12]; static patch_t *nhud[12];
static patch_t *nsshud; static patch_t *nsshud;
static patch_t *nbon[12]; static patch_t *nbon[12];
@ -225,7 +227,7 @@ void ST_doPaletteStuff(void)
void ST_UnloadGraphics(void) void ST_UnloadGraphics(void)
{ {
Z_FreeTags(PU_HUDGFX, PU_HUDGFX); Z_FreeTag(PU_HUDGFX);
} }
void ST_LoadGraphics(void) void ST_LoadGraphics(void)
@ -285,6 +287,7 @@ void ST_LoadGraphics(void)
watershield = W_CachePatchName("TVELICON", PU_HUDGFX); watershield = W_CachePatchName("TVELICON", PU_HUDGFX);
bombshield = W_CachePatchName("TVARICON", PU_HUDGFX); bombshield = W_CachePatchName("TVARICON", PU_HUDGFX);
pityshield = W_CachePatchName("TVPIICON", PU_HUDGFX); pityshield = W_CachePatchName("TVPIICON", PU_HUDGFX);
pinkshield = W_CachePatchName("TVPPICON", PU_HUDGFX);
flameshield = W_CachePatchName("TVFLICON", PU_HUDGFX); flameshield = W_CachePatchName("TVFLICON", PU_HUDGFX);
bubbleshield = W_CachePatchName("TVBBICON", PU_HUDGFX); bubbleshield = W_CachePatchName("TVBBICON", PU_HUDGFX);
thundershield = W_CachePatchName("TVZPICON", PU_HUDGFX); thundershield = W_CachePatchName("TVZPICON", PU_HUDGFX);
@ -309,6 +312,7 @@ void ST_LoadGraphics(void)
redstat = W_CachePatchName("REDSTAT", PU_HUDGFX); redstat = W_CachePatchName("REDSTAT", PU_HUDGFX);
yelstat = W_CachePatchName("YELSTAT", PU_HUDGFX); yelstat = W_CachePatchName("YELSTAT", PU_HUDGFX);
nbracket = W_CachePatchName("NBRACKET", PU_HUDGFX); nbracket = W_CachePatchName("NBRACKET", PU_HUDGFX);
nring = W_CachePatchName("NRNG1", PU_HUDGFX);
for (i = 0; i < 12; ++i) for (i = 0; i < 12; ++i)
{ {
nhud[i] = W_CachePatchName(va("NHUD%d", i+1), PU_HUDGFX); nhud[i] = W_CachePatchName(va("NHUD%d", i+1), PU_HUDGFX);
@ -339,10 +343,24 @@ void ST_LoadGraphics(void)
} }
// made separate so that skins code can reload custom face graphics // made separate so that skins code can reload custom face graphics
void ST_LoadFaceGraphics(char *facestr, char *superstr, INT32 skinnum) void ST_LoadFaceGraphics(INT32 skinnum)
{ {
faceprefix[skinnum] = W_CachePatchName(facestr, PU_HUDGFX); if (skins[skinnum].sprites[SPR2_XTRA].numframes)
superprefix[skinnum] = W_CachePatchName(superstr, PU_HUDGFX); {
spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[0];
faceprefix[skinnum] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX);
if (skins[skinnum].sprites[(SPR2_XTRA|FF_SPR2SUPER)].numframes)
{
sprdef = &skins[skinnum].sprites[SPR2_XTRA|FF_SPR2SUPER];
sprframe = &sprdef->spriteframes[0];
superprefix[skinnum] = W_CachePatchNum(sprframe->lumppat[0], PU_HUDGFX);
}
else
superprefix[skinnum] = faceprefix[skinnum]; // not manually freed, okay to set to same pointer
}
else
faceprefix[skinnum] = superprefix[skinnum] = W_CachePatchName("MISSING", PU_HUDGFX); // ditto
facefreed[skinnum] = false; facefreed[skinnum] = false;
} }
@ -351,7 +369,7 @@ void ST_ReloadSkinFaceGraphics(void)
INT32 i; INT32 i;
for (i = 0; i < numskins; i++) for (i = 0; i < numskins; i++)
ST_LoadFaceGraphics(skins[i].face, skins[i].superface, i); ST_LoadFaceGraphics(i);
} }
static inline void ST_InitData(void) static inline void ST_InitData(void)
@ -1250,6 +1268,7 @@ static void ST_drawPowerupHUD(void)
case SH_ARMAGEDDON: p = bombshield; break; case SH_ARMAGEDDON: p = bombshield; break;
case SH_ATTRACT: p = ringshield; break; case SH_ATTRACT: p = ringshield; break;
case SH_PITY: p = pityshield; break; case SH_PITY: p = pityshield; break;
case SH_PINK: p = pinkshield; break;
case SH_FLAMEAURA: p = flameshield; break; case SH_FLAMEAURA: p = flameshield; break;
case SH_BUBBLEWRAP: p = bubbleshield; break; case SH_BUBBLEWRAP: p = bubbleshield; break;
case SH_THUNDERCOIN: p = thundershield; break; case SH_THUNDERCOIN: p = thundershield; break;
@ -1542,7 +1561,7 @@ static void ST_drawNiGHTSLink(void)
static void ST_drawNiGHTSHUD(void) static void ST_drawNiGHTSHUD(void)
{ {
INT32 origamount; INT32 origamount;
INT32 total_spherecount; INT32 total_spherecount, total_ringcount;
const boolean oldspecialstage = (G_IsSpecialStage(gamemap) && !(maptol & TOL_NIGHTS)); const boolean oldspecialstage = (G_IsSpecialStage(gamemap) && !(maptol & TOL_NIGHTS));
// Drill meter // Drill meter
@ -1614,33 +1633,28 @@ static void ST_drawNiGHTSHUD(void)
#endif #endif
ST_DrawTopLeftOverlayPatch(16, 8, nbracket); ST_DrawTopLeftOverlayPatch(16, 8, nbracket);
if (G_IsSpecialStage(gamemap)) if (G_IsSpecialStage(gamemap))
#ifdef MANIASPHERES
ST_DrawTopLeftOverlayPatch(24, 16, ( ST_DrawTopLeftOverlayPatch(24, 16, (
(stplyr->bonustime && (leveltime & 4)) ? nssbon : nsshud)); (stplyr->bonustime && (leveltime & 4) && (states[S_BLUESPHEREBONUS].frame & FF_ANIMATE)) ? nssbon : nsshud));
#else
ST_DrawTopLeftOverlayPatch(24, 16, (nsshud));
#endif
else else
ST_DrawTopLeftOverlayPatch(24, 16, *(((stplyr->bonustime) ? nbon : nhud)+((leveltime/2)%12))); ST_DrawTopLeftOverlayPatch(24, 16, *(((stplyr->bonustime) ? nbon : nhud)+((leveltime/2)%12)));
if (G_IsSpecialStage(gamemap)) if (G_IsSpecialStage(gamemap))
{ {
INT32 i; INT32 i;
total_spherecount = 0; total_spherecount = total_ringcount = 0;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] /*&& players[i].powers[pw_carry] == CR_NIGHTSMODE*/ && players[i].spheres) {
total_spherecount += players[i].spheres; if (!playeringame[i])
continue;
total_spherecount += players[i].spheres;
total_ringcount += players[i].rings;
}
} }
else else
total_spherecount = stplyr->spheres;
/*if (oldspecialstage)
{ {
if (total_spherecount < ssspheres) total_spherecount = stplyr->spheres;
total_spherecount = ssspheres - total_spherecount; total_ringcount = stplyr->spheres;
else }
total_spherecount = 0;
}*/
if (stplyr->capsule) if (stplyr->capsule)
{ {
@ -1728,6 +1742,27 @@ static void ST_drawNiGHTSHUD(void)
else else
ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[8]); ST_DrawTopLeftOverlayPatch(40, 8 + 5, narrow[8]);
if (oldspecialstage)
{
// invert for s3k style junk
total_spherecount = ssspheres - total_spherecount;
if (total_spherecount < 0)
total_spherecount = 0;
if (nummaprings > 0) // don't count down if there ISN'T a valid maximum number of rings, like sonic 3
{
total_ringcount = nummaprings - total_ringcount;
if (total_ringcount < 0)
total_ringcount = 0;
}
// now rings! you know, for that perfect bonus.
V_DrawScaledPatch(272, 8, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, nbracket);
V_DrawScaledPatch(280, 16+1, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, nring);
V_DrawScaledPatch(280, 8+5, V_FLIP|V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, narrow[8]);
V_DrawTallNum(272, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTORIGHT|V_HUDTRANS, total_ringcount);
}
if (total_spherecount >= 100) if (total_spherecount >= 100)
V_DrawTallNum((total_spherecount >= 1000) ? 76 : 72, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, total_spherecount); V_DrawTallNum((total_spherecount >= 1000) ? 76 : 72, 8 + 11, V_PERPLAYER|V_SNAPTOTOP|V_SNAPTOLEFT|V_HUDTRANS, total_spherecount);
else else
@ -2303,31 +2338,33 @@ static void ST_doItemFinderIconsAndSound(void)
return; return;
// Scan thinkers to find emblem mobj with these ids // Scan thinkers to find emblem mobj with these ids
for (th = thinkercap.next; th != &thinkercap; th = th->next) for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{ {
if (th->function.acp1 != (actionf_p1)P_MobjThinker) if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue; continue;
mo2 = (mobj_t *)th; mo2 = (mobj_t *)th;
if (mo2->type == MT_EMBLEM) if (mo2->type != MT_EMBLEM)
continue;
if (!(mo2->flags & MF_SPECIAL))
continue;
for (i = 0; i < stemblems; ++i)
{ {
if (!(mo2->flags & MF_SPECIAL)) if (mo2->health == emblems[i] + 1)
continue;
for (i = 0; i < stemblems; ++i)
{ {
if (mo2->health == emblems[i]+1) soffset = (i * 20) - ((stemblems - 1) * 10);
{
soffset = (i * 20) - ((stemblems-1) * 10);
newinterval = ST_drawEmeraldHuntIcon(mo2, itemhoming, soffset); newinterval = ST_drawEmeraldHuntIcon(mo2, itemhoming, soffset);
if (newinterval && (!interval || newinterval < interval)) if (newinterval && (!interval || newinterval < interval))
interval = newinterval; interval = newinterval;
break; break;
}
} }
} }
} }
if (!(P_AutoPause() || paused) && interval > 0 && leveltime && leveltime % interval == 0) if (!(P_AutoPause() || paused) && interval > 0 && leveltime && leveltime % interval == 0)

View File

@ -42,7 +42,7 @@ void ST_UnloadGraphics(void);
void ST_LoadGraphics(void); void ST_LoadGraphics(void);
// face load graphics, called when skin changes // face load graphics, called when skin changes
void ST_LoadFaceGraphics(char *facestr, char *superstr, INT32 playernum); void ST_LoadFaceGraphics(INT32 playernum);
void ST_ReloadSkinFaceGraphics(void); void ST_ReloadSkinFaceGraphics(void);
void ST_doPaletteStuff(void); void ST_doPaletteStuff(void);

View File

@ -309,12 +309,14 @@ static boolean InitCube(void)
return true; return true;
} }
#ifdef BACKWARDSCOMPATCORRECTION
/* /*
So it turns out that the way gamma was implemented previously, the default So it turns out that the way gamma was implemented previously, the default
colour profile of the game was messed up. Since this bad decision has been colour profile of the game was messed up. Since this bad decision has been
around for a long time, and the intent is to keep the base game looking the around for a long time, and the intent is to keep the base game looking the
same, I'm not gonna be the one to remove this base modification. same, I'm not gonna be the one to remove this base modification.
toast 20/04/17 toast 20/04/17
... welp yes i am (27/07/19, see the ifdef around it)
*/ */
const UINT8 correctiontable[256] = const UINT8 correctiontable[256] =
{1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16, {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,
@ -333,6 +335,7 @@ const UINT8 correctiontable[256] =
208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223, 208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,
224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239, 224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,
240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255}; 240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255};
#endif
// keep a copy of the palette so that we can get the RGB value for a color index at any time. // keep a copy of the palette so that we can get the RGB value for a color index at any time.
static void LoadPalette(const char *lumpname) static void LoadPalette(const char *lumpname)
@ -351,12 +354,18 @@ static void LoadPalette(const char *lumpname)
pal = W_CacheLumpNum(lumpnum, PU_CACHE); pal = W_CacheLumpNum(lumpnum, PU_CACHE);
for (i = 0; i < palsize; i++) for (i = 0; i < palsize; i++)
{ {
#ifdef BACKWARDSCOMPATCORRECTION
pMasterPalette[i].s.red = pLocalPalette[i].s.red = correctiontable[*pal++]; pMasterPalette[i].s.red = pLocalPalette[i].s.red = correctiontable[*pal++];
pMasterPalette[i].s.green = pLocalPalette[i].s.green = correctiontable[*pal++]; pMasterPalette[i].s.green = pLocalPalette[i].s.green = correctiontable[*pal++];
pMasterPalette[i].s.blue = pLocalPalette[i].s.blue = correctiontable[*pal++]; pMasterPalette[i].s.blue = pLocalPalette[i].s.blue = correctiontable[*pal++];
#else
pMasterPalette[i].s.red = pLocalPalette[i].s.red = *pal++;
pMasterPalette[i].s.green = pLocalPalette[i].s.green = *pal++;
pMasterPalette[i].s.blue = pLocalPalette[i].s.blue = *pal++;
#endif
pMasterPalette[i].s.alpha = pLocalPalette[i].s.alpha = 0xFF; pMasterPalette[i].s.alpha = pLocalPalette[i].s.alpha = 0xFF;
// lerp of colour cubing! // lerp of colour cubing! if you want, make it smoother yourself
if (cube) if (cube)
{ {
float working[4][3]; float working[4][3];
@ -732,12 +741,15 @@ void V_DrawFixedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_t
// Center it if necessary // Center it if necessary
if (!(scrn & V_SCALEPATCHMASK)) if (!(scrn & V_SCALEPATCHMASK))
{ {
// if it's meant to cover the whole screen, black out the rest // if it's meant to cover the whole screen, black out the rest (ONLY IF TOP LEFT ISN'T TRANSPARENT)
if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT) if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT)
{ {
column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0])); column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0]));
source = (const UINT8 *)(column) + 3; if (!column->topdelta)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0])); {
source = (const UINT8 *)(column) + 3;
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, source[0]);
}
} }
if (vid.width != BASEVIDWIDTH * dupx) if (vid.width != BASEVIDWIDTH * dupx)
@ -984,12 +996,7 @@ void V_DrawCroppedPatch(fixed_t x, fixed_t y, fixed_t pscale, INT32 scrn, patch_
if (!(scrn & V_SCALEPATCHMASK)) if (!(scrn & V_SCALEPATCHMASK))
{ {
// if it's meant to cover the whole screen, black out the rest // if it's meant to cover the whole screen, black out the rest
if (x == 0 && SHORT(patch->width) == BASEVIDWIDTH && y == 0 && SHORT(patch->height) == BASEVIDHEIGHT) // no the patch is cropped do not do this ever
{
column = (const column_t *)((const UINT8 *)(patch) + LONG(patch->columnofs[0]));
source = (const UINT8 *)(column) + 3;
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (column->topdelta == 0xff ? 31 : source[0]));
}
if (vid.width != BASEVIDWIDTH * dupx) if (vid.width != BASEVIDWIDTH * dupx)
{ {
@ -1349,13 +1356,16 @@ static UINT32 V_GetHWConsBackColor(void)
// THANK YOU MPC!!! // THANK YOU MPC!!!
// and thanks toaster for cleaning it up.
void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c) void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
{ {
UINT8 *dest; UINT8 *dest;
INT32 u, v; const UINT8 *deststop;
INT32 u;
UINT8 *fadetable; UINT8 *fadetable;
UINT32 alphalevel = 0; UINT32 alphalevel = 0;
UINT8 perplayershuffle = 0;
if (rendermode == render_none) if (rendermode == render_none)
return; return;
@ -1369,16 +1379,91 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
} }
#endif #endif
if ((alphalevel = ((c & V_ALPHAMASK) >> V_ALPHASHIFT)))
{
if (alphalevel == 13)
alphalevel = hudminusalpha[cv_translucenthud.value];
else if (alphalevel == 14)
alphalevel = 10 - cv_translucenthud.value;
else if (alphalevel == 15)
alphalevel = hudplusalpha[cv_translucenthud.value];
if (alphalevel >= 10)
return; // invis
}
if (splitscreen && (c & V_PERPLAYER))
{
fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
h >>= 1;
y >>= 1;
#ifdef QUADS
if (splitscreen > 1) // 3 or 4 players
{
fixed_t adjustx = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
w >>= 1;
x >>= 1;
if (stplyr == &players[displayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
c &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
else if (stplyr == &players[secondarydisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
c &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
}
else if (stplyr == &players[thirddisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
y += adjusty;
c &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
}
else //if (stplyr == &players[fourthdisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
y += adjusty;
c &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
}
}
else
#endif
// 2 players
{
if (stplyr == &players[displayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
c &= ~V_SNAPTOBOTTOM;
}
else //if (stplyr == &players[secondarydisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
y += adjusty;
c &= ~V_SNAPTOTOP;
}
}
}
if (!(c & V_NOSCALESTART)) if (!(c & V_NOSCALESTART))
{ {
INT32 dupx = vid.dupx, dupy = vid.dupy; INT32 dupx = vid.dupx, dupy = vid.dupy;
if (x == 0 && y == 0 && w == BASEVIDWIDTH && h == BASEVIDHEIGHT)
{ // Clear the entire screen, from dest to deststop. Yes, this really works.
memset(screens[0], (UINT8)(c&255), vid.width * vid.height * vid.bpp);
return;
}
x *= dupx; x *= dupx;
y *= dupy; y *= dupy;
w *= dupx; w *= dupx;
@ -1393,6 +1478,10 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
x += (vid.width - (BASEVIDWIDTH * dupx)); x += (vid.width - (BASEVIDWIDTH * dupx));
else if (!(c & V_SNAPTOLEFT)) else if (!(c & V_SNAPTOLEFT))
x += (vid.width - (BASEVIDWIDTH * dupx)) / 2; x += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
if (perplayershuffle & 4)
x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4;
else if (perplayershuffle & 8)
x += (vid.width - (BASEVIDWIDTH * dupx)) / 4;
} }
if (vid.height != BASEVIDHEIGHT * dupy) if (vid.height != BASEVIDHEIGHT * dupy)
{ {
@ -1401,6 +1490,10 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
y += (vid.height - (BASEVIDHEIGHT * dupy)); y += (vid.height - (BASEVIDHEIGHT * dupy));
else if (!(c & V_SNAPTOTOP)) else if (!(c & V_SNAPTOTOP))
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2; y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2;
if (perplayershuffle & 1)
y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4;
else if (perplayershuffle & 2)
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4;
} }
} }
@ -1423,34 +1516,206 @@ void V_DrawFillConsoleMap(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c)
h = vid.height-y; h = vid.height-y;
dest = screens[0] + y*vid.width + x; dest = screens[0] + y*vid.width + x;
deststop = screens[0] + vid.rowbytes * vid.height;
if ((alphalevel = ((c & V_ALPHAMASK) >> V_ALPHASHIFT)))
{
if (alphalevel == 13)
alphalevel = hudminusalpha[cv_translucenthud.value];
else if (alphalevel == 14)
alphalevel = 10 - cv_translucenthud.value;
else if (alphalevel == 15)
alphalevel = hudplusalpha[cv_translucenthud.value];
if (alphalevel >= 10)
return; // invis
}
c &= 255; c &= 255;
// Jimita (12-04-2018) // Jimita (12-04-2018)
w = min(w, vid.width); if (alphalevel)
h = min(h, vid.height); {
fadetable = ((UINT8 *)transtables + ((alphalevel-1)<<FF_TRANSSHIFT) + (c*256)); fadetable = ((UINT8 *)transtables + ((alphalevel-1)<<FF_TRANSSHIFT) + (c*256));
for (v = 0; v < h; v++, dest += vid.width) for (;(--h >= 0) && dest < deststop; dest += vid.width)
for (u = 0; u < w; u++)
{ {
if (!alphalevel) u = 0;
dest[u] = consolebgmap[dest[u]]; while (u < w)
else {
dest[u] = fadetable[consolebgmap[dest[u]]]; dest[u] = fadetable[consolebgmap[dest[u]]];
u++;
}
} }
}
else
{
for (;(--h >= 0) && dest < deststop; dest += vid.width)
{
u = 0;
while (u < w)
{
dest[u] = consolebgmap[dest[u]];
u++;
}
}
}
}
//
// If color is 0x00 to 0xFF, draw transtable (strength range 0-9).
// Else, use COLORMAP lump (strength range 0-31).
// c is not color, it is for flags only. transparency flags will be ignored.
// IF YOU ARE NOT CAREFUL, THIS CAN AND WILL CRASH!
// I have kept the safety checks for strength out of this function;
// I don't trust Lua users with it, so it doesn't matter.
//
void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, UINT8 strength)
{
UINT8 *dest;
const UINT8 *deststop;
INT32 u;
UINT8 *fadetable;
UINT8 perplayershuffle = 0;
if (rendermode == render_none)
return;
#ifdef HWRENDER
if (rendermode != render_soft && rendermode != render_none)
{
// ughhhhh please can someone else do this? thanks ~toast 25/7/19 in 38 degrees centigrade w/o AC
HWR_DrawFadeFill(x, y, w, h, c, color, strength); // toast two days later - left above comment in 'cause it's funny
return;
}
#endif
if (splitscreen && (c & V_PERPLAYER))
{
fixed_t adjusty = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
h >>= 1;
y >>= 1;
#ifdef QUADS
if (splitscreen > 1) // 3 or 4 players
{
fixed_t adjustx = ((c & V_NOSCALESTART) ? vid.height : BASEVIDHEIGHT)>>1;
w >>= 1;
x >>= 1;
if (stplyr == &players[displayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
c &= ~V_SNAPTOBOTTOM|V_SNAPTORIGHT;
}
else if (stplyr == &players[secondarydisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
c &= ~V_SNAPTOBOTTOM|V_SNAPTOLEFT;
}
else if (stplyr == &players[thirddisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 4;
y += adjusty;
c &= ~V_SNAPTOTOP|V_SNAPTORIGHT;
}
else //if (stplyr == &players[fourthdisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
if (!(c & (V_SNAPTOLEFT|V_SNAPTORIGHT)))
perplayershuffle |= 8;
x += adjustx;
y += adjusty;
c &= ~V_SNAPTOTOP|V_SNAPTOLEFT;
}
}
else
#endif
// 2 players
{
if (stplyr == &players[displayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 1;
c &= ~V_SNAPTOBOTTOM;
}
else //if (stplyr == &players[secondarydisplayplayer])
{
if (!(c & (V_SNAPTOTOP|V_SNAPTOBOTTOM)))
perplayershuffle |= 2;
y += adjusty;
c &= ~V_SNAPTOTOP;
}
}
}
if (!(c & V_NOSCALESTART))
{
INT32 dupx = vid.dupx, dupy = vid.dupy;
x *= dupx;
y *= dupy;
w *= dupx;
h *= dupy;
// Center it if necessary
if (vid.width != BASEVIDWIDTH * dupx)
{
// dupx adjustments pretend that screen width is BASEVIDWIDTH * dupx,
// so center this imaginary screen
if (c & V_SNAPTORIGHT)
x += (vid.width - (BASEVIDWIDTH * dupx));
else if (!(c & V_SNAPTOLEFT))
x += (vid.width - (BASEVIDWIDTH * dupx)) / 2;
if (perplayershuffle & 4)
x -= (vid.width - (BASEVIDWIDTH * dupx)) / 4;
else if (perplayershuffle & 8)
x += (vid.width - (BASEVIDWIDTH * dupx)) / 4;
}
if (vid.height != BASEVIDHEIGHT * dupy)
{
// same thing here
if (c & V_SNAPTOBOTTOM)
y += (vid.height - (BASEVIDHEIGHT * dupy));
else if (!(c & V_SNAPTOTOP))
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 2;
if (perplayershuffle & 1)
y -= (vid.height - (BASEVIDHEIGHT * dupy)) / 4;
else if (perplayershuffle & 2)
y += (vid.height - (BASEVIDHEIGHT * dupy)) / 4;
}
}
if (x >= vid.width || y >= vid.height)
return; // off the screen
if (x < 0) {
w += x;
x = 0;
}
if (y < 0) {
h += y;
y = 0;
}
if (w <= 0 || h <= 0)
return; // zero width/height wouldn't draw anything
if (x + w > vid.width)
w = vid.width-x;
if (y + h > vid.height)
h = vid.height-y;
dest = screens[0] + y*vid.width + x;
deststop = screens[0] + vid.rowbytes * vid.height;
c &= 255;
fadetable = ((color & 0xFF00) // Color is not palette index?
? ((UINT8 *)colormaps + strength*256) // Do COLORMAP fade.
: ((UINT8 *)transtables + ((9-strength)<<FF_TRANSSHIFT) + color*256)); // Else, do TRANSMAP** fade.
for (;(--h >= 0) && dest < deststop; dest += vid.width)
{
u = 0;
while (u < w)
{
dest[u] = fadetable[dest[u]];
u++;
}
}
} }
// //

View File

@ -158,6 +158,8 @@ void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum);
// fade down the screen buffer before drawing the menu over // fade down the screen buffer before drawing the menu over
void V_DrawFadeScreen(UINT16 color, UINT8 strength); void V_DrawFadeScreen(UINT16 color, UINT8 strength);
// available to lua over my dead body, which will probably happen in this heat
void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, UINT8 strength);
void V_DrawFadeConsBack(INT32 plines); void V_DrawFadeConsBack(INT32 plines);
void V_DrawPromptBack(INT32 boxheight, INT32 color); void V_DrawPromptBack(INT32 boxheight, INT32 color);

View File

@ -293,6 +293,7 @@
</ClCompile> </ClCompile>
<ClCompile Include="..\r_main.c" /> <ClCompile Include="..\r_main.c" />
<ClCompile Include="..\r_plane.c" /> <ClCompile Include="..\r_plane.c" />
<ClCompile Include="..\r_portal.c" />
<ClCompile Include="..\r_segs.c" /> <ClCompile Include="..\r_segs.c" />
<ClCompile Include="..\r_sky.c" /> <ClCompile Include="..\r_sky.c" />
<ClCompile Include="..\r_splats.c" /> <ClCompile Include="..\r_splats.c" />
@ -443,6 +444,7 @@
<ClInclude Include="..\r_local.h" /> <ClInclude Include="..\r_local.h" />
<ClInclude Include="..\r_main.h" /> <ClInclude Include="..\r_main.h" />
<ClInclude Include="..\r_plane.h" /> <ClInclude Include="..\r_plane.h" />
<ClInclude Include="..\r_portal.h" />
<ClInclude Include="..\r_segs.h" /> <ClInclude Include="..\r_segs.h" />
<ClInclude Include="..\r_sky.h" /> <ClInclude Include="..\r_sky.h" />
<ClInclude Include="..\r_splats.h" /> <ClInclude Include="..\r_splats.h" />

View File

@ -456,6 +456,10 @@
<ClCompile Include="..\hardware\hw_clip.c"> <ClCompile Include="..\hardware\hw_clip.c">
<Filter>Hw_Hardware</Filter> <Filter>Hw_Hardware</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\apng.c" />
<ClCompile Include="..\r_portal.c">
<Filter>R_Rend</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="afxres.h"> <ClInclude Include="afxres.h">
@ -857,6 +861,10 @@
<ClInclude Include="..\hardware\hw_clip.h"> <ClInclude Include="..\hardware\hw_clip.h">
<Filter>Hw_Hardware</Filter> <Filter>Hw_Hardware</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\apng.h" />
<ClInclude Include="..\r_portal.h">
<Filter>R_Rend</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Image Include="Srb2win.ico"> <Image Include="Srb2win.ico">

View File

@ -86,8 +86,8 @@ typedef union
INT32 passedx3; INT32 passedx3;
INT32 passedx4; INT32 passedx4;
y_bonus_t bonus; y_bonus_t bonuses[2];
patch_t *bonuspatch; patch_t *bonuspatches[2];
patch_t *pscore; // SCORE patch_t *pscore; // SCORE
UINT32 score; // fake score UINT32 score; // fake score
@ -326,34 +326,36 @@ void Y_IntermissionDrawer(void)
// draw the header // draw the header
if (intertic <= 2*TICRATE) if (intertic <= 2*TICRATE)
animatetic = 0; animatetic = 0;
else if (!animatetic && data.spec.bonus.points == 0 && data.spec.passed3[0] != '\0') else if (!animatetic && data.spec.bonuses[0].points == 0 && data.spec.bonuses[1].points == 0 && data.spec.passed3[0] != '\0')
animatetic = intertic + TICRATE; animatetic = intertic + TICRATE;
if (animatetic && (tic_t)intertic >= animatetic) if (animatetic && (tic_t)intertic >= animatetic)
{ {
const INT32 scradjust = (vid.width/vid.dupx)>>3; // 40 for BASEVIDWIDTH const INT32 scradjust = (vid.width/vid.dupx)>>3; // 40 for BASEVIDWIDTH
INT32 animatetimer = (intertic - animatetic); INT32 animatetimer = (intertic - animatetic);
if (animatetimer <= 14) if (animatetimer <= 16)
{ {
xoffset1 = -(animatetimer * scradjust); xoffset1 = -(animatetimer * scradjust);
xoffset2 = -((animatetimer-2) * scradjust); xoffset2 = -((animatetimer- 2) * scradjust);
xoffset3 = -((animatetimer-4) * scradjust); xoffset3 = -((animatetimer- 4) * scradjust);
xoffset4 = -((animatetimer-6) * scradjust); xoffset4 = -((animatetimer- 6) * scradjust);
xoffset5 = -((animatetimer-8) * scradjust); xoffset5 = -((animatetimer- 8) * scradjust);
xoffset6 = -((animatetimer-10) * scradjust);
if (xoffset2 > 0) xoffset2 = 0; if (xoffset2 > 0) xoffset2 = 0;
if (xoffset3 > 0) xoffset3 = 0; if (xoffset3 > 0) xoffset3 = 0;
if (xoffset4 > 0) xoffset4 = 0; if (xoffset4 > 0) xoffset4 = 0;
if (xoffset5 > 0) xoffset5 = 0; if (xoffset5 > 0) xoffset5 = 0;
if (xoffset6 > 0) xoffset6 = 0;
} }
else if (animatetimer < 32) else if (animatetimer < 34)
{ {
drawsection = 1; drawsection = 1;
xoffset1 = (22-animatetimer) * scradjust; xoffset1 = (24-animatetimer) * scradjust;
xoffset2 = (24-animatetimer) * scradjust; xoffset2 = (26-animatetimer) * scradjust;
xoffset3 = (26-animatetimer) * scradjust; xoffset3 = (28-animatetimer) * scradjust;
xoffset4 = (28-animatetimer) * scradjust; xoffset4 = (30-animatetimer) * scradjust;
xoffset5 = (30-animatetimer) * scradjust; xoffset5 = (32-animatetimer) * scradjust;
xoffset6 = (32-animatetimer) * scradjust; xoffset6 = (34-animatetimer) * scradjust;
if (xoffset1 < 0) xoffset1 = 0; if (xoffset1 < 0) xoffset1 = 0;
if (xoffset2 < 0) xoffset2 = 0; if (xoffset2 < 0) xoffset2 = 0;
if (xoffset3 < 0) xoffset3 = 0; if (xoffset3 < 0) xoffset3 = 0;
@ -370,9 +372,9 @@ void Y_IntermissionDrawer(void)
if (drawsection == 1) if (drawsection == 1)
{ {
const char *ringtext = "\x86" "50 RINGS, NO SHIELD"; const char *ringtext = "\x82" "50 RINGS, NO SHIELD";
const char *tut1text = "\x86" "PRESS " "\x82" "SPIN"; const char *tut1text = "\x82" "PRESS " "\x80" "SPIN";
const char *tut2text = "\x86" "MID-" "\x82" "JUMP"; const char *tut2text = "\x82" "MID-" "\x80" "JUMP";
ttheight = 16; ttheight = 16;
V_DrawLevelTitle(data.spec.passedx1 + xoffset1, ttheight, 0, data.spec.passed1); V_DrawLevelTitle(data.spec.passedx1 + xoffset1, ttheight, 0, data.spec.passed1);
ttheight += V_LevelNameHeight(data.spec.passed3) + 2; ttheight += V_LevelNameHeight(data.spec.passed3) + 2;
@ -389,6 +391,7 @@ void Y_IntermissionDrawer(void)
} }
else else
{ {
INT32 yoffset = 0;
if (data.spec.passed1[0] != '\0') if (data.spec.passed1[0] != '\0')
{ {
ttheight = 24; ttheight = 24;
@ -402,22 +405,31 @@ void Y_IntermissionDrawer(void)
V_DrawLevelTitle(data.spec.passedx2 + xoffset1, ttheight, 0, data.spec.passed2); V_DrawLevelTitle(data.spec.passedx2 + xoffset1, ttheight, 0, data.spec.passed2);
} }
V_DrawScaledPatch(152 + xoffset3, 108, 0, data.spec.bonuspatch); V_DrawScaledPatch(152 + xoffset3, 108, 0, data.spec.bonuspatches[0]);
V_DrawTallNum(BASEVIDWIDTH + xoffset3 - 68, 109, 0, data.spec.bonus.points); V_DrawTallNum(BASEVIDWIDTH + xoffset3 - 68, 109, 0, data.spec.bonuses[0].points);
V_DrawScaledPatch(152 + xoffset4, 124, 0, data.spec.pscore); if (data.spec.bonuses[1].display)
V_DrawTallNum(BASEVIDWIDTH + xoffset4 - 68, 125, 0, data.spec.score); {
V_DrawScaledPatch(152 + xoffset4, 124, 0, data.spec.bonuspatches[1]);
V_DrawTallNum(BASEVIDWIDTH + xoffset4 - 68, 125, 0, data.spec.bonuses[1].points);
yoffset = 16;
// hack; pass the buck along...
xoffset4 = xoffset5;
xoffset5 = xoffset6;
}
V_DrawScaledPatch(152 + xoffset4, 124+yoffset, 0, data.spec.pscore);
V_DrawTallNum(BASEVIDWIDTH + xoffset4 - 68, 125+yoffset, 0, data.spec.score);
// Draw continues! // Draw continues!
if (!multiplayer /* && (data.spec.continues & 0x80) */) // Always draw outside of netplay if (!multiplayer /* && (data.spec.continues & 0x80) */) // Always draw outside of netplay
{ {
UINT8 continues = data.spec.continues & 0x7F; UINT8 continues = data.spec.continues & 0x7F;
V_DrawScaledPatch(152 + xoffset5, 150, 0, data.spec.pcontinues); V_DrawScaledPatch(152 + xoffset5, 150+yoffset, 0, data.spec.pcontinues);
for (i = 0; i < continues; ++i) for (i = 0; i < continues; ++i)
{ {
if ((data.spec.continues & 0x80) && i == continues-1 && (endtic < 0 || intertic%20 < 10)) if ((data.spec.continues & 0x80) && i == continues-1 && (endtic < 0 || intertic%20 < 10))
break; break;
V_DrawContinueIcon(246 + xoffset5 - (i*12), 162, 0, *data.spec.playerchar, *data.spec.playercolor); V_DrawContinueIcon(246 + xoffset5 - (i*12), 162+yoffset, 0, *data.spec.playerchar, *data.spec.playercolor);
} }
} }
} }
@ -904,7 +916,7 @@ void Y_Ticker(void)
{ {
INT32 i; INT32 i;
UINT32 oldscore = data.spec.score; UINT32 oldscore = data.spec.score;
boolean skip = false, super = false; boolean skip = false, super = false, anybonuses = false;
if (!intertic) // first time only if (!intertic) // first time only
{ {
@ -946,16 +958,26 @@ void Y_Ticker(void)
return; return;
} }
// ring bonus counts down by 222 each tic // bonuses count down by 222 each tic
data.spec.bonus.points -= 222; for (i = 0; i < 2; ++i)
data.spec.score += 222;
if (data.spec.bonus.points < 0 || skip == true) // went too far
{ {
data.spec.score += data.spec.bonus.points; if (!data.spec.bonuses[i].points)
data.spec.bonus.points = 0; continue;
data.spec.bonuses[i].points -= 222;
data.spec.score += 222;
if (data.spec.bonuses[i].points < 0 || skip == true) // too far?
{
data.spec.score += data.spec.bonuses[i].points;
data.spec.bonuses[i].points = 0;
}
if (data.spec.score > MAXSCORE)
data.spec.score = MAXSCORE;
if (data.spec.bonuses[i].points > 0)
anybonuses = true;
} }
if (!data.spec.bonus.points) if (!anybonuses)
{ {
tallydonetic = intertic; tallydonetic = intertic;
if (!((data.spec.continues & 0x80) || (super && ALL7EMERALDS(emeralds)))) // don't set endtic yet! if (!((data.spec.continues & 0x80) || (super && ALL7EMERALDS(emeralds)))) // don't set endtic yet!
@ -1301,7 +1323,9 @@ void Y_StartIntermission(void)
// give out ring bonuses // give out ring bonuses
Y_AwardSpecialStageBonus(); Y_AwardSpecialStageBonus();
data.spec.bonuspatch = W_CachePatchName(data.spec.bonus.patch, PU_STATIC); for (i = 0; i < 2; ++i)
data.spec.bonuspatches[i] = W_CachePatchName(data.spec.bonuses[i].patch, PU_STATIC);
data.spec.pscore = W_CachePatchName("YB_SCORE", PU_STATIC); data.spec.pscore = W_CachePatchName("YB_SCORE", PU_STATIC);
data.spec.pcontinues = W_CachePatchName("YB_CONTI", PU_STATIC); data.spec.pcontinues = W_CachePatchName("YB_CONTI", PU_STATIC);
@ -1831,7 +1855,7 @@ static void Y_SetPerfectBonus(player_t *player, y_bonus_t *bstruct)
memset(bstruct, 0, sizeof(y_bonus_t)); memset(bstruct, 0, sizeof(y_bonus_t));
strncpy(bstruct->patch, "YB_PERFE", sizeof(bstruct->patch)); strncpy(bstruct->patch, "YB_PERFE", sizeof(bstruct->patch));
if (data.coop.gotperfbonus == -1) if (intertype != int_coop || data.coop.gotperfbonus == -1)
{ {
INT32 sharedringtotal = 0; INT32 sharedringtotal = 0;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
@ -1840,15 +1864,33 @@ static void Y_SetPerfectBonus(player_t *player, y_bonus_t *bstruct)
sharedringtotal += players[i].rings; sharedringtotal += players[i].rings;
} }
if (!sharedringtotal || nummaprings == -1 || sharedringtotal < nummaprings) if (!sharedringtotal || nummaprings == -1 || sharedringtotal < nummaprings)
data.coop.gotperfbonus = 0; bstruct->display = false;
else else
data.coop.gotperfbonus = 1; {
bstruct->display = true;
bstruct->points = 50000;
}
} }
if (!data.coop.gotperfbonus) if (intertype != int_coop)
return; return;
data.coop.gotperfbonus = (bstruct->display ? 1 : 0);
}
static void Y_SetSpecialRingBonus(player_t *player, y_bonus_t *bstruct)
{
INT32 i, sharedringtotal = 0;
(void)player;
strncpy(bstruct->patch, "YB_RING", sizeof(bstruct->patch));
bstruct->display = true; bstruct->display = true;
bstruct->points = 50000;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i]) continue;
sharedringtotal += players[i].rings;
}
bstruct->points = max(0, (sharedringtotal) * 100);
} }
// This list can be extended in the future with SOC/Lua, perhaps. // This list can be extended in the future with SOC/Lua, perhaps.
@ -1953,23 +1995,33 @@ static void Y_AwardCoopBonuses(void)
static void Y_AwardSpecialStageBonus(void) static void Y_AwardSpecialStageBonus(void)
{ {
INT32 i, oldscore, ptlives; INT32 i, oldscore, ptlives;
y_bonus_t localbonus; y_bonus_t localbonuses[2];
data.spec.score = players[consoleplayer].score; data.spec.score = players[consoleplayer].score;
memset(&data.spec.bonus, 0, sizeof(data.spec.bonus)); memset(data.spec.bonuses, 0, sizeof(data.spec.bonuses));
data.spec.bonuspatch = NULL; memset(data.spec.bonuspatches, 0, sizeof(data.coop.bonuspatches));
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
oldscore = players[i].score; oldscore = players[i].score;
if (!playeringame[i] || players[i].lives < 1) // not active or game over if (!playeringame[i] || players[i].lives < 1) // not active or game over
Y_SetNullBonus(&players[i], &localbonus); {
else if (maptol & TOL_NIGHTS) // Mare score instead of Rings Y_SetNullBonus(&players[i], &localbonuses[0]);
Y_SetNightsBonus(&players[i], &localbonus); Y_SetNullBonus(&players[i], &localbonuses[1]);
}
else if (maptol & TOL_NIGHTS) // NiGHTS bonus score instead of Rings
{
Y_SetNightsBonus(&players[i], &localbonuses[0]);
Y_SetNullBonus(&players[i], &localbonuses[1]);
}
else else
Y_SetRingBonus(&players[i], &localbonus); {
players[i].score += localbonus.points; Y_SetSpecialRingBonus(&players[i], &localbonuses[0]);
Y_SetPerfectBonus(&players[i], &localbonuses[1]);
}
players[i].score += localbonuses[0].points;
players[i].score += localbonuses[1].points;
if (players[i].score > MAXSCORE) if (players[i].score > MAXSCORE)
players[i].score = MAXSCORE; players[i].score = MAXSCORE;
@ -1982,7 +2034,7 @@ static void Y_AwardSpecialStageBonus(void)
if (i == consoleplayer) if (i == consoleplayer)
{ {
data.spec.gotlife = (((netgame || multiplayer) && gametype == GT_COOP && cv_cooplives.value == 0) ? 0 : ptlives); data.spec.gotlife = (((netgame || multiplayer) && gametype == GT_COOP && cv_cooplives.value == 0) ? 0 : ptlives);
M_Memcpy(&data.spec.bonus, &localbonus, sizeof(data.spec.bonus)); M_Memcpy(&data.spec.bonuses, &localbonuses, sizeof(data.spec.bonuses));
// Continues related // Continues related
data.spec.continues = min(players[i].continues, 8); data.spec.continues = min(players[i].continues, 8);
@ -2057,7 +2109,8 @@ static void Y_UnloadData(void)
// unload the special stage patches // unload the special stage patches
//UNLOAD(data.spec.cemerald); //UNLOAD(data.spec.cemerald);
//UNLOAD(data.spec.nowsuper); //UNLOAD(data.spec.nowsuper);
UNLOAD(data.spec.bonuspatch); UNLOAD(data.spec.bonuspatches[1]);
UNLOAD(data.spec.bonuspatches[0]);
UNLOAD(data.spec.pscore); UNLOAD(data.spec.pscore);
UNLOAD(data.spec.pcontinues); UNLOAD(data.spec.pcontinues);
break; break;