diff --git a/src/dehacked.c b/src/dehacked.c index 0d88359ea..5f1ddf95e 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -4681,6 +4681,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_WALLSPIKE5", "S_WALLSPIKE6", "S_WALLSPIKEBASE", + "S_WALLSPIKED1", + "S_WALLSPIKED2", // Starpost "S_STARPOST_IDLE", diff --git a/src/info.c b/src/info.c index 4f1a76c73..191c8ae91 100644 --- a/src/info.c +++ b/src/info.c @@ -1563,13 +1563,13 @@ state_t states[NUMSTATES] = // Floor Spike {SPR_USPK, 0,-1, {A_SpikeRetract}, 1, 0, S_SPIKE2}, // S_SPIKE1 -- Fully extended - {SPR_USPK, 5, 2, {A_Pain}, 0, 0, S_SPIKE3}, // S_SPIKE2 - {SPR_USPK, 4, 2, {NULL}, 0, 0, S_SPIKE4}, // S_SPIKE3 + {SPR_USPK, 1, 2, {A_Pain}, 0, 0, S_SPIKE3}, // S_SPIKE2 + {SPR_USPK, 2, 2, {NULL}, 0, 0, S_SPIKE4}, // S_SPIKE3 {SPR_USPK, 3,-1, {A_SpikeRetract}, 0, 0, S_SPIKE5}, // S_SPIKE4 -- Fully retracted - {SPR_USPK, 4, 2, {A_Pain}, 0, 0, S_SPIKE6}, // S_SPIKE5 - {SPR_USPK, 5, 2, {NULL}, 0, 0, S_SPIKE1}, // S_SPIKE6 - {SPR_USPK, 1,-1, {NULL}, 0, 0, S_NULL}, // S_SPIKED1 -- Busted spike particles - {SPR_USPK, 2,-1, {NULL}, 0, 0, S_NULL}, // S_SPIKED2 + {SPR_USPK, 2, 2, {A_Pain}, 0, 0, S_SPIKE6}, // S_SPIKE5 + {SPR_USPK, 1, 2, {NULL}, 0, 0, S_SPIKE1}, // S_SPIKE6 + {SPR_USPK, 4,-1, {NULL}, 0, 0, S_NULL}, // S_SPIKED1 -- Busted spike particles + {SPR_USPK, 5,-1, {NULL}, 0, 0, S_NULL}, // S_SPIKED2 // Wall Spike {SPR_WSPK, 0|FF_PAPERSPRITE,-1, {A_SpikeRetract}, 1, 0, S_WALLSPIKE2}, // S_WALLSPIKE1 -- Fully extended @@ -1579,6 +1579,8 @@ state_t states[NUMSTATES] = {SPR_WSPK, 2|FF_PAPERSPRITE, 2, {A_Pain}, 0, 0, S_WALLSPIKE6}, // S_WALLSPIKE5 {SPR_WSPK, 1|FF_PAPERSPRITE, 2, {NULL}, 0, 0, S_WALLSPIKE1}, // S_WALLSPIKE6 {SPR_WSPB, 0|FF_PAPERSPRITE,-1, {NULL}, 0, 0, S_NULL}, // S_WALLSPIKEBASE -- Base + {SPR_WSPK, 4,-1, {NULL}, 0, 0, S_NULL}, // S_WALLSPIKED1 -- Busted spike particles + {SPR_WSPK, 5,-1, {NULL}, 0, 0, S_NULL}, // S_WALLSPIKED2 // Starpost {SPR_STPT, 0 , -1, {NULL}, 0, 0, S_NULL}, // S_STARPOST_IDLE @@ -5992,7 +5994,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = { // MT_WALLSPIKE 522, // doomednum - S_WALLSPIKE1, // spawnstate + S_WALLSPIKE1, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound @@ -6003,11 +6005,11 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = sfx_s3k64, // painsound S_NULL, // meleestate S_NULL, // missilestate - S_NULL, // deathstate - S_NULL, // xdeathstate - sfx_None, // deathsound + S_WALLSPIKED1, // deathstate + S_WALLSPIKED2, // xdeathstate + sfx_mspogo, // deathsound 2*TICRATE, // speed - 32*FRACUNIT, // radius + 16*FRACUNIT, // radius 14*FRACUNIT, // height 0, // display offset 4, // mass @@ -6019,7 +6021,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = { // MT_WALLSPIKEBASE -1, // doomednum - S_WALLSPIKEBASE, // spawnstate + S_WALLSPIKEBASE, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound diff --git a/src/info.h b/src/info.h index 42fd63dff..735530667 100644 --- a/src/info.h +++ b/src/info.h @@ -1784,6 +1784,8 @@ typedef enum state S_WALLSPIKE5, S_WALLSPIKE6, S_WALLSPIKEBASE, + S_WALLSPIKED1, + S_WALLSPIKED2, // Starpost S_STARPOST_IDLE, diff --git a/src/p_enemy.c b/src/p_enemy.c index 80349a645..b0b03b487 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -4140,15 +4140,18 @@ void A_SetSolidSteam(mobj_t *actor) #endif actor->flags &= ~MF_NOCLIP; actor->flags |= MF_SOLID; - if (P_RandomChance(FRACUNIT/8)) + if (!(actor->flags2 & MF2_AMBUSH)) { - if (actor->info->deathsound) - S_StartSound(actor, actor->info->deathsound); // Hiss! - } - else - { - if (actor->info->painsound) - S_StartSound(actor, actor->info->painsound); + if (P_RandomChance(FRACUNIT/8)) + { + if (actor->info->deathsound) + S_StartSound(actor, actor->info->deathsound); // Hiss! + } + else + { + if (actor->info->painsound) + S_StartSound(actor, actor->info->painsound); + } } P_SetObjectMomZ (actor, 1, true); diff --git a/src/p_inter.c b/src/p_inter.c index 69dc59d03..d45aa74ef 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -1692,7 +1692,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour if (damagetype == DMG_NUKE) // SH_ARMAGEDDON, armageddon shield str = M_GetText("%s%s's armageddon blast %s %s.\n"); else if ((inflictor->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && (inflictor->player->pflags & PF_SHIELDABILITY)) - str = M_GetText("%s%s's flame stomp %s %s.\n"); + str = M_GetText("%s%s's elemental stomp %s %s.\n"); else if (inflictor->player->powers[pw_invulnerability]) str = M_GetText("%s%s's invincibility aura %s %s.\n"); else if (inflictor->player->powers[pw_super]) @@ -1746,6 +1746,7 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour str = M_GetText("%s was %s by Eggman's nefarious TV magic.\n"); break; case MT_SPIKE: + case MT_WALLSPIKE: str = M_GetText("%s was %s by spikes.\n"); break; default: @@ -2442,7 +2443,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget else { P_SetObjectMomZ(target, 14*FRACUNIT, false); - if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // Spikes + if (damagetype == DMG_SPIKE) // Spikes S_StartSound(target, sfx_spkdth); else P_PlayDeathSound(target); @@ -2504,90 +2505,159 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget } } - if (target->type == MT_SPIKE && inflictor && target->info->deathstate != S_NULL) + if (target->type == MT_SPIKE && target->info->deathstate != S_NULL) { - const fixed_t x=target->x,y=target->y,z=target->z; - const fixed_t scale=target->scale; - const boolean flip=(target->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP; - S_StartSound(target,target->info->deathsound); + const angle_t ang = ((inflictor) ? inflictor->angle : 0) + ANGLE_90; + const fixed_t scale = target->scale; + const fixed_t xoffs = P_ReturnThrustX(target, ang, 8*scale), yoffs = P_ReturnThrustY(target, ang, 8*scale); + const UINT16 flip = (target->eflags & MFE_VERTICALFLIP); + mobj_t *chunk; + fixed_t momz; - P_SetMobjState(target, target->info->deathstate); - target->health = 0; - target->angle = inflictor->angle + ANGLE_90; - P_UnsetThingPosition(target); - target->flags = MF_NOCLIP; - target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); - target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); - if (flip) - target->z -= FixedMul(12*FRACUNIT, target->scale); - else - target->z += FixedMul(12*FRACUNIT, target->scale); - P_SetThingPosition(target); - P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale)); - target->momz = FixedMul(7*FRACUNIT, target->scale); - if (flip) - target->momz = -target->momz; - - if (flip) - { - target = P_SpawnMobj(x,y,z-FixedMul(12*FRACUNIT, target->scale),MT_SPIKE); - target->eflags |= MFE_VERTICALFLIP; - } - else - target = P_SpawnMobj(x,y,z+FixedMul(12*FRACUNIT, target->scale),MT_SPIKE); - P_SetMobjState(target, target->info->deathstate); - target->health = 0; - target->angle = inflictor->angle - ANGLE_90; - target->destscale = scale; - P_SetScale(target, scale); - P_UnsetThingPosition(target); - target->flags = MF_NOCLIP; - target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); - target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); - P_SetThingPosition(target); - P_InstaThrust(target,target->angle,FixedMul(2*FRACUNIT, target->scale)); - target->momz = FixedMul(7*FRACUNIT, target->scale); - if (flip) - target->momz = -target->momz; + S_StartSound(target, target->info->deathsound); if (target->info->xdeathstate != S_NULL) { - target = P_SpawnMobj(x,y,z,MT_SPIKE); + momz = 6*scale; if (flip) - target->eflags |= MFE_VERTICALFLIP; - P_SetMobjState(target, target->info->xdeathstate); - target->health = 0; - target->angle = inflictor->angle + ANGLE_90; - target->destscale = scale; - P_SetScale(target, scale); - P_UnsetThingPosition(target); - target->flags = MF_NOCLIP; - target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); - target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); - P_SetThingPosition(target); - P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale)); - target->momz = FixedMul(6*FRACUNIT, target->scale); - if (flip) - target->momz = -target->momz; + momz *= -1; +#define makechunk(angtweak, xmov, ymov) \ + chunk = P_SpawnMobj(target->x, target->y, target->z, MT_SPIKE);\ + chunk->eflags |= flip;\ + P_SetMobjState(chunk, target->info->xdeathstate);\ + chunk->health = 0;\ + chunk->angle = angtweak;\ + chunk->destscale = scale;\ + P_SetScale(chunk, scale);\ + P_UnsetThingPosition(chunk);\ + chunk->flags = MF_NOCLIP;\ + chunk->x += xmov;\ + chunk->y += ymov;\ + P_SetThingPosition(chunk);\ + P_InstaThrust(chunk,chunk->angle, 4*scale);\ + chunk->momz = momz - target = P_SpawnMobj(x,y,z,MT_SPIKE); - if (flip) - target->eflags |= MFE_VERTICALFLIP; - P_SetMobjState(target, target->info->xdeathstate); - target->health = 0; - target->angle = inflictor->angle - ANGLE_90; - target->destscale = scale; - P_SetScale(target, scale); - P_UnsetThingPosition(target); - target->flags = MF_NOCLIP; - target->x += P_ReturnThrustX(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); - target->y += P_ReturnThrustY(target, target->angle, FixedMul(8*FRACUNIT, target->scale)); - P_SetThingPosition(target); - P_InstaThrust(target,target->angle,FixedMul(4*FRACUNIT, target->scale)); - target->momz = FixedMul(6*FRACUNIT, target->scale); - if (flip) - target->momz = -target->momz; + makechunk(ang + ANGLE_180, -xoffs, -yoffs); + makechunk(ang, xoffs, yoffs); + +#undef makechunk } + + momz = 7*scale; + if (flip) + momz *= -1; + + chunk = P_SpawnMobj(target->x, target->y, target->z, MT_SPIKE); + chunk->eflags |= flip; + + P_SetMobjState(chunk, target->info->deathstate); + chunk->health = 0; + chunk->angle = ang + ANGLE_180; + chunk->destscale = scale; + P_SetScale(chunk, scale); + P_UnsetThingPosition(chunk); + chunk->flags = MF_NOCLIP; + chunk->x -= xoffs; + chunk->y -= yoffs; + if (flip) + chunk->z -= 12*scale; + else + chunk->z += 12*scale; + P_SetThingPosition(chunk); + P_InstaThrust(chunk, chunk->angle, 2*scale); + chunk->momz = momz; + + P_SetMobjState(target, target->info->deathstate); + target->health = 0; + target->angle = ang; + P_UnsetThingPosition(target); + target->flags = MF_NOCLIP; + target->x += xoffs; + target->y += yoffs; + target->z = chunk->z; + P_SetThingPosition(target); + P_InstaThrust(target, target->angle, 2*scale); + target->momz = momz; + } + else if (target->type == MT_WALLSPIKE && target->info->deathstate != S_NULL) + { + const angle_t ang = (/*(inflictor) ? inflictor->angle : */target->angle) + ANGLE_90; + const fixed_t scale = target->scale; + const fixed_t xoffs = P_ReturnThrustX(target, ang, 8*scale), yoffs = P_ReturnThrustY(target, ang, 8*scale), forwardxoffs = P_ReturnThrustX(target, target->angle, 7*scale), forwardyoffs = P_ReturnThrustY(target, target->angle, 7*scale); + const UINT16 flip = (target->eflags & MFE_VERTICALFLIP); + mobj_t *chunk; + boolean sprflip; + + S_StartSound(target, target->info->deathsound); + if (!P_MobjWasRemoved(target->tracer)) + P_RemoveMobj(target->tracer); + + if (target->info->xdeathstate != S_NULL) + { + sprflip = P_RandomChance(FRACUNIT/2); + +#define makechunk(angtweak, xmov, ymov) \ + chunk = P_SpawnMobj(target->x, target->y, target->z, MT_WALLSPIKE);\ + chunk->eflags |= flip;\ + P_SetMobjState(chunk, target->info->xdeathstate);\ + chunk->health = 0;\ + chunk->angle = target->angle;\ + chunk->destscale = scale;\ + P_SetScale(chunk, scale);\ + P_UnsetThingPosition(chunk);\ + chunk->flags = MF_NOCLIP;\ + chunk->x += xmov - forwardxoffs;\ + chunk->y += ymov - forwardyoffs;\ + P_SetThingPosition(chunk);\ + P_InstaThrust(chunk, angtweak, 4*scale);\ + chunk->momz = P_RandomRange(5, 7)*scale;\ + if (flip)\ + chunk->momz *= -1;\ + if (sprflip)\ + chunk->frame |= FF_VERTICALFLIP + + makechunk(ang + ANGLE_180, -xoffs, -yoffs); + sprflip = !sprflip; + makechunk(ang, xoffs, yoffs); + +#undef makechunk + } + + sprflip = P_RandomChance(FRACUNIT/2); + + chunk = P_SpawnMobj(target->x, target->y, target->z, MT_WALLSPIKE); + chunk->eflags |= flip; + + P_SetMobjState(chunk, target->info->deathstate); + chunk->health = 0; + chunk->angle = target->angle; + chunk->destscale = scale; + P_SetScale(chunk, scale); + P_UnsetThingPosition(chunk); + chunk->flags = MF_NOCLIP; + chunk->x += forwardxoffs - xoffs; + chunk->y += forwardyoffs - yoffs; + P_SetThingPosition(chunk); + P_InstaThrust(chunk, ang + ANGLE_180, 2*scale); + chunk->momz = P_RandomRange(5, 7)*scale; + if (flip) + chunk->momz *= -1; + if (sprflip) + chunk->frame |= FF_VERTICALFLIP; + + P_SetMobjState(target, target->info->deathstate); + target->health = 0; + P_UnsetThingPosition(target); + target->flags = MF_NOCLIP; + target->x += forwardxoffs + xoffs; + target->y += forwardyoffs + yoffs; + P_SetThingPosition(target); + P_InstaThrust(target, ang, 2*scale); + target->momz = P_RandomRange(5, 7)*scale; + if (flip) + target->momz *= -1; + if (!sprflip) + target->frame |= FF_VERTICALFLIP; } else if (target->player) { @@ -2923,7 +2993,7 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source, P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); - if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes + if (damagetype == DMG_SPIKE) // spikes S_StartSound(player->mo, sfx_spkdth); else S_StartSound (player->mo, sfx_shldls); // Ba-Dum! Shield loss. @@ -2952,7 +3022,7 @@ static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, IN P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2); - if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes + if (damagetype == DMG_SPIKE) // spikes S_StartSound(player->mo, sfx_spkdth); if (source && source->player && !player->powers[pw_super]) //don't score points against super players diff --git a/src/p_map.c b/src/p_map.c index e1f204a8c..d4d8796a2 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -439,7 +439,9 @@ static boolean PIT_CheckThing(mobj_t *thing) // Metal Sonic destroys tiny baby objects. if (tmthing->type == MT_METALSONIC_RACE - && (thing->flags & (MF_MISSILE|MF_ENEMY|MF_BOSS) || thing->type == MT_SPIKE)) + && (thing->flags & (MF_MISSILE|MF_ENEMY|MF_BOSS) + || (thing->type == MT_SPIKE + || thing->type == MT_WALLSPIKE))) { if ((thing->flags & (MF_ENEMY|MF_BOSS)) && (thing->health <= 0 || !(thing->flags & MF_SHOOTABLE))) return true; @@ -451,12 +453,14 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath - if (thing->type == MT_SPIKE) + if (thing->type == MT_SPIKE + || thing->type == MT_WALLSPIKE) { + mobjtype_t type = thing->type; if (thing->flags & MF_SOLID) S_StartSound(tmthing, thing->info->deathsound); for (thing = thing->subsector->sector->thinglist; thing; thing = thing->snext) - if (thing->type == MT_SPIKE && thing->health > 0 && thing->flags & MF_SOLID && P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < FixedMul(56*FRACUNIT, thing->scale)) + if (thing->type == type && thing->health > 0 && thing->flags & MF_SOLID && P_AproxDistance(P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y), thing->z - tmthing->z) < 56*thing->scale)//FixedMul(56*FRACUNIT, thing->scale)) P_KillMobj(thing, tmthing, tmthing, 0); } else @@ -470,10 +474,13 @@ static boolean PIT_CheckThing(mobj_t *thing) // SF_DASHMODE users destroy spikes and monitors, CA_TWINSPIN users and CA2_MELEE users destroy spikes. if ((tmthing->player) && (((tmthing->player->charflags & SF_DASHMODE) && (tmthing->player->dashmode >= 3*TICRATE) - && (thing->flags & (MF_MONITOR) || thing->type == MT_SPIKE)) + && (thing->flags & (MF_MONITOR) + || (thing->type == MT_SPIKE + || thing->type == MT_WALLSPIKE))) || ((((tmthing->player->charability == CA_TWINSPIN) && (tmthing->player->panim == PA_ABILITY)) || (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)) - && (thing->type == MT_SPIKE)))) + && (thing->type == MT_SPIKE + || thing->type == MT_WALLSPIKE)))) { if ((thing->flags & (MF_MONITOR)) && (thing->health <= 0 || !(thing->flags & MF_SHOOTABLE))) return true; @@ -485,12 +492,14 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; // overhead if (tmthing->z + tmthing->height < thing->z) return true; // underneath - if (thing->type == MT_SPIKE) + if (thing->type == MT_SPIKE + || thing->type == MT_WALLSPIKE) { + mobjtype_t type = thing->type; if (thing->flags & MF_SOLID) S_StartSound(tmthing, thing->info->deathsound); for (thing = thing->subsector->sector->thinglist; thing; thing = thing->snext) - if (thing->type == MT_SPIKE && thing->health > 0 && thing->flags & MF_SOLID && P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < FixedMul(56*FRACUNIT, thing->scale)) + if (thing->type == type && thing->health > 0 && thing->flags & MF_SOLID && P_AproxDistance(P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y), thing->z - tmthing->z) < 56*thing->scale)//FixedMul(56*FRACUNIT, thing->scale)) P_KillMobj(thing, tmthing, tmthing, 0); } else @@ -937,12 +946,12 @@ static boolean PIT_CheckThing(mobj_t *thing) if (thing->z + thing->height <= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) && thing->z + thing->height + thing->momz >= tmthing->z + FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz && !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && thing->eflags & MFE_VERTICALFLIP)) - P_DamageMobj(thing, tmthing, tmthing, 1, 0); + P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE); } else if (thing->z >= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) && thing->z + thing->momz <= tmthing->z + tmthing->height - FixedMul(FRACUNIT, tmthing->scale) + tmthing->momz && !(thing->player->charability == CA_BOUNCE && thing->player->panim == PA_ABILITY && !(thing->eflags & MFE_VERTICALFLIP))) - P_DamageMobj(thing, tmthing, tmthing, 1, 0); + P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE); } else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && tmthing->player) // unfortunate player falls into spike?! { @@ -951,12 +960,12 @@ static boolean PIT_CheckThing(mobj_t *thing) if (tmthing->z + tmthing->height <= thing->z - FixedMul(FRACUNIT, thing->scale) && tmthing->z + tmthing->height + tmthing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale) && !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && tmthing->eflags & MFE_VERTICALFLIP)) - P_DamageMobj(tmthing, thing, thing, 1, 0); + P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE); } else if (tmthing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) && tmthing->z + tmthing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) && !(tmthing->player->charability == CA_BOUNCE && tmthing->player->panim == PA_ABILITY && !(tmthing->eflags & MFE_VERTICALFLIP))) - P_DamageMobj(tmthing, thing, thing, 1, 0); + P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE); } if (tmthing->type == MT_WALLSPIKE && tmthing->flags & MF_SOLID && thing->player) // wall spike impales player @@ -971,15 +980,26 @@ static boolean PIT_CheckThing(mobj_t *thing) if (thing->z + thing->height > bottomz // above bottom && thing->z < topz) // below top - { // don't check angle, the player was clearly in the way in this case + // don't check angle, the player was clearly in the way in this case P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE); - } } else if (thing->type == MT_WALLSPIKE && thing->flags & MF_SOLID && tmthing->player) { fixed_t bottomz, topz; + angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tmthing->x, tmthing->y); + + if (P_PlayerInPain(tmthing->player) && (tmthing->momx || tmthing->momy)) + { + angle_t playerangle = R_PointToAngle2(0, 0, tmthing->momx, tmthing->momy) - touchangle; + if (playerangle > ANGLE_180) + playerangle = InvAngle(playerangle); + if (playerangle < ANGLE_90) + return true; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them. + } + bottomz = thing->z; topz = thing->z + thing->height; + if (thing->eflags & MFE_VERTICALFLIP) bottomz -= FixedMul(FRACUNIT, thing->scale); else @@ -989,11 +1009,10 @@ static boolean PIT_CheckThing(mobj_t *thing) && tmthing->z < topz // below top && !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer { // use base as a reference point to determine what angle you touched the spike at - angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tmthing->x, tmthing->y); - angle_t diffangle = thing->angle - touchangle; - if (diffangle > ANGLE_180) - diffangle = InvAngle(diffangle); - if (diffangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked! + touchangle = thing->angle - touchangle; + if (touchangle > ANGLE_180) + touchangle = InvAngle(touchangle); + if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked! P_DamageMobj(tmthing, thing, thing, 1, DMG_SPIKE); } } @@ -1151,12 +1170,14 @@ static boolean PIT_CheckThing(mobj_t *thing) } } - if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE)) + if (!(tmthing->player) && (thing->player)) + ; // no solid thing should ever be able to step up onto a player + else if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE)) { if (iwassprung) // this spring caused you to gain MFE_SPRUNG just now... return false; // "cancel" P_TryMove via blocking so you keep your current position } - else if (tmthing->flags & MF_SPRING && (thing->player || thing->flags & MF_PUSHABLE)) + else if (tmthing->flags & MF_SPRING && (thing->flags & MF_PUSHABLE)) ; // Fix a few nasty spring-jumping bugs that happen sometimes. // Monitors are not treated as solid to players who are jumping, spinning or gliding, // unless it's a CTF team monitor and you're on the wrong team @@ -3093,12 +3114,86 @@ void P_SlideMove(mobj_t *mo) INT16 hitcount = 0; boolean success = false; + boolean papercol = false; + vertex_t v1, v2; // fake vertexes + line_t junk; // fake linedef + if (tmhitthing && mo->z + mo->height > tmhitthing->z && mo->z < tmhitthing->z + tmhitthing->height) { // Don't mess with your momentum if it's a pushable object. Pushables do their own crazy things already. if (tmhitthing->flags & MF_PUSHABLE) return; + if (tmhitthing->flags & MF_PAPERCOLLISION) + { + fixed_t cosradius, sinradius, num, den; + + // trace along the three leading corners + if (mo->momx > 0) + { + leadx = mo->x + mo->radius; + trailx = mo->x - mo->radius; + } + else + { + leadx = mo->x - mo->radius; + trailx = mo->x + mo->radius; + } + + if (mo->momy > 0) + { + leady = mo->y + mo->radius; + traily = mo->y - mo->radius; + } + else + { + leady = mo->y - mo->radius; + traily = mo->y + mo->radius; + } + + papercol = true; + slidemo = mo; + bestslideline = &junk; + + cosradius = FixedMul(tmhitthing->radius, FINECOSINE(tmhitthing->angle>>ANGLETOFINESHIFT)); + sinradius = FixedMul(tmhitthing->radius, FINESINE(tmhitthing->angle>>ANGLETOFINESHIFT)); + + v1.x = tmhitthing->x - cosradius; + v1.y = tmhitthing->y - sinradius; + v2.x = tmhitthing->x + cosradius; + v2.y = tmhitthing->y + sinradius; + + junk.v1 = &v1; + junk.v2 = &v2; + junk.dx = 2*cosradius; // v2.x - v1.x; + junk.dy = 2*sinradius; // v2.y - v1.y; + + junk.slopetype = !cosradius ? ST_VERTICAL : !sinradius ? ST_HORIZONTAL : + ((sinradius > 0) == (cosradius > 0)) ? ST_POSITIVE : ST_NEGATIVE; + + bestslidefrac = FRACUNIT+1; + + den = FixedMul(junk.dy>>8, mo->momx) - FixedMul(junk.dx>>8, mo->momy); + + if (!den) + bestslidefrac = 0; + else + { + fixed_t frac; +#define P_PaperTraverse(startx, starty) \ + num = FixedMul((v1.x - leadx)>>8, junk.dy) + FixedMul((leady - v1.y)>>8, junk.dx); \ + frac = FixedDiv(num, den); \ + if (frac < bestslidefrac) \ + bestslidefrac = frac + P_PaperTraverse(leadx, leady); + P_PaperTraverse(trailx, leady); + P_PaperTraverse(leadx, traily); +#undef dowork + } + + goto papercollision; + } + // Thankfully box collisions are a lot simpler than arbitrary lines. There's only four possible cases. if (mo->y + mo->radius <= tmhitthing->y - tmhitthing->radius) { @@ -3129,7 +3224,7 @@ void P_SlideMove(mobj_t *mo) bestslideline = NULL; retry: - if (++hitcount == 3) + if ((++hitcount == 3) || papercol) goto stairstep; // don't loop forever // trace along the three leading corners @@ -3171,6 +3266,7 @@ retry: return; } +papercollision: // move up to the wall if (bestslidefrac == FRACUNIT+1) { diff --git a/src/p_mobj.c b/src/p_mobj.c index 42003e264..08e526dc1 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -2554,8 +2554,9 @@ static boolean P_ZMovement(mobj_t *mo) return true; break; case MT_SPIKE: + case MT_WALLSPIKE: // Dead spike particles disappear upon ground contact - if ((mo->z <= mo->floorz || mo->z + mo->height >= mo->ceilingz) && mo->health <= 0) + if (!mo->health && (mo->z <= mo->floorz || mo->z + mo->height >= mo->ceilingz)) { P_RemoveMobj(mo); return false; @@ -7194,16 +7195,18 @@ void P_MobjThinker(mobj_t *mobj) return; } mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK); +#if 0 if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle { mobj_t *target = mobj->target; // shortcut - const fixed_t baseradius = target->radius/2 - FixedMul(FRACUNIT, target->scale); + const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale); P_UnsetThingPosition(mobj); mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius); mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius); P_SetThingPosition(mobj); mobj->angle = target->angle + ANGLE_90; } +#endif break; case MT_FALLINGROCK: // Despawn rocks here in case zmovement code can't do so (blame slopes) @@ -9939,8 +9942,8 @@ ML_NOCLIMB : Direction not controllable mobj->flags &= ~MF_SCENERY; mobj->fuse = mthing->angle + mobj->info->speed; } - // Use per-thing collision for spikes if the deaf flag is checked. - if (mthing->options & MTF_AMBUSH && !metalrecording) + // Use per-thing collision for spikes if the deaf flag isn't checked. + if (!(mthing->options & MTF_AMBUSH) && !metalrecording) { P_UnsetThingPosition(mobj); mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT); @@ -9956,8 +9959,8 @@ ML_NOCLIMB : Direction not controllable mobj->flags &= ~MF_SCENERY; mobj->fuse = mobj->info->speed; } - // Use per-thing collision for spikes if the deaf flag is checked. - if (mthing->options & MTF_AMBUSH && !metalrecording) + // Use per-thing collision for spikes if the deaf flag isn't checked. + if (!(mthing->options & MTF_AMBUSH) && !metalrecording) { P_UnsetThingPosition(mobj); mobj->flags &= ~(MF_NOBLOCKMAP|MF_NOCLIPHEIGHT); @@ -9968,7 +9971,7 @@ ML_NOCLIMB : Direction not controllable // spawn base { const angle_t mobjangle = FixedAngle(mthing->angle*FRACUNIT); // the mobj's own angle hasn't been set quite yet so... - const fixed_t baseradius = mobj->radius/2 - FixedMul(FRACUNIT, mobj->scale); + const fixed_t baseradius = mobj->radius - mobj->scale; mobj_t *base = P_SpawnMobj( mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius), mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius), diff --git a/src/p_polyobj.c b/src/p_polyobj.c index 7776ab19a..fd3237c9d 100644 --- a/src/p_polyobj.c +++ b/src/p_polyobj.c @@ -1237,7 +1237,7 @@ static void Polyobj_rotateLine(line_t *ld) // determine slopetype ld->slopetype = !ld->dx ? ST_VERTICAL : !ld->dy ? ST_HORIZONTAL : - FixedDiv(ld->dy, ld->dx) > 0 ? ST_POSITIVE : ST_NEGATIVE; + ((ld->dy > 0) == (ld->dx > 0)) ? ST_POSITIVE : ST_NEGATIVE; // update bounding box if (v1->x < v2->x) diff --git a/src/p_setup.c b/src/p_setup.c index 2027ffb85..1594b1ddc 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -1212,7 +1212,7 @@ static void P_LoadLineDefs(lumpnum_t lumpnum) ld->slopetype = ST_VERTICAL; else if (!ld->dy) ld->slopetype = ST_HORIZONTAL; - else if (FixedDiv(ld->dy, ld->dx) > 0) + else if ((ld->dy > 0) == (ld->dx > 0)) ld->slopetype = ST_POSITIVE; else ld->slopetype = ST_NEGATIVE; diff --git a/src/p_user.c b/src/p_user.c index 36b69170d..afa0ee960 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -821,7 +821,10 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor) if (inflictor) { - ang = R_PointToAngle2(inflictor->x-inflictor->momx, inflictor->y - inflictor->momy, player->mo->x - player->mo->momx, player->mo->y - player->mo->momy); + if (inflictor->type == MT_WALLSPIKE) + ang = inflictor->angle; + else + ang = R_PointToAngle2(inflictor->x-inflictor->momx, inflictor->y - inflictor->momy, player->mo->x - player->mo->momx, player->mo->y - player->mo->momy); // explosion and rail rings send you farther back, making it more difficult // to recover diff --git a/src/r_things.c b/src/r_things.c index 36a7eb555..d3e198a45 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -817,7 +817,7 @@ static void R_DrawVisSprite(vissprite_t *vis) colfunc = basecolfunc; // hack: this isn't resetting properly somewhere. dc_colormap = vis->colormap; - if ((vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" + if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" { // translate certain pixels to white colfunc = transcolfunc; @@ -832,7 +832,7 @@ static void R_DrawVisSprite(vissprite_t *vis) { colfunc = transtransfunc; dc_transmap = vis->transmap; - if (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->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; dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); @@ -851,7 +851,7 @@ static void R_DrawVisSprite(vissprite_t *vis) colfunc = transcolfunc; // New colormap stuff for skins Tails 06-07-2002 - if (vis->mobj->skin && vis->mobj->sprite == SPR_PLAY) // This thing is a player! + 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; dc_translation = R_GetTranslationColormap((INT32)skinnum, vis->mobj->color, GTC_CACHE); @@ -881,18 +881,18 @@ static void R_DrawVisSprite(vissprite_t *vis) frac = vis->startfrac; windowtop = windowbottom = sprbotscreen = INT32_MAX; - if (vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES) + if (!(vis->cut & SC_PRECIP) && vis->mobj->skin && ((skin_t *)vis->mobj->skin)->flags & SF_HIRES) this_scale = FixedMul(this_scale, ((skin_t *)vis->mobj->skin)->highresscale); if (this_scale <= 0) this_scale = 1; if (this_scale != FRACUNIT) { - if (!vis->isScaled) + if (!(vis->cut & SC_ISSCALED)) { vis->scale = FixedMul(vis->scale, this_scale); vis->scalestep = FixedMul(vis->scalestep, this_scale); vis->xiscale = FixedDiv(vis->xiscale,this_scale); - vis->isScaled = true; + vis->cut |= SC_ISSCALED; } dc_texturemid = FixedDiv(dc_texturemid,this_scale); } @@ -934,7 +934,7 @@ static void R_DrawVisSprite(vissprite_t *vis) sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale)); dc_iscale = (0xffffffffu / (unsigned)spryscale); } - if (vis->vflip) + if (vis->cut & SC_VFLIP) R_DrawFlippedMaskedColumn(column, patch->height); else R_DrawMaskedColumn(column); @@ -1013,7 +1013,7 @@ static void R_DrawPrecipitationVisSprite(vissprite_t *vis) // // R_SplitSprite // runs through a sector's lightlist and -static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing) +static void R_SplitSprite(vissprite_t *sprite) { INT32 i, lightnum, lindex; INT16 cutfrac; @@ -1049,6 +1049,8 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing) // adjust the heights. newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t)); + newsprite->cut |= (sprite->cut & SC_FLAGMASK); + sprite->cut |= SC_BOTTOM; sprite->gz = testheight; @@ -1081,15 +1083,7 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing) newsprite->extra_colormap = sector->lightlist[i].extra_colormap; -/* - if (thing->frame & FF_TRANSMASK) - ; - else if (thing->flags2 & MF2_SHADOW) - ; - else -*/ - if (!((thing->frame & (FF_FULLBRIGHT|FF_TRANSMASK) || thing->flags2 & MF2_SHADOW) - && (!newsprite->extra_colormap || !newsprite->extra_colormap->fog))) + if (!((newsprite->cut & SC_FULLBRIGHT) && (!newsprite->extra_colormap || !newsprite->extra_colormap->fog))) { lindex = FixedMul(sprite->xscale, FixedDiv(640, vid.width))>>(LIGHTSCALESHIFT); @@ -1109,6 +1103,7 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing) // static void R_ProjectSprite(mobj_t *thing) { + mobj_t *oldthing = thing; fixed_t tr_x, tr_y; fixed_t gxt, gyt; fixed_t tx, tz; @@ -1128,6 +1123,8 @@ static void R_ProjectSprite(mobj_t *thing) vissprite_t *vis; + spritecut_e cut = SC_NONE; + angle_t ang = 0; // compiler complaints fixed_t iscale; fixed_t scalestep; @@ -1326,24 +1323,14 @@ static void R_ProjectSprite(mobj_t *thing) if ((thing->flags2 & MF2_LINKDRAW) && thing->tracer) // toast 16/09/16 (SYMMETRY) { fixed_t linkscale; -#if 0 // support for chains of linkdraw - probably not network safe to modify mobjs during rendering - mobj_t *link, *link2; - for (link = thing->tracer; (link->tracer && (link->flags2 & MF2_LINKDRAW)); link = link->tracer) - link->flags2 &= ~MF2_LINKDRAW; // to prevent infinite loops, otherwise would just be a ; + thing = thing->tracer; - for (link2 = thing->tracer; (link2->tracer && (link2 != link)); link2 = link2->tracer) - link->flags2 |= MF2_LINKDRAW; // only needed for correction of the above + if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) + return; - if (link->flags2 & MF2_LINKDRAW) - link->flags2 &= ~MF2_LINKDRAW; // let's try and make sure this doesn't happen again... - - tr_x = link->x - viewx; - tr_y = link->y - viewy; -#else - tr_x = thing->tracer->x - viewx; - tr_y = thing->tracer->y - viewy; -#endif + tr_x = thing->x - viewx; + tr_y = thing->y - viewy; gxt = FixedMul(tr_x, viewcos); gyt = -FixedMul(tr_y, viewsin); tz = gxt-gyt; @@ -1356,6 +1343,7 @@ static void R_ProjectSprite(mobj_t *thing) dispoffset *= -1; // if it's physically behind, make sure it's ordered behind (if dispoffset > 0) sortscale = linkscale; // now make sure it's linked + cut = SC_LINKDRAW; } // PORTAL SPRITE CLIPPING @@ -1374,12 +1362,12 @@ static void R_ProjectSprite(mobj_t *thing) // When vertical flipped, draw sprites from the top down, at least as far as offsets are concerned. // sprite height - sprite topoffset is the proper inverse of the vertical offset, of course. // remember gz and gzt should be seperated by sprite height, not thing height - thing height can be shorter than the sprite itself sometimes! - gz = thing->z + thing->height - FixedMul(spritecachedinfo[lump].topoffset, this_scale); + gz = oldthing->z + oldthing->height - FixedMul(spritecachedinfo[lump].topoffset, this_scale); gzt = gz + FixedMul(spritecachedinfo[lump].height, this_scale); } else { - gzt = thing->z + FixedMul(spritecachedinfo[lump].topoffset, this_scale); + gzt = oldthing->z + FixedMul(spritecachedinfo[lump].topoffset, this_scale); gz = gzt - FixedMul(spritecachedinfo[lump].height, this_scale); } @@ -1469,7 +1457,7 @@ static void R_ProjectSprite(mobj_t *thing) vis->sector = thing->subsector->sector; vis->szt = (INT16)((centeryfrac - FixedMul(vis->gzt - viewz, sortscale))>>FRACBITS); vis->sz = (INT16)((centeryfrac - FixedMul(vis->gz - viewz, sortscale))>>FRACBITS); - vis->cut = SC_NONE; + vis->cut = cut; if (thing->subsector->sector->numlights) vis->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap; else @@ -1506,12 +1494,15 @@ static void R_ProjectSprite(mobj_t *thing) // specific translucency if (!cv_translucency.value) ; // no translucency - else if (thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility) + else if (oldthing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility) vis->transmap = transtables + ((tr_trans80-1)<frame & FF_TRANSMASK) - vis->transmap = transtables + (thing->frame & FF_TRANSMASK) - 0x10000; + else if (oldthing->frame & FF_TRANSMASK) + vis->transmap = transtables + (oldthing->frame & FF_TRANSMASK) - 0x10000; - if (((thing->frame & FF_FULLBRIGHT) || (thing->flags2 & MF2_SHADOW)) + if ((oldthing->frame & FF_FULLBRIGHT) || (oldthing->flags2 & MF2_SHADOW)) + vis->cut |= SC_FULLBRIGHT; + + if (vis->cut & SC_FULLBRIGHT && (!vis->extra_colormap || !vis->extra_colormap->fog)) { // full bright: goggles @@ -1528,14 +1519,11 @@ static void R_ProjectSprite(mobj_t *thing) vis->colormap = spritelights[lindex]; } - vis->precip = false; - - vis->vflip = vflip; - - vis->isScaled = false; + if (vflip) + vis->cut |= SC_VFLIP; if (thing->subsector->sector->numlights) - R_SplitSprite(vis, thing); + R_SplitSprite(vis); // Debug ++objectsdrawn; @@ -1559,7 +1547,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) fixed_t iscale; //SoM: 3/17/2000 - fixed_t gz ,gzt; + fixed_t gz, gzt; // transform the origin point tr_x = thing->x - viewx; @@ -1695,16 +1683,14 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) else vis->transmap = NULL; + vis->mobj = (mobj_t *)thing; vis->mobjflags = 0; - vis->cut = SC_NONE; + vis->cut = SC_PRECIP; vis->extra_colormap = thing->subsector->sector->extra_colormap; vis->heightsec = thing->subsector->sector->heightsec; // Fullbright vis->colormap = colormaps; - vis->precip = true; - vis->vflip = false; - vis->isScaled = false; } // R_AddSprites @@ -1797,7 +1783,7 @@ static vissprite_t vsprsortedhead; void R_SortVisSprites(void) { - UINT32 i; + UINT32 i, linkedvissprites = 0; vissprite_t *ds, *dsprev, *dsnext, *dsfirst; vissprite_t *best = NULL; vissprite_t unsorted; @@ -1821,22 +1807,91 @@ void R_SortVisSprites(void) ds->next = dsnext; ds->prev = dsprev; + ds->linkdraw = NULL; } // Fix first and last. ds still points to the last one after the loop dsfirst->prev = &unsorted; unsorted.next = dsfirst; if (ds) + { ds->next = &unsorted; + ds->linkdraw = NULL; + } unsorted.prev = ds; + // bundle linkdraw + for (ds = unsorted.prev; ds != &unsorted; ds = ds->prev) + { + if (!(ds->cut & SC_LINKDRAW)) + continue; + + // reuse dsfirst... + for (dsfirst = unsorted.prev; dsfirst != &unsorted; dsfirst = dsfirst->prev) + { + // don't connect if it's also a link + if (dsfirst->cut & SC_LINKDRAW) + continue; + + // don't connect if it's not the tracer + if (dsfirst->mobj != ds->mobj) + continue; + + // don't connect if the tracer's top is cut off, but lower than the link's top + if ((dsfirst->cut & SC_TOP) + && dsfirst->szt > ds->szt) + continue; + + // don't connect if the tracer's bottom is cut off, but higher than the link's bottom + if ((dsfirst->cut & SC_BOTTOM) + && dsfirst->sz < ds->sz) + continue; + + break; + } + + // remove from chain + ds->next->prev = ds->prev; + ds->prev->next = ds->next; + linkedvissprites++; + + if (dsfirst != &unsorted) + { + if (!(ds->cut & SC_FULLBRIGHT)) + ds->colormap = dsfirst->colormap; + ds->extra_colormap = dsfirst->extra_colormap; + + // reusing dsnext... + dsnext = dsfirst->linkdraw; + + if (!dsnext || ds->dispoffset < dsnext->dispoffset) + { + ds->next = dsnext; + dsfirst->linkdraw = ds; + } + else + { + for (; dsnext->next != NULL; dsnext = dsnext->next) + if (ds->dispoffset < dsnext->next->dispoffset) + break; + ds->next = dsnext->next; + dsnext->next = ds; + } + } + } + // pull the vissprites out by scale vsprsortedhead.next = vsprsortedhead.prev = &vsprsortedhead; - for (i = 0; i < visspritecount; i++) + for (i = 0; i < visspritecount-linkedvissprites; i++) { bestscale = bestdispoffset = INT32_MAX; for (ds = unsorted.next; ds != &unsorted; ds = ds->next) { +#ifdef PARANOIA + if (ds->cut & SC_LINKDRAW) + I_Error("R_SortVisSprites: no link or discardal made for linkdraw!"); +#endif + if (ds->sortscale < bestscale) { bestscale = ds->sortscale; @@ -2090,20 +2145,6 @@ static void R_CreateDrawNodes(void) } else if (r2->seg) { -#if 0 //#ifdef POLYOBJECTS_PLANES - if (r2->seg->curline->polyseg && rover->mobj && P_MobjInsidePolyobj(r2->seg->curline->polyseg, rover->mobj)) { - // Determine if we need to sort in front of the polyobj, based on the planes. This fixes the issue where - // polyobject planes render above the object standing on them. (A bit hacky... but it works.) -Red - mobj_t *mo = rover->mobj; - sector_t *po = r2->seg->curline->backsector; - - if (po->ceilingheight < viewz && mo->z+mo->height > po->ceilingheight) - continue; - - if (po->floorheight > viewz && mo->z < po->floorheight) - continue; - } -#endif if (rover->x1 > r2->seg->x2 || rover->x2 < r2->seg->x1) continue; @@ -2230,7 +2271,7 @@ static void R_DrawPrecipitationSprite(vissprite_t *spr) void R_ClipSprites(void) { vissprite_t *spr; - for (;clippedvissprites < visspritecount; clippedvissprites++) + for (; clippedvissprites < visspritecount; clippedvissprites++) { drawseg_t *ds; INT32 x; @@ -2451,10 +2492,24 @@ void R_DrawMasked(void) next = r2->prev; // Tails 08-18-2002 - if (r2->sprite->precip == true) + if (r2->sprite->cut & SC_PRECIP) R_DrawPrecipitationSprite(r2->sprite); - else + else if (!r2->sprite->linkdraw) R_DrawSprite(r2->sprite); + else // unbundle linkdraw + { + vissprite_t *ds = r2->sprite->linkdraw; + + for (; + (ds != NULL && r2->sprite->dispoffset > ds->dispoffset); + ds = ds->next) + R_DrawSprite(ds); + + R_DrawSprite(r2->sprite); + + for (; ds != NULL; ds = ds->next) + R_DrawSprite(ds); + } R_DoneWithNode(r2); r2 = next; diff --git a/src/r_things.h b/src/r_things.h index efa5eae82..22e12123f 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -127,9 +127,19 @@ typedef struct // ----------- typedef enum { + // actual cuts SC_NONE = 0, SC_TOP = 1, - SC_BOTTOM = 2 + SC_BOTTOM = 1<<1, + // other flags + SC_PRECIP = 1<<2, + SC_LINKDRAW = 1<<3, + SC_FULLBRIGHT = 1<<4, + SC_VFLIP = 1<<5, + SC_ISSCALED = 1>>6, + // masks + SC_CUTMASK = SC_TOP|SC_BOTTOM, + SC_FLAGMASK = ~SC_CUTMASK } spritecut_e; // A vissprite_t is a thing that will be drawn during a refresh, @@ -140,6 +150,9 @@ typedef struct vissprite_s struct vissprite_s *prev; struct vissprite_s *next; + // Bonus linkdraw pointer. + struct vissprite_s *linkdraw; + mobj_t *mobj; // for easy access INT32 x1, x2; @@ -178,9 +191,6 @@ typedef struct vissprite_s INT16 clipbot[MAXVIDWIDTH], cliptop[MAXVIDWIDTH]; - boolean precip; - boolean vflip; // Flip vertically - boolean isScaled; INT32 dispoffset; // copy of info->dispoffset, affects ordering but not drawing } vissprite_t;