Merge remote-tracking branch 'origin/master' into parties-only

This commit is contained in:
James R 2020-03-05 21:41:23 -08:00
commit 18aa2972e5
30 changed files with 1537 additions and 1239 deletions

View file

@ -99,6 +99,8 @@ UINT16 pingmeasurecount = 1;
UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone.
UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values.
tic_t servermaxping = 800; // server's max ping. Defaults to 800
static tic_t lowest_lag;
boolean server_lagless;
SINT8 nodetoplayer[MAXNETNODES];
SINT8 nodetoplayer2[MAXNETNODES]; // say the numplayer for this node if any (splitscreen)
SINT8 nodetoplayer3[MAXNETNODES]; // say the numplayer for this node if any (splitscreen == 2)
@ -5023,6 +5025,9 @@ static void CL_SendClientCmd(void)
size_t packetsize = 0;
boolean mis = false;
if (lowest_lag && ( gametic % lowest_lag ))
return;
netbuffer->packettype = PT_CLIENTCMD;
if (cl_packetmissed)
@ -5491,16 +5496,65 @@ static tic_t gametime = 0;
static void UpdatePingTable(void)
{
tic_t fastest;
tic_t lag;
INT32 i;
if (server)
{
if (netgame && !(gametime % 35)) // update once per second.
PingUpdate();
fastest = 0;
// update node latency values so we can take an average later.
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
{
if (playeringame[i] && playernode[i] > 0)
{
if (! server_lagless && playernode[i] > 0)
{
lag = GetLag(playernode[i]);
realpingtable[i] += G_TicsToMilliseconds(lag);
if (! fastest || lag < fastest)
fastest = lag;
}
else
realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
}
}
pingmeasurecount++;
if (server_lagless)
lowest_lag = 0;
else
{
lowest_lag = fastest;
if (fastest)
lag = fastest;
else
lag = GetLag(0);
lag = ( realpingtable[0] + G_TicsToMilliseconds(lag) );
switch (playerpernode[0])
{
case 4:
realpingtable[nodetoplayer4[0]] = lag;
/*FALLTHRU*/
case 3:
realpingtable[nodetoplayer3[0]] = lag;
/*FALLTHRU*/
case 2:
realpingtable[nodetoplayer2[0]] = lag;
/*FALLTHRU*/
case 1:
realpingtable[nodetoplayer[0]] = lag;
}
}
}
}

View file

@ -551,6 +551,8 @@ extern UINT32 realpingtable[MAXPLAYERS];
extern UINT32 playerpingtable[MAXPLAYERS];
extern tic_t servermaxping;
extern boolean server_lagless;
extern consvar_t
#ifdef VANILLAJOINNEXTROUND
cv_joinnextround,

View file

@ -97,6 +97,8 @@ static void TeamScramble_OnChange(void);
static void NetTimeout_OnChange(void);
static void JoinTimeout_OnChange(void);
static void Lagless_OnChange (void);
static void Ringslinger_OnChange(void);
static void Gravity_OnChange(void);
static void ForceSkin_OnChange(void);
@ -457,6 +459,8 @@ consvar_t cv_jointimeout = {"jointimeout", "105", CV_CALL|CV_SAVE, nettimeout_co
static CV_PossibleValue_t maxping_cons_t[] = {{0, "MIN"}, {1000, "MAX"}, {0, NULL}};
consvar_t cv_maxping = {"maxping", "800", CV_SAVE, maxping_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_lagless = {"lagless", "Off", CV_SAVE|CV_NETVAR|CV_CALL, CV_OnOff, Lagless_OnChange, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t pingtimeout_cons_t[] = {{8, "MIN"}, {120, "MAX"}, {0, NULL}};
consvar_t cv_pingtimeout = {"pingtimeout", "10", CV_SAVE, pingtimeout_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -725,6 +729,7 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_skipmapcheck);
CV_RegisterVar(&cv_sleep);
CV_RegisterVar(&cv_maxping);
CV_RegisterVar(&cv_lagless);
CV_RegisterVar(&cv_pingtimeout);
CV_RegisterVar(&cv_showping);
@ -5145,6 +5150,14 @@ static void JoinTimeout_OnChange(void)
jointimeout = (tic_t)cv_jointimeout.value;
}
static void
Lagless_OnChange (void)
{
/* don't back out of dishonesty, or go lagless after playing honestly */
if (cv_lagless.value && gamestate == GS_LEVEL)
server_lagless = true;
}
UINT32 timelimitintics = 0;
/** Deals with a timelimit change by printing the change to the console.

View file

@ -144,6 +144,7 @@ extern consvar_t cv_ringslinger, cv_soundtest;
extern consvar_t cv_specialrings, cv_powerstones, cv_matchboxes, cv_competitionboxes;
extern consvar_t cv_maxping;
extern consvar_t cv_lagless;
extern consvar_t cv_pingtimeout;
extern consvar_t cv_showping;

View file

@ -1774,7 +1774,6 @@ static actionpointer_t actionpointers[] =
{{A_GrenadeRing}, "A_GRENADERING"}, // SRB2kart
{{A_SetSolidSteam}, "A_SETSOLIDSTEAM"},
{{A_UnsetSolidSteam}, "A_UNSETSOLIDSTEAM"},
{{A_SignPlayer}, "A_SIGNPLAYER"},
{{A_OverlayThink}, "A_OVERLAYTHINK"},
{{A_JetChase}, "A_JETCHASE"},
{{A_JetbThink}, "A_JETBTHINK"},
@ -4887,27 +4886,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BUBBLES2",
// Level End Sign
"S_SIGN1",
"S_SIGN2",
"S_SIGN3",
"S_SIGN4",
"S_SIGN5",
"S_SIGN6",
"S_SIGN7",
"S_SIGN8",
"S_SIGN9",
"S_SIGN10",
"S_SIGN11",
"S_SIGN12",
"S_SIGN13",
"S_SIGN14",
"S_SIGN15",
"S_SIGN16",
"S_SIGN17",
"S_SIGN18",
"S_SIGN19",
"S_SIGN20",
"S_SIGN_END",
"S_SIGN_POLE",
"S_SIGN_BACK",
"S_SIGN_SIDE",
"S_SIGN_FACE",
// Steam Riser
"S_STEAM1",
@ -5690,6 +5672,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_SNOW2",
"S_SNOW3",
// Blizzard Snowball
"S_BLIZZARDSNOW1",
"S_BLIZZARDSNOW2",
"S_BLIZZARDSNOW3",
// Water Splish
"S_SPLISH1",
"S_SPLISH2",
@ -6779,9 +6766,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_LAMPPOST",
"S_MOSSYTREE",
"S_SHADOW",
"S_WHITESHADOW",
"S_BUMP1",
"S_BUMP2",
"S_BUMP3",
@ -7363,6 +7347,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Interactive Objects
"MT_BUBBLES", // Bubble source
"MT_SIGN", // Level end sign
"MT_SIGN_PIECE",
"MT_SPIKEBALL", // Spike Ball
"MT_SPECIALSPIKEBALL",
"MT_SPINFIRE",
@ -7589,6 +7574,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Environmental Effects
"MT_RAIN", // Rain
"MT_SNOWFLAKE", // Snowflake
"MT_BLIZZARDSNOW", // Blizzard Snowball
"MT_SPLISH", // Water splish!
"MT_SMOKE",
"MT_SMALLBUBBLE", // small bubble
@ -7849,8 +7835,6 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_LAMPPOST",
"MT_MOSSYTREE",
"MT_SHADOW",
"MT_BUMP",
"MT_FLINGENERGY",
@ -8700,10 +8684,10 @@ struct {
// Precipitation
{"PRECIP_NONE",PRECIP_NONE},
{"PRECIP_STORM",PRECIP_STORM},
{"PRECIP_SNOW",PRECIP_SNOW},
{"PRECIP_RAIN",PRECIP_RAIN},
{"PRECIP_BLANK",PRECIP_BLANK},
{"PRECIP_SNOW",PRECIP_SNOW},
{"PRECIP_BLIZZARD",PRECIP_BLIZZARD},
{"PRECIP_STORM",PRECIP_STORM},
{"PRECIP_STORM_NORAIN",PRECIP_STORM_NORAIN},
{"PRECIP_STORM_NOSTRIKES",PRECIP_STORM_NOSTRIKES},

View file

@ -41,18 +41,36 @@ extern UINT32 mapmusposition;
extern INT16 maptol;
extern UINT8 globalweather;
extern INT32 curWeather;
extern UINT8 curWeather;
extern INT32 cursaveslot;
extern INT16 lastmapsaved;
extern boolean gamecomplete;
#define PRECIP_NONE 0
#define PRECIP_STORM 1
#define PRECIP_SNOW 2
#define PRECIP_RAIN 3
#define PRECIP_BLANK 4
#define PRECIP_STORM_NORAIN 5
#define PRECIP_STORM_NOSTRIKES 6
typedef enum
{
PRECIP_NONE = 0,
PRECIP_RAIN,
PRECIP_SNOW,
PRECIP_BLIZZARD,
PRECIP_STORM,
PRECIP_STORM_NORAIN,
PRECIP_STORM_NOSTRIKES,
MAXPRECIP
} preciptype_t;
typedef enum
{
PRECIPFX_THUNDER = 1,
PRECIPFX_LIGHTNING = 1<<1
} precipeffect_t;
typedef struct
{
mobjtype_t type;
precipeffect_t effects;
} precipprops_t;
extern precipprops_t precipprops[MAXPRECIP];
// Set if homebrew PWAD stuff has been added.
extern boolean modifiedgame;

View file

@ -83,8 +83,21 @@ UINT32 mapmusposition; // Position to jump to
INT16 gamemap = 1;
INT16 maptol;
UINT8 globalweather = 0;
INT32 curWeather = PRECIP_NONE;
UINT8 curWeather = PRECIP_NONE;
precipprops_t precipprops[MAXPRECIP] =
{
{MT_NULL, 0}, // PRECIP_NONE
{MT_RAIN, 0}, // PRECIP_RAIN
{MT_SNOWFLAKE, 0}, // PRECIP_SNOW
{MT_BLIZZARDSNOW, 0}, // PRECIP_BLIZZARD
{MT_RAIN, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM
{MT_NULL, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM_NORAIN
{MT_RAIN, PRECIPFX_THUNDER} // PRECIP_STORM_NOSTRIKES
};
INT32 cursaveslot = -1; // Auto-save 1p savegame slot
INT16 lastmapsaved = 0; // Last map we auto-saved at
boolean gamecomplete = false;
@ -1785,6 +1798,8 @@ void G_DoLoadLevel(boolean resetplayer)
// clear hud messages remains (usually from game startup)
CON_ClearHUD();
server_lagless = cv_lagless.value;
}
static INT32 pausedelay = 0;

View file

@ -39,6 +39,7 @@
#include "../st_stuff.h"
#include "../i_system.h"
#include "../m_cheat.h"
#include "../r_things.h" // R_GetShadowZ
#ifdef ESLOPE
#include "../p_slopes.h"
#endif
@ -4058,37 +4059,6 @@ static gr_vissprite_t *HWR_NewVisSprite(void)
return HWR_GetVisSprite(gr_visspritecount++);
}
// Finds a floor through which light does not pass.
static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
{
const sector_t *sec = R_PointInSubsector(x, y)->sector;
fixed_t floorz = sec->floorheight;
if (sec->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2;
const fixed_t thingtop = z + height;
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)
|| !(rover->flags & FF_RENDERPLANES)
|| rover->flags & FF_TRANSLUCENT
|| rover->flags & FF_FOG
|| rover->flags & FF_INVERTPLANES)
continue;
delta1 = z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
if (*rover->topheight > floorz && abs(delta1) < abs(delta2))
floorz = *rover->topheight;
}
}
return floorz;
}
//
// HWR_DoCulling
// Hardware version of R_DoCulling
@ -4129,185 +4099,116 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v
return false;
}
static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale)
static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
{
FOutVector swallVerts[4];
GLPatch_t *gpatch;
FOutVector shadowVerts[4];
FSurfaceInfo sSurf;
fixed_t floorheight, mobjfloor;
float offset = 0;
float fscale; float fx; float fy; float offset;
UINT8 lightlevel = 0;
extracolormap_t *colormap = NULL;
UINT8 i;
mobjfloor = HWR_OpaqueFloorAtPos(
spr->mobj->x, spr->mobj->y,
spr->mobj->z, spr->mobj->height);
if (cv_shadowoffs.value)
INT32 light;
fixed_t scalemul;
UINT16 alpha;
fixed_t floordiff;
fixed_t floorz;
fixed_t slopez;
pslope_t *floorslope;
floorz = R_GetShadowZ(thing, &floorslope);
floordiff = abs(thing->z - floorz);
alpha = floordiff / (4*FRACUNIT) + 75;
if (alpha >= 255) return;
alpha = 255 - alpha;
if (thing->whiteshadow)
{
angle_t shadowdir;
// Set direction
if (r_splitscreen && stplyr == &players[displayplayers[1]])
shadowdir = localangle[1] + FixedAngle(cv_cam2_rotate.value);
else if (r_splitscreen > 1 && stplyr == &players[displayplayers[2]])
shadowdir = localangle[2] + FixedAngle(cv_cam3_rotate.value);
else if (r_splitscreen > 2 && stplyr == &players[displayplayers[3]])
shadowdir = localangle[3] + FixedAngle(cv_cam4_rotate.value);
else
shadowdir = localangle[0] + FixedAngle(cv_cam_rotate.value);
// Find floorheight
floorheight = HWR_OpaqueFloorAtPos(
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
spr->mobj->z, spr->mobj->height);
// The shadow is falling ABOVE it's mobj?
// Don't draw it, then!
if (spr->mobj->z < floorheight)
return;
else
{
fixed_t floorz;
floorz = HWR_OpaqueFloorAtPos(
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
spr->mobj->z, spr->mobj->height);
// The shadow would be falling on a wall? Don't draw it, then.
// Would draw midair otherwise.
if (floorz < floorheight)
return;
}
floorheight = FixedInt(spr->mobj->z - floorheight);
offset = floorheight;
gpatch = (GLPatch_t *)W_CachePatchName("LSHADOW", PU_CACHE);
lightlevel = 255;
}
else
floorheight = FixedInt(spr->mobj->z - mobjfloor);
{
gpatch = (GLPatch_t *)W_CachePatchName("DSHADOW", PU_CACHE);
lightlevel = 0;
}
if (!(gpatch && gpatch->mipmap.grInfo.format)) return;
HWR_GetPatch(gpatch);
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
fscale = FIXED_TO_FLOAT(scalemul);
fx = FIXED_TO_FLOAT(thing->x);
fy = FIXED_TO_FLOAT(thing->y);
// create the sprite billboard
//
// 3--2
// | /|
// |/ |
// 0--1
// x1/x2 were already scaled in HWR_ProjectSprite
// First match the normal sprite
swallVerts[0].x = swallVerts[3].x = spr->x1;
swallVerts[2].x = swallVerts[1].x = spr->x2;
swallVerts[0].z = swallVerts[3].z = spr->z1;
swallVerts[2].z = swallVerts[1].z = spr->z2;
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
{
// Always a pixel above the floor, perfectly flat.
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
// Now transform the TOP vertices along the floor in the direction of the camera
swallVerts[3].x = spr->x1 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
swallVerts[2].x = spr->x2 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
swallVerts[3].z = spr->z1 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
swallVerts[2].z = spr->z2 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
}
if (thing && fabsf(fscale - 1.0f) > 1.0E-36f)
offset = (gpatch->height/2) * fscale;
else
{
// Always a pixel above the floor, perfectly flat.
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
offset = (float)(gpatch->height/2);
// Now transform the TOP vertices along the floor in the direction of the camera
swallVerts[3].x = spr->x1 + (gpatch->height + offset) * gr_viewcos;
swallVerts[2].x = spr->x2 + (gpatch->height + offset) * gr_viewcos;
swallVerts[3].z = spr->z1 + (gpatch->height + offset) * gr_viewsin;
swallVerts[2].z = spr->z2 + (gpatch->height + offset) * gr_viewsin;
shadowVerts[2].x = shadowVerts[3].x = fx + offset;
shadowVerts[1].x = shadowVerts[0].x = fx - offset;
shadowVerts[1].z = shadowVerts[2].z = fy - offset;
shadowVerts[0].z = shadowVerts[3].z = fy + offset;
for (i = 0; i < 4; i++)
{
float oldx = shadowVerts[i].x;
float oldy = shadowVerts[i].z;
shadowVerts[i].x = fx + ((oldx - fx) * gr_viewcos) - ((oldy - fy) * gr_viewsin);
shadowVerts[i].z = fy + ((oldx - fx) * gr_viewsin) + ((oldy - fy) * gr_viewcos);
}
// We also need to move the bottom ones away when shadowoffs is on
if (cv_shadowoffs.value)
if (floorslope)
{
swallVerts[0].x = spr->x1 + offset * gr_viewcos;
swallVerts[1].x = spr->x2 + offset * gr_viewcos;
swallVerts[0].z = spr->z1 + offset * gr_viewsin;
swallVerts[1].z = spr->z2 + offset * gr_viewsin;
}
if (spr->flip)
{
swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s;
swallVerts[2].sow = swallVerts[1].sow = 0;
}
else
{
swallVerts[0].sow = swallVerts[3].sow = 0;
swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s;
}
// flip the texture coords (look familiar?)
if (spr->vflip)
{
swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t;
swallVerts[0].tow = swallVerts[1].tow = 0;
}
else
{
swallVerts[3].tow = swallVerts[2].tow = 0;
swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t;
}
sSurf.FlatColor.s.red = 0x00;
sSurf.FlatColor.s.blue = 0x00;
sSurf.FlatColor.s.green = 0x00;
/*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
{
sector_t *sector = spr->mobj->subsector->sector;
UINT8 lightlevel = 255;
extracolormap_t *colormap = sector->extra_colormap;
if (sector->numlights)
for (i = 0; i < 4; i++)
{
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
if (!(spr->mobj->frame & FF_FULLBRIGHT))
{
lightlevel = *sector->lightlist[light].lightlevel;
if (spr->mobj->frame & FF_SEMIBRIGHT)
lightlevel = 128 + (lightlevel>>1);
}
if (sector->lightlist[light].extra_colormap)
colormap = sector->lightlist[light].extra_colormap;
slopez = P_GetZAt(floorslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + 0.05f;
}
else
{
lightlevel = sector->lightlevel;
if (sector->extra_colormap)
colormap = sector->extra_colormap;
}
if (colormap)
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
else
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
}*/
// shadow is always half as translucent as the sprite itself
if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency)
sSurf.FlatColor.s.alpha = 0x80; // default
else if (spr->mobj->flags2 & MF2_SHADOW)
sSurf.FlatColor.s.alpha = 0x20;
else if (spr->mobj->frame & FF_TRANSMASK)
{
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
sSurf.FlatColor.s.alpha /= 2; //cut alpha in half!
}
else
sSurf.FlatColor.s.alpha = 0x80; // default
if (sSurf.FlatColor.s.alpha > floorheight/4)
{
sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4);
HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
for (i = 0; i < 4; i++)
shadowVerts[i].y = FIXED_TO_FLOAT(floorz) + 0.05f;
}
shadowVerts[0].sow = shadowVerts[3].sow = 0;
shadowVerts[2].sow = shadowVerts[1].sow = gpatch->max_s;
shadowVerts[3].tow = shadowVerts[2].tow = 0;
shadowVerts[0].tow = shadowVerts[1].tow = gpatch->max_t;
if (thing->subsector->sector->numlights)
{
light = R_GetPlaneLight(thing->subsector->sector, floorz, false); // Always use the light at the top instead of whatever I was doing before
if (thing->subsector->sector->lightlist[light].extra_colormap)
colormap = thing->subsector->sector->lightlist[light].extra_colormap;
}
else
{
if (thing->subsector->sector->extra_colormap)
colormap = thing->subsector->sector->extra_colormap;
}
if (colormap)
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
else
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
sSurf.FlatColor.s.alpha = alpha;
HWD.pfnDrawPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
}
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
@ -4384,22 +4285,6 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
// Draw shadow BEFORE sprite
if (cv_shadow.value // Shadows enabled
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
#ifdef ALAM_LIGHTING
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
#endif
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
{
////////////////////
// SHADOW SPRITE! //
////////////////////
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
}
baseWallVerts[0].x = baseWallVerts[3].x = spr->x1;
baseWallVerts[2].x = baseWallVerts[1].x = spr->x2;
baseWallVerts[0].z = baseWallVerts[3].z = spr->z1;
@ -4802,22 +4687,6 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
//Hurdler: 25/04/2000: now support colormap in hardware mode
HWR_GetMappedPatch(gpatch, spr->colormap);
// Draw shadow BEFORE sprite
if (cv_shadow.value // Shadows enabled
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
#ifdef ALAM_LIGHTING
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
#endif
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
{
////////////////////
// SHADOW SPRITE! //
////////////////////
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
}
// if it has a dispoffset, push it a little towards the camera
if (spr->dispoffset) {
float co = -gr_viewcos*(0.05f*spr->dispoffset);
@ -5430,6 +5299,12 @@ static void HWR_DrawSprites(void)
HWR_DrawPrecipitationSprite(spr);
else
#endif
{
if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value)
{
HWR_DrawDropShadow(spr->mobj, spr->mobj->shadowscale);
}
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
{
// 8/1/19: Only don't display player models if no default SPR_PLAY is found.
@ -5445,6 +5320,7 @@ static void HWR_DrawSprites(void)
else
HWR_DrawMD2(spr);
}
}
}
}
}
@ -5882,10 +5758,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
// okay, we can't return now... this is a hack, but weather isn't networked, so it should be ok
if (!(thing->precipflags & PCF_THUNK))
{
if (thing->precipflags & PCF_RAIN)
P_RainThinker(thing);
else
P_SnowThinker(thing);
P_PrecipThinker(thing);
thing->precipflags |= PCF_THUNK;
}

View file

@ -44,23 +44,23 @@ char sprnames[NUMSPRITES + 1][5] =
"BSZ7","BSZ8","STLG","DBAL","RCRY","ARMA","ARMF","ARMB","WIND","MAGN",
"ELEM","FORC","PITY","IVSP","SSPK","GOAL","BIRD","BUNY","MOUS","CHIC",
"COWZ","RBRD","SPVY","SPVR","SPVB","SPVG","SPDY","SPDR","SPDB","SPDG",
"SPHY","SPHR","SPHB","SPHG","RAIN","SNO1","SPLH","SPLA","SMOK","BUBP",
"BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL","SCOR","DRWN","TTAG",
"GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE","RNGS","RNGG","PIKB",
"PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE","TSCR","COIN","CPRK",
"GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM","KOOP","BFLM","MAXE",
"MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL","NSPK","NBMP","HOOP",
"NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2","BOM3","BOM4","ROIA",
"ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH","ROII","ROIJ","ROIK",
"ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG","GWLR","SRBA","SRBB",
"SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI","SRBJ","SRBK","SRBL",
"SRBM","SRBN","SRBO",
"SPHY","SPHR","SPHB","SPHG","RAIN","SNO1","SNO2","SPLH","SPLA","SMOK",
"BUBP","BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL","SCOR","DRWN",
"TTAG","GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE","RNGS","RNGG",
"PIKB","PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE","TSCR","COIN",
"CPRK","GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM","KOOP","BFLM",
"MAXE","MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL","NSPK","NBMP",
"HOOP","NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2","BOM3","BOM4",
"ROIA","ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH","ROII","ROIJ",
"ROIK","ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG","GWLR","SRBA",
"SRBB","SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI","SRBJ","SRBK",
"SRBL","SRBM","SRBN","SRBO",
//SRB2kart Sprites
"RNDM","RPOP","SGNS","FAST","DSHR","BOST","BOSM","KFRE","KINV","KINF",
"WIPD","DRIF","BDRF","DUST","RSHE","FITM","BANA","ORBN","JAWZ","SSMN",
"KRBM","BHOG","BHBM","SPBM","THNS","SINK","SITR","KBLN","DEZL","POKE",
"AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM","SACO","CRAB",
"SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO","ITEM",
"BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO","ITEM",
"ITMO","ITMI","ITMN","WANT","PBOM","HIT1","HIT2","HIT3","RETI","AIDU",
"KSPK","LZI1","LZI2","KLIT","FZSM","FZBM","FPRT","SBUS","MARB","FUFO",
"RUST","BLON","VAPE","HTZA","HTZB","SGVA","SGVB","SGVC","PGTR","PGF1",
@ -193,7 +193,7 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
// Level end sign (uses player sprite)
{SPR_PLAY, 18, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN S
{SPR_PLAY, 18|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_PLAY_SIGN}, // S_PLAY_SIGN
// Blue Crawla
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
@ -1063,27 +1063,10 @@ state_t states[NUMSTATES] =
{SPR_BUBL, 1, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES1}, // S_BUBBLES2
// Level End Sign
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN2}, // S_SIGN1
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN3}, // S_SIGN2
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN4}, // S_SIGN3
{SPR_SIGN, 3, 1, {NULL}, 0, 0, S_SIGN5}, // S_SIGN4
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN6}, // S_SIGN5
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN7}, // S_SIGN6
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN8}, // S_SIGN7
{SPR_SIGN, 4, 1, {NULL}, 0, 0, S_SIGN9}, // S_SIGN8
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN10}, // S_SIGN9
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN11}, // S_SIGN10
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN12}, // S_SIGN11
{SPR_SIGN, 5, 1, {NULL}, 0, 0, S_SIGN13}, // S_SIGN12
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN14}, // S_SIGN13
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN15}, // S_SIGN14
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN16}, // S_SIGN15
{SPR_SIGN, 6, 1, {NULL}, 0, 0, S_SIGN17}, // S_SIGN16
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN18}, // S_SIGN17
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN19}, // S_SIGN18
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN20}, // S_SIGN19
{SPR_SIGN, 7, 1, {NULL}, 0, 0, S_SIGN1}, // S_SIGN20
{SPR_SIGN, 8, -1, {A_SignPlayer}, 0, 0, S_NULL}, // S_SIGN_END
{SPR_SIGN, 0, -1, {NULL}, 0, 0, S_SIGN_POLE}, // S_SIGN_POLE
{SPR_SIGN, 1|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_BACK}, // S_SIGN_BACK
{SPR_SIGN, 2|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_SIDE}, // S_SIGN_SIDE
{SPR_SIGN, 3|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_FACE}, // S_SIGN_FACE
// Steam Riser
{SPR_STEM, 0, 2, {A_SetSolidSteam}, 0, 0, S_STEAM2}, // S_STEAM1
@ -1869,13 +1852,18 @@ state_t states[NUMSTATES] =
// Rain
{SPR_RAIN, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1
{SPR_RAIN, FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN
{SPR_NULL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_RAINRETURN
// Snowflake
{SPR_SNO1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW1
{SPR_SNO1, 1, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW2
{SPR_SNO1, 2, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW3
// Blizzard Snowball
{SPR_SNO2, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW1
{SPR_SNO2, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW2
{SPR_SNO2, 2, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW3
// Water Splish
{SPR_SPLH, FF_TRANS50 , 2, {NULL}, 0, 0, S_SPLISH2}, // S_SPLISH1
{SPR_SPLH, FF_TRANS50|1, 2, {NULL}, 0, 0, S_SPLISH3}, // S_SPLISH2
@ -1888,9 +1876,9 @@ state_t states[NUMSTATES] =
{SPR_SPLH, FF_TRANS50|8, 2, {NULL}, 0, 0, S_NULL}, // S_SPLISH9
// Water Splash
{SPR_SPLA, FF_TRANS50 , 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1
{SPR_SPLA, FF_TRANS70|1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2
{SPR_SPLA, FF_TRANS90|2, 3, {NULL}, 0, 0, S_RAINRETURN}, // S_SPLASH3
{SPR_SPLA, FF_TRANS50 , 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1
{SPR_SPLA, FF_TRANS70|1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2
{SPR_SPLA, FF_TRANS90|2, 3, {NULL}, 0, 0, S_NULL}, // S_SPLASH3
// Smoke
{SPR_SMOK, FF_TRANS50 , 4, {NULL}, 0, 0, S_SMOKE2}, // S_SMOKE1
@ -2988,10 +2976,6 @@ state_t states[NUMSTATES] =
{SPR_CRAB, 10, -1, {NULL}, 0, 0, S_NULL}, // S_LAMPPOST
{SPR_CRAB, 11, -1, {NULL}, 0, 0, S_NULL}, // S_MOSSYTREE
// Fake Shadow
{SPR_SHAD, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_SHADOW
{SPR_SHAD, FF_FULLBRIGHT|FF_TRANS50|1, -1, {NULL}, 0, 0, S_NULL}, // S_WHITESHADOW
{SPR_BUMP, FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_BUMP2}, // S_BUMP1
{SPR_BUMP, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_BUMP3}, // S_BUMP2
{SPR_BUMP, FF_FULLBRIGHT|2, 3, {NULL}, 0, 0, S_NULL}, // S_BUMP3
@ -6434,7 +6418,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
501, // doomednum
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_PLAY_SIGN, // seestate
S_NULL, // seestate
sfx_s3kb8, // seesound
8, // reactiontime
sfx_s3k7e, // attacksound
@ -6448,7 +6432,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // deathsound
8, // speed
8*FRACUNIT, // radius
32*FRACUNIT, // height
48*FRACUNIT, // height
0, // display offset
16, // mass
0, // damage
@ -6457,6 +6441,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SIGN_PIECE
-1, // 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
8*FRACUNIT, // radius
48*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_NOTHINK|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_SPIKEBALL
-1, // doomednum
S_SPIKEBALL1, // spawnstate
@ -11438,22 +11449,22 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_RAIN1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_rainin, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_SPLASH1, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
-72*FRACUNIT, // speed -- -24*FRACUNIT originally, srb2kart x3 (nya)
1*FRACUNIT, // radius
8*FRACUNIT, // height
0, // display offset
4, // mass
80, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP, // flags
@ -11466,7 +11477,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
@ -11480,8 +11491,35 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
4*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
0, // mass
2, // damage
sfx_None, // activesound
MF_NOBLOCKMAP, // flags
S_NULL // raisestate
},
{ // MT_BLIZZARDSNOW
-1, // doomednum
S_BLIZZARDSNOW1, // 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_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
-24*FRACUNIT, // speed
4*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
0, // mass
2, // damage
sfx_None, // activesound
MF_NOBLOCKMAP, // flags
S_NULL // raisestate
@ -17251,33 +17289,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SHADOW
-1, // doomednum
S_SHADOW, // 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
60*FRACUNIT, // speed
50*FRACUNIT, // radius
1*FRACUNIT, // height
-1, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_BUMP
-1, // doomednum
S_BUMP1, // spawnstate

View file

@ -63,7 +63,6 @@ void A_ThrownRing(); // Sparkle trail for red ring
void A_GrenadeRing(); // SRB2kart
void A_SetSolidSteam();
void A_UnsetSolidSteam();
void A_SignPlayer();
void A_OverlayThink();
void A_JetChase();
void A_JetbThink(); // Jetty-Syn Bomber Thinker
@ -475,6 +474,7 @@ typedef enum sprite
// Environmental Effects
SPR_RAIN, // Rain
SPR_SNO1, // Snowflake
SPR_SNO2, // Blizzard Snowball
SPR_SPLH, // Water Splish
SPR_SPLA, // Water Splash
SPR_SMOK,
@ -639,7 +639,6 @@ typedef enum sprite
SPR_CHOM, // Sapphire Coast Chomper
SPR_SACO, // Sapphire Coast Fauna
SPR_CRAB, // Crystal Abyss mobs
SPR_SHAD, // TD shadows
SPR_BRNG, // Chaotix Big Ring
SPR_BUMP, // Player/shell bump
@ -1776,27 +1775,10 @@ typedef enum state
S_BUBBLES2,
// Level End Sign
S_SIGN1,
S_SIGN2,
S_SIGN3,
S_SIGN4,
S_SIGN5,
S_SIGN6,
S_SIGN7,
S_SIGN8,
S_SIGN9,
S_SIGN10,
S_SIGN11,
S_SIGN12,
S_SIGN13,
S_SIGN14,
S_SIGN15,
S_SIGN16,
S_SIGN17,
S_SIGN18,
S_SIGN19,
S_SIGN20,
S_SIGN_END,
S_SIGN_POLE,
S_SIGN_BACK,
S_SIGN_SIDE,
S_SIGN_FACE,
// Steam Riser
S_STEAM1,
@ -2579,6 +2561,11 @@ typedef enum state
S_SNOW2,
S_SNOW3,
// Blizzard Snowball
S_BLIZZARDSNOW1,
S_BLIZZARDSNOW2,
S_BLIZZARDSNOW3,
// Water Splish
S_SPLISH1,
S_SPLISH2,
@ -3668,9 +3655,6 @@ typedef enum state
S_LAMPPOST,
S_MOSSYTREE,
S_SHADOW,
S_WHITESHADOW,
S_BUMP1,
S_BUMP2,
S_BUMP3,
@ -4284,6 +4268,7 @@ typedef enum mobj_type
// Interactive Objects
MT_BUBBLES, // Bubble source
MT_SIGN, // Level end sign
MT_SIGN_PIECE,
MT_SPIKEBALL, // Spike Ball
MT_SPECIALSPIKEBALL,
MT_SPINFIRE,
@ -4510,6 +4495,7 @@ typedef enum mobj_type
// Environmental Effects
MT_RAIN, // Rain
MT_SNOWFLAKE, // Snowflake
MT_BLIZZARDSNOW, // Blizzard Snowball
MT_SPLISH, // Water splish!
MT_SMOKE,
MT_SMALLBUBBLE, // small bubble
@ -4770,8 +4756,6 @@ typedef enum mobj_type
MT_LAMPPOST,
MT_MOSSYTREE,
MT_SHADOW,
MT_BUMP,
MT_FLINGENERGY,

View file

@ -1533,20 +1533,16 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
\return boolean
*/
static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec)
static UINT8 K_CheckOffroadCollide(mobj_t *mo)
{
UINT8 i;
sector_t *sec2;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
sec2 = P_ThingOnSpecial3DFloor(mo);
for (i = 2; i < 5; i++)
{
if ((sec2 && GETSECSPECIAL(sec2->special, 1) == i)
|| (P_IsObjectOnRealGround(mo, sec) && GETSECSPECIAL(sec->special, 1) == i))
if (P_MobjTouchingSectorSpecial(mo, 1, i, true))
return i-1;
}
@ -1561,25 +1557,16 @@ static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec)
*/
static void K_UpdateOffroad(player_t *player)
{
fixed_t offroad;
sector_t *nextsector = R_PointInSubsector(
player->mo->x + player->mo->momx*2, player->mo->y + player->mo->momy*2)->sector;
UINT8 offroadstrength = K_CheckOffroadCollide(player->mo, nextsector);
fixed_t offroadstrength = (K_CheckOffroadCollide(player->mo) << FRACBITS);
// If you are in offroad, a timer starts.
if (offroadstrength)
{
if (K_CheckOffroadCollide(player->mo, player->mo->subsector->sector) && player->kartstuff[k_offroad] == 0)
player->kartstuff[k_offroad] = TICRATE;
if (player->kartstuff[k_offroad] < offroadstrength)
player->kartstuff[k_offroad] += offroadstrength / TICRATE;
if (player->kartstuff[k_offroad] > 0)
{
offroad = (offroadstrength << FRACBITS) / TICRATE;
player->kartstuff[k_offroad] += offroad;
}
if (player->kartstuff[k_offroad] > (offroadstrength << FRACBITS))
player->kartstuff[k_offroad] = (offroadstrength << FRACBITS);
if (player->kartstuff[k_offroad] > offroadstrength)
player->kartstuff[k_offroad] = offroadstrength;
}
else
player->kartstuff[k_offroad] = 0;
@ -4345,6 +4332,167 @@ void K_RepairOrbitChain(mobj_t *orbit)
}
}
// Simplified version of a code bit in P_MobjFloorZ
static fixed_t K_BananaSlopeZ(pslope_t *slope, fixed_t x, fixed_t y, fixed_t radius, boolean ceiling)
{
fixed_t testx, testy;
if (slope->d.x < 0)
testx = radius;
else
testx = -radius;
if (slope->d.y < 0)
testy = radius;
else
testy = -radius;
if ((slope->zdelta > 0) ^ !!(ceiling))
{
testx = -testx;
testy = -testy;
}
testx += x;
testy += y;
return P_GetZAt(slope, testx, testy);
}
static void K_CalculateBananaSlope(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player)
{
fixed_t newz;
sector_t *sec;
#ifdef ESLOPE
pslope_t *slope = NULL;
#endif
sec = R_PointInSubsector(x, y)->sector;
if (flip)
{
#ifdef ESLOPE
if (sec->c_slope)
{
slope = sec->c_slope;
newz = K_BananaSlopeZ(slope, x, y, radius, true);
}
else
#endif
newz = sec->ceilingheight;
}
else
{
#ifdef ESLOPE
if (sec->f_slope)
{
slope = sec->f_slope;
newz = K_BananaSlopeZ(slope, x, y, radius, false);
}
else
#endif
newz = sec->floorheight;
}
// Check FOFs for a better suited slope
if (sec->ffloors)
{
ffloor_t *rover;
for (rover = sec->ffloors; rover; rover = rover->next)
{
fixed_t top, bottom;
fixed_t d1, d2;
if (!(rover->flags & FF_EXISTS))
continue;
if ((!(((rover->flags & FF_BLOCKPLAYER && player)
|| (rover->flags & FF_BLOCKOTHERS && !player))
|| (rover->flags & FF_QUICKSAND))
|| (rover->flags & FF_SWIMMABLE)))
continue;
#ifdef ESLOPE
if (*rover->t_slope)
top = K_BananaSlopeZ(*rover->t_slope, x, y, radius, false);
else
#endif
top = *rover->topheight;
#ifdef ESLOPE
if (*rover->b_slope)
bottom = K_BananaSlopeZ(*rover->b_slope, x, y, radius, true);
else
#endif
bottom = *rover->bottomheight;
if (flip)
{
if (rover->flags & FF_QUICKSAND)
{
if (z < top && (z + height) > bottom)
{
if (newz > (z + height))
{
newz = (z + height);
slope = NULL;
}
}
continue;
}
d1 = (z + height) - (top + ((bottom - top)/2));
d2 = z - (top + ((bottom - top)/2));
if (bottom < newz && abs(d1) < abs(d2))
{
newz = bottom;
#ifdef ESLOPE
if (*rover->b_slope)
slope = *rover->b_slope;
#endif
}
}
else
{
if (rover->flags & FF_QUICKSAND)
{
if (z < top && (z + height) > bottom)
{
if (newz < z)
{
newz = z;
slope = NULL;
}
}
continue;
}
d1 = z - (bottom + ((top - bottom)/2));
d2 = (z + height) - (bottom + ((top - bottom)/2));
if (top > newz && abs(d1) < abs(d2))
{
newz = top;
#ifdef ESLOPE
if (*rover->t_slope)
slope = *rover->t_slope;
#endif
}
}
}
}
#if 0
mobj->standingslope = slope;
#endif
#ifdef HWRENDER
mobj->modeltilt = slope;
#endif
}
// Move the hnext chain!
static void K_MoveHeldObjects(player_t *player)
{
@ -4532,8 +4680,7 @@ static void K_MoveHeldObjects(player_t *player)
#ifdef ESLOPE
if (P_IsObjectOnGround(cur))
{
// Slope values are set in the function, but we DON'T want to use its return value.
P_CalculateShadowFloor(cur, cur->x, cur->y, cur->z,
K_CalculateBananaSlope(cur, cur->x, cur->y, cur->z,
cur->radius, cur->height, (cur->eflags & MFE_VERTICALFLIP), false);
}
#endif
@ -6052,6 +6199,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
P_SetMobjState(ring, S_FASTRING1);
ring->extravalue1 = 1; // Ring use animation timer
ring->extravalue2 = 1; // Ring use animation flag
ring->shadowscale = 0;
P_SetTarget(&ring->target, player->mo); // user
player->kartstuff[k_rings]--;
player->kartstuff[k_ringdelay] = 3;
@ -6609,7 +6757,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
}
}
K_KartDrift(player, onground);
K_KartDrift(player, P_IsObjectOnGround(player->mo)); // Not using onground, since we don't want this affected by spring pads
// Quick Turning
// You can't turn your kart when you're not moving.
@ -7085,6 +7233,9 @@ static patch_t *kp_lapanim_hand[3];
static patch_t *kp_yougotem;
static patch_t *kp_itemminimap;
static patch_t *kp_alagles[10];
static patch_t *kp_blagles[6];
void K_LoadKartHUDGraphics(void)
{
INT32 i, j;
@ -7385,6 +7536,20 @@ void K_LoadKartHUDGraphics(void)
kp_yougotem = (patch_t *) W_CachePatchName("YOUGOTEM", PU_HUDGFX);
kp_itemminimap = (patch_t *) W_CachePatchName("MMAPITEM", PU_HUDGFX);
sprintf(buffer, "ALAGLESx");
for (i = 0; i < 10; ++i)
{
buffer[7] = '0'+i;
kp_alagles[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
sprintf(buffer, "BLAGLESx");
for (i = 0; i < 6; ++i)
{
buffer[7] = '0'+i;
kp_blagles[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
}
}
// For the item toggle menu
@ -8357,9 +8522,11 @@ static boolean K_drawKartPositionFaces(void)
//
void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer, INT32 hilicol)
{
static tic_t alagles_timer = 9;
INT32 i, rightoffset = 240;
const UINT8 *colormap;
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
int y2;
//this function is designed for 9 or less score lines only
//I_Assert(scorelines <= 9); -- not today bitch, kart fixed it up
@ -8380,15 +8547,39 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
continue; //ignore them.
if (netgame // don't draw it offline
&& tab[i].num != serverplayer)
&& ( tab[i].num != serverplayer || ! server_lagless ))
HU_drawPing(x + ((i < 8) ? -17 : rightoffset + 11), y-4, playerpingtable[tab[i].num], 0);
STRBUFCPY(strtime, tab[i].name);
y2 = y;
if (tab[i].num == 0 && server_lagless)
{
y2 = ( y - 4 );
V_DrawScaledPatch(x + 20, y2, 0, kp_blagles[(leveltime / 3) % 6]);
// every 70 tics
if (( leveltime % 70 ) == 0)
{
alagles_timer = 9;
}
if (alagles_timer > 0)
{
V_DrawScaledPatch(x + 20, y2, 0, kp_alagles[alagles_timer]);
if (( leveltime % 2 ) == 0)
alagles_timer--;
}
else
V_DrawScaledPatch(x + 20, y2, 0, kp_alagles[0]);
y2 += SHORT (kp_alagles[0]->height) + 1;
}
if (scorelines > 8)
V_DrawThinString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
V_DrawThinString(x + 20, y2, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
else
V_DrawString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
V_DrawString(x + 20, y2, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
if (players[tab[i].num].mo->color)
{

View file

@ -639,16 +639,6 @@ static int lib_pCheckSolidLava(lua_State *L)
return 1;
}
static int lib_pSpawnShadowMobj(lua_State *L)
{
mobj_t *caster = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
NOHUD
if (!caster)
return LUA_ErrInvalid(L, "mobj_t");
P_SpawnShadowMobj(caster);
return 0;
}
// P_USER
////////////
@ -1313,15 +1303,16 @@ static int lib_pExplodeMissile(lua_State *L)
return 0;
}
static int lib_pPlayerTouchingSectorSpecial(lua_State *L)
static int lib_pMobjTouchingSectorSpecial(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
INT32 section = (INT32)luaL_checkinteger(L, 2);
INT32 number = (INT32)luaL_checkinteger(L, 3);
boolean touchground = lua_optboolean(L, 4);
//HUDSAFE
if (!player)
return LUA_ErrInvalid(L, "player_t");
LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR);
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_MobjTouchingSectorSpecial(mo, section, number, touchground), META_SECTOR);
return 1;
}
@ -2672,7 +2663,6 @@ static luaL_Reg lib[] = {
{"P_InsideANonSolidFFloor",lib_pInsideANonSolidFFloor},
{"P_CheckDeathPitCollide",lib_pCheckDeathPitCollide},
{"P_CheckSolidLava",lib_pCheckSolidLava},
{"P_SpawnShadowMobj",lib_pSpawnShadowMobj},
// p_user
{"P_GetPlayerHeight",lib_pGetPlayerHeight},
@ -2736,7 +2726,7 @@ static luaL_Reg lib[] = {
{"P_SetMobjStateNF",lib_pSetMobjStateNF},
{"P_DoSuperTransformation",lib_pDoSuperTransformation},
{"P_ExplodeMissile",lib_pExplodeMissile},
{"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial},
{"P_MobjTouchingSectorSpecial",lib_pMobjTouchingSectorSpecial},
{"P_FindSpecialLineFromTag",lib_pFindSpecialLineFromTag},
{"P_SwitchWeather",lib_pSwitchWeather},
{"P_LinedefExecute",lib_pLinedefExecute},

View file

@ -85,7 +85,9 @@ enum mobj_e {
#ifdef ESLOPE
mobj_standingslope,
#endif
mobj_colorized
mobj_colorized,
mobj_shadowscale,
mobj_whiteshadow
};
static const char *const mobj_opt[] = {
@ -149,6 +151,8 @@ static const char *const mobj_opt[] = {
"standingslope",
#endif
"colorized",
"shadowscale",
"whiteshadow",
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])
@ -360,6 +364,12 @@ static int mobj_get(lua_State *L)
case mobj_colorized:
lua_pushboolean(L, mo->colorized);
break;
case mobj_shadowscale:
lua_pushfixed(L, mo->shadowscale);
break;
case mobj_whiteshadow:
lua_pushboolean(L, mo->whiteshadow);
break;
default: // extra custom variables in Lua memory
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
I_Assert(lua_istable(L, -1));
@ -677,6 +687,12 @@ static int mobj_set(lua_State *L)
case mobj_colorized:
mo->colorized = luaL_checkboolean(L, 3);
break;
case mobj_shadowscale:
mo->shadowscale = luaL_checkfixed(L, 3);
break;
case mobj_whiteshadow:
mo->whiteshadow = luaL_checkboolean(L, 3);
break;
default:
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
I_Assert(lua_istable(L, -1));

View file

@ -117,7 +117,6 @@ void A_ThrownRing(mobj_t *actor);
void A_GrenadeRing(mobj_t *actor);
void A_SetSolidSteam(mobj_t *actor);
void A_UnsetSolidSteam(mobj_t *actor);
void A_SignPlayer(mobj_t *actor);
void A_OverlayThink(mobj_t *actor);
void A_JetChase(mobj_t *actor);
void A_JetbThink(mobj_t *actor);
@ -4180,38 +4179,6 @@ void A_UnsetSolidSteam(mobj_t *actor)
actor->flags |= MF_NOCLIP;
}
// Function: A_SignPlayer
//
// Description: Changes the state of a level end sign to reflect the player that hit it.
//
// var1 = unused
// var2 = unused
//
void A_SignPlayer(mobj_t *actor)
{
mobj_t *ov;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SignPlayer", actor))
return;
#endif
if (!actor->target)
return;
if (!actor->target->player)
return;
// Set the sign to be an appropriate background color for this player's skincolor.
actor->color = KartColor_Opposite[actor->target->player->skincolor*2];
actor->frame += KartColor_Opposite[actor->target->player->skincolor*2+1];
// spawn an overlay of the player's face.
ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY);
P_SetTarget(&ov->target, actor);
ov->color = actor->target->player->skincolor;
ov->skin = &skins[actor->target->player->skin];
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
}
// Function: A_OverlayThink
//
// Description: Moves the overlay to the position of its target.

View file

@ -1769,6 +1769,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
case MT_SUPERSPARK:
case MT_RAIN:
case MT_SNOWFLAKE:
case MT_BLIZZARDSNOW:
case MT_SPLISH:
case MT_SMOKE:
case MT_SMALLBUBBLE:
@ -2275,7 +2276,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
continue;
if (!(players[i].mo->subsector->sector == sec
|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
|| P_MobjTouchingSectorSpecial(players[i].mo, 2, (GETSECSPECIAL(sec->special, 2)), false) == sec))
continue;
if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))

View file

@ -925,7 +925,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
special->fuse = 1;
special->flags2 |= MF2_JUSTATTACKED;
if (!P_PlayerTouchingSectorSpecial(player, 4, 2 + flagteam))
if (!P_MobjTouchingSectorSpecial(player->mo, 4, 2 + flagteam, false))
{
CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80);
@ -2157,6 +2157,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SPECIAL);
target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL);
target->health = 0; // This makes it easy to check if something's dead elsewhere.
target->shadowscale = 0;
#ifdef HAVE_BLUA
if (LUAh_MobjDeath(target, inflictor, source) || P_MobjWasRemoved(target))

View file

@ -216,8 +216,6 @@ void P_RespawnSpecials(void);
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
mobj_t *P_SpawnShadowMobj(mobj_t * caster);
void P_RecalcPrecipInSector(sector_t *sector);
void P_PrecipitationEffects(void);
@ -228,8 +226,6 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
//void P_RunShields(void);
void P_RunOverlays(void);
fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player);
void P_RunShadows(void);
void P_RunBattleOvertime(void);
void P_MobjThinker(mobj_t *mobj);
boolean P_RailThinker(mobj_t *mobj);

View file

@ -2790,28 +2790,15 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
const fixed_t maxstepmove = FixedMul(MAXSTEPMOVE, mapobjectscale);
fixed_t maxstep = maxstepmove;
if (thing->player)
{
if (thing->player->kartstuff[k_waterskip])
maxstep += maxstepmove; // Force some stepmove when waterskipping
if (thing->player && thing->player->kartstuff[k_waterskip])
maxstep += maxstepmove; // Add some extra stepmove when waterskipping
// If using type Section1:13, double the maxstep.
if (P_PlayerTouchingSectorSpecial(thing->player, 1, 13)
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 13)
maxstep += maxstepmove;
// If using type Section1:12, no maxstep. For ledges you don't want the player to climb! (see: Egg Zeppelin & SMK port walls)
else if (P_PlayerTouchingSectorSpecial(thing->player, 1, 12)
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 12)
maxstep -= maxstepmove;
// Don't 'step up' while springing,
// Only step up "if needed".
/* // SRB2kart - don't need
if (thing->state == &states[S_PLAY_SPRING]
&& P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale))
maxstep = 0;
*/
}
// If using type Section1:13, double the maxstep.
if (P_MobjTouchingSectorSpecial(thing, 1, 13, false))
maxstep <<= 1;
// If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin
else if (P_MobjTouchingSectorSpecial(thing, 1, 12, false))
maxstep = 0;
if (thing->type == MT_SKIM)
maxstep = 0;
@ -2834,12 +2821,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
return false; // mobj must lower itself to fit
// Ramp test
if (maxstep > 0 && !(
thing->player && (
P_PlayerTouchingSectorSpecial(thing->player, 1, 14)
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 14)
)
)
if ((maxstep > 0) && !(P_MobjTouchingSectorSpecial(thing, 1, 14, false)))
{
// If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS
// step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more.

View file

@ -47,7 +47,6 @@ consvar_t cv_splats = {"splats", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0
actioncache_t actioncachehead;
static mobj_t *overlaycap = NULL;
static mobj_t *shadowcap = NULL;
mobj_t *waypointcap = NULL;
void P_InitCachedActions(void)
@ -1329,9 +1328,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
case MT_JAWZ_DUD:
gravityadd = (5*gravityadd)/2;
break;
case MT_SIGN:
gravityadd /= 8;
break;
case MT_KARMAFIREWORK:
gravityadd /= 3;
break;
@ -3730,11 +3726,15 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
mobj->z += mobj->momz;
P_SetThingPosition(mobj);
P_CheckPosition(mobj, mobj->x, mobj->y);
mobj->floorz = tmfloorz;
mobj->ceilingz = tmceilingz;
goto animonly;
}
else if (mobj->player->pflags & PF_MACESPIN && mobj->tracer)
{
P_CheckPosition(mobj, mobj->x, mobj->y);
mobj->floorz = tmfloorz;
mobj->ceilingz = tmceilingz;
goto animonly;
}
@ -3928,51 +3928,60 @@ void P_NullPrecipThinker(precipmobj_t *mobj)
mobj->precipflags &= ~PCF_THUNK;
}
void P_SnowThinker(precipmobj_t *mobj)
void P_PrecipThinker(precipmobj_t *mobj)
{
P_CycleStateAnimation((mobj_t *)mobj);
// adjust height
if ((mobj->z += mobj->momz) <= mobj->floorz)
mobj->z = mobj->ceilingz;
}
void P_RainThinker(precipmobj_t *mobj)
{
P_CycleStateAnimation((mobj_t *)mobj);
if (mobj->state != &states[S_RAIN1])
if (mobj->state == &states[S_RAINRETURN])
{
// cycle through states,
// calling action functions at transitions
if (mobj->tics <= 0)
return;
if (--mobj->tics)
return;
if (!P_SetPrecipMobjState(mobj, mobj->state->nextstate))
return;
if (mobj->state != &states[S_RAINRETURN])
return;
// Reset to ceiling!
P_SetPrecipMobjState(mobj, mobj->info->spawnstate);
mobj->z = mobj->ceilingz;
P_SetPrecipMobjState(mobj, S_RAIN1);
return;
mobj->momz = mobj->info->speed;
mobj->precipflags &= ~PCF_SPLASH;
}
if (mobj->tics != -1)
{
if (mobj->tics)
{
mobj->tics--;
}
if (mobj->tics == 0)
{
if ((mobj->precipflags & PCF_SPLASH) && (mobj->state->nextstate == S_NULL))
{
// HACK: sprite changes are 1 tic late, so you would see splashes on the ceiling if not for this state.
// We need to use the settings from the previous state, since some of those are NOT 1 tic late.
INT32 frame = (mobj->frame & ~FF_FRAMEMASK);
P_SetPrecipMobjState(mobj, S_RAINRETURN);
mobj->frame = frame;
return;
}
else
{
if (!P_SetPrecipMobjState(mobj, mobj->state->nextstate))
return;
}
}
}
if (mobj->precipflags & PCF_SPLASH)
return;
// adjust height
if ((mobj->z += mobj->momz) <= mobj->floorz)
{
// no splashes on sky or bottomless pits
if (mobj->precipflags & PCF_PIT)
if ((mobj->info->deathstate == S_NULL) || (mobj->precipflags & PCF_PIT)) // no splashes on sky or bottomless pits
{
mobj->z = mobj->ceilingz;
}
else
{
P_SetPrecipMobjState(mobj, mobj->info->deathstate);
mobj->z = mobj->floorz;
P_SetPrecipMobjState(mobj, S_SPLASH1);
mobj->precipflags |= PCF_SPLASH;
}
}
}
@ -6354,9 +6363,8 @@ fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fi
}
}
#if 0
mobj->standingslope = slope;
#endif
#ifdef HWRENDER
mobj->modeltilt = slope;
#endif
@ -6364,123 +6372,6 @@ fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fi
return newz;
}
void P_RunShadows(void)
{
mobj_t *mobj, *next, *dest;
for (mobj = shadowcap; mobj; mobj = next)
{
boolean flip;
fixed_t newz;
next = mobj->hnext;
P_SetTarget(&mobj->hnext, NULL);
if (!mobj->target || P_MobjWasRemoved(mobj->target))
{
mobj->flags2 |= MF2_DONTDRAW;
continue; // shouldn't you already be dead?
}
K_MatchGenericExtraFlags(mobj, mobj->target);
flip = (mobj->eflags & MFE_VERTICALFLIP);
newz = P_CalculateShadowFloor(mobj, mobj->target->x, mobj->target->y, mobj->target->z,
mobj->target->radius, mobj->target->height, flip, (mobj->target->player != NULL));
if (flip)
{
if ((mobj->target->z + mobj->target->height) > newz)
mobj->flags2 |= MF2_DONTDRAW;
}
else
{
if (mobj->target->z < newz)
mobj->flags2 |= MF2_DONTDRAW;
}
// First scale to the same radius
P_SetScale(mobj, FixedDiv(mobj->target->radius, mobj->info->radius));
dest = mobj->target;
if (dest->type == MT_THUNDERSHIELD)
dest = dest->target;
P_TeleportMove(mobj, dest->x, dest->y, mobj->target->z);
if ((flip && newz > (mobj->z + mobj->height)) || (!flip && newz < mobj->z))
{
INT32 i;
fixed_t prevz;
mobj->z = newz;
for (i = 0; i < MAXFFLOORS; i++)
{
prevz = mobj->z;
// Now scale again based on height difference
P_SetScale(mobj, FixedDiv(mobj->scale, max(FRACUNIT, ((mobj->target->z-mobj->z)/200)+FRACUNIT)));
// Check new position to see if you should still be on that ledge
P_TeleportMove(mobj, dest->x, dest->y, mobj->z);
mobj->z = newz;
if (mobj->z == prevz)
break;
}
}
if (mobj->target->type == MT_FLOATINGITEM)
P_SetScale(mobj, mobj->scale/3);
}
P_SetTarget(&shadowcap, NULL);
}
// called whenever shadows think
// It must be done this way so that level changes don't break when the shadowcap can't be reset
static void P_AddShadow(mobj_t *thing)
{
I_Assert(thing != NULL);
if (shadowcap == NULL)
P_SetTarget(&shadowcap, thing);
else {
mobj_t *mo;
for (mo = shadowcap; mo && mo->hnext; mo = mo->hnext)
;
I_Assert(mo != NULL);
I_Assert(mo->hnext == NULL);
P_SetTarget(&mo->hnext, thing);
}
P_SetTarget(&thing->hnext, NULL);
}
// Called only when MT_SHADOW (or anything else in the shadowcap list) is removed.
// Keeps the hnext list from corrupting.
static void P_RemoveShadow(mobj_t *thing)
{
mobj_t *mo;
if (shadowcap == thing)
{
P_SetTarget(&shadowcap, thing->hnext);
P_SetTarget(&thing->hnext, NULL);
return;
}
for (mo = shadowcap; mo; mo = mo->hnext)
if (mo->hnext == thing)
{
P_SetTarget(&mo->hnext, thing->hnext);
P_SetTarget(&thing->hnext, NULL);
return;
}
}
// SAL'S KART BATTLE MODE OVERTIME HANDLER
#define MAXPLANESPERSECTOR (MAXFFLOORS+1)*2
static void P_SpawnOvertimeParticles(fixed_t x, fixed_t y, fixed_t scale, mobjtype_t type, boolean ceiling)
@ -6892,15 +6783,6 @@ void P_MobjThinker(mobj_t *mobj)
P_AddOverlay(mobj);
break;
case MT_SHADOW:
if (!mobj->target)
{
P_RemoveMobj(mobj);
return;
}
P_AddShadow(mobj);
break;
/*case MT_BLACKORB:
case MT_WHITEORB:
case MT_GREENORB:
@ -8350,14 +8232,8 @@ void P_MobjThinker(mobj_t *mobj)
P_Thrust(mobj, mobj->angle, thrustamount);
if (grounded)
{
sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj);
if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
K_DoPogoSpring(mobj, 0, 1);
}
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
K_DoPogoSpring(mobj, 0, 1);
if (mobj->threshold > 0)
mobj->threshold--;
@ -8369,7 +8245,6 @@ void P_MobjThinker(mobj_t *mobj)
}
case MT_JAWZ:
{
sector_t *sec2;
mobj_t *ghost = P_SpawnGhostMobj(mobj);
if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
@ -8387,10 +8262,7 @@ void P_MobjThinker(mobj_t *mobj)
K_DriftDustHandling(mobj);
sec2 = P_ThingOnSpecial3DFloor(mobj);
if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
K_DoPogoSpring(mobj, 0, 1);
break;
@ -8442,14 +8314,8 @@ void P_MobjThinker(mobj_t *mobj)
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
P_Thrust(mobj, mobj->angle, thrustamount);
if (grounded)
{
sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj);
if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
K_DoPogoSpring(mobj, 0, 1);
}
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
K_DoPogoSpring(mobj, 0, 1);
if (mobj->threshold > 0)
mobj->threshold--;
@ -8957,31 +8823,104 @@ void P_MobjThinker(mobj_t *mobj)
}
break;
case MT_SIGN: // Kart's unique sign behavior
if (mobj->movecount)
if (mobj->movecount != 0)
{
if (mobj->z <= mobj->movefactor)
mobj_t *cur = mobj->hnext;
SINT8 newskin = -1;
UINT8 newcolor = SKINCOLOR_NONE;
angle_t endangle = FixedAngle(mobj->extravalue1 << FRACBITS);
if (mobj->movecount == 1)
{
P_SetMobjState(mobj, S_SIGN_END);
if (mobj->info->attacksound)
S_StartSound(mobj, mobj->info->attacksound);
mobj->flags |= MF_NOGRAVITY; // ?
mobj->flags &= ~MF_NOCLIPHEIGHT;
mobj->z = mobj->movefactor;
mobj->movecount = 0;
}
else
{
P_SpawnMobj(mobj->x + (P_RandomRange(-48,48)*mobj->scale),
mobj->y + (P_RandomRange(-48,48)*mobj->scale),
mobj->z + (24*mobj->scale) + (P_RandomRange(-8,8)*mobj->scale),
MT_SIGNSPARKLE);
mobj->flags &= ~MF_NOGRAVITY;
if (abs(mobj->z - mobj->movefactor) <= (512*mobj->scale) && !mobj->cvmem)
if (mobj->z + mobj->momz <= mobj->movefactor)
{
if (mobj->info->seesound)
S_StartSound(mobj, mobj->info->seesound);
mobj->cvmem = 1;
if (mobj->info->attacksound)
S_StartSound(mobj, mobj->info->attacksound);
mobj->z = mobj->movefactor;
mobj->momz = 0;
mobj->movecount = 2;
newskin = ((skin_t*)mobj->target->skin)-skins;
newcolor = mobj->target->player->skincolor;
}
else
{
fixed_t g = (6*mobj->scale);
UINT16 ticstilimpact = abs(mobj->z - mobj->movefactor) / g;
P_SpawnMobj(
mobj->x + FixedMul(48*mobj->scale, FINECOSINE(mobj->angle >> ANGLETOFINESHIFT)),
mobj->y + FixedMul(48*mobj->scale, FINESINE(mobj->angle >> ANGLETOFINESHIFT)),
mobj->z + ((24 + ((leveltime % 4) * 8)) * mobj->scale),
MT_SIGNSPARKLE
);
if (ticstilimpact == (3*TICRATE/2))
{
if (mobj->info->seesound)
S_StartSound(mobj, mobj->info->seesound);
}
mobj->angle += ANGLE_45;
mobj->momz = -g;
if (mobj->angle == endangle + ANGLE_180)
{
if (ticstilimpact <= 8)
{
newskin = ((skin_t*)mobj->target->skin)-skins;
newcolor = mobj->target->player->skincolor;
}
else
{
newskin = leveltime % numskins;
newcolor = skins[newskin].prefcolor;
}
}
}
}
else if (mobj->movecount == 2)
{
if (mobj->angle != endangle)
mobj->angle += ANGLE_11hh;
}
while (cur && !P_MobjWasRemoved(cur))
{
fixed_t amt = cur->extravalue1 * mobj->scale;
angle_t dir = mobj->angle + (cur->extravalue2 * ANGLE_90);
fixed_t z = mobj->z + (23*mobj->scale);
if (cur->state == &states[S_SIGN_FACE])
{
if (newcolor != SKINCOLOR_NONE)
{
cur->color = KartColor_Opposite[newcolor*2];
cur->frame = states[S_SIGN_FACE].frame + KartColor_Opposite[newcolor*2+1];
}
}
else if (cur->state == &states[S_PLAY_SIGN])
{
z += (5*mobj->scale);
amt += 1;
if (newskin != -1)
cur->skin = &skins[newskin];
if (newcolor != SKINCOLOR_NONE)
cur->color = newcolor;
}
P_TeleportMove(
cur,
mobj->x + FixedMul(amt, FINECOSINE(dir >> ANGLETOFINESHIFT)),
mobj->y + FixedMul(amt, FINESINE(dir >> ANGLETOFINESHIFT)),
z
);
cur->angle = dir + ANGLE_90;
cur = cur->hnext;
}
}
break;
@ -9597,13 +9536,9 @@ void P_MobjThinker(mobj_t *mobj)
break;
case MT_BLUEFLAG:
case MT_REDFLAG:
{
sector_t *sec2;
sec2 = P_ThingOnSpecial3DFloor(mobj);
if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2))
mobj->fuse = 1; // Return to base.
break;
}
if (P_MobjTouchingSectorSpecial(mobj, 4, 2, false))
mobj->fuse = 1; // Return to base.
break;
case MT_CANNONBALL:
#ifdef FLOORSPLATS
R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x,
@ -10191,6 +10126,63 @@ void P_SceneryThinker(mobj_t *mobj)
// GAME SPAWN FUNCTIONS
//
static void P_DefaultMobjShadowScale(mobj_t *thing)
{
thing->shadowscale = 0;
thing->whiteshadow = (thing->frame & FF_FULLBRIGHT);
switch (thing->type)
{
case MT_PLAYER:
case MT_SMALLMACE:
case MT_BIGMACE:
case MT_PUMA:
case MT_BIGPUMA:
case MT_FALLINGROCK:
case MT_SMK_MOLE:
case MT_SMK_THWOMP:
case MT_BATTLEBUMPER:
case MT_BANANA:
case MT_ORBINAUT:
case MT_ORBINAUT_SHIELD:
case MT_JAWZ:
case MT_JAWZ_DUD:
case MT_JAWZ_SHIELD:
case MT_SSMINE:
case MT_SSMINE_SHIELD:
case MT_BALLHOG:
case MT_SINK:
case MT_THUNDERSHIELD:
case MT_ROCKETSNEAKER:
case MT_SPB:
thing->shadowscale = 3*FRACUNIT/2;
break;
case MT_BANANA_SHIELD:
thing->shadowscale = 12*FRACUNIT/5;
break;
case MT_RANDOMITEM:
thing->shadowscale = FRACUNIT/2;
thing->whiteshadow = false;
break;
case MT_EGGMANITEM:
thing->shadowscale = FRACUNIT;
thing->whiteshadow = false;
break;
case MT_EGGMANITEM_SHIELD:
thing->shadowscale = 3*FRACUNIT/2;
thing->whiteshadow = false;
break;
case MT_RING:
case MT_FLOATINGITEM:
thing->shadowscale = FRACUNIT/2;
break;
default:
if (thing->flags & (MF_ENEMY|MF_BOSS))
thing->shadowscale = FRACUNIT;
break;
}
}
//
// P_SpawnMobj
//
@ -10291,6 +10283,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->colorized = false;
// Set shadowscale here, before spawn hook so that Lua can change it
P_DefaultMobjShadowScale(mobj);
#ifdef HAVE_BLUA
// DANGER! This can cause P_SpawnMobj to return NULL!
// Avoid using P_RemoveMobj on the newly created mobj in "MobjSpawn" Lua hooks!
@ -10580,29 +10575,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
break;
}
switch (mobj->type)
{
case MT_PLAYER:
case MT_SMALLMACE: case MT_BIGMACE:
case MT_PUMA: case MT_BIGPUMA:
case MT_FALLINGROCK:
case MT_SMK_MOLE: case MT_SMK_THWOMP:
//case MT_RANDOMITEM:
case MT_FLOATINGITEM:
case MT_BATTLEBUMPER:
case MT_BANANA: case MT_BANANA_SHIELD:
//case MT_EGGMANITEM: case MT_EGGMANITEM_SHIELD:
case MT_ORBINAUT: case MT_ORBINAUT_SHIELD:
case MT_JAWZ: case MT_JAWZ_DUD: case MT_JAWZ_SHIELD:
case MT_SSMINE: case MT_SSMINE_SHIELD:
case MT_BALLHOG: case MT_SINK:
case MT_THUNDERSHIELD: case MT_ROCKETSNEAKER:
case MT_SPB:
P_SpawnShadowMobj(mobj);
default:
break;
}
if (!(mobj->flags & MF_NOTHINK))
P_AddThinker(&mobj->thinker);
@ -10638,133 +10610,23 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
return mobj;
}
//
// P_SpawnShadowMobj
// warning: Do not send a shadow mobj as a caster into here, or try to spawn spawn shadows for shadows in P_SpawnMobj, we do not want recursive shadows
//
mobj_t *P_SpawnShadowMobj(mobj_t * caster)
{
const mobjinfo_t *info = &mobjinfo[MT_SHADOW];
state_t *st;
mobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
// this is officially a mobj, declared as soon as possible.
mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker;
mobj->type = MT_SHADOW;
mobj->info = info;
mobj->x = caster->x;
mobj->y = caster->y;
mobj->radius = info->radius;
mobj->height = info->height;
mobj->flags = info->flags;
mobj->health = info->spawnhealth;
mobj->reactiontime = info->reactiontime;
mobj->lastlook = -1; // stuff moved in P_enemy.P_LookForPlayer
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
if (caster->frame & FF_FULLBRIGHT)
st = &states[S_WHITESHADOW];
else
st = &states[info->spawnstate];
mobj->state = st;
mobj->tics = st->tics;
mobj->sprite = st->sprite;
mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits..
P_SetupStateAnimation(mobj, st);
mobj->friction = ORIG_FRICTION;
mobj->movefactor = ORIG_FRICTION_FACTOR;
// All mobjs are created at 100% scale.
mobj->scale = FRACUNIT;
mobj->destscale = mobj->scale;
mobj->scalespeed = FRACUNIT/12;
if (mapobjectscale != FRACUNIT) //&& !(mobj->type == MT_BLACKEGGMAN)
{
mobj->destscale = mapobjectscale;
mobj->scalespeed = mapobjectscale/12;
}
P_SetScale(mobj, mobj->destscale);
// set subsector and/or block links
P_SetThingPosition(mobj);
I_Assert(mobj->subsector != NULL);
// Make sure scale matches destscale immediately when spawned
P_SetScale(mobj, mobj->destscale);
mobj->floorz = mobj->subsector->sector->floorheight;
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
// Tells MobjCheckWater that the water height was not set.
mobj->watertop = INT32_MAX;
mobj->z = mobj->floorz;
// defaults onground
if (mobj->z == mobj->floorz)
mobj->eflags |= MFE_ONGROUND;
if (!(mobj->flags & MF_NOTHINK))
P_AddThinker(&mobj->thinker);
// Call action functions when the state is set
if (st->action.acp1 && (mobj->flags & MF_RUNSPAWNFUNC))
{
if (levelloading)
{
// Cache actions in a linked list
// with function pointer, and
// var1 & var2, which will be executed
// when the level finishes loading.
P_AddCachedAction(mobj, mobj->info->spawnstate);
}
else
{
var1 = st->var1;
var2 = st->var2;
#ifdef HAVE_BLUA
astate = st;
#endif
st->action.acp1(mobj);
// DANGER! This is the ONLY way for P_SpawnMobj to return NULL!
// Avoid using MF_RUNSPAWNFUNC on mobjs whose spawn state expects target or tracer to already be set!
if (P_MobjWasRemoved(mobj))
return NULL;
}
}
if (CheckForReverseGravity && !(mobj->flags & MF_NOBLOCKMAP))
P_CheckGravity(mobj, false);
P_SetTarget(&mobj->target, caster); // set the shadow's caster as the target
return mobj;
}
static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
const mobjinfo_t *info = &mobjinfo[type];
state_t *st;
precipmobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL);
fixed_t starting_floorz;
mobj->type = type;
mobj->info = info;
mobj->x = x;
mobj->y = y;
mobj->flags = mobjinfo[type].flags;
mobj->flags = info->flags;
// do not set the state with P_SetMobjState,
// because action routines can not be called yet
st = &states[mobjinfo[type].spawnstate];
st = &states[info->spawnstate];
mobj->state = st;
mobj->tics = st->tics;
@ -10787,7 +10649,7 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype
mobj->subsector->sector->ceilingheight;
mobj->z = z;
mobj->momz = mobjinfo[type].speed;
mobj->momz = info->speed;
mobj->thinker.function.acp1 = (actionf_p1)P_NullPrecipThinker;
P_AddThinker(&mobj->thinker);
@ -10804,21 +10666,6 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype
return mobj;
}
static inline precipmobj_t *P_SpawnRainMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
precipmobj_t *mo = P_SpawnPrecipMobj(x,y,z,type);
mo->precipflags |= PCF_RAIN;
//mo->thinker.function.acp1 = (actionf_p1)P_RainThinker;
return mo;
}
static inline precipmobj_t *P_SpawnSnowMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
precipmobj_t *mo = P_SpawnPrecipMobj(x,y,z,type);
//mo->thinker.function.acp1 = (actionf_p1)P_SnowThinker;
return mo;
}
//
// P_RemoveMobj
//
@ -10876,9 +10723,6 @@ void P_RemoveMobj(mobj_t *mobj)
if (mobj->type == MT_OVERLAY)
P_RemoveOverlay(mobj);
if (mobj->type == MT_SHADOW)
P_RemoveShadow(mobj);
if (mobj->type == MT_SPB)
spbplace = -1;
@ -11007,8 +10851,10 @@ consvar_t cv_suddendeath = {"suddendeath", "Off", CV_NETVAR|CV_CHEAT|CV_NOSHOWHE
void P_SpawnPrecipitation(void)
{
INT32 i, mrand;
fixed_t basex, basey, x, y, height;
INT32 i, j, k;
mobjtype_t type = precipprops[curWeather].type;
UINT8 randomstates = (UINT8)mobjinfo[type].damage;
fixed_t basex, basey, x, y, z, height;
subsector_t *precipsector = NULL;
precipmobj_t *rainmo = NULL;
@ -11021,8 +10867,9 @@ void P_SpawnPrecipitation(void)
basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE;
basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE;
//for (j = 0; j < cv_precipdensity.value; ++j) -- density is 1 for kart always
{
UINT16 numparticles = 0;
x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<<FRACBITS)>>3);
@ -11037,40 +10884,43 @@ void P_SpawnPrecipitation(void)
if (precipsector->sector->ceilingpic != skyflatnum)
continue;
height = precipsector->sector->ceilingheight - precipsector->sector->floorheight;
// Exists, but is too small for reasonable precipitation.
if (!(precipsector->sector->floorheight <= precipsector->sector->ceilingheight - (32<<FRACBITS)))
if (height < 64<<FRACBITS)
continue;
// Don't set height yet...
height = precipsector->sector->ceilingheight;
// Hack around a quirk of this entire system, where taller sectors look like they get less precipitation.
numparticles = 1 + (height / (MAPBLOCKUNITS<<4<<FRACBITS));
if (curWeather == PRECIP_SNOW)
// Don't set z properly yet...
z = precipsector->sector->ceilingheight;
for (j = 0; j < numparticles; j++)
{
rainmo = P_SpawnSnowMobj(x, y, height, MT_SNOWFLAKE);
mrand = M_RandomByte();
if (mrand < 64)
P_SetPrecipMobjState(rainmo, S_SNOW3);
else if (mrand < 144)
P_SetPrecipMobjState(rainmo, S_SNOW2);
rainmo = P_SpawnPrecipMobj(x, y, z, type);
if (randomstates > 0)
{
UINT8 mrand = M_RandomByte();
UINT8 threshold = UINT8_MAX / (randomstates + 1);
statenum_t st = mobjinfo[type].spawnstate;
for (k = 0; k < randomstates; k++)
{
if (mrand < (threshold * (k+1)))
{
P_SetPrecipMobjState(rainmo, st+k+1);
break;
}
}
}
// Randomly assign a height, now that floorz is set.
rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<<FRACBITS;
}
else // everything else.
rainmo = P_SpawnRainMobj(x, y, height, MT_RAIN);
// Randomly assign a height, now that floorz is set.
rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<<FRACBITS;
}
}
if (curWeather == PRECIP_BLANK)
{
curWeather = PRECIP_RAIN;
P_SwitchWeather(PRECIP_BLANK);
}
else if (curWeather == PRECIP_STORM_NORAIN)
{
curWeather = PRECIP_RAIN;
P_SwitchWeather(PRECIP_STORM_NORAIN);
}
}
//
@ -11082,47 +10932,38 @@ void P_PrecipitationEffects(void)
INT32 volume;
size_t i;
boolean sounds_rain = true;
boolean sounds_thunder = true;
boolean effects_lightning = true;
INT32 rainsfx = mobjinfo[precipprops[curWeather].type].seesound;
INT32 rainfreq = mobjinfo[precipprops[curWeather].type].mass;
boolean sounds_thunder = (precipprops[curWeather].effects & PRECIPFX_THUNDER);
boolean effects_lightning = (precipprops[curWeather].effects & PRECIPFX_LIGHTNING);
boolean lightningStrike = false;
// No thunder except every other tic.
if (leveltime & 1);
// Before, consistency failures were possible if a level started
// with global rain and switched players to anything else ...
// If the global weather has lightning strikes,
// EVERYONE gets them at the SAME time!
else if (globalweather == PRECIP_STORM
|| globalweather == PRECIP_STORM_NORAIN)
thunderchance = (P_RandomKey(8192));
// But on the other hand, if the global weather is ANYTHING ELSE,
// don't sync lightning strikes.
// It doesn't matter whatever curWeather is, we'll only use
// the variable if we care about it.
else
thunderchance = (M_RandomKey(8192));
if (!(leveltime & 1))
{
if ((precipprops[globalweather].effects & PRECIPFX_THUNDER)
|| (precipprops[globalweather].effects & PRECIPFX_LIGHTNING))
{
// Before, consistency failures were possible if a level started
// with global rain and switched players to anything else ...
// If the global weather has lightning strikes,
// EVERYONE gets them at the SAME time!
thunderchance = (P_RandomKey(8192));
}
else if (sounds_thunder || effects_lightning)
{
// But on the other hand, if the global weather is ANYTHING ELSE,
// don't sync lightning strikes.
// While we'll only use the variable if we care about it, it's
// nice to save on RNG calls when we don't need it.
thunderchance = (M_RandomKey(8192));
}
}
if (thunderchance < 70)
lightningStrike = true;
switch (curWeather)
{
case PRECIP_RAIN: // no lightning or thunder whatsoever
sounds_thunder = false;
/* FALLTHRU */
case PRECIP_STORM_NOSTRIKES: // no lightning strikes specifically
effects_lightning = false;
break;
case PRECIP_STORM_NORAIN: // no rain, lightning and thunder allowed
sounds_rain = false;
case PRECIP_STORM: // everything.
break;
default:
// Other weathers need not apply.
return;
}
// Currently thunderstorming with lightning, and we're sounding the thunder...
// and where there's thunder, there's gotta be lightning!
if (effects_lightning && lightningStrike)
@ -11174,8 +11015,8 @@ void P_PrecipitationEffects(void)
else if (volume > 255)
volume = 255;
if (sounds_rain && (!leveltime || leveltime % 80 == 1))
S_StartSoundAtVolume(players[g_localplayers[0]].mo, sfx_rainin, volume);
if (rainsfx != sfx_None && (!leveltime || leveltime % rainfreq == 1))
S_StartSoundAtVolume(players[g_localplayers[0]].mo, rainsfx, volume);
if (!sounds_thunder)
return;

View file

@ -253,25 +253,23 @@ typedef enum
// PRECIPITATION flags ?! ?! ?!
//
typedef enum {
// Don't draw.
PCF_INVISIBLE = 1,
// Above pit.
PCF_PIT = 2,
// Above FOF.
PCF_FOF = 4,
// Above MOVING FOF (this means we need to keep floorz up to date...)
PCF_MOVINGFOF = 8,
// Is rain.
PCF_RAIN = 16,
// Ran the thinker this tic.
PCF_THUNK = 32,
PCF_INVISIBLE = 1, // Don't draw.
PCF_PIT = 1<<1, // Above pit.
PCF_FOF = 1<<2, // Above FOF.
PCF_MOVINGFOF = 1<<3, // Above MOVING FOF (this means we need to keep floorz up to date...)
PCF_SPLASH = 1<<4, // Splashed on the ground, return to the ceiling after the animation's over
PCF_THUNK = 1<<5, // Ran the thinker this tic.
} precipflag_t;
// Map Object definition.
typedef struct mobj_s
{
// List: thinker links.
thinker_t thinker;
mobjtype_t type;
const mobjinfo_t *info; // &mobjinfo[mobj->type]
// Info for drawing: position.
fixed_t x, y, z;
@ -321,9 +319,6 @@ typedef struct mobj_s
struct mobj_s *hnext;
struct mobj_s *hprev;
mobjtype_t type;
const mobjinfo_t *info; // &mobjinfo[mobj->type]
INT32 health; // for player this is rings + 1
// Movement direction, movement generation (zig-zagging).
@ -377,6 +372,9 @@ typedef struct mobj_s
boolean colorized; // Whether the mobj uses the rainbow colormap
fixed_t shadowscale; // If this object casts a shadow, and the size relative to radius
boolean whiteshadow; // Use white shadow, set to true by default for fullbright objects
// WARNING: New fields must be added separately to savegame and Lua.
} mobj_t;
@ -392,6 +390,9 @@ typedef struct precipmobj_s
// List: thinker links.
thinker_t thinker;
mobjtype_t type;
const mobjinfo_t *info; // &mobjinfo[mobj->type]
// Info for drawing: position.
fixed_t x, y, z;
@ -459,8 +460,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb
boolean P_BossTargetPlayer(mobj_t *actor, boolean closest);
boolean P_SupermanLook4Players(mobj_t *actor);
void P_DestroyRobots(void);
void P_SnowThinker(precipmobj_t *mobj);
void P_RainThinker(precipmobj_t *mobj);
void P_PrecipThinker(precipmobj_t *mobj);
void P_NullPrecipThinker(precipmobj_t *mobj);
void P_RemovePrecipMobj(precipmobj_t *mobj);
void P_SetScale(mobj_t *mobj, fixed_t newscale);

View file

@ -181,6 +181,8 @@ FUNCNORETURN static ATTRNORETURN void CorruptMapError(const char *msg)
static void P_ClearSingleMapHeaderInfo(INT16 i)
{
const INT16 num = (INT16)(i-1);
INT32 exists = (mapheaderinfo[num]->menuflags & LF2_EXISTSHACK);
DEH_WriteUndoline("LEVELNAME", mapheaderinfo[num]->lvlttl, UNDO_NONE);
mapheaderinfo[num]->lvlttl[0] = '\0';
DEH_WriteUndoline("SUBTITLE", mapheaderinfo[num]->subttl, UNDO_NONE);
@ -246,7 +248,7 @@ static void P_ClearSingleMapHeaderInfo(INT16 i)
DEH_WriteUndoline("LEVELFLAGS", va("%d", mapheaderinfo[num]->levelflags), UNDO_NONE);
mapheaderinfo[num]->levelflags = 0;
DEH_WriteUndoline("MENUFLAGS", va("%d", mapheaderinfo[num]->menuflags), UNDO_NONE);
mapheaderinfo[num]->menuflags = (mainwads ? 0 : LF2_EXISTSHACK); // see p_setup.c - prevents replacing maps in addons with easier versions
mapheaderinfo[num]->menuflags = exists; // see p_setup.c - prevents replacing maps in addons with easier versions
// TODO grades support for delfile (pfft yeah right)
P_DeleteGrades(num);
// SRB2Kart

View file

@ -2003,57 +2003,28 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller)
//
// Switches the weather!
//
void P_SwitchWeather(INT32 weathernum)
void P_SwitchWeather(UINT8 newWeather)
{
boolean purge = false;
INT32 swap = 0;
mobjtype_t swap = MT_NULL;
switch (weathernum)
if (precipprops[newWeather].type == MT_NULL)
{
case PRECIP_NONE: // None
if (curWeather == PRECIP_NONE)
return; // Nothing to do.
purge = true;
break;
case PRECIP_STORM: // Storm
case PRECIP_STORM_NOSTRIKES: // Storm w/ no lightning
case PRECIP_RAIN: // Rain
if (curWeather == PRECIP_SNOW || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
swap = PRECIP_RAIN;
break;
case PRECIP_SNOW: // Snow
if (curWeather == PRECIP_SNOW)
return; // Nothing to do.
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
swap = PRECIP_SNOW; // Need to delete the other precips.
break;
case PRECIP_STORM_NORAIN: // Storm w/o rain
if (curWeather == PRECIP_SNOW
|| curWeather == PRECIP_STORM
|| curWeather == PRECIP_STORM_NOSTRIKES
|| curWeather == PRECIP_RAIN
|| curWeather == PRECIP_BLANK)
swap = PRECIP_STORM_NORAIN;
else if (curWeather == PRECIP_STORM_NORAIN)
return;
break;
case PRECIP_BLANK:
if (curWeather == PRECIP_SNOW
|| curWeather == PRECIP_STORM
|| curWeather == PRECIP_STORM_NOSTRIKES
|| curWeather == PRECIP_RAIN)
swap = PRECIP_BLANK;
else if (curWeather == PRECIP_STORM_NORAIN)
swap = PRECIP_BLANK;
else if (curWeather == PRECIP_BLANK)
return;
break;
default:
CONS_Debug(DBG_GAMELOGIC, "P_SwitchWeather: Unknown weather type %d.\n", weathernum);
break;
// New type is null, we want to purge the weather.
if (precipprops[curWeather].type == MT_NULL)
return; // Nothing to do.
purge = true;
}
else
{
if (precipprops[curWeather].type != MT_NULL)
{
// There are already existing weather particles to reuse.
swap = precipprops[newWeather].type;
}
}
if (purge)
if (purge == true)
{
thinker_t *think;
precipmobj_t *precipmobj;
@ -2068,136 +2039,54 @@ void P_SwitchWeather(INT32 weathernum)
P_RemovePrecipMobj(precipmobj);
}
}
else if (swap && !((swap == PRECIP_BLANK && curWeather == PRECIP_STORM_NORAIN) || (swap == PRECIP_STORM_NORAIN && curWeather == PRECIP_BLANK))) // Rather than respawn all that crap, reuse it!
else if (swap != MT_NULL) // Rather than respawn all that crap, reuse it!
{
UINT8 randomstates = (UINT8)mobjinfo[swap].damage;
thinker_t *think;
precipmobj_t *precipmobj;
state_t *st;
statenum_t st;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker)
continue; // not a precipmobj thinker
precipmobj = (precipmobj_t *)think;
if (swap == PRECIP_RAIN) // Snow To Rain
precipmobj->flags = mobjinfo[swap].flags;
st = mobjinfo[swap].spawnstate;
if (randomstates > 0)
{
precipmobj->flags = mobjinfo[MT_RAIN].flags;
st = &states[mobjinfo[MT_RAIN].spawnstate];
precipmobj->state = st;
precipmobj->tics = st->tics;
precipmobj->sprite = st->sprite;
precipmobj->frame = st->frame;
precipmobj->momz = mobjinfo[MT_RAIN].speed;
UINT8 mrand = M_RandomByte();
UINT8 threshold = UINT8_MAX / (randomstates + 1);
UINT8 i;
precipmobj->precipflags &= ~PCF_INVISIBLE;
precipmobj->precipflags |= PCF_RAIN;
//think->function.acp1 = (actionf_p1)P_RainThinker;
for (i = 0; i < randomstates; i++)
{
if (mrand < (threshold * (i+1)))
{
st += i+1;
break;
}
}
}
else if (swap == PRECIP_SNOW) // Rain To Snow
{
INT32 z;
precipmobj->flags = mobjinfo[MT_SNOWFLAKE].flags;
z = M_RandomByte();
precipmobj->state = &states[st];
precipmobj->tics = precipmobj->state->tics;
precipmobj->sprite = precipmobj->state->sprite;
precipmobj->frame = precipmobj->state->frame;
if (z < 64)
z = 2;
else if (z < 144)
z = 1;
else
z = 0;
st = &states[mobjinfo[MT_SNOWFLAKE].spawnstate+z];
precipmobj->state = st;
precipmobj->tics = st->tics;
precipmobj->sprite = st->sprite;
precipmobj->frame = st->frame;
precipmobj->momz = mobjinfo[MT_SNOWFLAKE].speed;
precipmobj->precipflags &= ~(PCF_INVISIBLE|PCF_RAIN);
//think->function.acp1 = (actionf_p1)P_SnowThinker;
}
else if (swap == PRECIP_BLANK || swap == PRECIP_STORM_NORAIN) // Remove precip, but keep it around for reuse.
{
//think->function.acp1 = (actionf_p1)P_NullPrecipThinker;
precipmobj->precipflags |= PCF_INVISIBLE;
}
precipmobj->momz = mobjinfo[swap].speed;
precipmobj->precipflags &= ~PCF_INVISIBLE;
}
}
switch (weathernum)
{
case PRECIP_SNOW: // snow
curWeather = PRECIP_SNOW;
curWeather = newWeather;
if (!swap)
P_SpawnPrecipitation();
break;
case PRECIP_RAIN: // rain
{
boolean dontspawn = false;
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
dontspawn = true;
curWeather = PRECIP_RAIN;
if (!dontspawn && !swap)
P_SpawnPrecipitation();
break;
}
case PRECIP_STORM: // storm
{
boolean dontspawn = false;
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
dontspawn = true;
curWeather = PRECIP_STORM;
if (!dontspawn && !swap)
P_SpawnPrecipitation();
break;
}
case PRECIP_STORM_NOSTRIKES: // storm w/o lightning
{
boolean dontspawn = false;
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
dontspawn = true;
curWeather = PRECIP_STORM_NOSTRIKES;
if (!dontspawn && !swap)
P_SpawnPrecipitation();
break;
}
case PRECIP_STORM_NORAIN: // storm w/o rain
curWeather = PRECIP_STORM_NORAIN;
if (!swap)
P_SpawnPrecipitation();
break;
case PRECIP_BLANK:
curWeather = PRECIP_BLANK;
if (!swap)
P_SpawnPrecipitation();
break;
default:
curWeather = PRECIP_NONE;
break;
}
if (swap == MT_NULL && precipprops[newWeather].type != MT_NULL)
P_SpawnPrecipitation();
}
/** Gets an object.
@ -3232,6 +3121,76 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
}
}
static void P_SetupSignObject(mobj_t *sign, mobj_t *pmo)
{
mobj_t *cur = sign, *prev = NULL;
// Setup the sign itself
P_SetTarget(&sign->target, pmo);
P_SetMobjState(sign, S_SIGN_POLE);
sign->movefactor = sign->z;
sign->z += (768*sign->scale) * P_MobjFlip(sign);
sign->movecount = 1;
sign->extravalue1 = AngleFixed(sign->angle) >> FRACBITS;
// Setup the overlay pieces
// Front
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
P_SetTarget(&cur->hnext->target, sign);
P_SetMobjState(cur->hnext, S_SIGN_FACE);
cur->hnext->extravalue1 = 6;
cur->hnext->extravalue2 = 0;
prev = cur;
cur = cur->hnext;
cur->hprev = prev;
// Player icon
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
P_SetTarget(&cur->hnext->target, sign);
cur->hnext->skin = pmo->skin;
P_SetMobjState(cur->hnext, S_PLAY_SIGN);
cur->hnext->extravalue1 = 7;
cur->hnext->extravalue2 = 0;
prev = cur;
cur = cur->hnext;
cur->hprev = prev;
// Back
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
P_SetTarget(&cur->hnext->target, sign);
P_SetMobjState(cur->hnext, S_SIGN_BACK);
cur->hnext->extravalue1 = 6;
cur->hnext->extravalue2 = 2;
prev = cur;
cur = cur->hnext;
cur->hprev = prev;
// Sides
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
P_SetTarget(&cur->hnext->target, sign);
P_SetMobjState(cur->hnext, S_SIGN_SIDE);
cur->hnext->extravalue1 = 30;
cur->hnext->extravalue2 = 1;
prev = cur;
cur = cur->hnext;
cur->hprev = prev;
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
P_SetTarget(&cur->hnext->target, sign);
P_SetMobjState(cur->hnext, S_SIGN_SIDE);
cur->hnext->extravalue1 = 30;
cur->hnext->extravalue2 = 3;
prev = cur;
cur = cur->hnext;
cur->hprev = prev;
}
//
// P_SetupSignExit
//
@ -3257,13 +3216,7 @@ void P_SetupSignExit(player_t *player)
if (thing->state != &states[thing->info->spawnstate])
continue;
P_SetTarget(&thing->target, player->mo);
P_SetMobjState(thing, S_SIGN1);
// SRB2Kart: Set sign spinning variables
thing->movefactor = thing->z;
thing->z += (768*thing->scale) * P_MobjFlip(thing);
thing->movecount = 1;
P_SetupSignObject(thing, player->mo);
++numfound;
}
@ -3285,14 +3238,7 @@ void P_SetupSignExit(player_t *player)
if (thing->state != &states[thing->info->spawnstate])
continue;
P_SetTarget(&thing->target, player->mo);
P_SetMobjState(thing, S_SIGN1);
// SRB2Kart: Set sign spinning variables
thing->movefactor = thing->z;
thing->z += (768*thing->scale) * P_MobjFlip(thing);
thing->movecount = 1;
P_SetupSignObject(thing, player->mo);
++numfound;
}
@ -3300,14 +3246,11 @@ void P_SetupSignExit(player_t *player)
return;
// SRB2Kart: FINALLY, add in an alternative if no place is found
if (player->mo)
if (player->mo && !P_MobjWasRemoved(player->mo))
{
mobj_t *sign = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + (768*mapobjectscale), MT_SIGN);
P_SetTarget(&sign->target, player->mo);
P_SetMobjState(sign, S_SIGN1);
sign->movefactor = player->mo->floorz;
sign->movecount = 1;
thing = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->floorz, MT_SIGN);
thing->angle = player->mo->angle;
P_SetupSignObject(thing, player->mo);
}
}
@ -3361,7 +3304,7 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
}
//
// P_PlayerTouchingSectorSpecial
// P_MobjTouchingSectorSpecial
//
// Replaces the old player->specialsector.
// This allows a player to touch more than
@ -3371,60 +3314,86 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
// the particular type that it finds.
// Returns NULL if it doesn't find it.
//
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number)
// Sal: Couldn't see a reason for this to
// be a player_t only function.
//
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground)
{
fixed_t topheight, bottomheight;
msecnode_t *node;
ffloor_t *rover;
if (!player->mo)
if (!mo)
return NULL;
// Check default case first
if (GETSECSPECIAL(player->mo->subsector->sector->special, section) == number)
return player->mo->subsector->sector;
if (GETSECSPECIAL(mo->subsector->sector->special, section) == number)
{
if (touchground)
{
topheight = P_GetSpecialTopZ(mo, mo->subsector->sector, mo->subsector->sector);
bottomheight = P_GetSpecialBottomZ(mo, mo->subsector->sector, mo->subsector->sector);
// Thing must be on top of the floor to be affected...
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR)
{
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
return mo->subsector->sector;
}
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_CEILING)
{
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
return mo->subsector->sector;
}
}
else
{
return mo->subsector->sector;
}
}
// Hmm.. maybe there's a FOF that has it...
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
continue;
if (!(rover->flags & FF_EXISTS))
continue;
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector);
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector);
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
{
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != bottomheight)
if (!(mo->eflags & MFE_VERTICALFLIP)
|| mo->z + mo->height != bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
continue;
}
}
else
{
// Water and DEATH FOG!!! heh
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
continue;
}
@ -3432,64 +3401,86 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
return rover->master->frontsector;
}
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (GETSECSPECIAL(node->m_sector->special, section) == number)
{
// This sector has the special we're looking for, but
// are we allowed to touch it?
if (node->m_sector == player->mo->subsector->sector
if (node->m_sector == mo->subsector->sector
|| (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH))
return node->m_sector;
{
if (touchground)
{
topheight = P_GetSpecialTopZ(mo, node->m_sector, node->m_sector);
bottomheight = P_GetSpecialBottomZ(mo, node->m_sector, node->m_sector);
// Thing must be on top of the floor to be affected...
if (node->m_sector->flags & SF_FLIPSPECIAL_FLOOR)
{
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
return node->m_sector;
}
if (node->m_sector->flags & SF_FLIPSPECIAL_CEILING)
{
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
return node->m_sector;
}
}
else
{
return node->m_sector;
}
}
}
// Hmm.. maybe there's a FOF that has it...
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
continue;
if (!(rover->flags & FF_EXISTS))
continue;
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector);
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector);
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
{
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != bottomheight)
if (!(mo->eflags & MFE_VERTICALFLIP)
|| mo->z + mo->height != bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
continue;
}
}
else
{
// Water and DEATH FOG!!! heh
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
continue;
}
// This FOF has the special we're looking for, but are we allowed to touch it?
if (node->m_sector == player->mo->subsector->sector
if (node->m_sector == mo->subsector->sector
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
return rover->master->frontsector;
}
@ -5672,25 +5663,10 @@ void P_InitSpecials(void)
CheckForBustableBlocks = CheckForBouncySector = CheckForQuicksand = CheckForMarioBlocks = CheckForFloatBob = CheckForReverseGravity = false;
// Set curWeather
switch (mapheaderinfo[gamemap-1]->weather)
{
case PRECIP_SNOW: // snow
case PRECIP_RAIN: // rain
case PRECIP_STORM: // storm
case PRECIP_STORM_NORAIN: // storm w/o rain
case PRECIP_STORM_NOSTRIKES: // storm w/o lightning
curWeather = mapheaderinfo[gamemap-1]->weather;
break;
default: // blank/none
curWeather = PRECIP_NONE;
break;
}
// Set weather
curWeather = globalweather = mapheaderinfo[gamemap-1]->weather;
// Set globalweather
globalweather = mapheaderinfo[gamemap-1]->weather;
P_InitTagLists(); // Create xref tables for tags
P_InitTagLists(); // Create xref tables for tags
}
/** After the map has loaded, scans for specials that spawn 3Dfloors and

View file

@ -37,7 +37,7 @@ void P_SpawnSpecials(INT32 fromnetsave);
// every tic
void P_UpdateSpecials(void);
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground);
void P_PlayerInSpecialSector(player_t *player);
void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector);
@ -59,7 +59,7 @@ INT32 P_FindMinSurroundingLight(sector_t *sector, INT32 max);
void P_SetupSignExit(player_t *player);
boolean P_IsFlagAtBase(mobjtype_t flag);
void P_SwitchWeather(INT32 weathernum);
void P_SwitchWeather(UINT8 newWeather);
boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller);
void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller);

View file

@ -58,8 +58,6 @@ void Command_Numthinkers_f(void)
CONS_Printf(M_GetText("numthinkers <#>: Count number of thinkers\n"));
CONS_Printf(
"\t1: P_MobjThinker\n"
/*"\t2: P_RainThinker\n"
"\t3: P_SnowThinker\n"*/
"\t2: P_NullPrecipThinker\n"
"\t3: T_Friction\n"
"\t4: T_Pusher\n"
@ -75,14 +73,6 @@ void Command_Numthinkers_f(void)
action = (actionf_p1)P_MobjThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker");
break;
/*case 2:
action = (actionf_p1)P_RainThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_RainThinker");
break;
case 3:
action = (actionf_p1)P_SnowThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_SnowThinker");
break;*/
case 2:
action = (actionf_p1)P_NullPrecipThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker");
@ -658,8 +648,6 @@ void P_Ticker(boolean run)
//P_RunShields();
P_RunOverlays();
P_RunShadows();
P_UpdateSpecials();
P_RespawnSpecials();

View file

@ -170,8 +170,7 @@ consvar_t cv_flipcam2 = {"flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo,
consvar_t cv_flipcam3 = {"flipcam3", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam3_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_flipcam4 = {"flipcam4", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam4_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_shadow = {"shadow", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_shadowoffs = {"offsetshadows", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_shadow = {"shadow", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_skybox = {"skybox", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_soniccd = {"soniccd", "Off", CV_NETVAR|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_allowmlook = {"allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -1513,7 +1512,6 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_chasecam3);
CV_RegisterVar(&cv_chasecam4);
CV_RegisterVar(&cv_shadow);
CV_RegisterVar(&cv_shadowoffs);
CV_RegisterVar(&cv_skybox);
CV_RegisterVar(&cv_cam_dist);

View file

@ -76,7 +76,7 @@ extern consvar_t cv_showhud, cv_translucenthud;
extern consvar_t cv_homremoval;
extern consvar_t cv_chasecam, cv_chasecam2, cv_chasecam3, cv_chasecam4;
extern consvar_t cv_flipcam, cv_flipcam2, cv_flipcam3, cv_flipcam4;
extern consvar_t cv_shadow, cv_shadowoffs;
extern consvar_t cv_shadow;
extern consvar_t cv_translucency;
extern consvar_t /*cv_precipdensity,*/ cv_drawdist, /*cv_drawdist_nights,*/ cv_drawdist_precip;
extern consvar_t cv_fov;

View file

@ -802,9 +802,7 @@ static void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight)
static void R_DrawVisSprite(vissprite_t *vis)
{
column_t *column;
#ifdef RANGECHECK
INT32 texturecolumn;
#endif
fixed_t frac;
patch_t *patch = W_CacheLumpNum(vis->patch, PU_CACHE);
fixed_t this_scale = vis->mobj->scale;
@ -920,6 +918,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
if (!(vis->scalestep))
{
sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
sprtopscreen += vis->shear.tan * vis->shear.offset;
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
}
@ -942,31 +941,50 @@ static void R_DrawVisSprite(vissprite_t *vis)
vis->x2--;
#endif
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
// Split drawing loops for paper and non-paper to reduce conditional checks per sprite
if (vis->scalestep)
{
if (vis->scalestep) // currently papersprites only
// Papersprite drawing loop
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, spryscale += vis->scalestep)
{
#ifndef RANGECHECK
if ((frac>>FRACBITS) < 0 || (frac>>FRACBITS) >= SHORT(patch->width)) // if this doesn't work i'm removing papersprites
break;
#endif
angle_t angle = ((vis->centerangle + xtoviewangle[dc_x]) >> ANGLETOFINESHIFT) & 0xFFF;
texturecolumn = (vis->paperoffset - FixedMul(FINETANGENT(angle), vis->paperdistance)) / this_scale;
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
continue;
if (vis->xiscale < 0) // Flipped sprite
texturecolumn = SHORT(patch->width) - 1 - texturecolumn;
sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale));
dc_iscale = (0xffffffffu / (unsigned)spryscale);
spryscale += vis->scalestep;
}
#ifdef RANGECHECK
texturecolumn = frac>>FRACBITS;
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
I_Error("R_DrawSpriteRange: bad texturecolumn");
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
if (vis->cut & SC_VFLIP)
R_DrawFlippedMaskedColumn(column, patch->height);
else
R_DrawMaskedColumn(column);
}
}
else
{
// Non-paper drawing loop
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale, sprtopscreen += vis->shear.tan)
{
#ifdef RANGECHECK
texturecolumn = frac>>FRACBITS;
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
I_Error("R_DrawSpriteRange: bad texturecolumn at %d from end", vis->x2 - dc_x);
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
#else
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
#endif
if (vis->cut & SC_VFLIP)
R_DrawFlippedMaskedColumn(column, patch->height);
else
R_DrawMaskedColumn(column);
if (vis->cut & SC_VFLIP)
R_DrawFlippedMaskedColumn(column, patch->height);
else
R_DrawMaskedColumn(column);
}
}
colfunc = basecolfunc;
@ -1138,6 +1156,278 @@ static void R_SplitSprite(vissprite_t *sprite)
}
}
//
// R_GetShadowZ(thing, shadowslope)
// Get the first visible floor below the object for shadows
// shadowslope is filled with the floor's slope, if provided
//
fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
{
fixed_t z, floorz = INT32_MIN;
pslope_t *slope, *floorslope = NULL;
msecnode_t *node;
sector_t *sector;
ffloor_t *rover;
for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
{
sector = node->m_sector;
slope = (sector->heightsec != -1) ? NULL : sector->f_slope;
z = slope ? P_GetZAt(slope, thing->x, thing->y) : (
(sector->heightsec != -1) ? sectors[sector->heightsec].floorheight : sector->floorheight
);
if (z < thing->z+thing->height/2 && z > floorz)
{
floorz = z;
floorslope = slope;
}
if (sector->ffloors)
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || (rover->alpha < 90 && !(rover->flags & FF_SWIMMABLE)))
continue;
z = *rover->t_slope ? P_GetZAt(*rover->t_slope, thing->x, thing->y) : *rover->topheight;
if (z < thing->z+thing->height/2 && z > floorz)
{
floorz = z;
floorslope = *rover->t_slope;
}
}
}
if (thing->floorz > floorz + (!floorslope ? 0 : FixedMul(abs(floorslope->zdelta), thing->radius*3/2)))
{
floorz = thing->floorz;
floorslope = NULL;
}
#if 0 // Unfortunately, this drops CEZ2 down to sub-17 FPS on my i7.
//#ifdef POLYOBJECTS
// Check polyobjects and see if floorz needs to be altered, for rings only because they don't update floorz
if (thing->type == MT_RING)
{
INT32 xl, xh, yl, yh, bx, by;
xl = (unsigned)(thing->x - thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(thing->x + thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(thing->y - thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(thing->y + thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
validcount++;
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
{
INT32 offset;
polymaplink_t *plink; // haleyjd 02/22/06
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
continue;
offset = by*bmapwidth + bx;
// haleyjd 02/22/06: consider polyobject lines
plink = polyblocklinks[offset];
while (plink)
{
polyobj_t *po = plink->po;
if (po->validcount != validcount) // if polyobj hasn't been checked
{
po->validcount = validcount;
if (!P_MobjInsidePolyobj(po, thing) || !(po->flags & POF_RENDERPLANES))
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
// We're inside it! Yess...
z = po->lines[0]->backsector->ceilingheight;
if (z < thing->z+thing->height/2 && z > floorz)
{
floorz = z;
floorslope = NULL;
}
}
plink = (polymaplink_t *)(plink->link.next);
}
}
}
#endif
if (shadowslope != NULL)
*shadowslope = floorslope;
return floorz;
}
static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t tx, fixed_t tz)
{
vissprite_t *shadow;
patch_t *patch;
fixed_t xscale, yscale, shadowxscale, shadowyscale, shadowskew, x1, x2;
INT32 light = 0;
fixed_t scalemul; UINT8 trans;
fixed_t floordiff;
fixed_t floorz;
pslope_t *floorslope;
floorz = R_GetShadowZ(thing, &floorslope);
if (abs(floorz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
floordiff = abs(thing->z - floorz);
trans = floordiff / (100*FRACUNIT) + 3;
if (trans >= 9) return;
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
if (thing->whiteshadow)
patch = W_CachePatchName("LSHADOW", PU_CACHE);
else
patch = W_CachePatchName("DSHADOW", PU_CACHE);
xscale = FixedDiv(projection, tz);
yscale = FixedDiv(projectiony, tz);
shadowxscale = FixedMul(thing->radius*2, scalemul);
shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(floorz - viewz), tz));
shadowyscale = min(shadowyscale, shadowxscale) / patch->height;
shadowxscale /= patch->width;
shadowskew = 0;
if (floorslope)
{
// haha let's try some dumb stuff
fixed_t xslope, zslope;
angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - floorslope->xydirection) >> ANGLETOFINESHIFT;
xslope = FixedMul(FINESINE(sloperelang), floorslope->zdelta);
zslope = FixedMul(FINECOSINE(sloperelang), floorslope->zdelta);
//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
if (viewz < floorz)
shadowyscale += FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope);
else
shadowyscale -= FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope);
shadowyscale = abs(shadowyscale);
shadowskew = xslope;
}
tx -= patch->width * shadowxscale/2;
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
if (x1 >= viewwidth) return;
tx += patch->width * shadowxscale;
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
if (x2 < 0 || x2 <= x1) return;
if (shadowyscale < FRACUNIT/patch->height) return; // fix some crashes?
shadow = R_NewVisSprite();
if (thing->whiteshadow)
shadow->patch = W_CheckNumForName("LSHADOW");
else
shadow->patch = W_CheckNumForName("DSHADOW");
shadow->heightsec = vis->heightsec;
shadow->thingheight = FRACUNIT;
shadow->pz = floorz;
shadow->pzt = shadow->pz + shadow->thingheight;
shadow->mobjflags = 0;
shadow->sortscale = vis->sortscale;
shadow->dispoffset = vis->dispoffset - 5;
shadow->gx = thing->x;
shadow->gy = thing->y;
shadow->gzt = shadow->pz + patch->height * shadowyscale / 2;
shadow->gz = shadow->gzt - patch->height * shadowyscale;
shadow->texturemid = FixedMul(thing->scale, FixedDiv(shadow->gzt - viewz, shadowyscale));
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
shadow->texturemid = FixedMul(shadow->texturemid, ((skin_t *)thing->skin)->highresscale);
shadow->scalestep = 0;
shadow->shear.tan = shadowskew; // repurposed variable
shadow->mobj = thing; // Easy access! Tails 06-07-2002
shadow->x1 = x1 < 0 ? 0 : x1;
shadow->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
// PORTAL SEMI-CLIPPING
if (portalrender)
{
if (shadow->x1 < portalclipstart)
shadow->x1 = portalclipstart;
if (shadow->x2 >= portalclipend)
shadow->x2 = portalclipend-1;
}
shadow->xscale = FixedMul(xscale, shadowxscale); //SoM: 4/17/2000
shadow->scale = FixedMul(yscale, shadowyscale);
shadow->sector = vis->sector;
shadow->szt = (INT16)((centeryfrac - FixedMul(shadow->gzt - viewz, yscale))>>FRACBITS);
shadow->sz = (INT16)((centeryfrac - FixedMul(shadow->gz - viewz, yscale))>>FRACBITS);
shadow->cut = SC_ISSCALED|SC_SHADOW; //check this
shadow->startfrac = 0;
//shadow->xiscale = 0x7ffffff0 / (shadow->xscale/2);
shadow->xiscale = (patch->width<<FRACBITS)/(x2-x1+1); // fuck it
if (shadow->x1 > x1)
shadow->startfrac += shadow->xiscale*(shadow->x1-x1);
// reusing x1 variable
x1 += (x2-x1)/2;
shadow->shear.offset = shadow->x1-x1;
if (thing->subsector->sector->numlights)
{
INT32 lightnum;
#ifdef ESLOPE // R_GetPlaneLight won't work on sloped lights!
light = thing->subsector->sector->numlights - 1;
for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
fixed_t h = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, thing->x, thing->y)
: thing->subsector->sector->lightlist[lightnum].height;
if (h <= shadow->gzt) {
light = lightnum - 1;
break;
}
}
#else
light = R_GetPlaneLight(thing->subsector->sector, shadow->gzt, false);
#endif
}
if (thing->subsector->sector->numlights)
shadow->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap;
else
shadow->extra_colormap = thing->subsector->sector->extra_colormap;
shadow->transmap = transtables + (trans<<FF_TRANSSHIFT);
if (thing->whiteshadow)
shadow->colormap = scalelight[LIGHTLEVELS - 1][0]; // full bright!
else
shadow->colormap = scalelight[0][0]; // full dark!
objectsdrawn++;
}
//
// R_ProjectSprite
// Generates a vissprite for a thing
@ -1168,7 +1458,11 @@ static void R_ProjectSprite(mobj_t *thing)
fixed_t iscale;
fixed_t scalestep; // toast '16
fixed_t offset, offset2;
boolean papersprite = (thing->frame & FF_PAPERSPRITE);
fixed_t basetx; // drop shadows
boolean papersprite = !!(thing->frame & FF_PAPERSPRITE);
fixed_t paperoffset = 0, paperdistance = 0; angle_t centerangle = 0;
//SoM: 3/17/2000
fixed_t gz, gzt;
@ -1176,8 +1470,6 @@ static void R_ProjectSprite(mobj_t *thing)
INT32 light = 0;
fixed_t this_scale = thing->scale;
fixed_t ang_scale = FRACUNIT;
// transform the origin point
tr_x = thing->x - viewx;
tr_y = thing->y - viewy;
@ -1188,15 +1480,15 @@ static void R_ProjectSprite(mobj_t *thing)
tz = gxt-gyt;
// thing is behind view plane?
if (!(papersprite) && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later
if (!papersprite && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later
return;
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
tx = -(gyt + gxt);
basetx = tx = -(gyt + gxt);
// too far off the side?
if (abs(tx) > tz<<2)
if (!papersprite && abs(tx) > tz<<2) // papersprite clipping is handled later
return;
// aspect ratio stuff
@ -1249,8 +1541,6 @@ static void R_ProjectSprite(mobj_t *thing)
ang = R_PointToAngle (thing->x, thing->y) - thing->player->frameangle;
else
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
if (papersprite)
ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT));
}
if (sprframe->rotate == SRF_SINGLE)
@ -1288,27 +1578,12 @@ static void R_ProjectSprite(mobj_t *thing)
else
offset = -spritecachedinfo[lump].offset;
offset = FixedMul(offset, this_scale);
tx += FixedMul(offset, ang_scale);
x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS;
// off the right side?
if (x1 > viewwidth)
return;
offset2 = FixedMul(spritecachedinfo[lump].width, this_scale);
tx += FixedMul(offset2, ang_scale);
x2 = ((centerxfrac + FixedMul (tx,xscale)) >> FRACBITS) - 1;
// off the left side
if (x2 < 0)
return;
if (papersprite)
{
fixed_t yscale2, cosmul, sinmul, tz2;
if (x2 <= x1)
return;
fixed_t xscale2, yscale2, cosmul, sinmul, tx2, tz2;
INT32 range;
if (ang >= ANGLE_180)
{
@ -1325,7 +1600,23 @@ static void R_ProjectSprite(mobj_t *thing)
gyt = -FixedMul(tr_y, viewsin);
tz = gxt-gyt;
yscale = FixedDiv(projectiony, tz);
if (yscale < 64) return; // Fix some funky visuals
//if (yscale < 64) return; // Fix some funky visuals
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
tx = -(gyt + gxt);
xscale = FixedDiv(projection, tz);
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
// Get paperoffset (offset) and paperoffset (distance)
paperoffset = -FixedMul(tr_x, cosmul) - FixedMul(tr_y, sinmul);
paperdistance = -FixedMul(tr_x, sinmul) + FixedMul(tr_y, cosmul);
if (paperdistance < 0)
{
paperoffset = -paperoffset;
paperdistance = -paperdistance;
}
centerangle = viewangle - thing->angle;
tr_x += FixedMul(offset2, cosmul);
tr_y += FixedMul(offset2, sinmul);
@ -1333,13 +1624,52 @@ static void R_ProjectSprite(mobj_t *thing)
gyt = -FixedMul(tr_y, viewsin);
tz2 = gxt-gyt;
yscale2 = FixedDiv(projectiony, tz2);
if (yscale2 < 64) return; // ditto
//if (yscale2 < 64) return; // ditto
gxt = -FixedMul(tr_x, viewsin);
gyt = FixedMul(tr_y, viewcos);
tx2 = -(gyt + gxt);
xscale2 = FixedDiv(projection, tz2);
x2 = ((centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS);
if (max(tz, tz2) < FixedMul(MINZ, this_scale)) // non-papersprite clipping is handled earlier
return;
scalestep = (yscale2 - yscale)/(x2 - x1);
scalestep = scalestep ? scalestep : 1;
// Needs partially clipped
if (tz < FixedMul(MINZ, this_scale))
{
fixed_t div = FixedDiv(tz2-tz, FixedMul(MINZ, this_scale)-tz);
tx += FixedDiv(tx2-tx, div);
tz = FixedMul(MINZ, this_scale);
yscale = FixedDiv(projectiony, tz);
xscale = FixedDiv(projection, tz);
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
}
else if (tz2 < FixedMul(MINZ, this_scale))
{
fixed_t div = FixedDiv(tz-tz2, FixedMul(MINZ, this_scale)-tz2);
tx2 += FixedDiv(tx-tx2, div);
tz2 = FixedMul(MINZ, this_scale);
yscale2 = FixedDiv(projectiony, tz2);
xscale2 = FixedDiv(projection, tz2);
x2 = (centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS;
}
// off the right side?
if (x1 > viewwidth)
return;
// off the left side
if (x2 < 0)
return;
if ((range = x2 - x1) <= 0)
return;
range++; // fencepost problem
scalestep = ((yscale2 - yscale)/range) ?: 1;
xscale = FixedDiv(range<<FRACBITS, abs(offset2));
// The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2?
// sortscale = max(yscale, yscale2);
@ -1349,9 +1679,20 @@ static void R_ProjectSprite(mobj_t *thing)
{
scalestep = 0;
yscale = sortscale;
}
tx += offset;
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
xscale = FixedMul(xscale, ang_scale);
// off the right side?
if (x1 > viewwidth)
return;
tx += offset2;
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
// off the left side
if (x2 < 0)
return;
}
// PORTAL SPRITE CLIPPING
if (portalrender)
@ -1445,6 +1786,11 @@ static void R_ProjectSprite(mobj_t *thing)
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = scalestep;
vis->paperoffset = paperoffset;
vis->paperdistance = paperdistance;
vis->centerangle = centerangle;
vis->shear.tan = 0;
vis->shear.offset = 0;
vis->mobj = thing; // Easy access! Tails 06-07-2002
@ -1537,6 +1883,9 @@ static void R_ProjectSprite(mobj_t *thing)
if (thing->subsector->sector->numlights)
R_SplitSprite(vis);
if (thing->shadowscale && cv_shadow.value)
R_ProjectDropShadow(thing, vis, thing->shadowscale, basetx, tz);
// Debug
++objectsdrawn;
}
@ -1639,14 +1988,10 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
// okay, we can't return now except for vertical clipping... this is a hack, but weather isn't networked, so it should be ok
if (!(thing->precipflags & PCF_THUNK))
{
if (thing->precipflags & PCF_RAIN)
P_RainThinker(thing);
else
P_SnowThinker(thing);
P_PrecipThinker(thing);
thing->precipflags |= PCF_THUNK;
}
//SoM: 3/17/2000: Disregard sprites that are out of view..
gzt = thing->z + spritecachedinfo[lump].topoffset;
gz = gzt - spritecachedinfo[lump].height;
@ -1670,6 +2015,9 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
vis->pzt = vis->pz + vis->thingheight;
vis->texturemid = vis->gzt - viewz;
vis->scalestep = 0;
vis->paperdistance = 0;
vis->shear.tan = 0;
vis->shear.offset = 0;
vis->x1 = x1 < 0 ? 0 : x1;
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;

View file

@ -50,6 +50,8 @@ void R_SortVisSprites(void);
// (only sprites from namelist are added or replaced)
void R_AddSpriteDefs(UINT16 wadnum);
fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope);
#ifdef DELFILE
void R_DelSpriteDefs(UINT16 wadnum);
#endif
@ -114,7 +116,8 @@ typedef enum
SC_FULLBRIGHT = 1<<4,
SC_SEMIBRIGHT = 1<<5,
SC_VFLIP = 1<<6,
SC_ISSCALED = 1>>7,
SC_ISSCALED = 1<<7,
SC_SHADOW = 1<<8,
// masks
SC_CUTMASK = SC_TOP|SC_BOTTOM,
SC_FLAGMASK = ~SC_CUTMASK
@ -139,8 +142,16 @@ typedef struct vissprite_s
fixed_t startfrac; // horizontal position of x1
fixed_t scale, sortscale; // sortscale only differs from scale for flat sprites
fixed_t scalestep; // only for flat sprites, 0 otherwise
fixed_t paperoffset, paperdistance; // for paper sprites, offset/dist relative to the angle
fixed_t xiscale; // negative if flipped
angle_t centerangle; // for paper sprites
struct {
fixed_t tan; // The amount to shear the sprite vertically per row
INT32 offset; // The center of the shearing location offset from x1
} shear;
fixed_t texturemid;
lumpnum_t patch;

View file

@ -1382,8 +1382,11 @@ void I_FinishUpdate(void)
if (cv_ticrate.value)
SCR_DisplayTicRate();
if (cv_showping.value && netgame && consoleplayer != serverplayer)
if (cv_showping.value && netgame &&
( consoleplayer != serverplayer || ! server_lagless ))
{
SCR_DisplayLocalPing();
}
}
if (rendermode == render_soft && screens[0])

View file

@ -435,6 +435,7 @@ void Y_IntermissionDrawer(void)
INT32 y = 41, gutter = ((data.match.numplayers > NUMFORNEWCOLUMN) ? 0 : (BASEVIDWIDTH/2));
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
const char *timeheader;
int y2;
if (data.match.rankingsmode)
timeheader = "PWR.LV";
@ -492,10 +493,41 @@ void Y_IntermissionDrawer(void)
STRBUFCPY(strtime, data.match.name[i]);
y2 = y;
if (data.match.num[i] == 0 && server_lagless)
{
static int alagles_timer = 0;
patch_t *alagles;
y2 = ( y - 4 );
V_DrawScaledPatch(x + 36, y2, 0, W_CachePatchName(va("BLAGLES%d", (intertic / 3) % 6), PU_CACHE));
// every 70 tics
if (( leveltime % 70 ) == 0)
{
alagles_timer = 9;
}
if (alagles_timer > 0)
{
alagles = W_CachePatchName(va("ALAGLES%d", alagles_timer), PU_CACHE);
V_DrawScaledPatch(x + 36, y2, 0, alagles);
if (( leveltime % 2 ) == 0)
alagles_timer--;
}
else
{
alagles = W_CachePatchName("ALAGLES0", PU_CACHE);
V_DrawScaledPatch(x + 36, y2, 0, alagles);
}
y2 += SHORT (alagles->height) + 1;
}
if (data.match.numplayers > NUMFORNEWCOLUMN)
V_DrawThinString(x+36, y-1, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
V_DrawThinString(x+36, y2-1, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
else
V_DrawString(x+36, y, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
V_DrawString(x+36, y2, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
if (data.match.rankingsmode)
{