diff --git a/src/console.c b/src/console.c index 5eda4f7fa..4d71e74d3 100644 --- a/src/console.c +++ b/src/console.c @@ -1916,6 +1916,8 @@ void CON_SetLoadingProgress(con_loadprogress_t newStep) if (con_startup_loadprogress < LOADED_ISTARTUPGRAPHICS) // rendering not possible? return; CON_DrawLoadBar(); // here we display the console text + I_OsPolling(); + I_UpdateNoBlit(); I_FinishUpdate(); // page flip or blit buffer } diff --git a/src/d_main.c b/src/d_main.c index 52cd7b46c..b8fad8ec6 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -774,7 +774,7 @@ void D_SRB2Loop(void) // process tics (but maybe not if realtic == 0) TryRunTics(realtics); - if (cv_frameinterpolation.value == 1) + if (cv_frameinterpolation.value == 1 && !(paused || P_AutoPause() || hu_stopped)) { fixed_t entertimefrac = I_GetTimeFrac(); // renderdeltatics is a bit awkard to evaluate, since the system time interface is whole tic-based @@ -813,20 +813,6 @@ void D_SRB2Loop(void) } else if (rendertimeout < entertic) // in case the server hang or netsplit { -#if 0 - // Lagless camera! Yay! - if (gamestate == GS_LEVEL && netgame) - { - INT32 i; - - for (i = 0; i <= r_splitscreen; i++) - { - if (camera[i].chase) - P_MoveChaseCamera(&players[displayplayers[i]], &camera[i], false); - } - } -#endif - // (Only display if not already done for frame interp) cv_frameinterpolation.value == 0 ? D_Display() : 0; diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 3524790f6..c221aee90 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -766,15 +766,21 @@ void D_RegisterClientCommands(void) for (i = 0; i < MAXSKINCOLORS; i++) { - Color_cons_t[i].value = Followercolor_cons_t[i].value = i; - Color_cons_t[i].strvalue = Followercolor_cons_t[i].strvalue = skincolors[i].name; + Color_cons_t[i].value = i; + Color_cons_t[i].strvalue = skincolors[i].name; } - Followercolor_cons_t[MAXSKINCOLORS].value = MAXSKINCOLORS; - Followercolor_cons_t[MAXSKINCOLORS].strvalue = "Match"; // Add "Match" option, which will make the follower color match the player's + for (i = 2; i < MAXSKINCOLORS; i++) + { + Followercolor_cons_t[i].value = i-2; + Followercolor_cons_t[i].strvalue = skincolors[i-2].name; + } - Followercolor_cons_t[MAXSKINCOLORS+1].value = MAXSKINCOLORS+1; - Followercolor_cons_t[MAXSKINCOLORS+1].strvalue = "Opposite"; // Add "Opposite" option, ...which is like "Match", but for coloropposite. + Followercolor_cons_t[1].value = -1; + Followercolor_cons_t[1].strvalue = "Match"; // Add "Match" option, which will make the follower color match the player's + + Followercolor_cons_t[0].value = -2; + Followercolor_cons_t[0].strvalue = "Opposite"; // Add "Opposite" option, ...which is like "Match", but for coloropposite. Color_cons_t[MAXSKINCOLORS].value = Followercolor_cons_t[MAXSKINCOLORS+2].value = 0; Color_cons_t[MAXSKINCOLORS].strvalue = Followercolor_cons_t[MAXSKINCOLORS+2].strvalue = NULL; @@ -1409,7 +1415,9 @@ static void SendNameAndColor(UINT8 n) if (!strcmp(cv_playername[n].string, player_names[playernum]) && cv_playercolor[n].value == player->skincolor - && !strcmp(cv_skin[n].string, skins[player->skin].name)) + && !strcmp(cv_skin[n].string, skins[player->skin].name) + && cv_follower[n].value == player->followerskin + && cv_followercolor[n].value == player->followercolor) return; player->availabilities = R_GetSkinAvailabilities(); diff --git a/src/d_player.h b/src/d_player.h index be16320cd..738f8240b 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -209,7 +209,7 @@ typedef enum { // Unsynced, HUD or clientsided effects // Item box - khud_itemblink, // Item flashing after roulette, prevents Hyudoro stealing AND serves as a mashing indicator + khud_itemblink, // Item flashing after roulette, serves as a mashing indicator khud_itemblinkmode, // Type of flashing: 0 = white (normal), 1 = red (mashing), 2 = rainbow (enhanced items) // Rings @@ -312,6 +312,7 @@ typedef struct player_s fixed_t bob; angle_t viewrollangle; + angle_t old_viewrollangle; // camera tilt // TODO: expose to lua angle_t tilt; @@ -325,6 +326,7 @@ typedef struct player_s // fun thing for player sprite angle_t drawangle; + angle_t old_drawangle; // interp // Bit flags. // See pflags_t, above. @@ -394,6 +396,8 @@ typedef struct player_s INT32 aizdrifttilt; INT32 aizdriftturn; + INT32 underwatertilt; + fixed_t offroad; // In Super Mario Kart, going offroad has lee-way of about 1 second before you start losing speed UINT8 waterskip; // Water skipping counter diff --git a/src/deh_tables.c b/src/deh_tables.c index ae9b90964..7e309c33f 100644 --- a/src/deh_tables.c +++ b/src/deh_tables.c @@ -323,6 +323,7 @@ actionpointer_t actionpointers[] = {{A_SPBChase}, "A_SPBCHASE"}, {{A_SSMineSearch}, "A_SSMINESEARCH"}, {{A_SSMineExplode}, "A_SSMINEEXPLODE"}, + {{A_LandMineExplode}, "A_LANDMINEEXPLODE"}, {{A_BallhogExplode}, "A_BALLHOGEXPLODE"}, {{A_LightningFollowPlayer}, "A_LIGHTNINGFOLLOWPLAYER"}, {{A_FZBoomFlash}, "A_FZBOOMFLASH"}, @@ -334,7 +335,6 @@ actionpointer_t actionpointers[] = {{A_ReaperThinker}, "A_REAPERTHINKER"}, {{A_FlameShieldPaper}, "A_FLAMESHIELDPAPER"}, {{A_InvincSparkleRotate}, "A_INVINCSPARKLEROTATE"}, - {{A_SpawnItemCapsuleParts}, "A_SPAWNITEMCAPSULEPARTS"}, {{NULL}, "NONE"}, @@ -3490,9 +3490,9 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi "S_ITEMCAPSULE_TOP_SIDE", "S_ITEMCAPSULE_BOTTOM_SIDE_AIR", "S_ITEMCAPSULE_BOTTOM_SIDE_GROUND", - "S_ITEMCAPSULE_TOP", - "S_ITEMCAPSULE_BOTTOM", - "S_ITEMCAPSULE_INSIDE", + //"S_ITEMCAPSULE_TOP", + //"S_ITEMCAPSULE_BOTTOM", + //"S_ITEMCAPSULE_INSIDE", // Signpost sparkles "S_SIGNSPARK1", diff --git a/src/f_finale.c b/src/f_finale.c index 099fa422d..eff9ed3f7 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -108,8 +108,12 @@ static patch_t *ttcheckers; // *vroom* KART static patch_t *ttkflash; // flash screen */ +#define NOWAY + +#ifdef NOWAY static patch_t *driver[2]; // Driving character on the waiting screen static UINT8 *waitcolormap; // colormap for the spinning character +#endif // ttmode user static patch_t *ttuser[TTMAX_USER]; @@ -2188,14 +2192,17 @@ void F_TitleDemoTicker(void) void F_StartWaitingPlayers(void) { +#ifdef NOWAY INT32 i; INT32 randskin; spritedef_t *sprdef; spriteframe_t *sprframe; +#endif wipegamestate = GS_TITLESCREEN; // technically wiping from title screen finalecount = 0; +#ifdef NOWAY randskin = M_RandomKey(numskins); if (waitcolormap) @@ -2208,8 +2215,9 @@ void F_StartWaitingPlayers(void) for (i = 0; i < 2; i++) { sprframe = &sprdef->spriteframes[i]; - driver[i] = W_CachePatchNum(sprframe->lumppat[0], PU_LEVEL); + driver[i] = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE); } +#endif } void F_WaitingPlayersTicker(void) @@ -2226,14 +2234,17 @@ void F_WaitingPlayersTicker(void) void F_WaitingPlayersDrawer(void) { +#ifdef NOWAY UINT32 frame = (finalecount % 8) / 4; // The game only tics every other frame while waitingplayers - INT32 flags = V_FLIP; +#endif const char *waittext1 = "You will join"; const char *waittext2 = "the next race..."; V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); V_DrawCreditString((160 - (V_CreditStringWidth(waittext1)>>1))<>1))<width / 2, 150<width / 2, 150<mipmap.height = (UINT16)texture->height; grtex->mipmap.format = textureformat; +#ifdef GLENCORE if (encoremap) colormap += COLORMAP_REMAPOFFSET; grtex->mipmap.colormap = Z_Calloc(sizeof(*grtex->mipmap.colormap), PU_HWRPATCHCOLMIPMAP, NULL); grtex->mipmap.colormap->source = colormap; M_Memcpy(grtex->mipmap.colormap->data, colormap, 256 * sizeof(UINT8)); +#endif blockwidth = texture->width; blockheight = texture->height; @@ -891,7 +895,9 @@ void HWR_GetRawFlat(lumpnum_t flatlumpnum, boolean noencoremap) GLMipmap_t *grmip; patch_t *patch; +#ifdef GLENCORE UINT8 *colormap = colormaps; +#endif if (flatlumpnum == LUMPERROR) return; @@ -899,12 +905,16 @@ void HWR_GetRawFlat(lumpnum_t flatlumpnum, boolean noencoremap) patch = HWR_GetCachedGLPatch(flatlumpnum); grmip = ((GLPatch_t *)Patch_AllocateHardwarePatch(patch))->mipmap; +#ifdef GLENCORE if (!noencoremap && encoremap) colormap += COLORMAP_REMAPOFFSET; grmip->colormap = Z_Calloc(sizeof(*grmip->colormap), PU_HWRPATCHCOLMIPMAP, NULL); grmip->colormap->source = colormap; M_Memcpy(grmip->colormap->data, colormap, 256 * sizeof(UINT8)); +#else + (void)noencoremap; +#endif if (!grmip->downloaded && !grmip->data) HWR_CacheFlat(grmip, flatlumpnum); diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h index 3f6ad01e5..b4dc1accb 100644 --- a/src/hardware/hw_defs.h +++ b/src/hardware/hw_defs.h @@ -284,7 +284,7 @@ struct FSurfaceInfo typedef struct FSurfaceInfo FSurfaceInfo; #define GL_DEFAULTMIX 0x00000000 -#define GL_DEFAULTFOG 0xFF000000 +#define GL_DEFAULTFOG 0x19000000 //Hurdler: added for backward compatibility enum hwdsetspecialstate diff --git a/src/hardware/hw_glob.h b/src/hardware/hw_glob.h index aafef9eb4..79cdba4f3 100644 --- a/src/hardware/hw_glob.h +++ b/src/hardware/hw_glob.h @@ -26,7 +26,7 @@ //#define HWR_LOADING_SCREEN // SRB2Kart -#define GLENCORE +//#define GLENCORE // ----------- // structures diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index b74bd71ea..3bd516a22 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -40,6 +40,7 @@ #include "../r_things.h" // R_GetShadowZ #include "../d_main.h" #include "../p_slopes.h" +#include "../k_kart.h" // HITLAGJITTERS #include "hw_md2.h" #ifdef NEWCLIP @@ -3645,7 +3646,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) fixed_t interpz = thing->z; // do interpolation - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x); interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y); @@ -3655,7 +3656,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) // hitlag vibrating (todo: interp somehow?) if (thing->hitlag > 0 && (thing->eflags & MFE_DAMAGEHITLAG)) { - fixed_t mul = thing->hitlag * (FRACUNIT / 10); + fixed_t mul = thing->hitlag * HITLAGJITTERS; if (leveltime & 1) { @@ -5055,7 +5056,6 @@ static void HWR_ProjectSprite(mobj_t *thing) INT32 heightsec, phs; const boolean splat = R_ThingIsFloorSprite(thing); const boolean papersprite = (R_ThingIsPaperSprite(thing) && !splat); - angle_t mobjangle = (thing->player ? thing->player->drawangle : thing->angle); float z1, z2; fixed_t spr_width, spr_height; @@ -5083,20 +5083,28 @@ static void HWR_ProjectSprite(mobj_t *thing) interpx = thing->x; interpy = thing->y; interpz = thing->z; - interpangle = mobjangle; + interpangle = (thing->player ? thing->player->drawangle : thing->angle); - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x); interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y); interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z); - interpangle = mobjangle; + + if (thing->player) + { + interpangle = thing->player->old_drawangle + FixedMul(rendertimefrac, thing->player->drawangle - thing->player->old_drawangle); + } + else + { + interpangle = thing->old_angle + FixedMul(rendertimefrac, thing->angle - thing->old_angle); + } } // hitlag vibrating (todo: interp somehow?) if (thing->hitlag > 0 && (thing->eflags & MFE_DAMAGEHITLAG)) { - fixed_t mul = thing->hitlag * (FRACUNIT / 10); + fixed_t mul = thing->hitlag * HITLAGJITTERS; if (leveltime & 1) { @@ -5276,8 +5284,8 @@ static void HWR_ProjectSprite(mobj_t *thing) if (papersprite) { - rightsin = FIXED_TO_FLOAT(FINESINE((mobjangle)>>ANGLETOFINESHIFT)); - rightcos = FIXED_TO_FLOAT(FINECOSINE((mobjangle)>>ANGLETOFINESHIFT)); + rightsin = FIXED_TO_FLOAT(FINESINE((interpangle)>>ANGLETOFINESHIFT)); + rightcos = FIXED_TO_FLOAT(FINECOSINE((interpangle)>>ANGLETOFINESHIFT)); } else { @@ -5470,8 +5478,10 @@ static void HWR_ProjectSprite(mobj_t *thing) { vis->colormap = colormaps; +#ifdef GLENCORE if (encoremap && (thing->flags & (MF_SCENERY|MF_NOTHINK)) && !(thing->flags & MF_DONTENCOREMAP)) vis->colormap += COLORMAP_REMAPOFFSET; +#endif } // set top/bottom coords @@ -5515,7 +5525,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) interpz = thing->z; // do interpolation - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x); interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y); @@ -5803,8 +5813,7 @@ static void HWR_DrawSkyBackground(player_t *player) dometransform.scalez = 1; dometransform.fovxangle = fpov; // Tails dometransform.fovyangle = fpov; // Tails - HWR_RollTransform(&dometransform, - R_ViewRollAngle(player)); + HWR_RollTransform(&dometransform, viewroll); dometransform.splitscreen = r_splitscreen; HWR_GetTexture(texturetranslation[skytexture]); @@ -6096,7 +6105,7 @@ void HWR_RenderSkyboxView(player_t *player) atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails - HWR_RollTransform(&atransform, R_ViewRollAngle(player)); + HWR_RollTransform(&atransform, viewroll); atransform.splitscreen = r_splitscreen; gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); @@ -6308,7 +6317,7 @@ void HWR_RenderPlayerView(void) atransform.fovxangle = fpov; // Tails atransform.fovyangle = fpov; // Tails - HWR_RollTransform(&atransform, R_ViewRollAngle(player)); + HWR_RollTransform(&atransform, viewroll); atransform.splitscreen = r_splitscreen; gl_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 70c064081..fc73f87e4 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -45,6 +45,7 @@ // SRB2Kart #include "../k_color.h" +#include "../k_kart.h" // HITLAGJITTERS #ifdef HAVE_PNG @@ -1372,7 +1373,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) fixed_t interpz = spr->mobj->z; // do interpolation - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = spr->mobj->old_x + FixedMul(rendertimefrac, spr->mobj->x - spr->mobj->old_x); interpy = spr->mobj->old_y + FixedMul(rendertimefrac, spr->mobj->y - spr->mobj->old_y); @@ -1382,7 +1383,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) // hitlag vibrating if (spr->mobj->hitlag > 0 && (spr->mobj->eflags & MFE_DAMAGEHITLAG)) { - fixed_t mul = spr->mobj->hitlag * (FRACUNIT / 10); + fixed_t mul = spr->mobj->hitlag * HITLAGJITTERS; if (leveltime & 1) { diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index 367ce8331..84d6ded6e 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -715,14 +715,15 @@ static GLRGBAFloat shader_defaultcolor = {1.0f, 1.0f, 1.0f, 1.0f}; "float colorBrightness = sqrt((final_color.r * final_color.r) + (final_color.g * final_color.g) + (final_color.b * final_color.b));\n" \ "float fogBrightness = sqrt((fade_color.r * fade_color.r) + (fade_color.g * fade_color.g) + (fade_color.b * fade_color.b));\n" \ "float colorIntensity = 0.0;\n" \ - "if (fogBrightness > colorBrightness) {\n" \ + "if (colorBrightness < fogBrightness) {\n" \ "colorIntensity = 1.0 - min(final_color.r, min(final_color.g, final_color.b));\n" \ - "colorIntensity = abs(colorIntensity - (1.0 - fogBrightness));\n" \ + "colorIntensity = abs(colorIntensity - (1.0 - max(fade_color.r, max(fade_color.g, fade_color.b))));\n" \ "} else {\n" \ "colorIntensity = max(final_color.r, max(final_color.g, final_color.b));\n" \ - "colorIntensity = abs(colorIntensity - (fogBrightness));\n" \ + "colorIntensity = abs(colorIntensity - min(fade_color.r, min(fade_color.g, fade_color.b)));\n" \ "}\n" \ "colorIntensity *= darkness;\n" \ + "colorIntensity *= fade_color.a * 10.0;\n" \ "if (abs(final_color.r - fade_color.r) <= colorIntensity) {\n" \ "final_color.r = fade_color.r;\n" \ "} else if (final_color.r < fade_color.r) {\n" \ diff --git a/src/i_system.h b/src/i_system.h index 4bc0e73da..789117eaa 100644 --- a/src/i_system.h +++ b/src/i_system.h @@ -56,7 +56,7 @@ precise_t I_GetPreciseTime(void); /** \brief Returns the difference between precise times as microseconds. */ -int I_PreciseToMicros(precise_t); +int I_PreciseToMicros(precise_t d); /** \brief The I_Sleep function diff --git a/src/info.c b/src/info.c index c0268d075..b4a8a8012 100644 --- a/src/info.c +++ b/src/info.c @@ -4068,13 +4068,13 @@ state_t states[NUMSTATES] = {SPR_NULL, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMICON - {SPR_ICAP, FF_ADD|0, -1, {A_SpawnItemCapsuleParts}, 0, 0, S_NULL}, // S_ITEMCAPSULE + {SPR_ICAP, FF_ADD|0, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE {SPR_ICAP, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_TOP_SIDE {SPR_ICAP, FF_VERTICALFLIP|FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_BOTTOM_SIDE_AIR {SPR_ICAP, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_BOTTOM_SIDE_GROUND - {SPR_ICAP, FF_FLOORSPRITE|3, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_TOP - {SPR_ICAP, FF_FLOORSPRITE|4, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_BOTTOM - {SPR_ICAP, FF_FLOORSPRITE|5, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_INSIDE + //{SPR_ICAP, FF_FLOORSPRITE|3, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_TOP + //{SPR_ICAP, FF_FLOORSPRITE|4, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_BOTTOM + //{SPR_ICAP, FF_FLOORSPRITE|5, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_INSIDE {SPR_SGNS, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_SIGNSPARK2}, // S_SIGNSPARK1 {SPR_SGNS, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_SIGNSPARK3}, // S_SIGNSPARK2 @@ -4358,7 +4358,7 @@ state_t states[NUMSTATES] = {SPR_KRBM, FF_FULLBRIGHT|9, 5, {NULL}, 0, 0, S_NULL}, // S_SLOWBOOM10 {SPR_LNDM, 0, -1, {NULL}, 0, 0, S_LANDMINE}, // S_LANDMINE - {SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_LANDMINE_EXPLODE + {SPR_NULL, 0, 1, {A_LandMineExplode}, 0, 0, S_NULL}, // S_LANDMINE_EXPLODE {SPR_BHOG, 0, 3, {A_PlaySound}, sfx_s1bd, 1, S_BALLHOG2}, // S_BALLHOG1 {SPR_BHOG, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_BALLHOG3}, // S_BALLHOG2 @@ -23094,7 +23094,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 100, // mass 0, // damage sfx_None, // activesound - MF_SLIDEME|MF_SPECIAL|MF_RUNSPAWNFUNC|MF_DONTENCOREMAP, // flags + MF_SLIDEME|MF_SPECIAL|MF_DONTENCOREMAP, // flags S_NULL // raisestate }, diff --git a/src/info.h b/src/info.h index 0fe1ed080..115948905 100644 --- a/src/info.h +++ b/src/info.h @@ -276,6 +276,7 @@ enum actionnum A_SPBCHASE, A_SSMINESEARCH, A_SSMINEEXPLODE, + A_LANDMINEEXPLODE, A_BALLHOGEXPLODE, A_LIGHTNINGFOLLOWPLAYER, A_FZBOOMFLASH, @@ -287,7 +288,6 @@ enum actionnum A_REAPERTHINKER, A_FLAMESHIELDPAPER, A_INVINCSPARKLEROTATE, - A_SPAWNITEMCAPSULEPARTS, NUMACTIONS }; @@ -547,6 +547,8 @@ void A_JawzExplode(); void A_SPBChase(); void A_SSMineSearch(); void A_SSMineExplode(); +void A_LandMineExplode(); +void A_LandMineExplode(); void A_BallhogExplode(); void A_LightningFollowPlayer(); void A_FZBoomFlash(); @@ -558,7 +560,6 @@ void A_ReaperThinker(); void A_MementosTPParticles(); void A_FlameShieldPaper(); void A_InvincSparkleRotate(); -void A_SpawnItemCapsuleParts(); extern boolean actionsoverridden[NUMACTIONS]; @@ -4466,9 +4467,9 @@ typedef enum state S_ITEMCAPSULE_TOP_SIDE, S_ITEMCAPSULE_BOTTOM_SIDE_AIR, S_ITEMCAPSULE_BOTTOM_SIDE_GROUND, - S_ITEMCAPSULE_TOP, - S_ITEMCAPSULE_BOTTOM, - S_ITEMCAPSULE_INSIDE, + //S_ITEMCAPSULE_TOP, + //S_ITEMCAPSULE_BOTTOM, + //S_ITEMCAPSULE_INSIDE, // Signpost sparkles S_SIGNSPARK1, diff --git a/src/k_hud.c b/src/k_hud.c index 589467bd6..7f54abd49 100644 --- a/src/k_hud.c +++ b/src/k_hud.c @@ -801,7 +801,7 @@ void K_ObjectTracking(trackingResult_t *result, vector3_t *point, UINT8 cameraNu player_t *player; fixed_t viewpointX, viewpointY, viewpointZ; - angle_t viewpointAngle, viewpointAiming; + angle_t viewpointAngle, viewpointAiming, viewpointRoll; INT32 screenWidth, screenHeight; fixed_t screenHalfW, screenHalfH; @@ -829,12 +829,13 @@ void K_ObjectTracking(trackingResult_t *result, vector3_t *point, UINT8 cameraNu cam = &camera[cameraNum]; player = &players[displayplayers[cameraNum]]; - if (cam == NULL || player == NULL) + if (cam == NULL || player == NULL || player->mo == NULL || P_MobjWasRemoved(player->mo) == true) { // Shouldn't be possible? return; } + // TODO: needs da interp if (cam->chase == true && !player->spectator) { // Use the camera's properties. @@ -843,26 +844,45 @@ void K_ObjectTracking(trackingResult_t *result, vector3_t *point, UINT8 cameraNu viewpointZ = cam->z - point->z; viewpointAngle = (INT32)cam->angle; viewpointAiming = (INT32)cam->aiming; + viewpointRoll = (INT32)player->viewrollangle; + + if (cv_frameinterpolation.value == 1) + { + viewpointX = cam->old_x + FixedMul(rendertimefrac, cam->x - cam->old_x); + viewpointY = cam->old_y + FixedMul(rendertimefrac, cam->y - cam->old_y); + viewpointZ = (cam->old_z + FixedMul(rendertimefrac, cam->z - cam->old_z)) - point->z; + + viewpointAngle = (INT32)(cam->old_angle + FixedMul(rendertimefrac, cam->angle - cam->old_angle)); + viewpointAiming = (INT32)(cam->old_aiming + FixedMul(rendertimefrac, cam->aiming - cam->old_aiming)); + viewpointRoll = (INT32)(player->old_viewrollangle + FixedMul(rendertimefrac, player->viewrollangle - player->old_viewrollangle)); + } } else { // Use player properties. - - if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true) - { - // This shouldn't happen. - return; - } - viewpointX = player->mo->x; viewpointY = player->mo->y; viewpointZ = player->viewz - point->z; viewpointAngle = (INT32)player->mo->angle; viewpointAiming = (INT32)player->aiming; + viewpointRoll = (INT32)player->viewrollangle; + + if (cv_frameinterpolation.value == 1) + { + viewpointX = player->mo->old_x + FixedMul(rendertimefrac, player->mo->x - player->mo->old_x); + viewpointY = player->mo->old_y + FixedMul(rendertimefrac, player->mo->y - player->mo->old_y); + viewpointZ = (player->mo->old_z + FixedMul(rendertimefrac, player->viewz - player->mo->old_z)) - point->z; //player->old_viewz + + viewpointAngle = (INT32)(player->mo->old_angle + FixedMul(rendertimefrac, player->mo->angle - player->mo->old_angle)); + //viewpointAiming = (INT32)(player->mo->old_aiming + FixedMul(rendertimefrac, player->mo->aiming - player->mo->old_aiming)); + viewpointRoll = (INT32)(player->old_viewrollangle + FixedMul(rendertimefrac, player->viewrollangle - player->old_viewrollangle)); + } } viewpointAngle += (INT32)angleOffset; + (void)viewpointRoll; // will be used later... + // Calculate screen size adjustments. // TODO: Anyone want to make this support non-green resolutions somehow? :V screenWidth = BASEVIDWIDTH; @@ -2590,6 +2610,7 @@ static void K_drawKartPlayerCheck(void) UINT8 *colormap = NULL; UINT8 pnum = 0; vector3_t v; + vector3_t pPos; trackingResult_t result; if (!playeringame[i] || checkplayer->spectator) @@ -2614,7 +2635,22 @@ static void K_drawKartPlayerCheck(void) v.y = checkplayer->mo->y; v.z = checkplayer->mo->z; - distance = R_PointToDist2(stplyr->mo->x, stplyr->mo->y, v.x, v.y); + pPos.x = stplyr->mo->x; + pPos.y = stplyr->mo->y; + pPos.z = stplyr->mo->z; + + if (cv_frameinterpolation.value == 1) + { + v.x = checkplayer->mo->old_x + FixedMul(rendertimefrac, checkplayer->mo->x - checkplayer->mo->old_x); + v.y = checkplayer->mo->old_y + FixedMul(rendertimefrac, checkplayer->mo->y - checkplayer->mo->old_y); + v.z = checkplayer->mo->old_z + FixedMul(rendertimefrac, checkplayer->mo->z - checkplayer->mo->old_z); + + pPos.x = stplyr->mo->old_x + FixedMul(rendertimefrac, stplyr->mo->x - stplyr->mo->old_x); + pPos.y = stplyr->mo->old_y + FixedMul(rendertimefrac, stplyr->mo->y - stplyr->mo->old_y); + pPos.z = stplyr->mo->old_z + FixedMul(rendertimefrac, stplyr->mo->z - stplyr->mo->old_z); + } + + distance = R_PointToDist2(pPos.x, pPos.y, v.x, v.y); if (distance > maxdistance) { @@ -2801,12 +2837,26 @@ static void K_drawKartNameTags(void) c.x = thiscam->x; c.y = thiscam->y; c.z = thiscam->z; + + if (cv_frameinterpolation.value == 1) + { + c.x = thiscam->old_x + FixedMul(rendertimefrac, thiscam->x - thiscam->old_x); + c.y = thiscam->old_y + FixedMul(rendertimefrac, thiscam->y - thiscam->old_y); + c.z = thiscam->old_z + FixedMul(rendertimefrac, thiscam->z - thiscam->old_z); + } } else { c.x = stplyr->mo->x; c.y = stplyr->mo->y; c.z = stplyr->mo->z; + + if (cv_frameinterpolation.value == 1) + { + c.x = stplyr->mo->old_x + FixedMul(rendertimefrac, stplyr->mo->x - stplyr->mo->old_x); + c.y = stplyr->mo->old_y + FixedMul(rendertimefrac, stplyr->mo->y - stplyr->mo->old_y); + c.z = stplyr->mo->old_z + FixedMul(rendertimefrac, stplyr->mo->z - stplyr->mo->old_z); + } } for (i = 0; i < MAXPLAYERS; i++) @@ -2849,6 +2899,13 @@ static void K_drawKartNameTags(void) v.y = ntplayer->mo->y; v.z = ntplayer->mo->z; + if (cv_frameinterpolation.value == 1) + { + v.x = ntplayer->mo->old_x + FixedMul(rendertimefrac, ntplayer->mo->x - ntplayer->mo->old_x); + v.y = ntplayer->mo->old_y + FixedMul(rendertimefrac, ntplayer->mo->y - ntplayer->mo->old_y); + v.z = ntplayer->mo->old_z + FixedMul(rendertimefrac, ntplayer->mo->z - ntplayer->mo->old_z); + } + if (!(ntplayer->mo->eflags & MFE_VERTICALFLIP)) { v.z += ntplayer->mo->height; @@ -2904,7 +2961,16 @@ static void K_drawKartNameTags(void) v.x = ntplayer->mo->x; v.y = ntplayer->mo->y; - v.z = ntplayer->mo->z + (ntplayer->mo->height / 2); + v.z = ntplayer->mo->z; + + if (cv_frameinterpolation.value == 1) + { + v.x = ntplayer->mo->old_x + FixedMul(rendertimefrac, ntplayer->mo->x - ntplayer->mo->old_x); + v.y = ntplayer->mo->old_y + FixedMul(rendertimefrac, ntplayer->mo->y - ntplayer->mo->old_y); + v.z = ntplayer->mo->old_z + FixedMul(rendertimefrac, ntplayer->mo->z - ntplayer->mo->old_z); + } + + v.z += (ntplayer->mo->height / 2); if (stplyr->mo->eflags & MFE_VERTICALFLIP) { @@ -3145,7 +3211,7 @@ static void K_drawKartMinimap(void) interpx = g->mo->x; interpy = g->mo->y; - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = g->mo->old_x + FixedMul(rendertimefrac, g->mo->x - g->mo->old_x); interpy = g->mo->old_y + FixedMul(rendertimefrac, g->mo->y - g->mo->old_y); @@ -3210,7 +3276,7 @@ static void K_drawKartMinimap(void) interpx = players[i].mo->x; interpy = players[i].mo->y; - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = players[i].mo->old_x + FixedMul(rendertimefrac, players[i].mo->x - players[i].mo->old_x); interpy = players[i].mo->old_y + FixedMul(rendertimefrac, players[i].mo->y - players[i].mo->old_y); @@ -3245,7 +3311,7 @@ static void K_drawKartMinimap(void) interpx = mobj->x; interpy = mobj->y; - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = mobj->old_x + FixedMul(rendertimefrac, mobj->x - mobj->old_x); interpy = mobj->old_y + FixedMul(rendertimefrac, mobj->y - mobj->old_y); @@ -3282,7 +3348,7 @@ static void K_drawKartMinimap(void) interpx = players[localplayers[i]].mo->x; interpy = players[localplayers[i]].mo->y; - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = players[localplayers[i]].mo->old_x + FixedMul(rendertimefrac, players[localplayers[i]].mo->x - players[localplayers[i]].mo->old_x); interpy = players[localplayers[i]].mo->old_y + FixedMul(rendertimefrac, players[localplayers[i]].mo->y - players[localplayers[i]].mo->old_y); @@ -3795,7 +3861,7 @@ static void K_drawKartFirstPerson(void) // hitlag vibrating if (stplyr->mo->hitlag > 0 && (stplyr->mo->eflags & MFE_DAMAGEHITLAG)) { - fixed_t mul = stplyr->mo->hitlag * (FRACUNIT / 10); + fixed_t mul = stplyr->mo->hitlag * HITLAGJITTERS; if (r_splitscreen && mul > FRACUNIT) mul = FRACUNIT; diff --git a/src/k_kart.c b/src/k_kart.c index 63008e9a5..7401b9d4c 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -2700,6 +2700,19 @@ boolean K_TripwirePass(player_t *player) return false; } +boolean K_WaterRun(player_t *player) +{ + if ( + player->invincibilitytimer || + player->sneakertimer || + player->tiregrease || + player->flamedash || + player->speed > 2 * K_GetKartSpeed(player, false) + ) + return true; + return false; +} + static fixed_t K_FlameShieldDashVar(INT32 val) { // 1 second = 75% + 50% top speed @@ -3623,14 +3636,9 @@ void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 #define MINEQUAKEDIST 4096 -// Spawns the purely visual explosion -void K_SpawnMineExplosion(mobj_t *source, UINT8 color) +// Does the proximity screen flash and quake for explosions +void K_MineFlashScreen(mobj_t *source) { - INT32 i, radius, height; - mobj_t *smoldering = P_SpawnMobj(source->x, source->y, source->z, MT_SMOLDERING); - mobj_t *dust; - mobj_t *truc; - INT32 speed, speed2; INT32 pnum; player_t *p; @@ -3653,6 +3661,18 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color) break; // we can break right now because quakes are global to all split players somehow. } } +} + +// Spawns the purely visual explosion +void K_SpawnMineExplosion(mobj_t *source, UINT8 color) +{ + INT32 i, radius, height; + mobj_t *smoldering = P_SpawnMobj(source->x, source->y, source->z, MT_SMOLDERING); + mobj_t *dust; + mobj_t *truc; + INT32 speed, speed2; + + K_MineFlashScreen(source); K_MatchGenericExtraFlags(smoldering, source); smoldering->tics = TICRATE*3; @@ -4973,8 +4993,7 @@ static void K_DoHyudoroSteal(player_t *player) // Has an item && (players[i].itemtype && players[i].itemamount - && !(players[i].pflags & PF_ITEMOUT) - && !players[i].karthud[khud_itemblink])) + && !(players[i].pflags & PF_ITEMOUT))) { playerswappable[numplayers] = i; numplayers++; @@ -6443,6 +6462,12 @@ void K_KartPlayerHUDUpdate(player_t *player) else if (player->karthud[khud_fault] > 0 && player->karthud[khud_fault] < 2*TICRATE) player->karthud[khud_fault]++; + if (player->karthud[khud_itemblink] && player->karthud[khud_itemblink]-- <= 0) + { + player->karthud[khud_itemblinkmode] = 0; + player->karthud[khud_itemblink] = 0; + } + if (gametype == GT_RACE) { // 0 is the fast spin animation, set at 30 tics of ring boost or higher! @@ -6961,13 +6986,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) K_HandleTumbleBounce(player); } - // This doesn't go in HUD update because it has potential gameplay ramifications - if (player->karthud[khud_itemblink] && player->karthud[khud_itemblink]-- <= 0) - { - player->karthud[khud_itemblinkmode] = 0; - player->karthud[khud_itemblink] = 0; - } - K_KartPlayerHUDUpdate(player); if (battleovertime.enabled && !(player->pflags & PF_ELIMINATED) && player->bumpers <= 0 && player->karmadelay <= 0) @@ -7567,10 +7585,12 @@ static INT16 K_GetKartDriftValue(player_t *player, fixed_t countersteer) basedrift += (basedrift / greasetics) * player->tiregrease; } - if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) +#if 0 + if (player->mo->eflags & MFE_UNDERWATER) { countersteer = FixedMul(countersteer, 3*FRACUNIT/2); } +#endif return basedrift + (FixedMul(driftadjust * FRACUNIT, countersteer) / FRACUNIT); } @@ -7674,9 +7694,10 @@ INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue) turnfixed = FixedMul(turnfixed, FRACUNIT + player->handleboost); } - if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) + if ((player->mo->eflags & MFE_UNDERWATER) && + player->speed > 11 * player->mo->scale) { - turnfixed = FixedMul(turnfixed, 3*FRACUNIT/2); + turnfixed /= 2; } // Weight has a small effect on turning @@ -7685,6 +7706,24 @@ INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue) return (turnfixed / FRACUNIT); } +INT32 K_GetUnderwaterTurnAdjust(player_t *player) +{ + if ((player->mo->eflags & MFE_UNDERWATER) && + player->speed > 11 * player->mo->scale) + { + INT32 steer = (K_GetKartTurnValue(player, + player->steering) << TICCMD_REDUCE); + + if (!player->drift) + steer = 9 * steer / 5; + + return FixedMul(steer, 8 * FixedDiv(player->speed, + 2 * K_GetKartSpeed(player, false) / 3)); + } + else + return 0; +} + INT32 K_GetKartDriftSparkValue(player_t *player) { return (26*4 + player->kartspeed*2 + (9 - player->kartweight))*8; @@ -8451,10 +8490,15 @@ void K_AdjustPlayerFriction(player_t *player) */ // Water gets ice physics too - if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) + if ((player->mo->eflags & MFE_TOUCHWATER) && + !player->offroad) { player->mo->friction += 614; } + else if (player->mo->eflags & MFE_UNDERWATER) + { + player->mo->friction += 312; + } // Wipeout slowdown if (player->spinouttimer && player->wipeoutslow) diff --git a/src/k_kart.h b/src/k_kart.h index 8b0f755d6..dffc1cedf 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -20,6 +20,7 @@ Make sure this matches the actual number of states #define KART_NUMINVSPARKLESANIM 12 #define MAXHITLAGTICS 18 //12 +#define HITLAGJITTERS (FRACUNIT / 20) player_t *K_GetItemBoxPlayer(mobj_t *mobj); angle_t K_ReflectAngle(angle_t angle, angle_t against, fixed_t maxspeed, fixed_t yourspeed); @@ -69,6 +70,7 @@ void K_HandleBumperChanges(player_t *player, UINT8 prevBumpers); void K_DestroyBumpers(player_t *player, UINT8 amount); void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount); void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source); +void K_MineFlashScreen(mobj_t *source); void K_SpawnMineExplosion(mobj_t *source, UINT8 color); void K_RunFinishLineBeam(void); UINT16 K_DriftSparkColor(player_t *player, INT32 charge); @@ -92,6 +94,7 @@ void K_UpdateDistanceFromFinishLine(player_t *const player); boolean K_CheckPlayersRespawnColliding(INT32 playernum, fixed_t x, fixed_t y); void K_UpdateSteeringValue(player_t *player, INT16 destSteering); INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue); +INT32 K_GetUnderwaterTurnAdjust(player_t *player); INT32 K_GetKartDriftSparkValue(player_t *player); INT32 K_StairJankFlip(INT32 value); INT32 K_GetKartDriftSparkValueForStage(player_t *player, UINT8 stage); @@ -108,6 +111,7 @@ void K_MomentumToFacing(player_t *player); boolean K_ApplyOffroad(player_t *player); boolean K_SlopeResistance(player_t *player); boolean K_TripwirePass(player_t *player); +boolean K_WaterRun(player_t *player); void K_ApplyTripWire(player_t *player, tripwirestate_t state); INT16 K_GetSpindashChargeTime(player_t *player); fixed_t K_GetSpindashChargeSpeed(player_t *player); diff --git a/src/p_enemy.c b/src/p_enemy.c index 0befaa293..7d4ad7400 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -310,6 +310,7 @@ void A_JawzExplode(mobj_t *actor); void A_SPBChase(mobj_t *actor); void A_SSMineSearch(mobj_t *actor); void A_SSMineExplode(mobj_t *actor); +void A_LandMineExplode(mobj_t *actor); void A_BallhogExplode(mobj_t *actor); void A_LightningFollowPlayer(mobj_t *actor); void A_FZBoomFlash(mobj_t *actor); @@ -321,7 +322,6 @@ void A_ReaperThinker(mobj_t *actor); void A_MementosTPParticles(mobj_t *actor); void A_FlameShieldPaper(mobj_t *actor); void A_InvincSparkleRotate(mobj_t *actor); -void A_SpawnItemCapsuleParts(mobj_t *actor); //for p_enemy.c @@ -11195,10 +11195,13 @@ void A_MineExplode(mobj_t *actor) A_Scream(actor); actor->flags = MF_NOGRAVITY|MF_NOCLIP; + /* quake.epicenter = NULL; quake.radius = 512*FRACUNIT; quake.intensity = 8*FRACUNIT; quake.time = TICRATE/3; + */ + P_StartQuake(8<tracer, 192*FRACUNIT, 0, true); P_MobjCheckWater(actor); @@ -12205,9 +12208,9 @@ void A_Boss5BombExplode(mobj_t *actor) P_DustRing(locvar1, 4, actor->x, actor->y, actor->z+actor->height, 2*actor->radius, 0, FRACUNIT, actor->scale); P_DustRing(locvar1, 6, actor->x, actor->y, actor->z+actor->height/2, 3*actor->radius, FRACUNIT, FRACUNIT, actor->scale); - //P_StartQuake(9*actor->scale, TICRATE/6, {actor->x, actor->y, actor->z}, 20*actor->radius); + //P_StartQuake(9*FRACUNIT, TICRATE/6, {actor->x, actor->y, actor->z}, 20*actor->radius); // the above does not exist, so we set the quake values directly instead - quake.intensity = 9*actor->scale; + quake.intensity = 9*FRACUNIT; quake.time = TICRATE/6; // the following quake values have no effect atm? ah well, may as well set them anyway { @@ -14133,6 +14136,63 @@ void A_SSMineExplode(mobj_t *actor) actor->flags2 |= MF2_DEBRIS; // Set this flag to ensure that the explosion won't be effective more than 1 frame. } +void A_LandMineExplode(mobj_t *actor) +{ + + mobj_t *expl; + INT32 colour = SKINCOLOR_KETCHUP; // we spell words properly here + INT32 i; + mobj_t *smoldering; + mobj_t *dust; + + if (LUA_CallAction(A_LANDMINEEXPLODE, actor)) + return; + + // we'll base the explosion "timer" off of some stupid variable like uh... cvmem! + // Yeah let's use cvmem since nobody uses that + + if (actor->target && !P_MobjWasRemoved(actor->target)) + colour = actor->target->color; + + K_MineFlashScreen(actor); + + // Spawn smoke remains: + smoldering = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMOLDERING); + P_SetScale(smoldering, actor->scale); + smoldering->tics = TICRATE*3; + + // Spawn a ring: + for (i = 0; i < 32; i++) + { + dust = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMOKE); + P_SetMobjState(dust, S_OPAQUESMOKE1); + dust->angle = (ANGLE_180/16) * i; + P_SetScale(dust, actor->scale); + dust->destscale = actor->scale*4; + dust->scalespeed = actor->scale/4; + P_InstaThrust(dust, dust->angle, FixedMul(20*FRACUNIT, actor->scale)); + } + + actor->fuse = actor->tics; // disappear when this state ends. + + // spawn a few physics explosions + for (i = 0; i < 15; i++) + { + expl = P_SpawnMobj(actor->x, actor->y, actor->z + actor->scale, MT_BOOMEXPLODE); + expl->color = colour; + expl->tics = (i+1); + + //K_MatchGenericExtraFlags(expl, actor); + P_SetScale(expl, actor->scale*4); + + expl->momx = P_RandomRange(-3, 3)*actor->scale/2; + expl->momy = P_RandomRange(-3, 3)*actor->scale/2; + + // 100/45 = 2.22 fu/t + expl->momz = ((i+1)*actor->scale*5/2)*P_MobjFlip(expl); + } +} + void A_BallhogExplode(mobj_t *actor) { mobj_t *mo2; @@ -14652,191 +14712,3 @@ void A_InvincSparkleRotate(mobj_t *actor) actor->angle += ANG1*10*(actor->extravalue2); // Arbitrary value, change this if you want, I suppose. } - -void P_RefreshItemCapsuleParts(mobj_t *mobj) -{ - UINT8 numNumbers = 0; - INT32 count = 0; - INT32 itemType = mobj->threshold; - mobj_t *part; - skincolornum_t color; - UINT32 newRenderFlags = 0; - boolean colorized; - - if (itemType < 1 || itemType >= NUMKARTITEMS) - itemType = KITEM_SAD; - - // update invincibility properties - if (itemType == KITEM_INVINCIBILITY) - { - mobj->renderflags = (mobj->renderflags & ~RF_BRIGHTMASK) | RF_FULLBRIGHT; - mobj->colorized = true; - } - else - { - mobj->renderflags = (mobj->renderflags & ~RF_BRIGHTMASK) | RF_SEMIBRIGHT; - mobj->color = SKINCOLOR_NONE; - mobj->colorized = false; - } - - // update cap colors - if (itemType == KITEM_SUPERRING) - { - color = SKINCOLOR_GOLD; - newRenderFlags |= RF_SEMIBRIGHT; - } - else if (mobj->spawnpoint && (mobj->spawnpoint->options & MTF_EXTRA)) - color = SKINCOLOR_SAPPHIRE; - else if (itemType == KITEM_SPB) - color = SKINCOLOR_JET; - else - color = SKINCOLOR_NONE; - - colorized = (color != SKINCOLOR_NONE); - part = mobj; - while (!P_MobjWasRemoved(part->hnext)) - { - part = part->hnext; - part->color = color; - part->colorized = colorized; - part->renderflags = (part->renderflags & ~RF_BRIGHTMASK) | newRenderFlags; - } - - // update inside item frame - part = mobj->tracer; - if (P_MobjWasRemoved(part)) - return; - - part->threshold = mobj->threshold; - part->movecount = mobj->movecount; - - switch (itemType) - { - case KITEM_ORBINAUT: - part->sprite = SPR_ITMO; - part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetOrbinautItemFrame(mobj->movecount); - break; - case KITEM_INVINCIBILITY: - part->sprite = SPR_ITMI; - part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetInvincibilityItemFrame(); - break; - case KITEM_SAD: - part->sprite = SPR_ITEM; - part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE; - break; - default: - part->sprite = SPR_ITEM; - part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|(itemType); - break; - } - - // update number frame - if (K_GetShieldFromItem(itemType) != KSHIELD_NONE) // shields don't stack, so don't show a number - ; - else - { - switch (itemType) - { - case KITEM_ORBINAUT: // only display the number when the sprite no longer changes - if (mobj->movecount - 1 > K_GetOrbinautItemFrame(mobj->movecount)) - count = mobj->movecount; - break; - case KITEM_SUPERRING: // always display the number, and multiply it by 5 - count = mobj->movecount * 5; - break; - case KITEM_SAD: // never display the number - case KITEM_SPB: - break; - default: - if (mobj->movecount > 1) - count = mobj->movecount; - break; - } - } - - while (count > 0) - { - if (P_MobjWasRemoved(part->tracer)) - { - P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY)); - P_SetTarget(&part->tracer->target, part); - P_SetMobjState(part->tracer, S_INVISIBLE); - part->tracer->spriteyoffset = 10*FRACUNIT; - part->tracer->spritexoffset = 13*numNumbers*FRACUNIT; - } - part = part->tracer; - part->sprite = SPR_ITMN; - part->frame = FF_FULLBRIGHT|(count % 10); - count /= 10; - numNumbers++; - } - - // delete any extra overlays (I guess in case the number changes?) - if (part->tracer) - { - P_RemoveMobj(part->tracer); - P_SetTarget(&part->tracer, NULL); - } -} - -#define CAPSULESIDES 5 -#define ANG_CAPSULE (UINT32_MAX / CAPSULESIDES) -#define ROTATIONSPEED (2*ANG2) -void A_SpawnItemCapsuleParts(mobj_t *actor) -{ - UINT8 i; - mobj_t *part; - fixed_t buttScale = 0; - statenum_t buttState = S_ITEMCAPSULE_BOTTOM_SIDE_AIR; - angle_t spin = ANGLE_MAX - ROTATIONSPEED; - - if (LUA_CallAction(A_SPAWNITEMCAPSULEPARTS, actor)) - return; - - if (P_IsObjectOnGround(actor)) - { - buttScale = 13*FRACUNIT/10; - buttState = S_ITEMCAPSULE_BOTTOM_SIDE_GROUND; - spin = 0; - } - - // inside item - part = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_ITEMCAPSULE_PART); - P_SetTarget(&part->target, actor); - P_SetMobjState(part, S_ITEMICON); - part->movedir = ROTATIONSPEED; // rotation speed - part->extravalue1 = 175*FRACUNIT/100; // relative scale - part->flags2 |= MF2_CLASSICPUSH; // classicpush = centered horizontally - P_SetTarget(&actor->tracer, part); // pointer to this item, so we can modify its sprite/frame - - // capsule caps - part = actor; - for (i = 0; i < CAPSULESIDES; i++) - { - // a bottom side - P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_ITEMCAPSULE_PART)); - P_SetTarget(&part->hnext->hprev, part); - part = part->hnext; - P_SetTarget(&part->target, actor); - P_SetMobjState(part, buttState); - part->angle = i * ANG_CAPSULE; - part->movedir = spin; // rotation speed - part->movefactor = 0; // z offset - part->extravalue1 = buttScale; // relative scale - - // a top side - P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_ITEMCAPSULE_PART)); - P_SetTarget(&part->hnext->hprev, part); - part = part->hnext; - P_SetTarget(&part->target, actor); - P_SetMobjState(part, S_ITEMCAPSULE_TOP_SIDE); - part->angle = i * ANG_CAPSULE; - part->movedir = spin; // rotation speed - part->movefactor = actor->info->height - part->info->height; // z offset - } - - P_RefreshItemCapsuleParts(actor); -} -#undef CAPSULESIDES -#undef ANG_CAPSULE -#undef ROTATIONSPEED diff --git a/src/p_local.h b/src/p_local.h index ca8a9392b..db9e9e6dd 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -112,6 +112,10 @@ typedef struct camera_s fixed_t pan; // SRB2Kart: camera pitches on slopes angle_t pitch; + + // Interpolation data + fixed_t old_x, old_y, old_z; + angle_t old_angle, old_aiming; } camera_t; // demo freecam or something before i commit die @@ -329,6 +333,7 @@ void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab); mobj_t *P_GetClosestAxis(mobj_t *source); boolean P_CanRunOnWater(player_t *player, ffloor_t *rover); +boolean P_CheckSolidFFloorSurface(player_t *player, ffloor_t *rover); void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot); @@ -365,8 +370,6 @@ void P_InternalFlickyBubble(mobj_t *actor); void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fixed_t chasez); void P_InternalFlickyHop(mobj_t *actor, fixed_t momz, fixed_t momh, angle_t angle); -void P_RefreshItemCapsuleParts(mobj_t *mobj); - // // P_MAP // diff --git a/src/p_map.c b/src/p_map.c index d0716790b..bcecb1dfa 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -1848,7 +1848,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y) continue; } - if (thing->player && P_CheckSolidLava(rover)) + if (thing->player && P_CheckSolidFFloorSurface(thing->player, rover)) ; else if (thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE)) ; @@ -2414,6 +2414,20 @@ boolean PIT_PushableMoved(mobj_t *thing) return true; } +static boolean P_WaterRunning(mobj_t *thing) +{ + ffloor_t *rover = thing->floorrover; + return rover && (rover->flags & FF_SWIMMABLE) && + P_IsObjectOnGround(thing); +} + +static boolean P_WaterStepUp(mobj_t *thing) +{ + player_t *player = thing->player; + return (player && player->waterskip) || + P_WaterRunning(thing); +} + // // P_TryMove // Attempt to move to a new position. @@ -2478,7 +2492,7 @@ 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 && thing->player->waterskip) + if (thing->player && P_WaterStepUp(thing)) maxstep += maxstepmove; // Add some extra stepmove when waterskipping // If using type Section1:13, double the maxstep. diff --git a/src/p_maputl.c b/src/p_maputl.c index 2e21f5ee3..5acddf09c 100644 --- a/src/p_maputl.c +++ b/src/p_maputl.c @@ -730,7 +730,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) if (!(rover->flags & FF_EXISTS)) continue; - if (mobj->player && P_CheckSolidLava(rover)) + if (mobj->player && P_CheckSolidFFloorSurface(mobj->player, rover)) ; else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player) || (rover->flags & FF_BLOCKOTHERS && !mobj->player))) @@ -772,7 +772,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj) if (!(rover->flags & FF_EXISTS)) continue; - if (mobj->player && P_CheckSolidLava(rover)) + if (mobj->player && P_CheckSolidFFloorSurface(mobj->player, rover)) ; else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player) || (rover->flags & FF_BLOCKOTHERS && !mobj->player))) diff --git a/src/p_mobj.c b/src/p_mobj.c index c62d0ea55..5a9f0925e 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1879,7 +1879,7 @@ void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype) topheight = P_GetFOFTopZ(mo, sector, rover, mo->x, mo->y, NULL); bottomheight = P_GetFOFBottomZ(mo, sector, rover, mo->x, mo->y, NULL); - if (mo->player && P_CheckSolidLava(rover)) // only the player should stand on lava + if (mo->player && P_CheckSolidFFloorSurface(mo->player, rover)) // only the player should stand on lava or run on water ; else if (motype != 0 && rover->flags & FF_SWIMMABLE) // "scenery" only continue; @@ -2295,7 +2295,7 @@ boolean P_ZMovement(mobj_t *mo) S_StartSound(mo, sfx_tink); } else - mo->flags2 ^= RF_DONTDRAW; + mo->renderflags ^= RF_DONTDRAW; } else if (mo->type == MT_DEBTSPIKE) { @@ -2940,6 +2940,33 @@ boolean P_SceneryZMovement(mobj_t *mo) return true; } +// P_CanRunOnWater +// +// Returns true if player can waterrun on the 3D floor +// +boolean P_CanRunOnWater(player_t *player, ffloor_t *rover) +{ + boolean flip = player->mo->eflags & MFE_VERTICALFLIP; + fixed_t surfaceheight = flip ? player->mo->waterbottom : player->mo->watertop; + fixed_t playerbottom = flip ? (player->mo->z + player->mo->height) : player->mo->z; + fixed_t clip = flip ? (surfaceheight - playerbottom) : (playerbottom - surfaceheight); + fixed_t span = player->mo->watertop - player->mo->waterbottom; + + return + clip > -(player->mo->height / 2) && + span > player->mo->height && + player->speed / 5 > abs(player->mo->momz) && + player->speed > K_GetKartSpeed(player, false) && + K_WaterRun(player) && + (rover->flags & FF_SWIMMABLE); +} + +boolean P_CheckSolidFFloorSurface(player_t *player, ffloor_t *rover) +{ + return P_CheckSolidLava(rover) || + P_CanRunOnWater(player, rover); +} + // // P_MobjCheckWater // @@ -2955,7 +2982,10 @@ void P_MobjCheckWater(mobj_t *mobj) ffloor_t *rover; player_t *p = mobj->player; // Will just be null if not a player. fixed_t height = mobj->height; + fixed_t halfheight = height / 2; boolean wasgroundpounding = false; + fixed_t top2 = P_GetSectorCeilingZAt(sector, mobj->x, mobj->y); + fixed_t bot2 = P_GetSectorFloorZAt(sector, mobj->x, mobj->y); // Default if no water exists. mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT; @@ -2966,24 +2996,31 @@ void P_MobjCheckWater(mobj_t *mobj) for (rover = sector->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; - if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) - || (((rover->flags & FF_BLOCKPLAYER) && mobj->player) - || ((rover->flags & FF_BLOCKOTHERS) && !mobj->player))) - continue; topheight = P_GetFFloorTopZAt (rover, mobj->x, mobj->y); bottomheight = P_GetFFloorBottomZAt(rover, mobj->x, mobj->y); + if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) + || (((rover->flags & FF_BLOCKPLAYER) && mobj->player) + || ((rover->flags & FF_BLOCKOTHERS) && !mobj->player))) + { + if (topheight < top2 && topheight > thingtop) + top2 = topheight; + if (bottomheight > bot2 && bottomheight < mobj->z) + bot2 = bottomheight; + continue; + } + if (mobj->eflags & MFE_VERTICALFLIP) { - if (topheight < (thingtop - (height>>1)) - || bottomheight > thingtop) + if (topheight < (thingtop - halfheight) + || bottomheight > (thingtop + halfheight)) continue; } else { - if (topheight < mobj->z - || bottomheight > (mobj->z + (height>>1))) + if (topheight < (mobj->z - halfheight) + || bottomheight > (mobj->z + halfheight)) continue; } @@ -3011,6 +3048,12 @@ void P_MobjCheckWater(mobj_t *mobj) } } + if (mobj->watertop > top2) + mobj->watertop = top2; + + if (mobj->waterbottom < bot2) + mobj->waterbottom = bot2; + // Spectators and dead players don't get to do any of the things after this. if (p && (p->spectator || p->playerstate != PST_LIVE)) return; @@ -3661,6 +3704,9 @@ void P_PrecipThinker(precipmobj_t *mobj) mobj->old_x = mobj->x; mobj->old_y = mobj->y; mobj->old_z = mobj->z; + mobj->old_angle = mobj->angle; + mobj->old_pitch = mobj->pitch; + mobj->old_roll = mobj->roll; P_CycleStateAnimation((mobj_t *)mobj); @@ -3807,8 +3853,12 @@ static void P_ItemCapsulePartThinker(mobj_t *mobj) P_SetScale(mobj, mobj->destscale = targetScale); // find z position - K_GenericExtraFlagsNoZAdjust(mobj, target); - if (mobj->flags & MFE_VERTICALFLIP) + if (mobj->flags2 & MF2_CLASSICPUSH) // centered items should not be flipped + mobj->renderflags = (mobj->renderflags & ~RF_DONTDRAW) | (target->renderflags & RF_DONTDRAW); + else + K_GenericExtraFlagsNoZAdjust(mobj, target); + + if (mobj->eflags & MFE_VERTICALFLIP) z = target->z + target->height - mobj->height - FixedMul(mobj->scale, mobj->movefactor); else z = target->z + FixedMul(mobj->scale, mobj->movefactor); @@ -3825,6 +3875,193 @@ static void P_ItemCapsulePartThinker(mobj_t *mobj) } } +static void P_RefreshItemCapsuleParts(mobj_t *mobj) +{ + UINT8 numNumbers = 0; + INT32 count = 0; + INT32 itemType = mobj->threshold; + mobj_t *part; + skincolornum_t color; + UINT32 newRenderFlags = 0; + boolean colorized; + + if (itemType < 1 || itemType >= NUMKARTITEMS) + itemType = KITEM_SAD; + + // update invincibility properties + if (itemType == KITEM_INVINCIBILITY) + { + mobj->renderflags = (mobj->renderflags & ~RF_BRIGHTMASK) | RF_FULLBRIGHT; + mobj->colorized = true; + } + else + { + mobj->renderflags = (mobj->renderflags & ~RF_BRIGHTMASK) | RF_SEMIBRIGHT; + mobj->color = SKINCOLOR_NONE; + mobj->colorized = false; + } + + // update cap colors + if (itemType == KITEM_SUPERRING) + { + color = SKINCOLOR_GOLD; + newRenderFlags |= RF_SEMIBRIGHT; + } + else if (mobj->spawnpoint && (mobj->spawnpoint->options & MTF_EXTRA)) + color = SKINCOLOR_SAPPHIRE; + else if (itemType == KITEM_SPB) + color = SKINCOLOR_JET; + else + color = SKINCOLOR_NONE; + + colorized = (color != SKINCOLOR_NONE); + part = mobj; + while (!P_MobjWasRemoved(part->hnext)) + { + part = part->hnext; + part->color = color; + part->colorized = colorized; + part->renderflags = (part->renderflags & ~RF_BRIGHTMASK) | newRenderFlags; + } + + // update inside item frame + part = mobj->tracer; + if (P_MobjWasRemoved(part)) + return; + + part->threshold = mobj->threshold; + part->movecount = mobj->movecount; + + switch (itemType) + { + case KITEM_ORBINAUT: + part->sprite = SPR_ITMO; + part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetOrbinautItemFrame(mobj->movecount); + break; + case KITEM_INVINCIBILITY: + part->sprite = SPR_ITMI; + part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|K_GetInvincibilityItemFrame(); + break; + case KITEM_SAD: + part->sprite = SPR_ITEM; + part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE; + break; + default: + part->sprite = SPR_ITEM; + part->frame = FF_FULLBRIGHT|FF_PAPERSPRITE|(itemType); + break; + } + + // update number frame + if (K_GetShieldFromItem(itemType) != KSHIELD_NONE) // shields don't stack, so don't show a number + ; + else + { + switch (itemType) + { + case KITEM_ORBINAUT: // only display the number when the sprite no longer changes + if (mobj->movecount - 1 > K_GetOrbinautItemFrame(mobj->movecount)) + count = mobj->movecount; + break; + case KITEM_SUPERRING: // always display the number, and multiply it by 5 + count = mobj->movecount * 5; + break; + case KITEM_SAD: // never display the number + case KITEM_SPB: + break; + default: + if (mobj->movecount > 1) + count = mobj->movecount; + break; + } + } + + while (count > 0) + { + if (P_MobjWasRemoved(part->tracer)) + { + P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_OVERLAY)); + P_SetTarget(&part->tracer->target, part); + P_SetMobjState(part->tracer, S_INVISIBLE); + part->tracer->spriteyoffset = 10*FRACUNIT; + part->tracer->spritexoffset = 13*numNumbers*FRACUNIT; + } + part = part->tracer; + part->sprite = SPR_ITMN; + part->frame = FF_FULLBRIGHT|(count % 10); + count /= 10; + numNumbers++; + } + + // delete any extra overlays (I guess in case the number changes?) + if (part->tracer) + { + P_RemoveMobj(part->tracer); + P_SetTarget(&part->tracer, NULL); + } +} + +#define CAPSULESIDES 5 +#define ANG_CAPSULE (UINT32_MAX / CAPSULESIDES) +#define ROTATIONSPEED (2*ANG2) +static void P_SpawnItemCapsuleParts(mobj_t *mobj) +{ + UINT8 i; + mobj_t *part; + fixed_t buttScale = 0; + statenum_t buttState = S_ITEMCAPSULE_BOTTOM_SIDE_AIR; + angle_t spin = ANGLE_MAX - ROTATIONSPEED; + + if (P_IsObjectOnGround(mobj)) + { + buttScale = 13*FRACUNIT/10; + buttState = S_ITEMCAPSULE_BOTTOM_SIDE_GROUND; + spin = 0; + } + + // inside item + part = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_ITEMCAPSULE_PART); + P_SetTarget(&part->target, mobj); + P_SetMobjState(part, S_ITEMICON); + part->movedir = ROTATIONSPEED; // rotation speed + part->extravalue1 = 175*FRACUNIT/100; // relative scale + part->flags2 |= MF2_CLASSICPUSH; // classicpush = centered horizontally + part->flags2 &= ~MF2_OBJECTFLIP; // centered item should not be flipped + part->eflags &= ~MFE_VERTICALFLIP; + P_SetTarget(&mobj->tracer, part); // pointer to this item, so we can modify its sprite/frame + + // capsule caps + part = mobj; + for (i = 0; i < CAPSULESIDES; i++) + { + // a bottom side + P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_ITEMCAPSULE_PART)); + P_SetTarget(&part->hnext->hprev, part); + part = part->hnext; + P_SetTarget(&part->target, mobj); + P_SetMobjState(part, buttState); + part->angle = i * ANG_CAPSULE; + part->movedir = spin; // rotation speed + part->movefactor = 0; // z offset + part->extravalue1 = buttScale; // relative scale + + // a top side + P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_ITEMCAPSULE_PART)); + P_SetTarget(&part->hnext->hprev, part); + part = part->hnext; + P_SetTarget(&part->target, mobj); + P_SetMobjState(part, S_ITEMCAPSULE_TOP_SIDE); + part->angle = i * ANG_CAPSULE; + part->movedir = spin; // rotation speed + part->movefactor = mobj->info->height - part->info->height; // z offset + } + + P_RefreshItemCapsuleParts(mobj); +} +#undef CAPSULESIDES +#undef ANG_CAPSULE +#undef ROTATIONSPEED + // // P_BossTargetPlayer // If closest is true, find the closest player. @@ -6179,6 +6416,14 @@ static boolean P_MobjRegularThink(mobj_t *mobj) mobj->z -= (mobj->height - oldHeight); } + // spawn parts if not done yet + // (this SHOULD be done when the capsule is spawned, but gravflip isn't set up at that point) + if (!(mobj->flags2 & MF2_JUSTATTACKED)) + { + mobj->flags2 |= MF2_JUSTATTACKED; + P_SpawnItemCapsuleParts(mobj); + } + // update & animate capsule if (!P_MobjWasRemoved(mobj->tracer)) { @@ -8623,6 +8868,9 @@ void P_MobjThinker(mobj_t *mobj) mobj->old_x = mobj->x; mobj->old_y = mobj->y; mobj->old_z = mobj->z; + mobj->old_angle = mobj->angle; + mobj->old_pitch = mobj->pitch; + mobj->old_roll = mobj->roll; // Remove dead target/tracer. if (mobj->target && P_MobjWasRemoved(mobj->target)) @@ -9513,8 +9761,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) // SRB2Kart case MT_ITEMCAPSULE: { - fixed_t oldHeight = mobj->height; - // set default item & count #if 0 // set to 1 to test capsules with random items, e.g. with objectplace if (P_RandomChance(FRACUNIT/3)) @@ -9531,17 +9777,10 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) mobj->movecount = 1; #endif - // grounded/aerial properties - P_AdjustMobjFloorZ_FFloors(mobj, mobj->subsector->sector, 0); - if (!P_IsObjectOnGround(mobj)) - mobj->flags |= MF_NOGRAVITY; - // set starting scale mobj->extravalue1 = mobj->scale; // this acts as the capsule's destscale; we're avoiding P_MobjScaleThink because we want aerial capsules not to scale from their center mobj->scalespeed >>= 1; P_SetScale(mobj, mobj->destscale = mapobjectscale >> 4); - if (mobj->eflags & MFE_VERTICALFLIP) - mobj->z += (oldHeight - mobj->height); break; } @@ -9740,7 +9979,13 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) } } + // OK so we kind of need NOTHINK objects to still think + // because otherwise they can never update their + // interpolation values. They might need some other kind + // of system, so consider this temporary... +#if 0 if (!(mobj->flags & MF_NOTHINK)) +#endif P_AddThinker(THINK_MOBJ, &mobj->thinker); if (mobj->skin) // correct inadequecies above. @@ -9780,6 +10025,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) mobj->old_x = mobj->x; mobj->old_y = mobj->y; mobj->old_z = mobj->z; + mobj->old_angle = mobj->angle; + mobj->old_pitch = mobj->pitch; + mobj->old_roll = mobj->roll; return mobj; } @@ -9836,6 +10084,9 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype mobj->old_x = mobj->x; mobj->old_y = mobj->y; mobj->old_z = mobj->z; + mobj->old_angle = mobj->angle; + mobj->old_pitch = mobj->pitch; + mobj->old_roll = mobj->roll; return mobj; } @@ -11811,6 +12062,22 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean } case MT_ITEMCAPSULE: { + // we have to adjust for reverse gravity early so that the below grounded checks work + if (mthing->options & MTF_OBJECTFLIP) + { + mobj->eflags |= MFE_VERTICALFLIP; + mobj->flags2 |= MF2_OBJECTFLIP; + mobj->z += FixedMul(mobj->extravalue1, mobj->info->height) - mobj->height; + } + + // determine whether this capsule is grounded or aerial + if (mobj->subsector->sector->ffloors) + P_AdjustMobjFloorZ_FFloors(mobj, mobj->subsector->sector, 0); + if (mobj->subsector->polyList) + P_AdjustMobjFloorZ_PolyObjs(mobj, mobj->subsector); + if (!P_IsObjectOnGround(mobj)) + mobj->flags |= MF_NOGRAVITY; + // Angle = item type if (mthing->angle > 0 && mthing->angle < NUMKARTITEMS) mobj->threshold = mthing->angle; diff --git a/src/p_mobj.h b/src/p_mobj.h index 3c7ab4367..2373bdca4 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -285,6 +285,7 @@ typedef struct mobj_s // More drawing info: to determine current sprite. angle_t angle, pitch, roll; // orientation + angle_t old_angle, old_pitch, old_roll; // orientation interpolation angle_t rollangle; spritenum_t sprite; // used to find patch_t and flip value UINT32 frame; // frame number, plus bits see p_pspr.h @@ -424,6 +425,7 @@ typedef struct precipmobj_s // More drawing info: to determine current sprite. angle_t angle, pitch, roll; // orientation + angle_t old_angle, old_pitch, old_roll; // orientation interpolation angle_t rollangle; spritenum_t sprite; // used to find patch_t and flip value UINT32 frame; // frame number, plus bits see p_pspr.h diff --git a/src/p_saveg.c b/src/p_saveg.c index 83625026d..39a4fec28 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -239,6 +239,8 @@ static void P_NetArchivePlayers(void) WRITEINT32(save_p, players[i].aizdrifttilt); WRITEINT32(save_p, players[i].aizdriftturn); + WRITEINT32(save_p, players[i].underwatertilt); + WRITEFIXED(save_p, players[i].offroad); WRITEUINT8(save_p, players[i].waterskip); @@ -495,6 +497,8 @@ static void P_NetUnArchivePlayers(void) players[i].aizdrifttilt = READINT32(save_p); players[i].aizdriftturn = READINT32(save_p); + players[i].underwatertilt = READINT32(save_p); + players[i].offroad = READFIXED(save_p); players[i].waterskip = READUINT8(save_p); diff --git a/src/p_spec.c b/src/p_spec.c index 07825759c..caf4704d2 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -2982,9 +2982,9 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) // reasonable defaults. if (!quake.intensity) - quake.intensity = 8<old_x = mobj->old_x; ghost->old_y = mobj->old_y; ghost->old_z = mobj->old_z; + ghost->old_angle = (mobj->player ? mobj->player->old_drawangle : mobj->old_angle); + ghost->old_pitch = mobj->old_pitch; + ghost->old_roll = mobj->old_roll; return ghost; } @@ -1769,6 +1772,55 @@ static void P_3dMovement(player_t *player) if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration... movepushforward = FixedMul(movepushforward, player->mo->movefactor); + { + INT32 a = K_GetUnderwaterTurnAdjust(player); + INT32 adj = 0; + + if (a) + { + const fixed_t maxadj = ANG10/4; + + adj = a / 4; + + if (adj > 0) + { + if (adj > maxadj) + adj = maxadj; + } + else if (adj < 0) + { + if (adj < -(maxadj)) + adj = -(maxadj); + } + + if (abs(player->underwatertilt + adj) > abs(a)) + adj = (a - player->underwatertilt); + + if (abs(a) < abs(player->underwatertilt)) + adj = 0; + + movepushangle += a; + } + + if (adj) + { + player->underwatertilt += adj; + + if (abs(player->underwatertilt) > ANG30) + { + player->underwatertilt = + player->underwatertilt > 0 ? ANG30 + : -(ANG30); + } + } + else + { + player->underwatertilt = + FixedMul(player->underwatertilt, + 7*FRACUNIT/8); + } + } + totalthrust.x += P_ReturnThrustX(player->mo, movepushangle, movepushforward); totalthrust.y += P_ReturnThrustY(player->mo, movepushangle, movepushforward); } @@ -2055,6 +2107,10 @@ void P_MovePlayer(player_t *player) else if (player->drift != 0) { INT32 a = (ANGLE_45 / 5) * player->drift; + + if (player->mo->eflags & MFE_UNDERWATER) + a /= 2; + player->drawangle += a; } } @@ -2848,6 +2904,12 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall subsector_t *newsubsec; #endif + thiscam->old_x = thiscam->x; + thiscam->old_y = thiscam->y; + thiscam->old_z = thiscam->z; + thiscam->old_angle = thiscam->angle; + thiscam->old_aiming = thiscam->aiming; + democam.soundmobj = NULL; // reset this each frame, we don't want the game crashing for stupid reasons now do we // We probably shouldn't move the camera if there is no player or player mobj somehow @@ -3867,13 +3929,12 @@ static void P_HandleFollower(player_t *player) } // Set follower colour - switch (player->followercolor) { - case MAXSKINCOLORS: // "Match" + case 255: // "Match" (-1) color = player->skincolor; break; - case MAXSKINCOLORS+1: // "Opposite" + case 254: // "Opposite" (-2) color = skincolors[player->skincolor].invcolor; break; default: @@ -3934,9 +3995,10 @@ static void P_HandleFollower(player_t *player) P_SetFollowerState(player->follower, player->follower->state->nextstate); // move the follower next to us (yes, this is really basic maths but it looks pretty damn clean in practice)! - player->follower->momx = (sx - player->follower->x)/fl.horzlag; - player->follower->momy = (sy - player->follower->y)/fl.horzlag; - player->follower->momz = (sz - player->follower->z)/fl.vertlag; + // 02/09/2021: cast lag to int32 otherwise funny things happen since it was changed to uint32 in the struct + player->follower->momx = (sx - player->follower->x)/ (INT32)fl.horzlag; + player->follower->momy = (sy - player->follower->y)/ (INT32)fl.horzlag; + player->follower->momz = (sz - player->follower->z)/ (INT32)fl.vertlag; player->follower->angle = player->mo->angle; if (player->mo->colorized) @@ -4160,6 +4222,9 @@ void P_PlayerThink(player_t *player) ticcmd_t *cmd; const size_t playeri = (size_t)(player - players); + player->old_drawangle = player->drawangle; + player->old_viewrollangle = player->viewrollangle; + #ifdef PARANOIA if (!player->mo) I_Error("p_playerthink: players[%s].mo == NULL", sizeu1(playeri)); @@ -4172,11 +4237,6 @@ void P_PlayerThink(player_t *player) player->playerstate = PST_DEAD; } - if (player->mo->hitlag > 0) - { - return; - } - if (player->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj)) { P_SetTarget(&player->awayviewmobj, NULL); // remove awayviewmobj asap if invalid @@ -4192,6 +4252,11 @@ void P_PlayerThink(player_t *player) if (player->awayviewtics && player->awayviewtics != -1) player->awayviewtics--; + if (player->mo->hitlag > 0) + { + return; + } + // Track airtime if (P_IsObjectOnGround(player->mo)) { diff --git a/src/r_data.c b/src/r_data.c index 04b6c232b..bb2e508ba 100644 --- a/src/r_data.c +++ b/src/r_data.c @@ -615,6 +615,7 @@ lighttable_t *R_CreateLightTable(extracolormap_t *extra_colormap) { double cmaskr, cmaskg, cmaskb, cdestr, cdestg, cdestb, cdestbright; double maskamt = 0, othermask = 0; + double fmaskamt = 0, fothermask = 0; UINT8 cr = R_GetRgbaR(extra_colormap->rgba), cg = R_GetRgbaG(extra_colormap->rgba), @@ -622,8 +623,8 @@ lighttable_t *R_CreateLightTable(extracolormap_t *extra_colormap) ca = R_GetRgbaA(extra_colormap->rgba), cfr = R_GetRgbaR(extra_colormap->fadergba), cfg = R_GetRgbaG(extra_colormap->fadergba), - cfb = R_GetRgbaB(extra_colormap->fadergba); -// cfa = R_GetRgbaA(extra_colormap->fadergba); // unused in software + cfb = R_GetRgbaB(extra_colormap->fadergba), + cfa = R_GetRgbaA(extra_colormap->fadergba); UINT8 fadestart = extra_colormap->fadestart, fadedist = extra_colormap->fadeend - extra_colormap->fadestart; @@ -654,14 +655,11 @@ lighttable_t *R_CreateLightTable(extracolormap_t *extra_colormap) cdestb = cfb; cdestbright = sqrt((cfr*cfr) + (cfg*cfg) + (cfb*cfb)); - // fade alpha unused in software - // maskamt = (double)(cfa/24.0l); - // othermask = 1 - maskamt; - // maskamt /= 0xff; + fmaskamt = (double)(cfa/24.0l); + fothermask = 1 - fmaskamt; + //fmaskamt /= 0xff; - // cdestr *= maskamt; - // cdestg *= maskamt; - // cdestb *= maskamt; + (void)fothermask; // unused, but don't feel like commenting it out ///////////////////// // This code creates the colormap array used by software renderer @@ -701,16 +699,16 @@ lighttable_t *R_CreateLightTable(extracolormap_t *extra_colormap) if (cbrightness < cdestbright) { cbest = 255.0l - min(r, min(g, b)); - cdist = 255.0l - cdestbright; + cdist = 255.0l - max(cdestr, max(cdestg, cdestb)); } else { cbest = max(r, max(g, b)); - cdist = cdestbright; + cdist = min(cdestr, min(cdestg, cdestb)); } // Add/subtract this value during fading. - brightChange[i] = fabs(cbest - cdist) / (double)fadedist; + brightChange[i] = (fabs(cbest - cdist) / (double)fadedist) * fmaskamt; } // Now allocate memory for the actual colormap array itself! diff --git a/src/r_fps.c b/src/r_fps.c index 2d2b4f61e..7258d3b75 100644 --- a/src/r_fps.c +++ b/src/r_fps.c @@ -83,10 +83,7 @@ static void R_SetupFreelook(player_t *player, boolean skybox) void R_InterpolateView(fixed_t frac) { - boolean skybox = false; - INT32 i; - - if (FIXED_TO_FLOAT(frac) < 0) + if (frac < 0) frac = 0; if (frac > FRACUNIT) frac = FRACUNIT; @@ -97,31 +94,20 @@ void R_InterpolateView(fixed_t frac) viewangle = oldview->angle + R_LerpAngle(oldview->angle, newview->angle, frac); aimingangle = oldview->aim + R_LerpAngle(oldview->aim, newview->aim, frac); + viewroll = oldview->roll + R_LerpAngle(oldview->roll, newview->roll, frac); viewsin = FINESINE(viewangle>>ANGLETOFINESHIFT); viewcos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); - // this is gonna create some interesting visual errors for long distance teleports... - // might want to recalculate the view sector every frame instead... viewplayer = newview->player; viewsector = R_PointInSubsector(viewx, viewy)->sector; - // well, this ain't pretty - for (i = 0; i < MAXSPLITSCREENPLAYERS; i++) - { - if (newview == &skyview_new[i]) - { - skybox = true; - break; - } - } - - R_SetupFreelook(newview->player, skybox); + R_SetupFreelook(newview->player, newview->sky); } void R_UpdateViewInterpolation(void) { - INT32 i; + UINT8 i; for (i = 0; i < MAXSPLITSCREENPLAYERS; i++) { @@ -132,7 +118,7 @@ void R_UpdateViewInterpolation(void) void R_SetViewContext(enum viewcontext_e _viewcontext) { - INT32 i; + UINT8 i = 0; I_Assert(_viewcontext >= VIEWCONTEXT_PLAYER1 && _viewcontext <= VIEWCONTEXT_SKY4); diff --git a/src/r_fps.h b/src/r_fps.h index 2d4dbe874..eb674b142 100644 --- a/src/r_fps.h +++ b/src/r_fps.h @@ -41,6 +41,7 @@ typedef struct { angle_t angle; angle_t aim; + angle_t roll; fixed_t cos; fixed_t sin; mobj_t *mobj; diff --git a/src/r_main.c b/src/r_main.c index cd9a6bf22..210a97627 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -71,7 +71,7 @@ size_t framecount; size_t loopcount; fixed_t viewx, viewy, viewz; -angle_t viewangle, aimingangle; +angle_t viewangle, aimingangle, viewroll; UINT8 viewssnum; fixed_t viewcos, viewsin; sector_t *viewsector; @@ -652,7 +652,7 @@ void R_CheckViewMorph(int s) float fisheyemap[MAXVIDWIDTH/2 + 1]; #endif - angle_t rollangle = R_ViewRollAngle(&players[displayplayers[s]]); + angle_t rollangle = viewroll; #ifdef WOUGHMP_WOUGHMP fixed_t fisheye = cv_cam2_turnmultiplier.value; // temporary test value #endif @@ -1202,8 +1202,8 @@ subsector_t *R_PointInSubsectorOrNull(fixed_t x, fixed_t y) void R_SetupFrame(player_t *player) { camera_t *thiscam = &camera[0]; - boolean chasecam = false; - UINT8 i; + boolean chasecam = (cv_chasecam[0].value != 0); + UINT8 i = 0; for (i = 0; i <= r_splitscreen; i++) { @@ -1217,12 +1217,17 @@ void R_SetupFrame(player_t *player) } if (i > r_splitscreen) - return; // shouldn't be possible, but just in case + { + i = 0; // Shouldn't be possible, but just in case. + thiscam = &camera[0]; + chasecam = (cv_chasecam[0].value != 0); + R_SetViewContext(VIEWCONTEXT_PLAYER1); + } if (player->spectator) // no spectator chasecam chasecam = false; // force chasecam off - if (chasecam && !thiscam->chase) + if (chasecam && (thiscam && !thiscam->chase)) { P_ResetCamera(player, thiscam); thiscam->chase = true; @@ -1266,6 +1271,7 @@ void R_SetupFrame(player_t *player) newview->aim = localaiming[i]; } } + newview->roll = R_ViewRollAngle(player); newview->z += quake.z; newview->player = player; @@ -1298,7 +1304,7 @@ void R_SetupFrame(player_t *player) // newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT); // newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); - R_InterpolateView(cv_frameinterpolation.value == 1 ? rendertimefrac : FRACUNIT); + R_InterpolateView(rendertimefrac); } void R_SkyboxFrame(player_t *player) @@ -1306,22 +1312,21 @@ void R_SkyboxFrame(player_t *player) camera_t *thiscam = &camera[0]; UINT8 i = 0; - if (r_splitscreen) + for (i = 0; i <= r_splitscreen; i++) { - for (i = 1; i <= r_splitscreen; i++) + if (player == &players[displayplayers[i]]) { - if (player == &players[displayplayers[i]]) - { - thiscam = &camera[i]; - R_SetViewContext(VIEWCONTEXT_SKY1 + i); - break; - } + thiscam = &camera[i]; + R_SetViewContext(VIEWCONTEXT_SKY1 + i); + break; } + } - if (i > r_splitscreen) - { - i = 0; - } + if (i > r_splitscreen) + { + i = 0; // Shouldn't be possible, but just in case. + thiscam = &camera[0]; + R_SetViewContext(VIEWCONTEXT_SKY1); } // cut-away view stuff @@ -1339,7 +1344,7 @@ void R_SkyboxFrame(player_t *player) newview->aim = player->awayviewaiming; newview->angle = player->awayviewmobj->angle; } - else if (thiscam->chase) + else if (thiscam && thiscam->chase) { newview->aim = thiscam->aiming; newview->angle = thiscam->angle; @@ -1355,6 +1360,7 @@ void R_SkyboxFrame(player_t *player) } } newview->angle += r_viewmobj->angle; + newview->roll = R_ViewRollAngle(player); newview->player = player; @@ -1441,7 +1447,7 @@ void R_SkyboxFrame(player_t *player) // newview->sin = FINESINE(viewangle>>ANGLETOFINESHIFT); // newview->cos = FINECOSINE(viewangle>>ANGLETOFINESHIFT); - R_InterpolateView(cv_frameinterpolation.value == 1 ? rendertimefrac : FRACUNIT); + R_InterpolateView(rendertimefrac); } boolean R_ViewpointHasChasecam(player_t *player) diff --git a/src/r_patchrotation.c b/src/r_patchrotation.c index 3744dfce2..24c1de5d2 100644 --- a/src/r_patchrotation.c +++ b/src/r_patchrotation.c @@ -42,7 +42,11 @@ static angle_t R_PlayerSpriteRotation(player_t *player, player_t *viewPlayer) angle_t rollAngle = 0; - if (sliptideLift) + if (player->mo->eflags & MFE_UNDERWATER) + { + rollAngle -= player->underwatertilt; + } + else if (sliptideLift) { /* (from side) tilt downward if turning toward camera, upward if away. */ diff --git a/src/r_plane.c b/src/r_plane.c index 648a9ee01..8ec7e2b99 100644 --- a/src/r_plane.c +++ b/src/r_plane.c @@ -883,12 +883,12 @@ void R_DrawSinglePlane(visplane_t *pl) { INT32 top, bottom; + planeripple.active = true; if (spanfunctype == SPANDRAWFUNC_TRANS) { UINT8 i; spanfunctype = SPANDRAWFUNC_WATER; - planeripple.active = true; // Copy the current scene, ugh top = pl->high-8; diff --git a/src/r_state.h b/src/r_state.h index cb55e2c2b..6f9008cc7 100644 --- a/src/r_state.h +++ b/src/r_state.h @@ -93,7 +93,7 @@ extern side_t *spawnsides; // POV data. // extern fixed_t viewx, viewy, viewz; -extern angle_t viewangle, aimingangle; +extern angle_t viewangle, aimingangle, viewroll; extern UINT8 viewssnum; // splitscreen view number extern boolean viewsky, skyVisible; extern boolean skyVisiblePerPlayer[MAXSPLITSCREENPLAYERS]; // saved values of skyVisible of each splitscreen player diff --git a/src/r_things.c b/src/r_things.c index 6d9cca7a4..eccbe7e23 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -35,7 +35,6 @@ #include "p_slopes.h" #include "d_netfil.h" // blargh. for nameonly(). #include "m_cheat.h" // objectplace -#include "k_color.h" // SRB2kart #include "p_local.h" // stplyr #ifdef HWRENDER #include "hardware/hw_md2.h" @@ -44,6 +43,10 @@ #include "hardware/hw_drv.h" #endif +// SRB2kart +#include "k_color.h" +#include "k_kart.h" // HITLAGJITTERS + #define MINZ (FRACUNIT*4) #define BASEYCENTER (BASEVIDHEIGHT/2) @@ -1431,31 +1434,29 @@ static void R_ProjectSprite(mobj_t *thing) fixed_t interpx = thing->x; fixed_t interpy = thing->y; fixed_t interpz = thing->z; - angle_t interpangle = thing->angle; - - // use player drawangle if player - if (thing->player) interpangle = thing->player->drawangle; + angle_t interpangle = (thing->player ? thing->player->drawangle : thing->angle); // do interpolation - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x); interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y); interpz = thing->old_z + FixedMul(rendertimefrac, thing->z - thing->old_z); + if (thing->player) { - interpangle = thing->player->drawangle; + interpangle = thing->player->old_drawangle + FixedMul(rendertimefrac, thing->player->drawangle - thing->player->old_drawangle); } else { - interpangle = thing->angle; + interpangle = thing->old_angle + FixedMul(rendertimefrac, thing->angle - thing->old_angle); } } // hitlag vibrating (todo: interp somehow?) if (thing->hitlag > 0 && (thing->eflags & MFE_DAMAGEHITLAG)) { - fixed_t mul = thing->hitlag * (FRACUNIT / 10); + fixed_t mul = thing->hitlag * HITLAGJITTERS; if (leveltime & 1) { @@ -1777,7 +1778,7 @@ static void R_ProjectSprite(mobj_t *thing) fixed_t linkscale; thing = thing->tracer; - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = thing->old_x + FixedMul(thing->x - thing->old_x, rendertimefrac); interpy = thing->old_y + FixedMul(thing->y - thing->old_y, rendertimefrac); @@ -2126,7 +2127,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) fixed_t interpz = thing->z; // do interpolation - if (cv_frameinterpolation.value == 1 && !paused) + if (cv_frameinterpolation.value == 1) { interpx = thing->old_x + FixedMul(rendertimefrac, thing->x - thing->old_x); interpy = thing->old_y + FixedMul(rendertimefrac, thing->y - thing->old_y); diff --git a/src/screen.c b/src/screen.c index abc302748..ef5fa7769 100644 --- a/src/screen.c +++ b/src/screen.c @@ -453,9 +453,46 @@ boolean SCR_IsAspectCorrect(INT32 width, INT32 height) // XMOD FPS display // moved out of os-specific code for consistency -static boolean fpsgraph[TICRATE]; +static boolean ticsgraph[TICRATE]; static tic_t lasttic; +static UINT32 fpstime = 0; +static UINT32 lastupdatetime = 0; + +#define FPSUPDATERATE 1/20 // What fraction of a second to update at. The fraction will not simplify to 0, trust me. +#define FPSMAXSAMPLES 16 + +static UINT32 fpssamples[FPSMAXSAMPLES]; +static UINT32 fpssampleslen = 0; +static UINT32 fpssum = 0; +double aproxfps = 0.0f; + +void SCR_CalcAproxFps(void) +{ + tic_t i = 0; + if (I_PreciseToMicros(fpstime - lastupdatetime) > 1000000 * FPSUPDATERATE) + { + if (fpssampleslen == FPSMAXSAMPLES) + { + fpssum -= fpssamples[0]; + + for (i = 1; i < fpssampleslen; i++) + fpssamples[i-1] = fpssamples[i]; + } + else + fpssampleslen++; + + fpssamples[fpssampleslen-1] = I_GetPreciseTime() - fpstime; + fpssum += fpssamples[fpssampleslen-1]; + + aproxfps = 1000000 / (I_PreciseToMicros(fpssum) / (double)fpssampleslen); + + lastupdatetime = I_GetPreciseTime(); + } + + fpstime = I_GetPreciseTime(); +} + void SCR_DisplayTicRate(void) { tic_t i; @@ -464,25 +501,51 @@ void SCR_DisplayTicRate(void) const UINT8 *ticcntcolor = NULL; for (i = lasttic + 1; i < TICRATE+lasttic && i < ontic; ++i) - fpsgraph[i % TICRATE] = false; + ticsgraph[i % TICRATE] = false; - fpsgraph[ontic % TICRATE] = true; + ticsgraph[ontic % TICRATE] = true; for (i = 0;i < TICRATE;++i) - if (fpsgraph[i]) + if (ticsgraph[i]) ++totaltics; - if (totaltics <= TICRATE/2) ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_RASPBERRY, GTC_CACHE); - else if (totaltics == TICRATE) ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_MINT, GTC_CACHE); - // draw "FPS" V_DrawFixedPatch(306<= 60.0f) ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_MINT, GTC_CACHE); + + /* + if (cv_fpscap.value != 0) + { + // draw total frame: + //V_DrawPingNum(318, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, cv_fpscap.value, ticcntcolor); + // draw "/" + //V_DrawFixedPatch(306<= TICRATE) ticcntcolor = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_MINT, GTC_CACHE); + + // draw total frame: + V_DrawPingNum(318, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, TICRATE, ticcntcolor); + // draw "/" + V_DrawFixedPatch(306<