diff --git a/src/dehacked.c b/src/dehacked.c index 2111bf9ec..e803094ad 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -8459,7 +8459,7 @@ static const char *const MOBJFLAG2_LIST[] = { "AXIS", // It's a NiGHTS axis! (For faster checking) "TWOD", // Moves like it's in a 2D level "DONTRESPAWN", // Don't respawn this object! - "DONTDRAW", // Don't generate a vissprite + "\x01", // free: 1<<3 (name un-matchable) "AUTOMATIC", // Thrown ring has automatic properties "RAILRING", // Thrown ring has rail properties "BOUNCERING", // Thrown ring has bounce properties @@ -8476,7 +8476,7 @@ static const char *const MOBJFLAG2_LIST[] = { "JUSTATTACKED", // can be pushed by other moving mobjs "FIRING", // turret fire "SUPERFIRE", // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it. - "SHADOW", // Fuzzy draw, makes targeting harder. + "\x01", // free: 1<<20 (name un-matchable) "STRONGBOX", // Flag used for "strong" random monitors. "OBJECTFLIP", // Flag for objects that always have flipped gravity. "SKULLFLY", // Special handling: skull in flight. @@ -8499,10 +8499,6 @@ static const char *const MOBJEFLAG_LIST[] = { "JUSTBOUNCEDWALL", // SRB2Kart: Mobj already bounced off a wall this tic "SPRUNG", // Mobj was already sprung this tic "APPLYPMOMZ", // Platform movement - "DRAWONLYFORP1", // SRB2Kart: Splitscreen sprite draw flags - "DRAWONLYFORP2", - "DRAWONLYFORP3", - "DRAWONLYFORP4", NULL }; @@ -9436,6 +9432,29 @@ struct { {"TC_ALLWHITE",TC_ALLWHITE}, {"TC_RAINBOW",TC_RAINBOW}, {"TC_BLINK",TC_BLINK}, + + // MFD_ draw flag enum + {"MFD_DONTDRAWP1",MFD_DONTDRAWP1}, + {"MFD_DONTDRAWP2",MFD_DONTDRAWP2}, + {"MFD_DONTDRAWP3",MFD_DONTDRAWP3}, + {"MFD_DONTDRAWP4",MFD_DONTDRAWP4}, + {"MFD_TRANS10",MFD_TRANS10}, + {"MFD_TRANS20",MFD_TRANS20}, + {"MFD_TRANS30",MFD_TRANS30}, + {"MFD_TRANS40",MFD_TRANS40}, + {"MFD_TRANS50",MFD_TRANS50}, + {"MFD_TRANS60",MFD_TRANS60}, + {"MFD_TRANS70",MFD_TRANS70}, + {"MFD_TRANS80",MFD_TRANS80}, + {"MFD_TRANS90",MFD_TRANS90}, + {"MFD_TRANSMASK",MFD_TRANSMASK}, + {"MFD_FULLBRIGHT",MFD_FULLBRIGHT}, + {"MFD_SEMIBRIGHT",MFD_SEMIBRIGHT}, + {"MFD_NOBRIGHT",MFD_NOBRIGHT}, + {"MFD_BRIGHTMASK",MFD_BRIGHTMASK}, + {"MFD_DONTDRAW",MFD_DONTDRAW}, + {"MFD_SHADOW",MFD_SHADOW}, + {"MFD_TRANSSHIFT",MFD_TRANSSHIFT}, #endif {NULL,0} diff --git a/src/g_game.c b/src/g_game.c index 1b994ede1..6fc83177a 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -2535,7 +2535,7 @@ static inline void G_PlayerFinishLevel(INT32 player) memset(p->kartstuff, 0, sizeof (p->kartstuff)); // SRB2kart p->ringweapons = 0; - p->mo->flags2 &= ~MF2_SHADOW; // cancel invisibility + p->mo->drawflags &= ~(MFD_TRANSMASK|MFD_BRIGHTMASK); // cancel invisibility P_FlashPal(p, 0, 0); // Resets p->starpostnum = 0; @@ -6019,7 +6019,7 @@ void G_PreviewRewind(tic_t previewtime) if (!info->playerinfo[i].ingame || !info->playerinfo[i].player.mo) { if (players[i].mo) - players[i].mo->flags2 |= MF2_DONTDRAW; + players[i].mo->drawflags |= MFD_DONTDRAW; continue; } @@ -6027,7 +6027,7 @@ void G_PreviewRewind(tic_t previewtime) if (!players[i].mo) continue; //@TODO spawn temp object to act as a player display - players[i].mo->flags2 &= ~MF2_DONTDRAW; + players[i].mo->drawflags &= ~MFD_DONTDRAW; P_UnsetThingPosition(players[i].mo); #define TWEEN(pr) info->playerinfo[i].mobj.pr + FixedMul((INT32) (next_info->playerinfo[i].mobj.pr - info->playerinfo[i].mobj.pr), tweenvalue) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 9c8098877..06e02b76b 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -2973,6 +2973,7 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) FUINT lightlevel; FBITFIELD blend = 0; UINT8 alpha; + UINT8 brightmode = 0; INT32 i; float realtop, realbot, top, bot; @@ -3071,16 +3072,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) // co-ordinates memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts)); - if (!cv_translucency.value) // translucency disabled - { - Surf.PolyColor.s.alpha = 0xFF; - blend = PF_Translucent|PF_Occlude; - } - else if (spr->mobj->flags2 & MF2_SHADOW) - { - Surf.PolyColor.s.alpha = 0x40; - blend = PF_Translucent; - } + if (spr->mobj->drawflags & MFD_TRANSMASK) + blend = HWR_TranstableToAlpha((spr->mobj->drawflags & MFD_TRANSMASK)>>MFD_TRANSSHIFT, &Surf); else if (spr->mobj->frame & FF_TRANSMASK) blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else @@ -3097,15 +3090,30 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) temp = FLOAT_TO_FIXED(realtop); + if (spr->mobj->drawflags & MFD_BRIGHTMASK) + { + if (spr->mobj->drawflags & MFD_FULLBRIGHT) + brightmode = 1; + else if (spr->mobj->drawflags & MFD_SEMIBRIGHT) + brightmode = 2; + } + else + { + if (spr->mobj->frame & FF_FULLBRIGHT) + brightmode = 1; + else if (spr->mobj->frame & FF_SEMIBRIGHT) + brightmode = 2; + } + #ifdef ESLOPE // Start with the lightlevel and colormap from the top of the sprite lightlevel = 255; colormap = list[sector->numlights - 1].extra_colormap; - if (!(spr->mobj->frame & FF_FULLBRIGHT)) + if (brightmode != 1) { lightlevel = *list[sector->numlights - 1].lightlevel; - if (spr->mobj->frame & FF_SEMIBRIGHT) + if (brightmode == 2) lightlevel = 128 + (lightlevel>>1); } @@ -3115,10 +3123,10 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) : sector->lightlist[i].height; if (h <= temp) { - if (!(spr->mobj->frame & FF_FULLBRIGHT)) + if (brightmode != 1) { lightlevel = *list[i-1].lightlevel; - if (spr->mobj->frame & FF_SEMIBRIGHT) + if (brightmode == 2) lightlevel = 128 + (lightlevel>>1); } colormap = list[i-1].extra_colormap; @@ -3127,10 +3135,10 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) } #else i = R_GetPlaneLight(sector, temp, false); - if (!(spr->mobj->frame & FF_FULLBRIGHT)) + if (brightmode != 1) { lightlevel = *list[i].lightlevel; - if (spr->mobj->frame & FF_SEMIBRIGHT) + if (brightmode == 2) lightlevel = 128 + (lightlevel>>1); } colormap = list[i].extra_colormap; @@ -3147,10 +3155,10 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) // even if we aren't changing colormap or lightlevel, we still need to continue drawing down the sprite if (!(list[i].flags & FF_NOSHADE) && (list[i].flags & FF_CUTSPRITES)) { - if (!(spr->mobj->frame & FF_FULLBRIGHT)) + if (brightmode != 1) { lightlevel = *list[i].lightlevel; - if (spr->mobj->frame & FF_SEMIBRIGHT) + if (brightmode == 2) lightlevel = 128 + (lightlevel>>1); } colormap = list[i].extra_colormap; @@ -3427,12 +3435,28 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) { sector_t *sector = spr->mobj->subsector->sector; UINT8 lightlevel = 255; + UINT8 brightmode = 0; extracolormap_t *colormap = sector->extra_colormap; - if (!(spr->mobj->frame & FF_FULLBRIGHT)) + if (spr->mobj->drawflags & MFD_BRIGHTMASK) + { + if (spr->mobj->drawflags & MFD_FULLBRIGHT) + brightmode = 1; + else if (spr->mobj->drawflags & MFD_SEMIBRIGHT) + brightmode = 2; + } + else + { + if (spr->mobj->frame & FF_FULLBRIGHT) + brightmode = 1; + else if (spr->mobj->frame & FF_SEMIBRIGHT) + brightmode = 2; + } + + if (brightmode != 1) { lightlevel = sector->lightlevel; - if (spr->mobj->frame & FF_SEMIBRIGHT) + if (brightmode == 2) lightlevel = 128 + (lightlevel>>1); } @@ -3441,16 +3465,9 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) { FBITFIELD blend = 0; - if (!cv_translucency.value) // translucency disabled - { - Surf.PolyColor.s.alpha = 0xFF; - blend = PF_Translucent|PF_Occlude; - } - else if (spr->mobj->flags2 & MF2_SHADOW) - { - Surf.PolyColor.s.alpha = 0x40; - blend = PF_Translucent; - } + + if (spr->mobj->drawflags & MFD_TRANSMASK) + blend = HWR_TranstableToAlpha((spr->mobj->drawflags & MFD_TRANSMASK)>>MFD_TRANSSHIFT, &Surf); else if (spr->mobj->frame & FF_TRANSMASK) blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else @@ -3519,15 +3536,31 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) { sector_t *sector = spr->mobj->subsector->sector; UINT8 lightlevel = 255; + UINT8 brightmode = 0; extracolormap_t *colormap = sector->extra_colormap; + if (spr->mobj->drawflags & MFD_BRIGHTMASK) + { + if (spr->mobj->drawflags & MFD_FULLBRIGHT) + brightmode = 1; + else if (spr->mobj->drawflags & MFD_SEMIBRIGHT) + brightmode = 2; + } + else + { + if (spr->mobj->frame & FF_FULLBRIGHT) + brightmode = 1; + else if (spr->mobj->frame & FF_SEMIBRIGHT) + brightmode = 2; + } + if (sector->numlights) { INT32 light; light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before - if (!(spr->mobj->frame & FF_FULLBRIGHT)) + if (brightmode != 1) lightlevel = *sector->lightlist[light].lightlevel; if (sector->lightlist[light].extra_colormap) @@ -3535,24 +3568,21 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) } else { - if (!(spr->mobj->frame & FF_FULLBRIGHT)) + if (brightmode != 1) lightlevel = sector->lightlevel; if (sector->extra_colormap) colormap = sector->extra_colormap; } - if (spr->mobj->frame & FF_SEMIBRIGHT) + if (brightmode == 2) lightlevel = 128 + (lightlevel>>1); HWR_Lighting(&Surf, lightlevel, colormap); } - if (spr->mobj->flags2 & MF2_SHADOW) - { - Surf.PolyColor.s.alpha = 0x40; - blend = PF_Translucent; - } + if (spr->mobj->drawflags & MFD_TRANSMASK) + blend = HWR_TranstableToAlpha((spr->mobj->drawflags & MFD_TRANSMASK)>>MFD_TRANSSHIFT, &Surf); else if (spr->mobj->frame & FF_TRANSMASK) blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else @@ -3587,8 +3617,14 @@ static int CompareVisSprites(const void *p1, const void *p2) // make transparent sprites last // "boolean to int" - int transparency1 = (spr1->mobj->flags2 & MF2_SHADOW) || (spr1->mobj->frame & FF_TRANSMASK); - int transparency2 = (spr2->mobj->flags2 & MF2_SHADOW) || (spr2->mobj->frame & FF_TRANSMASK); + int transparency1 = (spr1->mobj->drawflags & FF_TRANSMASK) ? + ((spr1->mobj->drawflags & FF_TRANSMASK)>>MFD_TRANSSHIFT) : + ((spr1->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT); + + int transparency2 = (spr2->mobj->drawflags & FF_TRANSMASK) ? + ((spr2->mobj->drawflags & FF_TRANSMASK)>>MFD_TRANSSHIFT) : + ((spr2->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT); + idiff = transparency1 - transparency2; if (idiff != 0) return idiff; @@ -3962,9 +3998,6 @@ void HWR_AddSprites(sector_t *sec) precipmobj_t *precipthing; fixed_t approx_dist, limit_dist; - INT32 splitflags; - boolean split_drawsprite; // drawing with splitscreen flags - // BSP is traversed by subsector. // A sector might have been split into several // subsectors during BSP building. @@ -3981,36 +4014,13 @@ void HWR_AddSprites(sector_t *sec) { for (thing = sec->thinglist; thing; thing = thing->snext) { - - split_drawsprite = false; - - if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) + if (thing->sprite == SPR_NULL) continue; - splitflags = thing->eflags & (MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4); - - if (r_splitscreen && splitflags) - { - if (thing->eflags & MFE_DRAWONLYFORP1) - if (viewssnum == 0) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP2) - if (viewssnum == 1) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) - if (viewssnum == 2) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) - if (viewssnum == 3) - split_drawsprite = true; - } - else - split_drawsprite = true; - - if (!split_drawsprite) + if ((viewssnum == 0 && (thing->drawflags & MFD_DONTDRAWP1)) + || (viewssnum == 1 && (thing->drawflags & MFD_DONTDRAWP2)) + || (viewssnum == 2 && (thing->drawflags & MFD_DONTDRAWP3)) + || (viewssnum == 3 && (thing->drawflags & MFD_DONTDRAWP4))) continue; approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y); @@ -4026,36 +4036,13 @@ void HWR_AddSprites(sector_t *sec) // Draw everything in sector, no checks for (thing = sec->thinglist; thing; thing = thing->snext) { - - split_drawsprite = false; - - if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) + if (thing->sprite == SPR_NULL) continue; - splitflags = thing->eflags & (MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4); - - if (r_splitscreen && splitflags) - { - if (thing->eflags & MFE_DRAWONLYFORP1) - if (viewssnum == 0) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP2) - if (viewssnum == 1) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) - if (viewssnum == 2) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) - if (viewssnum == 3) - split_drawsprite = true; - } - else - split_drawsprite = true; - - if (!split_drawsprite) + if ((viewssnum == 0 && (thing->drawflags & MFD_DONTDRAWP1)) + || (viewssnum == 1 && (thing->drawflags & MFD_DONTDRAWP2)) + || (viewssnum == 2 && (thing->drawflags & MFD_DONTDRAWP3)) + || (viewssnum == 3 && (thing->drawflags & MFD_DONTDRAWP4))) continue; HWR_ProjectSprite(thing); diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 27ad45d9e..cb4fab7b3 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1083,6 +1083,22 @@ void HWR_DrawMD2(gr_vissprite_t *spr) sector_t *sector = spr->mobj->subsector->sector; extracolormap_t *colormap = sector->extra_colormap; UINT8 lightlevel = 255; + UINT8 brightmode = 0; + + if (spr->mobj->drawflags & MFD_BRIGHTMASK) + { + if (spr->mobj->drawflags & MFD_FULLBRIGHT) + brightmode = 1; + else if (spr->mobj->drawflags & MFD_SEMIBRIGHT) + brightmode = 2; + } + else + { + if (spr->mobj->frame & FF_FULLBRIGHT) + brightmode = 1; + else if (spr->mobj->frame & FF_SEMIBRIGHT) + brightmode = 2; + } if (sector->numlights) { @@ -1090,7 +1106,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) light = R_GetPlaneLight(sector, spr->mobj->z + spr->mobj->height, false); // Always use the light at the top instead of whatever I was doing before - if (!(spr->mobj->frame & FF_FULLBRIGHT)) + if (brightmode != 1) lightlevel = *sector->lightlist[light].lightlevel; if (sector->lightlist[light].extra_colormap) @@ -1098,13 +1114,16 @@ void HWR_DrawMD2(gr_vissprite_t *spr) } else { - if (!(spr->mobj->frame & FF_FULLBRIGHT)) + if (brightmode != 1) lightlevel = sector->lightlevel; if (sector->extra_colormap) colormap = sector->extra_colormap; } + if (brightmode == 2) + lightlevel = 128 + (lightlevel>>1); + HWR_Lighting(&Surf, lightlevel, colormap); } else @@ -1131,8 +1150,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr) //if (tics > durs) //durs = tics; - if (spr->mobj->flags2 & MF2_SHADOW) - Surf.PolyColor.s.alpha = 0x40; + if (spr->mobj->drawflags & MFD_TRANSMASK) + HWR_TranstableToAlpha((spr->mobj->drawflags & MFD_TRANSMASK)>>MFD_TRANSSHIFT, &Surf); else if (spr->mobj->frame & FF_TRANSMASK) HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else diff --git a/src/k_battle.c b/src/k_battle.c index fc1141581..aac0dc8e5 100644 --- a/src/k_battle.c +++ b/src/k_battle.c @@ -394,7 +394,7 @@ static void K_SpawnOvertimeParticles(fixed_t x, fixed_t y, fixed_t scale, mobjty //mo->destscale = mo->scale/4; mo->frame += ((leveltime/4) % 8); /*if (battleovertime.enabled < 10*TICRATE) - mo->flags2 |= MF2_SHADOW;*/ + mo->drawflags |= MFD_SHADOW;*/ mo->angle = R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90; mo->z += P_RandomRange(0,48) * mo->scale; break; diff --git a/src/k_kart.h b/src/k_kart.h index be0ce6bf0..288866208 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -17,6 +17,7 @@ angle_t K_ReflectAngle(angle_t angle, angle_t against, fixed_t maxspeed, fixed_t void K_RegisterKartStuff(void); +UINT16 K_GetPlayerDontDrawFlag(player_t *player); boolean K_IsPlayerLosing(player_t *player); fixed_t K_GetKartGameSpeedScalar(SINT8 value); diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c index cd5f4d267..3c85c358b 100644 --- a/src/lua_mobjlib.c +++ b/src/lua_mobjlib.c @@ -51,6 +51,7 @@ enum mobj_e { mobj_flags, mobj_flags2, mobj_eflags, + mobj_drawflags, mobj_skin, mobj_color, mobj_bnext, @@ -119,6 +120,7 @@ static const char *const mobj_opt[] = { "flags", "flags2", "eflags", + "drawflags", "skin", "color", "bnext", @@ -255,6 +257,9 @@ static int mobj_get(lua_State *L) case mobj_eflags: lua_pushinteger(L, mo->eflags); break; + case mobj_drawflags: + lua_pushinteger(L, mo->drawflags); + break; case mobj_skin: // skin name or nil, not struct if (!mo->skin) return 0; @@ -541,7 +546,10 @@ static int mobj_set(lua_State *L) mo->flags2 = (UINT32)luaL_checkinteger(L, 3); break; case mobj_eflags: - mo->eflags = (UINT32)luaL_checkinteger(L, 3); + mo->eflags = (UINT16)luaL_checkinteger(L, 3); + break; + case mobj_drawflags: + mo->drawflags = (UINT16)luaL_checkinteger(L, 3); break; case mobj_skin: // set skin by name { diff --git a/src/p_enemy.c b/src/p_enemy.c index fb7e95fea..06232ddf0 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -3412,10 +3412,10 @@ void A_BubbleSpawn(mobj_t *actor) if (!(actor->eflags & MFE_UNDERWATER)) { // Don't draw or spawn bubbles above water - actor->flags2 |= MF2_DONTDRAW; + actor->drawflags |= MFD_DONTDRAW; return; } - actor->flags2 &= ~MF2_DONTDRAW; + actor->drawflags &= ~MFD_DONTDRAW; if (!(actor->flags2 & MF2_AMBUSH)) { @@ -3547,9 +3547,9 @@ void A_BubbleCheck(mobj_t *actor) return; #endif if (actor->eflags & MFE_UNDERWATER) - actor->flags2 &= ~MF2_DONTDRAW; // underwater so draw + actor->drawflags &= ~MFD_DONTDRAW; // underwater so draw else - actor->flags2 |= MF2_DONTDRAW; // above water so don't draw + actor->drawflags |= MFD_DONTDRAW; // above water so don't draw } // Function: A_AttractChase @@ -3654,9 +3654,9 @@ void A_AttractChase(mobj_t *actor) // Rings flicker before disappearing if (actor->fuse && actor->fuse < 5*TICRATE && (leveltime & 1)) - actor->flags2 |= MF2_DONTDRAW; + actor->drawflags |= MFD_DONTDRAW; else - actor->flags2 &= ~MF2_DONTDRAW; + actor->drawflags &= ~MFD_DONTDRAW; // spilled rings have ghost trails and get capped to a certain speed if (actor->type == (mobjtype_t)actor->info->reactiontime) @@ -3877,9 +3877,9 @@ void A_ThrownRing(mobj_t *actor) // spilled rings (and thrown bounce) flicker before disappearing if (leveltime & 1 && actor->fuse > 0 && actor->fuse < 2*TICRATE && actor->type != MT_THROWNGRENADE) - actor->flags2 |= MF2_DONTDRAW; + actor->drawflags |= MFD_DONTDRAW; else - actor->flags2 &= ~MF2_DONTDRAW; + actor->drawflags &= ~MFD_DONTDRAW; if (actor->tracer && actor->tracer->health <= 0) P_SetTarget(&actor->tracer, NULL); @@ -5342,9 +5342,9 @@ void A_CrawlaCommanderThink(mobj_t *actor) thefloor = actor->floorz; if (actor->fuse & 1) - actor->flags2 |= MF2_DONTDRAW; + actor->drawflags |= MFD_DONTDRAW; else - actor->flags2 &= ~MF2_DONTDRAW; + actor->drawflags &= ~MFD_DONTDRAW; if (actor->reactiontime > 0) actor->reactiontime--; @@ -9067,7 +9067,7 @@ void A_RandomShadowFrame(mobj_t *actor) fake->destscale = FRACUNIT*3/2; fake->angle = actor->angle; fake->tics = -1; - actor->flags2 |= MF2_DONTDRAW; + actor->drawflags |= MFD_DONTDRAW; actor->extravalue1 = 1; } diff --git a/src/p_inter.c b/src/p_inter.c index 48cca6952..135067753 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -2218,7 +2218,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source) target->player->score = 0; }*/ - target->flags2 &= ~MF2_DONTDRAW; + target->drawflags &= ~MFD_DONTDRAW; } // if killed by a player @@ -2959,7 +2959,7 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage) { mobj_t *boom; player->mo->flags |= (MF_NOGRAVITY|MF_NOCLIP); - player->mo->flags2 |= MF2_DONTDRAW; + player->mo->drawflags |= MFD_DONTDRAW; boom = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_FZEROBOOM); boom->scale = player->mo->scale; boom->angle = player->mo->angle; diff --git a/src/p_mobj.c b/src/p_mobj.c index 44a24242d..fb4196548 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -2466,7 +2466,7 @@ static boolean P_ZMovement(mobj_t *mo) S_StartSound(mo, sfx_tink); } else - mo->flags2 ^= MF2_DONTDRAW; + mo->flags2 ^= MFD_DONTDRAW; } else if (mo->flags & MF_MISSILE) { @@ -4059,9 +4059,9 @@ static void P_RingThinker(mobj_t *mobj) if (mobj->fuse < TICRATE*3) { if (leveltime & 1) - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; else - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; } if (!mobj->fuse) @@ -4070,7 +4070,7 @@ static void P_RingThinker(mobj_t *mobj) if (!LUAh_MobjFuse(mobj)) #endif { - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; spark = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_SIGNSPARKLE); // Spawn a fancy sparkle K_MatchGenericExtraFlags(spark, mobj); spark->colorized = true; @@ -6097,14 +6097,14 @@ static void P_NightsItemChase(mobj_t *thing) if (thing->info->painstate) P_SetMobjState(thing,thing->info->painstate); else - thing->flags2 |= MF2_SHADOW; + thing->drawflags |= MFD_SHADOW; } else { if (thing->info->painstate) P_SetMobjState(thing,thing->info->spawnstate); else - thing->flags2 &= ~MF2_SHADOW; + thing->drawflags &= ~(MFD_TRANSMASK|MFD_BRIGHTMASK); } } @@ -6493,7 +6493,7 @@ void P_MobjThinker(mobj_t *mobj) if (mobj->type == MT_GHOST && mobj->fuse > 0 // Not guaranteed to be MF_SCENERY or not MF_SCENERY! && (signed)(mobj->frame >> FF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2) // fade out when nearing the end of fuse... - mobj->frame = (mobj->frame & ~FF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << FF_TRANSSHIFT); + mobj->drawflags = (mobj->drawflags & ~MFD_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << MFD_TRANSSHIFT); // Special thinker for scenery objects if (mobj->flags & MF_SCENERY) @@ -6680,30 +6680,7 @@ void P_MobjThinker(mobj_t *mobj) offz = mobj->target->height / 5; } - if (mobj->target->eflags & MFE_DRAWONLYFORP1) // groooooaann... - mobj->eflags |= MFE_DRAWONLYFORP1; - else - mobj->eflags &= ~MFE_DRAWONLYFORP1; - - if (mobj->target->eflags & MFE_DRAWONLYFORP2) - mobj->eflags |= MFE_DRAWONLYFORP2; - else - mobj->eflags &= ~MFE_DRAWONLYFORP2; - - if (mobj->target->eflags & MFE_DRAWONLYFORP3) - mobj->eflags |= MFE_DRAWONLYFORP3; - else - mobj->eflags &= ~MFE_DRAWONLYFORP3; - - if (mobj->target->eflags & MFE_DRAWONLYFORP4) - mobj->eflags |= MFE_DRAWONLYFORP4; - else - mobj->eflags &= ~MFE_DRAWONLYFORP4; - - if (mobj->target->flags2 & MF2_DONTDRAW) - mobj->flags2 |= MF2_DONTDRAW; - else - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags = (mobj->target->drawflags & MFD_DONTDRAW); if (mobj->target->eflags & MFE_VERTICALFLIP) offz += 4*FRACUNIT; @@ -6766,7 +6743,7 @@ void P_MobjThinker(mobj_t *mobj) || (P_IsDisplayPlayer(mobj->target->player)) #endif ) - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; P_UnsetThingPosition(mobj); mobj->x = mobj->target->x; @@ -6816,7 +6793,7 @@ void P_MobjThinker(mobj_t *mobj) mobj->tracer->colorized = false; } - if (!(mobj->flags2 & MF2_DONTDRAW)) + if (!(mobj->drawflags & MFD_DONTDRAW)) { const INT32 numberdisplaymin = ((mobj->target->player->kartstuff[k_itemtype] == KITEM_ORBINAUT) ? 5 : 2); @@ -6826,7 +6803,7 @@ void P_MobjThinker(mobj_t *mobj) P_SetMobjState(mobj, S_PLAYERARROW_BOX); mobj->tracer->sprite = SPR_ITEM; mobj->tracer->frame = FF_FULLBRIGHT|(((mobj->target->player->kartstuff[k_itemroulette] % (13*3)) / 3) + 1); - mobj->tracer->flags2 &= ~MF2_DONTDRAW; + mobj->tracer->drawflags &= ~MFD_DONTDRAW; } else if (mobj->target->player->kartstuff[k_stolentimer] > 0) { @@ -6834,16 +6811,16 @@ void P_MobjThinker(mobj_t *mobj) mobj->tracer->sprite = SPR_ITEM; mobj->tracer->frame = FF_FULLBRIGHT|KITEM_HYUDORO; if (leveltime & 2) - mobj->tracer->flags2 &= ~MF2_DONTDRAW; + mobj->tracer->drawflags &= ~MFD_DONTDRAW; else - mobj->tracer->flags2 |= MF2_DONTDRAW; + mobj->tracer->drawflags |= MFD_DONTDRAW; } else if ((mobj->target->player->kartstuff[k_stealingtimer] > 0) && (leveltime & 2)) { P_SetMobjState(mobj, S_PLAYERARROW_BOX); mobj->tracer->sprite = SPR_ITEM; mobj->tracer->frame = FF_FULLBRIGHT|KITEM_HYUDORO; - mobj->tracer->flags2 &= ~MF2_DONTDRAW; + mobj->tracer->drawflags &= ~MFD_DONTDRAW; } else if (mobj->target->player->kartstuff[k_eggmanexplode] > 1) { @@ -6851,9 +6828,9 @@ void P_MobjThinker(mobj_t *mobj) mobj->tracer->sprite = SPR_ITEM; mobj->tracer->frame = FF_FULLBRIGHT|KITEM_EGGMAN; if (leveltime & 1) - mobj->tracer->flags2 &= ~MF2_DONTDRAW; + mobj->tracer->drawflags &= ~MFD_DONTDRAW; else - mobj->tracer->flags2 |= MF2_DONTDRAW; + mobj->tracer->drawflags |= MFD_DONTDRAW; } else if (mobj->target->player->kartstuff[k_rocketsneakertimer] > 1) { @@ -6862,9 +6839,9 @@ void P_MobjThinker(mobj_t *mobj) mobj->tracer->sprite = SPR_ITEM; mobj->tracer->frame = FF_FULLBRIGHT|KITEM_ROCKETSNEAKER; if (leveltime & 1) - mobj->tracer->flags2 &= ~MF2_DONTDRAW; + mobj->tracer->drawflags &= ~MFD_DONTDRAW; else - mobj->tracer->flags2 |= MF2_DONTDRAW; + mobj->tracer->drawflags |= MFD_DONTDRAW; } else if (mobj->target->player->kartstuff[k_itemtype] && mobj->target->player->kartstuff[k_itemamount] > 0) { @@ -6893,12 +6870,12 @@ void P_MobjThinker(mobj_t *mobj) if (mobj->target->player->kartstuff[k_itemheld]) { if (leveltime & 1) - mobj->tracer->flags2 &= ~MF2_DONTDRAW; + mobj->tracer->drawflags &= ~MFD_DONTDRAW; else - mobj->tracer->flags2 |= MF2_DONTDRAW; + mobj->tracer->drawflags |= MFD_DONTDRAW; } else - mobj->tracer->flags2 &= ~MF2_DONTDRAW; + mobj->tracer->drawflags &= ~MFD_DONTDRAW; } else { @@ -6939,7 +6916,7 @@ void P_MobjThinker(mobj_t *mobj) mobj->movecount = 0; } else - mobj->tracer->flags2 |= MF2_DONTDRAW; + mobj->tracer->drawflags |= MFD_DONTDRAW; } else if (mobj->health > 0) { @@ -6962,10 +6939,10 @@ void P_MobjThinker(mobj_t *mobj) return; } - if (mobj->tracer->flags2 & MF2_DONTDRAW) - mobj->flags2 |= MF2_DONTDRAW; + if (mobj->tracer->drawflags & MFD_DONTDRAW) + mobj->drawflags |= MFD_DONTDRAW; else - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; P_UnsetThingPosition(mobj); mobj->x = mobj->target->x; @@ -7016,7 +6993,7 @@ void P_MobjThinker(mobj_t *mobj) mobj->eflags |= MFE_VERTICALFLIP; if (mobj->tics > 0) - mobj->flags2 ^= MF2_DONTDRAW; + mobj->drawflags ^= MFD_DONTDRAW; break; //} case MT_WATERDROP: @@ -7077,9 +7054,10 @@ void P_MobjThinker(mobj_t *mobj) mobj->z = mobj->target->z + (mobj->target->height) + FixedMul(8*FRACUNIT, mobj->target->scale); // Adjust height for height changes if (mobj->threshold <= 35) - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; else - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; + if (mobj->threshold <= 30) mobj->threshold = 40; mobj->threshold--; @@ -7399,14 +7377,15 @@ void P_MobjThinker(mobj_t *mobj) break; case MT_PLAYER: /// \todo Have the player's dead body completely finish its animation even if they've already respawned. - if (!(mobj->flags2 & MF2_DONTDRAW)) + // This feels like it has some serious potential for breakage. Is there anything else we can base this off of instead of a drawing flag? + if (!(mobj->drawflags & MFD_DONTDRAW)) { if (!mobj->fuse) { // Go away. /// \todo Actually go ahead and remove mobj completely, and fix any bugs and crashes doing this creates. Chasecam should stop moving, and F12 should never return to it. mobj->momz = 0; if (mobj->player) - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; else // safe to remove, nobody's going to complain! { P_RemoveMobj(mobj); @@ -7435,7 +7414,7 @@ void P_MobjThinker(mobj_t *mobj) case MT_ORBINAUT_SHIELD: case MT_BANANA_SHIELD: case MT_EGGMANITEM_SHIELD: - mobj->flags2 ^= MF2_DONTDRAW; + mobj->drawflags ^= MFD_DONTDRAW; break; case MT_JAWZ: case MT_JAWZ_DUD: @@ -7443,7 +7422,7 @@ void P_MobjThinker(mobj_t *mobj) P_SetMobjState(mobj, mobj->info->xdeathstate); // fallthru case MT_JAWZ_SHIELD: - mobj->flags2 ^= MF2_DONTDRAW; + mobj->drawflags ^= MFD_DONTDRAW; break; case MT_SSMINE: case MT_SPBEXPLOSION: @@ -7463,7 +7442,7 @@ void P_MobjThinker(mobj_t *mobj) return; case MT_CDUFO: if (mobj->fuse > TICRATE) - mobj->flags2 ^= MF2_DONTDRAW; // only by good fortune does this end with it having MF2_DONTDRAW... don't touch! + mobj->drawflags ^= MFD_DONTDRAW; // only by good fortune does this end with it having MFD_DONTDRAW... don't touch! break; case MT_SMK_PIPE: if (mobj->flags2 & MF2_AMBUSH) @@ -7472,7 +7451,7 @@ void P_MobjThinker(mobj_t *mobj) P_SetMobjStateNF(mobj, mobj->info->spawnstate); /* FALLTHRU */ case MT_SMK_MOLE: - mobj->flags2 ^= MF2_DONTDRAW; + mobj->drawflags ^= MFD_DONTDRAW; if (P_IsObjectOnGround(mobj)) { P_RemoveMobj(mobj); @@ -7493,7 +7472,7 @@ void P_MobjThinker(mobj_t *mobj) mobj->frame &= (~FF_FULLBRIGHT); } - mobj->flags2 ^= MF2_DONTDRAW; + mobj->drawflags ^= MFD_DONTDRAW; if (P_IsObjectOnGround(mobj)) { P_RemoveMobj(mobj); @@ -7793,7 +7772,7 @@ void P_MobjThinker(mobj_t *mobj) case MT_NIGHTSDRONE: if (mobj->state >= &states[S_NIGHTSDRONE_SPARKLING1] && mobj->state <= &states[S_NIGHTSDRONE_SPARKLING16]) { - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; mobj->z = mobj->floorz + mobj->height + (mobj->spawnpoint->options >> ZSHIFT) * FRACUNIT; mobj->angle = 0; @@ -7819,7 +7798,7 @@ void P_MobjThinker(mobj_t *mobj) { mobj->flags &= ~MF_NOGRAVITY; P_SetMobjState(mobj, S_NIGHTSDRONE1); - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; } } else if (mobj->tracer && mobj->tracer->player) @@ -7827,7 +7806,7 @@ void P_MobjThinker(mobj_t *mobj) if (!(mobj->tracer->player->pflags & PF_NIGHTSMODE)) { mobj->flags &= ~MF_NOGRAVITY; - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; P_SetMobjState(mobj, S_NIGHTSDRONE1); } else if (!mobj->tracer->player->bonustime) @@ -7864,7 +7843,7 @@ void P_MobjThinker(mobj_t *mobj) P_RemoveMobj(mobj->target); P_SetTarget(&mobj->target, NULL); } - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; } } else if (mobj->tracer && mobj->tracer->player) @@ -7884,10 +7863,10 @@ void P_MobjThinker(mobj_t *mobj) mobj->flags |= MF_NOGRAVITY; } else - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; } else // Not NiGHTS - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; } mobj->angle += ANG10; if (mobj->z <= mobj->floorz) @@ -8361,7 +8340,7 @@ void P_MobjThinker(mobj_t *mobj) { mobj->color = SKINCOLOR_KETCHUP; /* don't draw papersprite frames after blue boost */ - mobj->flags2 ^= MF2_DONTDRAW; + mobj->drawflags ^= MFD_DONTDRAW; } else if (mobj->fuse <= 32) mobj->color = SKINCOLOR_SAPPHIRE; @@ -8485,7 +8464,7 @@ void P_MobjThinker(mobj_t *mobj) K_MatchGenericExtraFlags(mobj, mobj->target); if (leveltime & 1) - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; } break; case MT_PLAYERRETICULE: @@ -8497,7 +8476,7 @@ void P_MobjThinker(mobj_t *mobj) P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z); break; case MT_INSTASHIELDB: - mobj->flags2 ^= MF2_DONTDRAW; + mobj->drawflags ^= MFD_DONTDRAW; K_MatchGenericExtraFlags(mobj, mobj->target); /* FALLTHRU */ case MT_INSTASHIELDA: @@ -8610,14 +8589,14 @@ void P_MobjThinker(mobj_t *mobj) mobj->angle = ang; if (leveltime & 1) - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; if (trans >= NUMTRANSMAPS) - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; else if (trans == 0) - mobj->frame = (mobj->frame & ~FF_TRANSMASK); + mobj->drawflags = (mobj->drawflags & ~MFD_TRANSMASK); else - mobj->frame = (mobj->frame & ~FF_TRANSMASK)|(trans << FF_TRANSSHIFT); + mobj->drawflags = (mobj->drawflags & ~MFD_TRANSMASK)|(trans << MFD_TRANSSHIFT); } break; case MT_THUNDERSHIELD: @@ -8684,7 +8663,7 @@ void P_MobjThinker(mobj_t *mobj) P_SetMobjState(mobj, S_BUBBLESHIELDBLOWUP); mobj->angle += ANGLE_22h; - mobj->flags2 &= ~MF2_SHADOW; + mobj->drawflags &= ~MFD_SHADOW; scale += (blow * (3*scale)) / bubbletime; mobj->frame = (states[S_BUBBLESHIELDBLOWUP].frame + mobj->extravalue1); @@ -8754,9 +8733,9 @@ void P_MobjThinker(mobj_t *mobj) else { if (mobj->target->player->kartstuff[k_bubblecool] && ((curstate-S_BUBBLESHIELD1) & 1)) - mobj->flags2 |= MF2_SHADOW; + mobj->drawflags |= MFD_SHADOW; else - mobj->flags2 &= ~MF2_SHADOW; + mobj->drawflags &= ~MFD_SHADOW; } } @@ -8969,9 +8948,9 @@ void P_MobjThinker(mobj_t *mobj) if (state < S_PLAYERBOMB1 || state > S_PLAYERBOMB20) P_SetMobjState(mobj, S_PLAYERBOMB1); if (mobj->target->player->kartstuff[k_comebacktimer] < TICRATE && (leveltime & 1)) - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; else - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; } else { @@ -8986,9 +8965,9 @@ void P_MobjThinker(mobj_t *mobj) P_SetMobjState(mobj, S_PLAYERFAKE1); if (mobj->target->player->powers[pw_flashing] && (leveltime & 1)) - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; else - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; } // Update mobj antigravity status: @@ -9018,10 +8997,10 @@ void P_MobjThinker(mobj_t *mobj) cur->colorized = true; K_FlipFromObject(cur, mobj->target); - if (mobj->flags2 & MF2_DONTDRAW) - cur->flags2 |= MF2_DONTDRAW; + if (mobj->drawflags & MFD_DONTDRAW) + cur->drawflags |= MFD_DONTDRAW; else - cur->flags2 &= ~MF2_DONTDRAW; + cur->drawflags &= ~MFD_DONTDRAW; cur = cur->hnext; } @@ -10379,7 +10358,7 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s P_SpawnMobj(newmobj->x, newmobj->y, newmobj->z, MT_EXPLODE); // poof into existance // Transfer flags2 (strongbox, objectflip) - newmobj->flags2 = mobj->flags2 & ~MF2_DONTDRAW; + newmobj->flags2 = mobj->flags2; if (mobj->threshold == 70) newmobj->threshold = 70; } @@ -10431,7 +10410,7 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s return; } else if (((mobj->type == MT_RANDOMITEM && mobj->threshold == 69) || mobj->type == MT_EGGMANITEM || mobj->type == MT_FALLINGROCK) && mobj->fuse <= TICRATE) - mobj->flags2 ^= MF2_DONTDRAW; + mobj->drawflags ^= MFD_DONTDRAW; } I_Assert(mobj != NULL); @@ -10661,13 +10640,13 @@ void P_SceneryThinker(mobj_t *mobj) && mobj->extravalue1 > 0 && mobj->extravalue2 >= 2) { if (mobj->extravalue2 == 2) // I don't know why the normal logic doesn't work for this. - mobj->flags2 ^= MF2_DONTDRAW; + mobj->drawflags ^= MFD_DONTDRAW; else { if (mobj->fuse == mobj->extravalue2) - mobj->flags2 &= ~MF2_DONTDRAW; + mobj->drawflags &= ~MFD_DONTDRAW; else - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; } } @@ -11953,7 +11932,7 @@ void P_SpawnPlayer(INT32 playernum) { mobj_t *overheadarrow = P_SpawnMobj(mobj->x, mobj->y, mobj->z + P_GetPlayerHeight(p)+16*FRACUNIT, MT_PLAYERARROW); P_SetTarget(&overheadarrow->target, mobj); - overheadarrow->flags2 |= MF2_DONTDRAW; + overheadarrow->drawflags |= MFD_DONTDRAW; P_SetScale(overheadarrow, mobj->destscale); if (p->spectator && pcount > 1) // HEY! No being cheap... @@ -11979,10 +11958,10 @@ void P_SpawnPlayer(INT32 playernum) P_SetTarget(&mo->target, mobj); mo->angle = (diff * (i-1)); mo->color = mobj->color; - if (mobj->flags2 & MF2_DONTDRAW) - mo->flags2 |= MF2_DONTDRAW; + if (mobj->drawflags & MFD_DONTDRAW) + mo->drawflags |= MFD_DONTDRAW; else - mo->flags2 &= ~MF2_DONTDRAW; + mo->drawflags &= ~MFD_DONTDRAW; } } } diff --git a/src/p_mobj.h b/src/p_mobj.h index 746529360..dbb3f4d58 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -108,7 +108,7 @@ typedef enum // Don't use the blocklinks (inert but displayable) MF_NOBLOCKMAP = 1<<4, // Thin, paper-like collision bound (for visual equivalent, see FF_PAPERSPRITE) - MF_PAPERCOLLISION = 1<<5, + MF_PAPERCOLLISION = 1<<5, // You can push this object. It can activate switches and things by pushing it on top. MF_PUSHABLE = 1<<6, // Object is a boss. @@ -160,7 +160,7 @@ typedef enum MF_GRENADEBOUNCE = 1<<28, // Run the action thinker on spawn. MF_RUNSPAWNFUNC = 1<<29, - // Don't remap in Encore mode. + // Don't remap in Encore mode. (Not a drawflag so that it's settable by mobjinfo.) MF_DONTENCOREMAP = 1<<30, // free: 1<<31 } mobjflag_t; @@ -170,7 +170,7 @@ typedef enum MF2_AXIS = 1, // It's a NiGHTS axis! (For faster checking) MF2_TWOD = 1<<1, // Moves like it's in a 2D level MF2_DONTRESPAWN = 1<<2, // Don't respawn this object! - MF2_DONTDRAW = 1<<3, // Don't generate a vissprite + // free: 1<<3 MF2_AUTOMATIC = 1<<4, // Thrown ring has automatic properties MF2_RAILRING = 1<<5, // Thrown ring has rail properties MF2_BOUNCERING = 1<<6, // Thrown ring has bounce properties @@ -187,7 +187,7 @@ typedef enum MF2_JUSTATTACKED = 1<<17, // can be pushed by other moving mobjs MF2_FIRING = 1<<18, // turret fire MF2_SUPERFIRE = 1<<19, // Firing something with Super Sonic-stopping properties. Or, if mobj has MF_MISSILE, this is the actual fire from it. - MF2_SHADOW = 1<<20, // Fuzzy draw, makes targeting harder. + // free: 1<<20 MF2_STRONGBOX = 1<<21, // Flag used for "strong" random monitors. MF2_OBJECTFLIP = 1<<22, // Flag for objects that always have flipped gravity. MF2_SKULLFLY = 1<<23, // Special handling: skull in flight. @@ -241,14 +241,43 @@ typedef enum MFE_SPRUNG = 1<<8, // Platform movement MFE_APPLYPMOMZ = 1<<9, - // SRB2Kart: Splitscreen sprite display; very wasteful but I couldn't think of another way to do it... - MFE_DRAWONLYFORP1 = 1<<10, - MFE_DRAWONLYFORP2 = 1<<11, - MFE_DRAWONLYFORP3 = 1<<12, - MFE_DRAWONLYFORP4 = 1<<13, // free: to and including 1<<15 } mobjeflag_t; +// +// Mobj drawing flags +// Set by hex, to make masking shenanigans easier to keep track of. +// +typedef enum +{ + // Don't generate a vissprite for individual screens + MFD_DONTDRAWP1 = 0x0001, + MFD_DONTDRAWP2 = 0x0002, + MFD_DONTDRAWP3 = 0x0004, + MFD_DONTDRAWP4 = 0x0008, + // Transparency override flags + MFD_TRANS10 = 0x0010, + MFD_TRANS20 = 0x0020, + MFD_TRANS30 = 0x0030, + MFD_TRANS40 = 0x0040, + MFD_TRANS50 = 0x0050, + MFD_TRANS60 = 0x0060, + MFD_TRANS70 = 0x0070, + MFD_TRANS80 = 0x0080, + MFD_TRANS90 = 0x0090, + MFD_TRANSMASK = 0x00F0, + // Brightness override flags + MFD_FULLBRIGHT = 0x0100, + MFD_SEMIBRIGHT = 0x0200, + MFD_NOBRIGHT = 0x0300, + MFD_BRIGHTMASK = 0x0F00, + // Shortcuts + MFD_DONTDRAW = MFD_DONTDRAWP1|MFD_DONTDRAWP2|MFD_DONTDRAWP3|MFD_DONTDRAWP4, + MFD_SHADOW = MFD_TRANS80|MFD_FULLBRIGHT, + MFD_TRANSSHIFT = 4, + // free: to and including 0x8000 +} mobjdflag_t; + // // PRECIPITATION flags ?! ?! ?! // @@ -304,6 +333,7 @@ typedef struct mobj_s UINT32 flags; // flags from mobjinfo tables UINT32 flags2; // MF2_ flags UINT16 eflags; // extra flags + UINT16 drawflags; // Rendering-related flags. These should not be used for game logic. void *skin; // overrides 'sprite' when non-NULL (for player bodies to 'remember' the skin) // Player and mobj sprites in multiplayer modes are modified diff --git a/src/p_saveg.c b/src/p_saveg.c index 16863ae33..5239837b4 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -999,6 +999,7 @@ typedef enum MD2_SLOPE = 1<<13, #endif MD2_SHADOWSCALE = 1<<14, + MD2_DRAWFLAGS = 1<<15, } mobj_diff2_t; typedef enum @@ -1197,6 +1198,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) #endif if (mobj->shadowscale) diff2 |= MD2_SHADOWSCALE; + if (mobj->drawflags) + diff2 |= MD2_DRAWFLAGS; if (mobj->colorized) diff2 |= MD2_COLORIZED; if (mobj == waypointcap) @@ -1328,6 +1331,17 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) WRITEUINT8(save_p, mobj->colorized); if (diff2 & MD2_SHADOWSCALE) WRITEFIXED(save_p, mobj->shadowscale); + if (diff2 & MD2_DRAWFLAGS) + { + UINT16 df = mobj->drawflags; + + if ((mobj->drawflags & MFD_DONTDRAW) != MFD_DONTDRAW) + { + df = (mobj->drawflags & ~MFD_DONTDRAW); + } + + WRITEUINT16(save_p, df); + } WRITEUINT32(save_p, mobj->mobjnum); } diff --git a/src/p_setup.c b/src/p_setup.c index 7d2f8ab0f..0f9e98702 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -1159,11 +1159,9 @@ static inline void P_SpawnEmblems(void) emblemmobj->flags |= MF_NOCLIP; emblemmobj->flags &= ~MF_SPECIAL; emblemmobj->flags |= MF_NOBLOCKMAP; - emblemmobj->frame |= (tr_trans50<drawflags |= (tr_trans50 << MFD_TRANSSHIFT); P_SetThingPosition(emblemmobj); } - else - emblemmobj->frame &= ~FF_TRANSMASK; } } diff --git a/src/p_user.c b/src/p_user.c index e826d7cd1..f6674644e 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -654,7 +654,7 @@ static void P_DeNightserizePlayer(player_t *player) player->mo->flags &= ~MF_NOGRAVITY; - player->mo->flags2 &= ~MF2_DONTDRAW; + player->mo->drawflags &= ~MFD_DONTDRAW; // Restore aiming angle if (player == &players[consoleplayer]) @@ -729,7 +729,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime) player->mo->flags |= MF_NOGRAVITY; - player->mo->flags2 |= MF2_DONTDRAW; + player->mo->drawflags |= MFD_DONTDRAW; player->nightstime = player->startedtime = nighttime*TICRATE; player->bonustime = false; @@ -1623,7 +1623,7 @@ void P_SpawnShieldOrb(player_t *player) if (shieldobj->info->painstate) P_SetMobjState(shieldobj,shieldobj->info->painstate); else - shieldobj->flags2 |= MF2_SHADOW; + shieldobj->drawflags |= MFD_SHADOW; } } } @@ -1659,8 +1659,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj) ghost->sprite = mobj->sprite; ghost->frame = mobj->frame; ghost->tics = -1; - ghost->frame &= ~FF_TRANSMASK; - ghost->frame |= tr_trans50<drawflags |= tr_trans50 << MFD_TRANSSHIFT; ghost->fuse = ghost->info->damage; ghost->skin = mobj->skin; ghost->standingslope = mobj->standingslope; @@ -3411,7 +3410,7 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd) // SRB2kart - unused. return; P_SetWeaponDelay(player, (3*TICRATE)/2); - mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW); + mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING); // Rail has no unique thrown object, therefore its sound plays here. S_StartSound(player->mo, sfx_rail1); @@ -4326,7 +4325,7 @@ static void P_SpectatorMovement(player_t *player) if (mo) { mo->flags2 |= MF2_RAILRING; - mo->flags2 |= MF2_DONTDRAW; + mo->drawflags |= MFD_DONTDRAW; mo->flags |= MF_NOCLIPHEIGHT; mo->flags |= MF_NOCLIP; mo->flags &= ~MF_MISSILE; @@ -5069,7 +5068,7 @@ static void P_NiGHTSMovement(player_t *player) radius = player->mo->target->radius; player->mo->flags |= MF_NOGRAVITY; - player->mo->flags2 |= MF2_DONTDRAW; + player->mo->drawflags |= MFD_DONTDRAW; P_SetScale(player->mo->tracer, player->mo->scale); if (player->mo->eflags & MFE_VERTICALFLIP) @@ -7109,7 +7108,7 @@ static void P_DeathThink(player_t *player) if (player->mo) { player->mo->flags |= (MF_NOGRAVITY|MF_NOCLIP); - player->mo->flags2 |= MF2_DONTDRAW; + player->mo->drawflags |= MFD_DONTDRAW; } } else @@ -7467,7 +7466,7 @@ void P_DemoCameraMovement(camera_t *cam) awayviewmobj_hack = P_SpawnMobj(cam->x, cam->y, cam->z, MT_THOK); awayviewmobj_hack->tics = 2; - awayviewmobj_hack->flags2 |= MF2_DONTDRAW; + awayviewmobj_hack->drawflags |= MFD_DONTDRAW; democam.soundmobj = awayviewmobj_hack; @@ -8581,13 +8580,13 @@ static void P_HandleFollower(player_t *player) P_SetScale(player->follower, FixedMul(fl.scale, player->mo->scale)); K_GenericExtraFlagsNoZAdjust(player->follower, player->mo); // Not K_MatchGenericExtraFlag because the Z adjust it has only works properly if master & mo have the same Z height. - // For comeback in battle. - player->follower->flags2 = (player->follower->flags2 & ~MF2_SHADOW)|(player->mo->flags2 & MF2_SHADOW); + // Match how the player is being drawn + player->follower->drawflags = player->mo->drawflags; // Make the follower invisible if we no contest'd rather than removing it. No one will notice the diff seriously. // Also make the follower invisible if we choose not to have it displayed because it isn't ours. (also quick hacky check for f12) if (player->pflags & PF_TIMEOVER || (!cv_showfollowers.value && (!P_IsDisplayPlayer(player) || displayplayers[0] != consoleplayer) )) - player->follower->flags2 |= MF2_DONTDRAW; + player->follower->drawflags |= MFD_DONTDRAW; if (player->speed && (player->follower->momx || player->follower->momy)) player->follower->angle = R_PointToAngle2(0, 0, player->follower->momx, player->follower->momy); @@ -8608,7 +8607,7 @@ static void P_HandleFollower(player_t *player) P_SetScale(bmobj, FixedMul(bubble, player->mo->scale)); K_GenericExtraFlagsNoZAdjust(bmobj, player->follower); - bmobj->flags2 = (player->follower->flags2 & ~MF2_SHADOW)|(player->mo->flags2 & MF2_SHADOW); + bmobj->drawflags = player->mo->drawflags; if (player->follower->threshold) // threshold means the follower was "despawned" with S_NULL (is actually just set to S_INVISIBLE) P_SetMobjState(bmobj, S_INVISIBLE); // sooooo... let's do the same! @@ -8867,9 +8866,9 @@ void P_PlayerThink(player_t *player) if (player->playerstate == PST_DEAD) { if (player->spectator) - player->mo->flags2 |= MF2_SHADOW; + player->mo->drawflags |= MFD_SHADOW; else - player->mo->flags2 &= ~MF2_SHADOW; + player->mo->drawflags &= ~(MFD_TRANSMASK|MFD_BRIGHTMASK); P_DeathThink(player); return; @@ -9016,8 +9015,7 @@ void P_PlayerThink(player_t *player) gmobj->fuse = 2; if (leveltime & 1) { - gmobj->frame &= ~FF_TRANSMASK; - gmobj->frame |= tr_trans70<drawflags |= tr_trans70 << MFD_TRANSSHIFT; } // Hide the mobj from our sights if we're the displayplayer and chasecam is off. @@ -9027,7 +9025,7 @@ void P_PlayerThink(player_t *player) { if (player == &players[displayplayers[i]] && !camera[i].chase) { - gmobj->flags2 |= MF2_DONTDRAW; + gmobj->drawflags |= MFD_DONTDRAW; break; } } @@ -9167,16 +9165,16 @@ void P_PlayerThink(player_t *player) { if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < K_GetKartFlashing(player) && (leveltime & 1)) - player->mo->flags2 |= MF2_DONTDRAW; + player->mo->drawflags |= MFD_DONTDRAW; else - player->mo->flags2 &= ~MF2_DONTDRAW; + player->mo->drawflags &= ~MFD_DONTDRAW; } /*else if (player->mo->tracer) { if (player->powers[pw_flashing] & 1) - player->mo->tracer->flags2 |= MF2_DONTDRAW; + player->mo->tracer->drawflags |= MFD_DONTDRAW; else - player->mo->tracer->flags2 &= ~MF2_DONTDRAW; + player->mo->tracer->drawflags &= ~MFD_DONTDRAW; }*/ player->pflags &= ~PF_SLIDING; @@ -9554,7 +9552,7 @@ void P_PlayerAfterThink(player_t *player) // spectator invisibility and nogravity. if ((netgame || multiplayer) && player->spectator) { - player->mo->flags2 |= MF2_DONTDRAW; + player->mo->drawflags |= MFD_DONTDRAW; player->mo->flags |= MF_NOGRAVITY; } diff --git a/src/r_main.c b/src/r_main.c index 5f7b0cadd..11759b3c4 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -177,8 +177,8 @@ consvar_t cv_allowmlook = {"allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NU consvar_t cv_showhud = {"showhud", "Yes", CV_CALL, CV_YesNo, R_SetViewSize, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_translucenthud = {"translucenthud", "10", CV_SAVE, translucenthud_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_translucency = {"translucency", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_drawdist = {"drawdist", "8192", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; + //consvar_t cv_drawdist_nights = {"drawdist_nights", "2048", CV_SAVE, drawdist_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_drawdist_precip = {"drawdist_precip", "1024", CV_SAVE, drawdist_precip_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; //consvar_t cv_precipdensity = {"precipdensity", "Moderate", CV_SAVE, precipdensity_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -1498,7 +1498,6 @@ void R_RegisterEngineStuff(void) return; //CV_RegisterVar(&cv_precipdensity); - CV_RegisterVar(&cv_translucency); CV_RegisterVar(&cv_drawdist); //CV_RegisterVar(&cv_drawdist_nights); CV_RegisterVar(&cv_drawdist_precip); diff --git a/src/r_main.h b/src/r_main.h index 879d4c6eb..863414a57 100644 --- a/src/r_main.h +++ b/src/r_main.h @@ -77,7 +77,6 @@ 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; -extern consvar_t cv_translucency; extern consvar_t /*cv_precipdensity,*/ cv_drawdist, /*cv_drawdist_nights,*/ cv_drawdist_precip; extern consvar_t cv_fov; extern consvar_t cv_skybox; diff --git a/src/r_segs.c b/src/r_segs.c index efb1f4887..9078d5f98 100644 --- a/src/r_segs.c +++ b/src/r_segs.c @@ -179,14 +179,8 @@ static void R_DrawWallSplats(void) colfunc = basecolfunc; break; case SPLATDRAWMODE_TRANS: - if (!cv_translucency.value) - colfunc = basecolfunc; - else - { - dc_transmap = transtables + ((tr_trans50 - 1)<extra_colormap = sector->lightlist[i].extra_colormap; -/* - if (thing->frame & FF_TRANSMASK) - ; - else if (thing->flags2 & MF2_SHADOW) - ; - else -*/ if (!((newsprite->cut & SC_FULLBRIGHT) && (!newsprite->extra_colormap || !(newsprite->extra_colormap->fog & 1)))) { @@ -1850,19 +1843,27 @@ static void R_ProjectSprite(mobj_t *thing) vis->transmap = NULL; // specific translucency - if (!cv_translucency.value) - ; // no translucency - else if (thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility) - vis->transmap = transtables + ((tr_trans80-1)<drawflags & MFD_TRANSMASK) // Object is forcing transparency to a specific value + vis->transmap = transtables + ((((thing->drawflags & MFD_TRANSMASK) - MFD_TRANS10) >> MFD_TRANSSHIFT) << FF_TRANSSHIFT); else if (thing->frame & FF_TRANSMASK) - vis->transmap = transtables + (thing->frame & FF_TRANSMASK) - 0x10000; + vis->transmap = transtables + ((thing->frame & FF_TRANSMASK) - FF_TRANS10); - if (thing->frame & FF_FULLBRIGHT || thing->flags2 & MF2_SHADOW) - vis->cut |= SC_FULLBRIGHT; - else if (thing->frame & FF_SEMIBRIGHT) - vis->cut |= SC_SEMIBRIGHT; + if (thing->drawflags & MFD_BRIGHTMASK) + { + if (thing->drawflags & MFD_FULLBRIGHT) + vis->cut |= SC_FULLBRIGHT; + else if (thing->drawflags & MFD_SEMIBRIGHT) + vis->cut |= SC_SEMIBRIGHT; + } + else + { + if (thing->frame & FF_FULLBRIGHT) + vis->cut |= SC_FULLBRIGHT; + else if (thing->frame & FF_SEMIBRIGHT) + vis->cut |= SC_SEMIBRIGHT; + } - if (vis->cut & SC_FULLBRIGHT + if ((vis->cut & SC_FULLBRIGHT) && (!vis->extra_colormap || !(vis->extra_colormap->fog & 1))) { // full bright: goggles @@ -2054,8 +2055,9 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) vis->patch = sprframe->lumppat[0]; // specific translucency + // (no draw flags) if (thing->frame & FF_TRANSMASK) - vis->transmap = (thing->frame & FF_TRANSMASK) - 0x10000 + transtables; + vis->transmap = ((thing->frame & FF_TRANSMASK) - FF_TRANS10) + transtables; else vis->transmap = NULL; @@ -2078,9 +2080,6 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) INT32 lightnum; fixed_t approx_dist, limit_dist; - INT32 splitflags; // check if a mobj has spliscreen flags - boolean split_drawsprite; // used for splitscreen flags - if (rendermode != render_soft) return; @@ -2114,35 +2113,13 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) { for (thing = sec->thinglist; thing; thing = thing->snext) { - split_drawsprite = false; - - if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) + if (thing->sprite == SPR_NULL) continue; - splitflags = thing->eflags & (MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4); - - if (r_splitscreen && splitflags) - { - if (thing->eflags & MFE_DRAWONLYFORP1) - if (viewssnum == 0) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP2) - if (viewssnum == 1) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) - if (viewssnum == 2) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) - if (viewssnum == 3) - split_drawsprite = true; - } - else - split_drawsprite = true; - - if (!split_drawsprite) + if ((viewssnum == 0 && (thing->drawflags & MFD_DONTDRAWP1)) + || (viewssnum == 1 && (thing->drawflags & MFD_DONTDRAWP2)) + || (viewssnum == 2 && (thing->drawflags & MFD_DONTDRAWP3)) + || (viewssnum == 3 && (thing->drawflags & MFD_DONTDRAWP4))) continue; approx_dist = P_AproxDistance(viewx-thing->x, viewy-thing->y); @@ -2158,36 +2135,13 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) // Draw everything in sector, no checks for (thing = sec->thinglist; thing; thing = thing->snext) { - - split_drawsprite = false; - - if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) + if (thing->sprite == SPR_NULL) continue; - splitflags = thing->eflags & (MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4); - - if (r_splitscreen && splitflags) - { - if (thing->eflags & MFE_DRAWONLYFORP1) - if (viewssnum == 0) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP2) - if (viewssnum == 1) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) - if (viewssnum == 2) - split_drawsprite = true; - - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) - if (viewssnum == 3) - split_drawsprite = true; - } - else - split_drawsprite = true; - - if (!split_drawsprite) + if ((viewssnum == 0 && (thing->drawflags & MFD_DONTDRAWP1)) + || (viewssnum == 1 && (thing->drawflags & MFD_DONTDRAWP2)) + || (viewssnum == 2 && (thing->drawflags & MFD_DONTDRAWP3)) + || (viewssnum == 3 && (thing->drawflags & MFD_DONTDRAWP4))) continue; R_ProjectSprite(thing); diff --git a/src/r_things.h b/src/r_things.h index a42e1e891..94bd37656 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -200,7 +200,7 @@ typedef struct vissprite_s lighttable_t *colormap; // for color translation and shadow draw // maxbright frames as well - UINT8 *transmap; // for MF2_SHADOW sprites, which translucency table to use + UINT8 *transmap; // which translucency table to use INT32 mobjflags;