Merge master

(We're still being haunted by whatever happened to make the entire k_kart.c file conflict every single time...)
This commit is contained in:
TehRealSalt 2019-09-25 10:04:27 -04:00
commit 93e844ecd2
10 changed files with 10352 additions and 10241 deletions

View file

@ -17,7 +17,7 @@ set(SRB2_ASSET_HASHED
gfx.pk3;\
textures.pk3;\
chars.pk3;\
maps.wad;\
maps.pk3;\
patch.pk3"
CACHE STRING "Asset filenames to apply MD5 checks. No spaces between entries!"
)

View file

@ -15,7 +15,7 @@
#define ASSET_HASH_GFX_PK3 "${SRB2_ASSET_gfx.pk3_HASH}"
#define ASSET_HASH_TEXTURES_PK3 "${SRB2_ASSET_textures.pk3_HASH}"
#define ASSET_HASH_CHARS_PK3 "${SRB2_ASSET_chars.pk3_HASH}"
#define ASSET_HASH_MAPS_WAD "${SRB2_ASSET_maps.wad_HASH}"
#define ASSET_HASH_MAPS_PK3 "${SRB2_ASSET_maps.pk3_HASH}"
#ifdef USE_PATCH_FILE
#define ASSET_HASH_PATCH_PK3 "${SRB2_ASSET_patch.pk3_HASH}"
#endif
@ -36,7 +36,7 @@
#define ASSET_HASH_GFX_PK3 "00000000000000000000000000000000"
#define ASSET_HASH_TEXTURES_PK3 "00000000000000000000000000000000"
#define ASSET_HASH_CHARS_PK3 "00000000000000000000000000000000"
#define ASSET_HASH_MAPS_WAD "00000000000000000000000000000000"
#define ASSET_HASH_MAPS_PK3 "00000000000000000000000000000000"
#ifdef USE_PATCH_FILE
#define ASSET_HASH_PATCH_PK3 "00000000000000000000000000000000"
#endif

View file

@ -896,11 +896,18 @@ static void IdentifyVersion(void)
D_AddFile(va(pandf,srb2waddir,"gfx.pk3"), startupwadfiles);
D_AddFile(va(pandf,srb2waddir,"textures.pk3"), startupwadfiles);
D_AddFile(va(pandf,srb2waddir,"chars.pk3"), startupwadfiles);
D_AddFile(va(pandf,srb2waddir,"maps.wad"), startupwadfiles); // TODO: make this a pk3 too!
D_AddFile(va(pandf,srb2waddir,"maps.pk3"), startupwadfiles);
#ifdef USE_PATCH_FILE
D_AddFile(va(pandf,srb2waddir,"patch.pk3"), startupwadfiles);
#endif
#if 0
// TODO: pk3 doesn't support music replacement IIRC
// music barely benefits from the compression anyway
// would be nice for the folders, though
D_AddFile(va(pandf,srb2waddir,"sounds.pk3"), startupwadfiles);
D_AddFile(va(pandf,srb2waddir,"music.pk3"), startupwadfiles);
#else
#if !defined (HAVE_SDL) || defined (HAVE_MIXER)
#define MUSICTEST(str) \
{\
@ -915,6 +922,7 @@ static void IdentifyVersion(void)
MUSICTEST("music.wad")
#undef MUSICTEST
#endif
#endif
}
/* ======================================================================== */
@ -1200,7 +1208,7 @@ void D_SRB2Main(void)
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_GFX_PK3); // gfx.pk3
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_TEXTURES_PK3); // textures.pk3
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_CHARS_PK3); // chars.pk3
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_MAPS_WAD); // maps.wad -- 4 - If you touch this, make sure to touch up the majormods stuff below.
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_MAPS_PK3); // maps.pk3 -- 4 - If you touch this, make sure to touch up the majormods stuff below.
#ifdef USE_PATCH_FILE
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_PATCH_PK3); // patch.pk3
#endif
@ -1208,7 +1216,7 @@ void D_SRB2Main(void)
mainwads++; // gfx.pk3
mainwads++; // textures.pk3
mainwads++; // chars.pk3
mainwads++; // maps.wad
mainwads++; // maps.pk3
#ifdef USE_PATCH_FILE
mainwads++; // patch.pk3
#endif

20321
src/k_kart.c

File diff suppressed because it is too large Load diff

View file

@ -8322,7 +8322,11 @@ void A_ItemPop(mobj_t *actor)
void A_JawzChase(mobj_t *actor)
{
const fixed_t currentspeed = R_PointToDist2(0, 0, actor->momx, actor->momy);
player_t *player;
fixed_t thrustamount = 0;
fixed_t frictionsafety = (actor->friction == 0) ? 1 : actor->friction;
fixed_t topspeed = actor->movefactor;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_JawzChase", actor))
return;
@ -8335,20 +8339,100 @@ void A_JawzChase(mobj_t *actor)
if (actor->tracer->health)
{
const angle_t targetangle = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y);
mobj_t *ret;
angle_t angledelta = actor->angle - targetangle;
boolean turnclockwise = true;
if (G_RaceGametype())
{
const fixed_t distbarrier = FixedMul(512*mapobjectscale, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
const fixed_t distaway = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y);
if (distaway < distbarrier)
{
if (actor->tracer->player)
{
fixed_t speeddifference = abs(topspeed - min(actor->tracer->player->speed, K_GetKartSpeed(actor->tracer->player, false)));
topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
}
}
}
if (angledelta != 0)
{
angle_t MAX_JAWZ_TURN = ANGLE_90/15; // We can turn a maximum of 6 degrees per frame at regular max speed
// MAX_JAWZ_TURN gets stronger the slower the top speed of jawz
if (topspeed < actor->movefactor)
{
if (topspeed == 0)
{
MAX_JAWZ_TURN = ANGLE_180;
}
else
{
fixed_t anglemultiplier = FixedDiv(actor->movefactor, topspeed);
MAX_JAWZ_TURN += FixedAngle(FixedMul(AngleFixed(MAX_JAWZ_TURN), anglemultiplier));
}
}
if (angledelta > ANGLE_180)
{
angledelta = InvAngle(angledelta);
turnclockwise = false;
}
if (angledelta > MAX_JAWZ_TURN)
{
angledelta = MAX_JAWZ_TURN;
}
if (turnclockwise)
{
actor->angle -= angledelta;
}
else
{
actor->angle += angledelta;
}
}
ret = P_SpawnMobj(actor->tracer->x, actor->tracer->y, actor->tracer->z, MT_PLAYERRETICULE);
P_SetTarget(&ret->target, actor->tracer);
ret->frame |= ((leveltime % 10) / 2) + 5;
ret->color = actor->cvmem;
P_Thrust(actor, R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y), (7*actor->movefactor)/64);
return;
}
else
P_SetTarget(&actor->tracer, NULL);
}
if (!P_IsObjectOnGround(actor))
{
// No friction in the air
frictionsafety = FRACUNIT;
}
if (currentspeed >= topspeed)
{
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(topspeed, frictionsafety) - topspeed;
}
else
{
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
// Thrust to immediately get to top speed
thrustamount = beatfriction + FixedDiv(topspeed - currentspeed, frictionsafety);
}
if (!actor->tracer)
{
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
}
P_Thrust(actor, actor->angle, thrustamount);
if ((actor->tracer != NULL) && (actor->tracer->health > 0))
return;
if (actor->extravalue1) // Disable looking by setting this
return;

View file

@ -1937,7 +1937,7 @@ void P_XYMovement(mobj_t *mo)
#endif
//{ SRB2kart stuff
if (mo->type == MT_ORBINAUT || mo->type == MT_JAWZ_DUD || mo->type == MT_JAWZ || mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
if (mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
return;
if (mo->player && (mo->player->kartstuff[k_spinouttimer] && !mo->player->kartstuff[k_wipeoutslow]) && mo->player->speed <= K_GetKartSpeed(mo->player, false)/2)
@ -7935,9 +7935,18 @@ void P_MobjThinker(mobj_t *mobj)
else
{
fixed_t finalspeed = mobj->movefactor;
const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
fixed_t thrustamount = 0;
fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
mobj_t *ghost = P_SpawnGhostMobj(mobj);
ghost->colorized = true; // already has color!
if (!grounded)
{
// No friction in the air
frictionsafety = FRACUNIT;
}
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
if (mobj->health <= 5)
{
@ -7946,7 +7955,19 @@ void P_MobjThinker(mobj_t *mobj)
finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4);
}
P_InstaThrust(mobj, mobj->angle, finalspeed);
if (currentspeed >= finalspeed)
{
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
}
else
{
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
// Thrust to immediately get to top speed
thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety);
}
P_Thrust(mobj, mobj->angle, thrustamount);
if (grounded)
{
@ -7968,9 +7989,6 @@ void P_MobjThinker(mobj_t *mobj)
case MT_JAWZ:
{
sector_t *sec2;
fixed_t topspeed = mobj->movefactor;
fixed_t distbarrier = 512*mapobjectscale;
fixed_t distaway;
mobj_t *ghost = P_SpawnGhostMobj(mobj);
if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
@ -7984,37 +8002,7 @@ void P_MobjThinker(mobj_t *mobj)
if (leveltime % TICRATE == 0)
S_StartSound(mobj, mobj->info->activesound);
distbarrier = FixedMul(distbarrier, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
if (G_RaceGametype() && mobj->tracer)
{
distaway = P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y);
if (distaway < distbarrier)
{
if (mobj->tracer->player)
{
fixed_t speeddifference = abs(topspeed - min(mobj->tracer->player->speed, K_GetKartSpeed(mobj->tracer->player, false)));
topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
}
}
}
if (G_BattleGametype())
{
mobj->friction -= 1228;
if (mobj->friction > FRACUNIT)
mobj->friction = FRACUNIT;
if (mobj->friction < 0)
mobj->friction = 0;
}
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
P_InstaThrust(mobj, mobj->angle, topspeed);
if (mobj->tracer)
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
else
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
// Movement handling has ALL been moved to A_JawzChase
K_DriftDustHandling(mobj);
@ -8042,6 +8030,9 @@ void P_MobjThinker(mobj_t *mobj)
else
{
mobj_t *ghost = P_SpawnGhostMobj(mobj);
const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
fixed_t thrustamount = 0;
if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
{
@ -8049,8 +8040,26 @@ void P_MobjThinker(mobj_t *mobj)
ghost->colorized = true;
}
if (!grounded)
{
// No friction in the air
frictionsafety = FRACUNIT;
}
if (currentspeed >= mobj->movefactor)
{
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(mobj->movefactor, frictionsafety) - mobj->movefactor;
}
else
{
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
// Thrust to immediately get to top speed
thrustamount = beatfriction + FixedDiv(mobj->movefactor - currentspeed, frictionsafety);
}
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
P_InstaThrust(mobj, mobj->angle, mobj->movefactor);
P_Thrust(mobj, mobj->angle, thrustamount);
if (grounded)
{
@ -9447,7 +9456,9 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
|| mobj->type == MT_BIGTUMBLEWEED
|| mobj->type == MT_LITTLETUMBLEWEED
|| mobj->type == MT_CANNONBALLDECOR
|| mobj->type == MT_FALLINGROCK) {
|| mobj->type == MT_FALLINGROCK
|| mobj->type == MT_ORBINAUT
|| mobj->type == MT_JAWZ || mobj->type == MT_JAWZ_DUD) {
P_TryMove(mobj, mobj->x, mobj->y, true); // Sets mo->standingslope correctly
//if (mobj->standingslope) CONS_Printf("slope physics on mobj\n");
P_ButteredSlope(mobj);

View file

@ -871,33 +871,31 @@ void P_ButteredSlope(mobj_t *mo)
return; // don't slide down slopes if you can't touch them or you're not affected by gravity
if (mo->player) {
if (abs(mo->standingslope->zdelta) < FRACUNIT/4 && !(mo->player->pflags & PF_SPINNING))
// Changed in kart to only not apply physics on very slight slopes (I think about 4 degree angles)
if (abs(mo->standingslope->zdelta) < FRACUNIT/21 && !(mo->player->pflags & PF_SPINNING))
return; // Don't slide on non-steep slopes unless spinning
// This only means you can be stopped on slopes that aren't steeper than 45 degrees
if (abs(mo->standingslope->zdelta) < FRACUNIT/2 && !(mo->player->rmomx || mo->player->rmomy))
return; // Allow the player to stand still on slopes below a certain steepness
}
thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 15 / 16 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 4 / 5 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
if (mo->player && (mo->player->pflags & PF_SPINNING)) {
fixed_t mult = 0;
if (mo->player) {
fixed_t mult = FRACUNIT;
if (mo->momx || mo->momy) {
angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection;
if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0)
angle ^= ANGLE_180;
mult = FINECOSINE(angle >> ANGLETOFINESHIFT);
mult = FRACUNIT + (FRACUNIT + FINECOSINE(angle>>ANGLETOFINESHIFT))*3/2;
}
thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8);
thrust = FixedMul(thrust, mult);
}
if (mo->momx || mo->momy) // Slightly increase thrust based on the object's speed
thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16);
// This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down
// Let's get the gravity strength for the object...
thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo)));

View file

@ -4186,27 +4186,33 @@ static void P_3dMovement(player_t *player)
// If "no" to 2, normalize to topspeed, so we can't suddenly run faster than it of our own accord.
// If "no" to 1, we're not reaching any limits yet, so ignore this entirely!
// -Shadow Hog
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (newMagnitude > K_GetKartSpeed(player, true)) //topspeed)
// Only do this forced cap of speed when in midair, the kart acceleration code takes into account friction, and
// doesn't let you accelerate past top speed, so this is unnecessary on the ground, but in the air is needed to
// allow for being able to change direction on spring jumps without being accelerated into the void - Sryder
if (!P_IsObjectOnGround(player->mo))
{
fixed_t tempmomx, tempmomy;
if (oldMagnitude > K_GetKartSpeed(player, true))
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (newMagnitude > K_GetKartSpeed(player, true)) //topspeed)
{
if (newMagnitude > oldMagnitude)
fixed_t tempmomx, tempmomy;
if (oldMagnitude > K_GetKartSpeed(player, true))
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
if (newMagnitude > oldMagnitude)
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
// else do nothing
}
else
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
// else do nothing
}
else
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
}
}

View file

@ -427,13 +427,13 @@ void SCR_DisplayTicRate(void)
ticcntcolor|V_NOSCALESTART, va("%02d/%02u", totaltics, TICRATE));*/
// draw "FPS"
V_DrawFixedPatch(306<<FRACBITS, 183<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT, framecounter, R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_YELLOW, GTC_CACHE));
V_DrawFixedPatch(306<<FRACBITS, 183<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, framecounter, R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_YELLOW, GTC_CACHE));
// draw total frame:
V_DrawPingNum(318, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT, TICRATE, ticcntcolor);
V_DrawPingNum(318, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, TICRATE, ticcntcolor);
// draw "/"
V_DrawFixedPatch(306<<FRACBITS, 190<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT, frameslash, ticcntcolor);
V_DrawFixedPatch(306<<FRACBITS, 190<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, frameslash, ticcntcolor);
// draw our actual framerate
V_DrawPingNum(306, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT, totaltics, ticcntcolor);
V_DrawPingNum(306, 190, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_HUDTRANS, totaltics, ticcntcolor);
lasttic = ontic;
@ -448,6 +448,6 @@ void SCR_DisplayLocalPing(void)
if (cv_showping.value == 1 || (cv_showping.value == 2 && ping > servermaxping)) // only show 2 (warning) if our ping is at a bad level
{
INT32 dispy = cv_ticrate.value ? 160 : 181;
HU_drawPing(307, dispy, ping, V_SNAPTORIGHT | V_SNAPTOBOTTOM);
HU_drawPing(307, dispy, ping, V_SNAPTORIGHT | V_SNAPTOBOTTOM | V_HUDTRANS);
}
}

View file

@ -1377,11 +1377,14 @@ void I_FinishUpdate(void)
if (I_SkipFrame())
return;
if (cv_ticrate.value)
SCR_DisplayTicRate();
if (st_overlay)
{
if (cv_ticrate.value)
SCR_DisplayTicRate();
if (cv_showping.value && netgame && consoleplayer != serverplayer)
SCR_DisplayLocalPing();
if (cv_showping.value && netgame && consoleplayer != serverplayer)
SCR_DisplayLocalPing();
}
if (rendermode == render_soft && screens[0])
{