From a6ef3c12b047f78f47efe41e5130f96b07652bd5 Mon Sep 17 00:00:00 2001 From: TehRealSalt Date: Wed, 17 Jul 2019 23:55:39 -0400 Subject: [PATCH] Seperate MF2_DONTDRAW and MF2_SHADOW into it's own varied set of flags -- drawflags. - Split MF2_DONTDRAW into MFD_DONTDRAWP[1-4], also replaces MFE_DRAWONLYFORP[1-4]. - Split MF2_SHADOW into MFD_FULLBRIGHT and MFD_TRANS80. I also added an entire spectrum of options for transparency & brightness overrides, since I've found myself wishing for stuff like that before. - Tethering was updated for it's client-sided drawing to apply to splitscreens too. - Removed cv_transparency. The transparency overrides don't seem to work yet (obvious on things using MFD_SHADOW), just running out of time to look into it so I'm pushing what I have. --- src/dehacked.c | 8 +- src/g_game.c | 6 +- src/hardware/hw_main.c | 201 ++++++++++++++++++----------------------- src/hardware/hw_md2.c | 27 +++++- src/k_kart.c | 95 ++++++++----------- src/k_kart.h | 1 + src/p_enemy.c | 22 ++--- src/p_inter.c | 4 +- src/p_mobj.c | 153 ++++++++++++++----------------- src/p_mobj.h | 48 ++++++++-- src/p_user.c | 30 +++--- src/r_main.c | 2 - src/r_main.h | 1 - src/r_segs.c | 10 +- src/r_things.c | 87 +++++++----------- src/r_things.h | 2 +- 16 files changed, 324 insertions(+), 373 deletions(-) diff --git a/src/dehacked.c b/src/dehacked.c index be45f3f0f..5834234bf 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -8033,7 +8033,7 @@ 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 @@ -8050,7 +8050,7 @@ 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. @@ -8073,10 +8073,6 @@ 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 }; diff --git a/src/g_game.c b/src/g_game.c index e406e29d1..c19571ad3 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -2510,7 +2510,7 @@ 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->starpostangle = 0; p->starposttime = 0; @@ -5982,7 +5982,7 @@ 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; } @@ -5990,7 +5990,7 @@ 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 0d024dc65..28eceac6f 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -4256,45 +4256,12 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t sSurf.FlatColor.s.blue = 0x00; sSurf.FlatColor.s.green = 0x00; - /*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW) - { - sector_t *sector = spr->mobj->subsector->sector; - UINT8 lightlevel = 255; - extracolormap_t *colormap = sector->extra_colormap; - - if (sector->numlights) - { - INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false); - - if (!(spr->mobj->frame & FF_FULLBRIGHT)) - { - lightlevel = *sector->lightlist[light].lightlevel; - if (spr->mobj->frame & FF_SEMIBRIGHT) - lightlevel = 128 + (lightlevel>>1); - } - - if (sector->lightlist[light].extra_colormap) - colormap = sector->lightlist[light].extra_colormap; - } - else - { - lightlevel = sector->lightlevel; - - if (sector->extra_colormap) - colormap = sector->extra_colormap; - } - - if (colormap) - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true); - else - sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true); - }*/ - // shadow is always half as translucent as the sprite itself - if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency) - sSurf.FlatColor.s.alpha = 0x80; // default - else if (spr->mobj->flags2 & MF2_SHADOW) - sSurf.FlatColor.s.alpha = 0x20; + if (spr->mobj->drawflags & MFD_TRANSMASK) + { + HWR_TranstableToAlpha((spr->mobj->drawflags & MFD_TRANSMASK) - MFD_TRANS10, &sSurf); + sSurf.FlatColor.s.alpha /= 2; //cut alpha in half! + } else if (spr->mobj->frame & FF_TRANSMASK) { HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf); @@ -4356,6 +4323,7 @@ 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; @@ -4468,16 +4436,8 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) // co-ordinates memcpy(wallVerts, baseWallVerts, sizeof(baseWallVerts)); - if (!cv_translucency.value) // translucency disabled - { - Surf.FlatColor.s.alpha = 0xFF; - blend = PF_Translucent|PF_Occlude; - } - else if (spr->mobj->flags2 & MF2_SHADOW) - { - Surf.FlatColor.s.alpha = 0x40; - blend = PF_Translucent; - } + if (spr->mobj->drawflags & MFD_TRANSMASK) + blend = HWR_TranstableToAlpha((spr->mobj->drawflags & MFD_TRANSMASK) - MFD_TRANS10, &Surf); else if (spr->mobj->frame & FF_TRANSMASK) blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else @@ -4494,15 +4454,30 @@ 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); } @@ -4512,10 +4487,10 @@ 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; @@ -4524,10 +4499,10 @@ 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; @@ -4544,10 +4519,10 @@ 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; @@ -4839,12 +4814,28 @@ 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); } @@ -4856,16 +4847,9 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) { FBITFIELD blend = 0; - if (!cv_translucency.value) // translucency disabled - { - Surf.FlatColor.s.alpha = 0xFF; - blend = PF_Translucent|PF_Occlude; - } - else if (spr->mobj->flags2 & MF2_SHADOW) - { - Surf.FlatColor.s.alpha = 0x40; - blend = PF_Translucent; - } + + if (spr->mobj->drawflags & MFD_TRANSMASK) + blend = HWR_TranstableToAlpha((spr->mobj->frame & MFD_TRANSMASK) - MFD_TRANS10, &Surf); else if (spr->mobj->frame & FF_TRANSMASK) blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else @@ -4934,15 +4918,31 @@ 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) @@ -4950,14 +4950,14 @@ 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); if (colormap) @@ -4966,11 +4966,8 @@ static inline void HWR_DrawPrecipitationSprite(gr_vissprite_t *spr) Surf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); } - if (spr->mobj->flags2 & MF2_SHADOW) - { - Surf.FlatColor.s.alpha = 0x40; - blend = PF_Translucent; - } + if (spr->mobj->drawflags & MFD_TRANSMASK) + blend = HWR_TranstableToAlpha((spr->mobj->frame & MFD_TRANSMASK) - MFD_TRANS10, &Surf); else if (spr->mobj->frame & FF_TRANSMASK) blend = HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else @@ -5062,7 +5059,7 @@ static void HWR_SortVisSprites(void) best = gr_vsprsortedhead.next; for (i = 0; i < gr_visspritecount; i++) { - if ((best->mobj->flags2 & MF2_SHADOW) || (best->mobj->frame & FF_TRANSMASK)) + if ((best->mobj->drawflags & MFD_TRANSMASK) || (best->mobj->frame & FF_TRANSMASK)) { if (best == gr_vsprsortedhead.next) { @@ -5482,27 +5479,14 @@ static void HWR_AddSprites(sector_t *sec) { for (thing = sec->thinglist; thing; thing = thing->snext) { - if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) + if (thing->sprite == SPR_NULL) continue; - if (splitscreen) - { - if (thing->eflags & MFE_DRAWONLYFORP1) - if (viewssnum != 0) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP2) - if (viewssnum != 1) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) - if (viewssnum != 2) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) - if (viewssnum != 3) - continue; - } + 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); @@ -5517,27 +5501,14 @@ static void HWR_AddSprites(sector_t *sec) // Draw everything in sector, no checks for (thing = sec->thinglist; thing; thing = thing->snext) { - if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) + if (thing->sprite == SPR_NULL) continue; - if (splitscreen) - { - if (thing->eflags & MFE_DRAWONLYFORP1) - if (viewssnum != 0) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP2) - if (viewssnum != 1) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) - if (viewssnum != 2) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) - if (viewssnum != 3) - continue; - } + 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 d217f4094..44a7a26e5 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -879,15 +879,31 @@ void HWR_DrawMD2(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) @@ -895,13 +911,16 @@ 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); + if (colormap) Surf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); else @@ -927,8 +946,8 @@ void HWR_DrawMD2(gr_vissprite_t *spr) //if (tics > durs) //durs = tics; - if (spr->mobj->flags2 & MF2_SHADOW) - Surf.FlatColor.s.alpha = 0x40; + if (spr->mobj->drawflags & MFD_TRANSMASK) + HWR_TranstableToAlpha((spr->mobj->drawflags & MFD_TRANSMASK) - MFD_TRANS10, &Surf); else if (spr->mobj->frame & FF_TRANSMASK) HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &Surf); else diff --git a/src/k_kart.c b/src/k_kart.c index c56c7c982..e3202903b 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -595,6 +595,24 @@ void K_RegisterKartStuff(void) //} +// Not sure what's a good place for this function +// I'll get around to splitting *everything* in this file into better places soon... +UINT16 K_GetPlayerDontDrawFlag(player_t *player) +{ + UINT16 flag = 0; + + if (player == &players[displayplayers[0]]) + flag = MFD_DONTDRAWP1; + else if (player == &players[displayplayers[1]]) + flag = MFD_DONTDRAWP2; + else if (player == &players[displayplayers[2]]) + flag = MFD_DONTDRAWP3; + else if (player == &players[displayplayers[3]]) + flag = MFD_DONTDRAWP4; + + return flag; +} + boolean K_IsPlayerLosing(player_t *player) { INT32 winningpos = 1; @@ -1629,9 +1647,9 @@ static void K_DrawDraftCombiring(player_t *player, player_t *victim, fixed_t cur band->colorized = true; band->fuse = 2; if (transparent) - band->flags2 |= MF2_SHADOW; - if (!P_IsDisplayPlayer(player) && !P_IsDisplayPlayer(victim)) - band->flags2 |= MF2_DONTDRAW; + band->drawflags |= MFD_SHADOW; + + band->drawflags |= MFD_DONTDRAW & ~(K_GetPlayerDontDrawFlag(player) | K_GetPlayerDontDrawFlag(victim)); } curx += stepx; @@ -1852,11 +1870,7 @@ void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master) K_FlipFromObject(mo, master); // visibility (usually for hyudoro) - mo->flags2 = (mo->flags2 & ~MF2_DONTDRAW)|(master->flags2 & MF2_DONTDRAW); - mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP1)|(master->eflags & MFE_DRAWONLYFORP1); - mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP2)|(master->eflags & MFE_DRAWONLYFORP2); - mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP3)|(master->eflags & MFE_DRAWONLYFORP3); - mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP4)|(master->eflags & MFE_DRAWONLYFORP4); + mo->drawflags = (master->drawflags & MFD_DONTDRAW); } static void K_SpawnDashDustRelease(player_t *player) @@ -1915,7 +1929,7 @@ static void K_SpawnBrakeDriftSparks(player_t *player) // Be sure to update the m P_SetTarget(&sparks->target, player->mo); P_SetScale(sparks, (sparks->destscale = player->mo->scale)); K_MatchGenericExtraFlags(sparks, player->mo); - sparks->flags2 |= MF2_DONTDRAW; + sparks->drawflags |= MFD_DONTDRAW; } /** \brief Calculates the respawn timer and drop-boosting @@ -3390,7 +3404,7 @@ void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent) } if (translucent) - dust->flags2 |= MF2_SHADOW; + dust->drawflags |= MFD_SHADOW; } void K_SpawnDraftDust(mobj_t *mo) @@ -4545,9 +4559,9 @@ static void K_MoveHeldObjects(player_t *player) cur->flags &= ~MF_NOCLIPTHING; if (player->kartstuff[k_rocketsneakertimer] <= TICRATE && (leveltime & 1)) - cur->flags2 |= MF2_DONTDRAW; + cur->drawflags |= MFD_DONTDRAW; else - cur->flags2 &= ~MF2_DONTDRAW; + cur->drawflags &= ~MFD_DONTDRAW; if (num & 1) P_SetMobjStateNF(cur, (vibrate ? S_ROCKETSNEAKER_LVIBRATE : S_ROCKETSNEAKER_L)); @@ -5020,7 +5034,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) //ghost->momy = (3*player->mo->momy)/4; //ghost->momz = (3*player->mo->momz)/4; if (leveltime & 1) - ghost->flags2 |= MF2_DONTDRAW; + ghost->drawflags |= MFD_DONTDRAW; } if (P_IsObjectOnGround(player->mo)) @@ -5056,7 +5070,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) debtflag->color = player->skincolor; debtflag->fuse = 2; if (P_IsDisplayPlayer(player)) - debtflag->flags2 |= MF2_DONTDRAW; + debtflag->drawflags |= MFD_DONTDRAW; } } @@ -6430,61 +6444,31 @@ void K_MoveKartPlayer(player_t *player, boolean onground) if (player->kartstuff[k_hyudorotimer] > 0) { - if (splitscreen) - { - if (leveltime & 1) - player->mo->flags2 |= MF2_DONTDRAW; - else - player->mo->flags2 &= ~MF2_DONTDRAW; - - if (player->kartstuff[k_hyudorotimer] >= (1*TICRATE/2) && player->kartstuff[k_hyudorotimer] <= hyudorotime-(1*TICRATE/2)) - { - if (player == &players[displayplayers[1]]) - player->mo->eflags |= MFE_DRAWONLYFORP2; - else if (player == &players[displayplayers[2]] && splitscreen > 1) - player->mo->eflags |= MFE_DRAWONLYFORP3; - else if (player == &players[displayplayers[3]] && splitscreen > 2) - player->mo->eflags |= MFE_DRAWONLYFORP4; - else if (player == &players[displayplayers[0]]) - player->mo->eflags |= MFE_DRAWONLYFORP1; - else - player->mo->flags2 |= MF2_DONTDRAW; - } - else - player->mo->eflags &= ~(MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4); - } + if (leveltime & 1) + player->mo->drawflags |= MFD_DONTDRAW; else { - if (P_IsDisplayPlayer(player) - || (!P_IsDisplayPlayer(player) && (player->kartstuff[k_hyudorotimer] < (1*TICRATE/2) || player->kartstuff[k_hyudorotimer] > hyudorotime-(1*TICRATE/2)))) - { - if (leveltime & 1) - player->mo->flags2 |= MF2_DONTDRAW; - else - player->mo->flags2 &= ~MF2_DONTDRAW; - } + if (player->kartstuff[k_hyudorotimer] >= (TICRATE/2) && player->kartstuff[k_hyudorotimer] <= hyudorotime-(TICRATE/2)) + player->mo->drawflags &= ~K_GetPlayerDontDrawFlag(player); else - player->mo->flags2 |= MF2_DONTDRAW; + player->mo->drawflags &= ~MFD_DONTDRAW; } player->powers[pw_flashing] = player->kartstuff[k_hyudorotimer]; // We'll do this for now, let's people know about the invisible people through subtle hints } else if (player->kartstuff[k_hyudorotimer] == 0) - { - player->mo->flags2 &= ~MF2_DONTDRAW; - player->mo->eflags &= ~(MFE_DRAWONLYFORP1|MFE_DRAWONLYFORP2|MFE_DRAWONLYFORP3|MFE_DRAWONLYFORP4); - } + player->mo->drawflags &= ~MFD_DONTDRAW; if (G_BattleGametype() && player->kartstuff[k_bumper] <= 0) // dead in match? you da bomb { K_DropItems(player); //K_StripItems(player); K_StripOther(player); - player->mo->flags2 |= MF2_SHADOW; + player->mo->drawflags |= MFD_SHADOW; player->powers[pw_flashing] = player->kartstuff[k_comebacktimer]; } else if (G_RaceGametype() || player->kartstuff[k_bumper] > 0) { - player->mo->flags2 &= ~MF2_SHADOW; + player->mo->drawflags &= ~(MFD_TRANSMASK|MFD_BRIGHTMASK); } } @@ -9240,7 +9224,7 @@ static void K_drawKartFirstPerson(void) UINT8 *colmap = NULL; ticcmd_t *cmd = &stplyr->cmd; - if (stplyr->spectator || !stplyr->mo || (stplyr->mo->flags2 & MF2_DONTDRAW)) + if (stplyr->spectator || !stplyr->mo || (stplyr->mo->drawflags & MFD_DONTDRAW)) return; if (stplyr == &players[displayplayers[1]] && splitscreen) @@ -9262,10 +9246,7 @@ static void K_drawKartFirstPerson(void) { if (stplyr->speed < (20*stplyr->mo->scale) && (leveltime & 1) && !splitscreen) y++; - // the following isn't EXPLICITLY right, it just gets the result we want, but i'm too lazy to look up the right way to do it - if (stplyr->mo->flags2 & MF2_SHADOW) - splitflags |= FF_TRANS80; - else if (stplyr->mo->frame & FF_TRANSMASK) + if (stplyr->mo->frame & FF_TRANSMASK) splitflags |= (stplyr->mo->frame & FF_TRANSMASK); } diff --git a/src/k_kart.h b/src/k_kart.h index b91e8c8a1..1d48fb928 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -20,6 +20,7 @@ UINT8 K_GetKartColorByName(const char *name); void K_RegisterKartStuff(void); +UINT16 K_GetPlayerDontDrawFlag(player_t *player); boolean K_IsPlayerLosing(player_t *player); boolean K_IsPlayerWanted(player_t *player); fixed_t K_GetKartGameSpeedScalar(SINT8 value); diff --git a/src/p_enemy.c b/src/p_enemy.c index 10bfb4d52..ff4af507e 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -3409,10 +3409,10 @@ 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)) { @@ -3544,9 +3544,9 @@ 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 @@ -3659,9 +3659,9 @@ 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) @@ -3882,9 +3882,9 @@ 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); @@ -5365,9 +5365,9 @@ 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--; @@ -8803,7 +8803,7 @@ 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 de14b3db9..9a053b68e 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 @@ -2917,7 +2917,7 @@ 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 970829812..c4b084c9b 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -6011,14 +6011,14 @@ 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); } } @@ -6212,7 +6212,7 @@ void P_RunShadows(void) if (!mobj->target || P_MobjWasRemoved(mobj->target)) { - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; continue; // shouldn't you already be dead? } @@ -6225,7 +6225,7 @@ void P_RunShadows(void) if (((mobj->target->eflags & MFE_VERTICALFLIP) && mobj->target->z+mobj->target->height > mobj->target->ceilingz) || (!(mobj->target->eflags & MFE_VERTICALFLIP) && mobj->target->z < floorz)) - mobj->flags2 |= MF2_DONTDRAW; + mobj->drawflags |= MFD_DONTDRAW; // First scale to the same radius P_SetScale(mobj, FixedDiv(mobj->target->radius, mobj->info->radius)); @@ -6619,30 +6619,7 @@ 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; @@ -6705,7 +6682,7 @@ 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; @@ -6755,7 +6732,7 @@ 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); @@ -6765,7 +6742,7 @@ 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) { @@ -6773,16 +6750,16 @@ 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) { @@ -6790,9 +6767,9 @@ 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) { @@ -6801,9 +6778,9 @@ 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_growshrinktimer] > 0) { @@ -6812,9 +6789,9 @@ void P_MobjThinker(mobj_t *mobj) mobj->tracer->frame = FF_FULLBRIGHT|KITEM_GROW; 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) { @@ -6843,12 +6820,12 @@ 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 { @@ -6889,7 +6866,7 @@ 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) { @@ -6912,10 +6889,10 @@ 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; @@ -7015,9 +6992,10 @@ 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--; @@ -7302,14 +7280,15 @@ 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); @@ -7338,7 +7317,7 @@ 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: @@ -7346,7 +7325,7 @@ 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: @@ -7366,7 +7345,7 @@ 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) @@ -7375,7 +7354,7 @@ 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); @@ -7396,7 +7375,7 @@ 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); @@ -7675,7 +7654,7 @@ 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; @@ -7701,7 +7680,7 @@ 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) @@ -7709,7 +7688,7 @@ 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) @@ -7746,7 +7725,7 @@ 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) @@ -7766,10 +7745,10 @@ 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) @@ -8293,7 +8272,7 @@ 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: @@ -8305,7 +8284,7 @@ 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: @@ -8459,9 +8438,9 @@ void P_MobjThinker(mobj_t *mobj) if (state < mobj->info->spawnstate || state > mobj->info->spawnstate+19) P_SetMobjState(mobj, mobj->info->spawnstate); 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 { @@ -8476,9 +8455,9 @@ void P_MobjThinker(mobj_t *mobj) P_SetMobjState(mobj, mobj->info->painstate); 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: @@ -8508,10 +8487,10 @@ 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; } @@ -9357,7 +9336,7 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s newmobj = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->type); // Transfer flags2 (strongbox, objectflip) - newmobj->flags2 = mobj->flags2 & ~MF2_DONTDRAW; + newmobj->flags2 = mobj->flags2; } P_RemoveMobj(mobj); // make sure they disappear return; @@ -9407,7 +9386,7 @@ 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); @@ -9629,13 +9608,13 @@ 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; } } @@ -10188,10 +10167,18 @@ mobj_t *P_SpawnShadowMobj(mobj_t * caster) // do not set the state with P_SetMobjState, // because action routines can not be called yet - if (caster->frame & FF_FULLBRIGHT) - st = &states[S_WHITESHADOW]; + st = &states[info->spawnstate]; + + if (caster->drawflags & MFD_BRIGHTMASK) + { + if (caster->drawflags & MFD_FULLBRIGHT) + st = &states[S_WHITESHADOW]; + } else - st = &states[info->spawnstate]; + { + if (caster->frame & FF_FULLBRIGHT) + st = &states[S_WHITESHADOW]; + } mobj->state = st; mobj->tics = st->tics; @@ -10980,7 +10967,7 @@ 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... @@ -11006,10 +10993,10 @@ 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 dfc8fc738..f82dd5e14 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 +241,42 @@ 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, + // free: to and including 0x8000 +} mobjdflag_t; + // // PRECIPITATION flags ?! ?! ?! // @@ -266,6 +294,7 @@ typedef enum { // Ran the thinker this tic. PCF_THUNK = 32, } precipflag_t; + // Map Object definition. typedef struct mobj_s { @@ -306,6 +335,7 @@ typedef struct mobj_s UINT32 flags; // flags from mobjinfo tables UINT32 flags2; // MF2_ flags UINT16 eflags; // extra flags + UINT16 drawflags; // Rendering-related flags. These are not synched. 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_user.c b/src/p_user.c index afa0966cf..d1551e3f1 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -650,7 +650,7 @@ 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; @@ -1605,7 +1605,7 @@ 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; } } } @@ -3361,7 +3361,7 @@ 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); @@ -4282,7 +4282,7 @@ 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; @@ -5025,7 +5025,7 @@ 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) @@ -7042,7 +7042,7 @@ 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 @@ -8250,9 +8250,9 @@ 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; @@ -8431,7 +8431,7 @@ void P_PlayerThink(player_t *player) { if (player == &players[displayplayers[i]] && !camera[i].chase) { - gmobj->flags2 |= MF2_DONTDRAW; + gmobj->drawflags |= MFD_DONTDRAW; break; } } @@ -8571,16 +8571,16 @@ 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; @@ -8958,7 +8958,7 @@ 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 0d14bed73..9bdaceae6 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -176,7 +176,6 @@ 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", "Infinite", 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}; @@ -1494,7 +1493,6 @@ 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 38a589682..7ec27e5d2 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, cv_shadowoffs; -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 399f514bc..f3fd34eb5 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)))) { @@ -1499,19 +1492,27 @@ 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); 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 @@ -1702,7 +1703,7 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) // specific translucency 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; @@ -1758,27 +1759,14 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) { for (thing = sec->thinglist; thing; thing = thing->snext) { - if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) + if (thing->sprite == SPR_NULL) continue; - if (splitscreen) - { - if (thing->eflags & MFE_DRAWONLYFORP1) - if (viewssnum != 0) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP2) - if (viewssnum != 1) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) - if (viewssnum != 2) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) - if (viewssnum != 3) - continue; - } + 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); @@ -1793,27 +1781,14 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) // Draw everything in sector, no checks for (thing = sec->thinglist; thing; thing = thing->snext) { - if (thing->sprite == SPR_NULL || thing->flags2 & MF2_DONTDRAW) + if (thing->sprite == SPR_NULL) continue; - if (splitscreen) - { - if (thing->eflags & MFE_DRAWONLYFORP1) - if (viewssnum != 0) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP2) - if (viewssnum != 1) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP3 && splitscreen > 1) - if (viewssnum != 2) - continue; - - if (thing->eflags & MFE_DRAWONLYFORP4 && splitscreen > 2) - if (viewssnum != 3) - continue; - } + 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 4837b4aee..1632303af 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -147,7 +147,7 @@ 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;