Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into legacydl-16

This commit is contained in:
toaster 2022-11-12 17:36:23 +00:00
commit a8a69ff03e
14 changed files with 96 additions and 47 deletions

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@ -1080,9 +1080,10 @@ static void COM_Toggle_f(void)
for (i = 2; i < COM_Argc() - 1; ++i)
{
const char *str = COM_Argv(i);
INT32 val;
INT32 val = 0;
if (CV_CompleteValue(cvar, &str, &val))
if (!cvar->PossibleValue ||
CV_CompleteValue(cvar, &str, &val))
{
if (str ? !stricmp(cvar->string, str)
: cvar->value == val)

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@ -986,6 +986,9 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_bsaturation);
CV_RegisterVar(&cv_msaturation);
CV_RegisterVar(&cv_palette);
CV_RegisterVar(&cv_palettenum);
// k_menu.c
//CV_RegisterVar(&cv_compactscoreboard);
CV_RegisterVar(&cv_chatheight);
@ -1089,6 +1092,7 @@ void D_RegisterClientCommands(void)
COM_AddCommand("rteleport", Command_RTeleport_f);
COM_AddCommand("skynum", Command_Skynum_f);
COM_AddCommand("weather", Command_Weather_f);
COM_AddCommand("grayscale", Command_Grayscale_f);
#ifdef _DEBUG
COM_AddCommand("causecfail", Command_CauseCfail_f);
#endif

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@ -3271,6 +3271,7 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_ITEM_DEBRIS_CLOUD_SPAWNER2",
"S_ITEMICON",
"S_ITEMBACKDROP",
// Item capsules
"S_ITEMCAPSULE",

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@ -1257,7 +1257,7 @@ boolean HU_Responder(event_t *ev)
if (chatlen+pastelen > HU_MAXMSGLEN)
return true; // we can't paste this!!
memmove(&w_chat[c_input + pastelen], &w_chat[c_input], pastelen);
memmove(&w_chat[c_input + pastelen], &w_chat[c_input], (chatlen - c_input) + 1); // +1 for '\0'
memcpy(&w_chat[c_input], paste, pastelen); // copy all of that.
c_input += pastelen;
return true;

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@ -531,6 +531,7 @@ char sprnames[NUMSPRITES + 1][5] =
"SBOX", // Sphere Box (for Battle)
"RPOP", // Random Item Box Pop
"ITRI", // Item Box Debris
"ITPA", // Paper item backdrop
"SGNS", // Signpost sparkle
"FAST", // Speed boost trail
"DSHR", // Speed boost dust release
@ -3879,6 +3880,7 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 7, {A_SpawnItemDebrisCloud}, 20, 0, S_ITEM_DEBRIS_CLOUD_SPAWNER1}, // S_ITEM_DEBRIS_CLOUD_SPAWNER2
{SPR_NULL, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMICON
{SPR_ITPA, FF_FULLBRIGHT, -1, {NULL}, 1, 0, S_NULL}, // S_ITEMBACKDROP
{SPR_ICAP, FF_ADD|0, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE
{SPR_ICAP, FF_PAPERSPRITE|1, -1, {NULL}, 0, 0, S_NULL}, // S_ITEMCAPSULE_TOP_SIDE

View file

@ -1077,6 +1077,7 @@ typedef enum sprite
SPR_SBOX, // Sphere Box (for Battle)
SPR_RPOP, // Random Item Box Pop
SPR_ITRI, // Item Box Debris
SPR_ITPA, // Paper item backdrop
SPR_SGNS, // Signpost sparkle
SPR_FAST, // Speed boost trail
SPR_DSHR, // Speed boost dust release
@ -4282,6 +4283,7 @@ typedef enum state
S_ITEM_DEBRIS_CLOUD_SPAWNER2,
S_ITEMICON,
S_ITEMBACKDROP,
// Item capsules
S_ITEMCAPSULE,

View file

@ -6924,9 +6924,14 @@ void K_DropHnextList(player_t *player, boolean keepshields)
mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 flip, UINT8 type, UINT8 amount)
{
mobj_t *drop = P_SpawnMobj(x, y, z, MT_FLOATINGITEM);
mobj_t *backdrop = P_SpawnMobjFromMobj(drop, 0, 0, 0, MT_OVERLAY);
P_SetTarget(&backdrop->target, drop);
P_SetMobjState(backdrop, S_ITEMBACKDROP);
P_SetScale(drop, drop->scale>>4);
drop->destscale = (3*drop->destscale)/2;
drop->angle = angle;
P_Thrust(drop,
FixedAngle(P_RandomFixed(PR_ITEM_ROULETTE) * 180) + angle,
@ -7002,6 +7007,9 @@ mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8
}
drop->flags |= MF_NOCLIPTHING;
backdrop->dispoffset = 1;
P_SetTarget(&backdrop->tracer, drop);
backdrop->flags2 |= MF2_LINKDRAW;
return drop;
}

View file

@ -762,6 +762,13 @@ void Command_Setlives_f(void)
D_Cheat(consoleplayer, CHEAT_LIVES, atoi(COM_Argv(1)));
}
void Command_Grayscale_f(void)
{
REQUIRE_CHEATS;
COM_ImmedExecute("toggle palette \"\" GRAYPAL");
}
//
// OBJECTPLACE (and related variables)
//

View file

@ -75,6 +75,7 @@ void Command_Teleport_f(void);
void Command_RTeleport_f(void);
void Command_Skynum_f(void);
void Command_Weather_f(void);
void Command_Grayscale_f(void);
#ifdef _DEBUG
void Command_CauseCfail_f(void);
#endif

View file

@ -1997,9 +1997,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
// Check if the player is allowed to be damaged!
// If not, then spawn the instashield effect instead.
// NB: "allowcombo", "hardhit" and related checks are here to disallow HITLAG COMBOS, not loss-of-control combos
// DMG_EXPLODE bypasses this check to prevent blocking eggbox/SPB with spinout flashtics
if (!force && (type != DMG_EXPLODE))
if (!force)
{
if (gametyperules & GTR_BUMPERS)
{
@ -2039,7 +2037,8 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
allowcombo = false;
}
if ((target->hitlag == 0 || allowcombo == false) && player->flashing > 0)
// DMG_EXPLODE excluded from flashtic checks to prevent dodging eggbox/SPB with weak spinout
if ((target->hitlag == 0 || allowcombo == false) && player->flashing > 0 && type != DMG_EXPLODE)
{
// Post-hit invincibility
K_DoInstashield(player);

View file

@ -5257,27 +5257,8 @@ void P_RunOverlays(void)
continue;
}
if (!r_splitscreen /*&& rendermode != render_soft*/)
{
angle_t viewingangle;
if (players[displayplayers[0]].awayviewtics)
viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayers[0]].awayviewmobj->x, players[displayplayers[0]].awayviewmobj->y);
else if (!camera[0].chase && players[displayplayers[0]].mo)
viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayers[0]].mo->x, players[displayplayers[0]].mo->y);
else
viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, camera[0].x, camera[0].y);
if (!(mo->state->frame & FF_ANIMATE) && mo->state->var1)
viewingangle += ANGLE_180;
destx = mo->target->x + P_ReturnThrustX(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale));
desty = mo->target->y + P_ReturnThrustY(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale));
}
else
{
destx = mo->target->x;
desty = mo->target->y;
}
destx = mo->target->x;
desty = mo->target->y;
mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP) | (mo->target->eflags & MFE_VERTICALFLIP);
mo->scale = mo->destscale = FixedMul(mo->target->scale, mo->movefactor);
@ -5289,12 +5270,27 @@ void P_RunOverlays(void)
if ((mo->flags & MF_DONTENCOREMAP) != (mo->target->flags & MF_DONTENCOREMAP))
mo->flags ^= MF_DONTENCOREMAP;
mo->dispoffset = mo->target->dispoffset + mo->info->dispoffset;
if (!(mo->state->frame & FF_ANIMATE))
{
zoffs = FixedMul(((signed)mo->state->var2)*FRACUNIT, mo->scale);
// if you're using FF_ANIMATE on an overlay,
// then you're on your own.
if (mo->state->var1)
{
mo->dispoffset--;
}
else
{
mo->dispoffset++;
}
}
else
{
// if you're using FF_ANIMATE on an overlay,
// then you're on your own.
zoffs = 0;
}
P_UnsetThingPosition(mo);
mo->x = destx;
@ -6786,6 +6782,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
break;
case MT_FLOATINGITEM:
{
mobj->pitch = mobj->roll = 0;
if (mobj->flags & MF_NOCLIPTHING)
{
if (P_CheckDeathPitCollide(mobj))

View file

@ -7357,7 +7357,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
// Reset the palette now all fades have been done
if (rendermode != render_none)
V_SetPaletteLump(GetPalette()); // Set the level palette
V_ReloadPalette(); // Set the level palette
if (!(reloadinggamestate || titlemapinaction))
{

View file

@ -86,11 +86,16 @@ static CV_PossibleValue_t constextsize_cons_t[] = {
static void CV_constextsize_OnChange(void);
consvar_t cv_constextsize = CVAR_INIT ("con_textsize", "Medium", CV_SAVE|CV_CALL, constextsize_cons_t, CV_constextsize_OnChange);
consvar_t cv_palette = CVAR_INIT ("palette", "", CV_CHEAT|CV_CALL|CV_NOINIT, NULL, CV_palette_OnChange);
consvar_t cv_palettenum = CVAR_INIT ("palettenum", "0", CV_CHEAT|CV_CALL|CV_NOINIT, CV_Unsigned, CV_palette_OnChange);
// local copy of the palette for V_GetColor()
RGBA_t *pLocalPalette = NULL;
RGBA_t *pMasterPalette = NULL;
RGBA_t *pGammaCorrectedPalette = NULL;
static size_t currentPaletteSize;
/*
The following was an extremely helpful resource when developing my Colour Cube LUT.
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter24.html
@ -311,9 +316,12 @@ UINT32 V_GammaCorrect(UINT32 input, double power)
static void LoadPalette(const char *lumpname)
{
lumpnum_t lumpnum = W_GetNumForName(lumpname);
size_t i, palsize = W_LumpLength(lumpnum)/3;
size_t i, palsize;
UINT8 *pal;
currentPaletteSize = W_LumpLength(lumpnum);
palsize = currentPaletteSize / 3;
Cubeapply = InitCube();
if (pLocalPalette != pMasterPalette)
@ -400,8 +408,24 @@ const char *R_GetPalname(UINT16 num)
const char *GetPalette(void)
{
const char *user = cv_palette.string;
if (user && user[0])
{
if (W_CheckNumForName(user) == LUMPERROR)
{
CONS_Alert(CONS_WARNING,
"cv_palette %s lump does not exist\n", user);
}
else
{
return cv_palette.string;
}
}
if (gamestate == GS_LEVEL)
return R_GetPalname((encoremode ? mapheaderinfo[gamemap-1]->encorepal : mapheaderinfo[gamemap-1]->palette));
return "PLAYPAL";
}
@ -419,6 +443,19 @@ void V_SetPalette(INT32 palettenum)
if (!pLocalPalette)
V_ReloadPalette();
if (palettenum == 0)
{
palettenum = cv_palettenum.value;
if (palettenum * 256U > currentPaletteSize - 256)
{
CONS_Alert(CONS_WARNING,
"cv_palettenum %d out of range\n",
palettenum);
palettenum = 0;
}
}
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_SetPalette(&pLocalPalette[palettenum*256]);
@ -433,23 +470,12 @@ void V_SetPalette(INT32 palettenum)
void V_SetPaletteLump(const char *pal)
{
LoadPalette(pal);
#ifdef HWRENDER
if (rendermode == render_opengl)
HWR_SetPalette(pLocalPalette);
#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
else
#endif
#endif
if (rendermode != render_none)
I_SetPalette(pLocalPalette);
#ifdef HASINVERT
R_MakeInvertmap();
#endif
V_SetPalette(0);
}
static void CV_palette_OnChange(void)
{
// reload palette
// recalculate Color Cube
V_ReloadPalette();
V_SetPalette(0);
}

View file

@ -34,7 +34,8 @@ extern consvar_t cv_ticrate, cv_constextsize,
cv_globalgamma, cv_globalsaturation,
cv_rhue, cv_yhue, cv_ghue, cv_chue, cv_bhue, cv_mhue,
cv_rgamma, cv_ygamma, cv_ggamma, cv_cgamma, cv_bgamma, cv_mgamma,
cv_rsaturation, cv_ysaturation, cv_gsaturation, cv_csaturation, cv_bsaturation, cv_msaturation;
cv_rsaturation, cv_ysaturation, cv_gsaturation, cv_csaturation, cv_bsaturation, cv_msaturation,
cv_palette, cv_palettenum;
// Allocates buffer screens, call before R_Init.
void V_Init(void);