diff --git a/src/Makefile b/src/Makefile index e9779d029..5b47b4871 100644 --- a/src/Makefile +++ b/src/Makefile @@ -497,6 +497,9 @@ OBJS:=$(i_main_o) \ $(OBJDIR)/k_collide.o\ $(OBJDIR)/k_battle.o \ $(OBJDIR)/k_pwrlv.o \ + $(OBJDIR)/k_waypoint.o\ + $(OBJDIR)/k_pathfind.o\ + $(OBJDIR)/k_bheap.o \ $(OBJDIR)/m_aatree.o \ $(OBJDIR)/m_anigif.o \ $(OBJDIR)/m_argv.o \ diff --git a/src/d_clisrv.c b/src/d_clisrv.c index 498561ce9..76be2edd8 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -98,6 +98,8 @@ UINT16 pingmeasurecount = 1; UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone. UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values. tic_t servermaxping = 800; // server's max ping. Defaults to 800 +static tic_t lowest_lag; +boolean server_lagless; SINT8 nodetoplayer[MAXNETNODES]; SINT8 nodetoplayer2[MAXNETNODES]; // say the numplayer for this node if any (splitscreen) SINT8 nodetoplayer3[MAXNETNODES]; // say the numplayer for this node if any (splitscreen == 2) @@ -4965,6 +4967,9 @@ static void CL_SendClientCmd(void) size_t packetsize = 0; boolean mis = false; + if (lowest_lag && ( gametic % lowest_lag )) + return; + netbuffer->packettype = PT_CLIENTCMD; if (cl_packetmissed) @@ -5433,16 +5438,65 @@ static tic_t gametime = 0; static void UpdatePingTable(void) { + tic_t fastest; + tic_t lag; + INT32 i; + if (server) { if (netgame && !(gametime % 35)) // update once per second. PingUpdate(); + + fastest = 0; + // update node latency values so we can take an average later. for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i]) - realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i])); + { + if (playeringame[i] && playernode[i] > 0) + { + if (! server_lagless && playernode[i] > 0) + { + lag = GetLag(playernode[i]); + realpingtable[i] += G_TicsToMilliseconds(lag); + + if (! fastest || lag < fastest) + fastest = lag; + } + else + realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i])); + } + } pingmeasurecount++; + + if (server_lagless) + lowest_lag = 0; + else + { + lowest_lag = fastest; + + if (fastest) + lag = fastest; + else + lag = GetLag(0); + + lag = ( realpingtable[0] + G_TicsToMilliseconds(lag) ); + + switch (playerpernode[0]) + { + case 4: + realpingtable[nodetoplayer4[0]] = lag; + /*FALLTHRU*/ + case 3: + realpingtable[nodetoplayer3[0]] = lag; + /*FALLTHRU*/ + case 2: + realpingtable[nodetoplayer2[0]] = lag; + /*FALLTHRU*/ + case 1: + realpingtable[nodetoplayer[0]] = lag; + } + } } } diff --git a/src/d_clisrv.h b/src/d_clisrv.h index 0bd85b614..a33d06a2c 100644 --- a/src/d_clisrv.h +++ b/src/d_clisrv.h @@ -543,6 +543,8 @@ extern UINT32 realpingtable[MAXPLAYERS]; extern UINT32 playerpingtable[MAXPLAYERS]; extern tic_t servermaxping; +extern boolean server_lagless; + extern consvar_t #ifdef VANILLAJOINNEXTROUND cv_joinnextround, diff --git a/src/d_main.c b/src/d_main.c index dee752107..283deecb4 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -525,7 +525,7 @@ static void D_Display(void) } if (demo.rewinding) - V_DrawFadeScreen(TC_RAINBOW, (leveltime & 0x20) ? SKINCOLOR_PASTEL : SKINCOLOR_MOONSLAM); + V_DrawFadeScreen(TC_RAINBOW, (leveltime & 0x20) ? SKINCOLOR_PASTEL : SKINCOLOR_MOONSET); // vid size change is now finished if it was on... vid.recalc = 0; diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 0aee5bac5..88621ee66 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -94,6 +94,8 @@ static void TeamScramble_OnChange(void); static void NetTimeout_OnChange(void); static void JoinTimeout_OnChange(void); +static void Lagless_OnChange (void); + static void Ringslinger_OnChange(void); static void Gravity_OnChange(void); static void ForceSkin_OnChange(void); @@ -386,6 +388,8 @@ consvar_t cv_kartdebugamount = {"kartdebugamount", "1", CV_NETVAR|CV_CHEAT|CV_NO consvar_t cv_kartdebugshrink = {"kartdebugshrink", "Off", CV_NETVAR|CV_CHEAT|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_kartdebugdistribution = {"kartdebugdistribution", "Off", CV_NETVAR|CV_CHEAT|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_kartdebughuddrop = {"kartdebughuddrop", "Off", CV_NETVAR|CV_CHEAT|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +static CV_PossibleValue_t kartdebugwaypoint_cons_t[] = {{0, "Off"}, {1, "Forwards"}, {2, "Backwards"}, {0, NULL}}; +consvar_t cv_kartdebugwaypoints = {"kartdebugwaypoints", "Off", CV_NETVAR|CV_CHEAT|CV_NOSHOWHELP, kartdebugwaypoint_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_kartdebugcheckpoint = {"kartdebugcheckpoint", "Off", CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_kartdebugnodes = {"kartdebugnodes", "Off", CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -448,6 +452,8 @@ consvar_t cv_jointimeout = {"jointimeout", "105", CV_CALL|CV_SAVE, nettimeout_co static CV_PossibleValue_t maxping_cons_t[] = {{0, "MIN"}, {1000, "MAX"}, {0, NULL}}; consvar_t cv_maxping = {"maxping", "800", CV_SAVE, maxping_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_lagless = {"lagless", "Off", CV_SAVE|CV_NETVAR|CV_CALL, CV_OnOff, Lagless_OnChange, 0, NULL, NULL, 0, 0, NULL}; + static CV_PossibleValue_t pingtimeout_cons_t[] = {{8, "MIN"}, {120, "MAX"}, {0, NULL}}; consvar_t cv_pingtimeout = {"pingtimeout", "10", CV_SAVE, pingtimeout_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -455,6 +461,8 @@ consvar_t cv_pingtimeout = {"pingtimeout", "10", CV_SAVE, pingtimeout_cons_t, NU static CV_PossibleValue_t showping_cons_t[] = {{0, "Off"}, {1, "Always"}, {2, "Warning"}, {0, NULL}}; consvar_t cv_showping = {"showping", "Always", CV_SAVE, showping_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_showviewpointtext = {"showviewpointtext", "On", CV_SAVE, CV_OnOff, 0, 0, NULL, NULL, 0, 0, NULL}; + // Intermission time Tails 04-19-2002 static CV_PossibleValue_t inttime_cons_t[] = {{0, "MIN"}, {3600, "MAX"}, {0, NULL}}; consvar_t cv_inttime = {"inttime", "20", CV_NETVAR, inttime_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -712,8 +720,10 @@ void D_RegisterServerCommands(void) CV_RegisterVar(&cv_skipmapcheck); CV_RegisterVar(&cv_sleep); CV_RegisterVar(&cv_maxping); + CV_RegisterVar(&cv_lagless); CV_RegisterVar(&cv_pingtimeout); CV_RegisterVar(&cv_showping); + CV_RegisterVar(&cv_showviewpointtext); #ifdef SEENAMES CV_RegisterVar(&cv_allowseenames); @@ -1880,8 +1890,6 @@ void SendWeaponPref(void) buf[0] = 0; if (cv_flipcam.value) buf[0] |= 1; - if (cv_analog.value) - buf[0] |= 2; SendNetXCmd(XD_WEAPONPREF, buf, 1); } @@ -1892,8 +1900,6 @@ void SendWeaponPref2(void) buf[0] = 0; if (cv_flipcam2.value) buf[0] |= 1; - if (cv_analog2.value) - buf[0] |= 2; SendNetXCmd2(XD_WEAPONPREF, buf, 1); } @@ -1904,8 +1910,6 @@ void SendWeaponPref3(void) buf[0] = 0; if (cv_flipcam3.value) buf[0] |= 1; - if (cv_analog3.value) - buf[0] |= 2; SendNetXCmd3(XD_WEAPONPREF, buf, 1); } @@ -1916,8 +1920,6 @@ void SendWeaponPref4(void) buf[0] = 0; if (cv_flipcam4.value) buf[0] |= 1; - if (cv_analog4.value) - buf[0] |= 2; SendNetXCmd4(XD_WEAPONPREF, buf, 1); } @@ -1925,11 +1927,9 @@ static void Got_WeaponPref(UINT8 **cp,INT32 playernum) { UINT8 prefs = READUINT8(*cp); - players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE); + players[playernum].pflags &= ~(PF_FLIPCAM); if (prefs & 1) players[playernum].pflags |= PF_FLIPCAM; - if (prefs & 2) - players[playernum].pflags |= PF_ANALOGMODE; } static void Got_PowerLevel(UINT8 **cp,INT32 playernum) @@ -2851,13 +2851,15 @@ static void Got_Respawn(UINT8 **cp, INT32 playernum) return; } - // incase the above checks were modified to allow sending a respawn on these occasions: - if (players[respawnplayer].mo && !P_IsObjectOnGround(players[respawnplayer].mo)) - return; - if (players[respawnplayer].mo) - P_DamageMobj(players[respawnplayer].mo, NULL, NULL, 10000); - demo_extradata[playernum] |= DXD_RESPAWN; + { + // incase the above checks were modified to allow sending a respawn on these occasions: + if (!P_IsObjectOnGround(players[respawnplayer].mo)) + return; + + K_DoIngameRespawn(&players[respawnplayer]); + demo_extradata[playernum] |= DXD_RESPAWN; + } } /** Deals with an ::XD_RANDOMSEED message in a netgame. @@ -4770,6 +4772,14 @@ static void JoinTimeout_OnChange(void) jointimeout = (tic_t)cv_jointimeout.value; } +static void +Lagless_OnChange (void) +{ + /* don't back out of dishonesty, or go lagless after playing honestly */ + if (cv_lagless.value && gamestate == GS_LEVEL) + server_lagless = true; +} + UINT32 timelimitintics = 0; /** Deals with a timelimit change by printing the change to the console. diff --git a/src/d_netcmd.h b/src/d_netcmd.h index d1f28665c..c20ebb69e 100644 --- a/src/d_netcmd.h +++ b/src/d_netcmd.h @@ -127,6 +127,7 @@ extern consvar_t cv_votetime; extern consvar_t cv_kartdebugitem, cv_kartdebugamount, cv_kartdebugshrink, cv_kartdebugdistribution, cv_kartdebughuddrop; extern consvar_t cv_kartdebugcheckpoint, cv_kartdebugnodes, cv_kartdebugcolorize; +extern consvar_t cv_kartdebugwaypoints; extern consvar_t cv_itemfinder; @@ -144,8 +145,10 @@ extern consvar_t cv_ringslinger, cv_soundtest; extern consvar_t cv_specialrings, cv_powerstones, cv_matchboxes, cv_competitionboxes; extern consvar_t cv_maxping; +extern consvar_t cv_lagless; extern consvar_t cv_pingtimeout; extern consvar_t cv_showping; +extern consvar_t cv_showviewpointtext; extern consvar_t cv_skipmapcheck; diff --git a/src/d_player.h b/src/d_player.h index 697c0356c..07e0f7a97 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -29,6 +29,9 @@ // as commands per game tick. #include "d_ticcmd.h" +// the player struct stores a waypoint for racing +#include "k_waypoint.h" + // Extra abilities/settings for skins (combinable stuff) typedef enum { @@ -118,7 +121,7 @@ typedef enum /*** misc ***/ PF_FORCESTRAFE = 1<<29, // Turning inputs are translated into strafing inputs - PF_ANALOGMODE = 1<<30, // Analog mode? + PF_HITFINISHLINE = 1<<30, // Already hit the finish line this tic // free: 1<<30 and 1<<31 } pflags_t; @@ -240,10 +243,6 @@ typedef enum k_position, // Used for Kart positions, mostly for deterministic stuff k_oldposition, // Used for taunting when you pass someone k_positiondelay, // Used for position number, so it can grow when passing/being passed - k_prevcheck, // Previous checkpoint distance; for p_user.c (was "pw_pcd") - k_nextcheck, // Next checkpoint distance; for p_user.c (was "pw_ncd") - k_waypoint, // Waypoints. - k_starpostwp, // Temporarily stores player waypoint for... some reason. Used when respawning and finishing. k_starpostflip, // the last starpost we hit requires flipping? k_respawn, // Timer for the DEZ laser respawn effect k_dropdash, // Charge up for respawn Drop Dash @@ -331,6 +330,7 @@ typedef enum k_springstars, // Spawn stars around a player when they hit a spring k_springcolor, // Color of spring stars k_killfield, // How long have you been in the kill field, stay in too long and lose a bumper + k_wrongway, // Display WRONG WAY on screen NUMKARTSTUFF } kartstufftype_t; @@ -436,6 +436,8 @@ typedef struct player_s angle_t frameangle; // for the player add the ability to have the sprite only face other angles INT16 lturn_max[MAXPREDICTTICS]; // What's the expected turn value for full-left for a number of frames back (to account for netgame latency)? INT16 rturn_max[MAXPREDICTTICS]; // Ditto but for full-right + UINT32 distancetofinish; + waypoint_t *nextwaypoint; // Bit flags. // See pflags_t, above. diff --git a/src/dehacked.c b/src/dehacked.c index 58f0f1b85..f053a080c 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -1774,7 +1774,6 @@ static actionpointer_t actionpointers[] = {{A_GrenadeRing}, "A_GRENADERING"}, // SRB2kart {{A_SetSolidSteam}, "A_SETSOLIDSTEAM"}, {{A_UnsetSolidSteam}, "A_UNSETSOLIDSTEAM"}, - {{A_SignPlayer}, "A_SIGNPLAYER"}, {{A_OverlayThink}, "A_OVERLAYTHINK"}, {{A_JetChase}, "A_JETCHASE"}, {{A_JetbThink}, "A_JETBTHINK"}, @@ -4887,27 +4886,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_BUBBLES2", // Level End Sign - "S_SIGN1", - "S_SIGN2", - "S_SIGN3", - "S_SIGN4", - "S_SIGN5", - "S_SIGN6", - "S_SIGN7", - "S_SIGN8", - "S_SIGN9", - "S_SIGN10", - "S_SIGN11", - "S_SIGN12", - "S_SIGN13", - "S_SIGN14", - "S_SIGN15", - "S_SIGN16", - "S_SIGN17", - "S_SIGN18", - "S_SIGN19", - "S_SIGN20", - "S_SIGN_END", + "S_SIGN_POLE", + "S_SIGN_BACK", + "S_SIGN_SIDE", + "S_SIGN_FACE", // Steam Riser "S_STEAM1", @@ -5690,6 +5672,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_SNOW2", "S_SNOW3", + // Blizzard Snowball + "S_BLIZZARDSNOW1", + "S_BLIZZARDSNOW2", + "S_BLIZZARDSNOW3", + // Water Splish "S_SPLISH1", "S_SPLISH2", @@ -6360,6 +6347,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_DRIFTSPARK_B1", "S_DRIFTSPARK_C1", "S_DRIFTSPARK_C2", + "S_DRIFTSPARK_D1", + "S_DRIFTSPARK_D2", // Brake drift sparks "S_BRAKEDRIFT", @@ -6370,6 +6359,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_DRIFTDUST3", "S_DRIFTDUST4", + // Drift Sparkles + "S_DRIFTWARNSPARK1", + "S_DRIFTWARNSPARK2", + "S_DRIFTWARNSPARK3", + "S_DRIFTWARNSPARK4", + // Fast lines "S_FASTLINE1", "S_FASTLINE2", @@ -6386,7 +6381,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_FASTDUST6", "S_FASTDUST7", - // Thunder Shield Burst + // Drift boost effect + "S_DRIFTEXPLODE1", + "S_DRIFTEXPLODE2", + "S_DRIFTEXPLODE3", + "S_DRIFTEXPLODE4", // Sneaker boost effect "S_BOOSTFLAME", @@ -6661,6 +6660,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // DEZ respawn laser "S_DEZLASER", + "S_DEZLASER_TRAIL1", + "S_DEZLASER_TRAIL2", + "S_DEZLASER_TRAIL3", + "S_DEZLASER_TRAIL4", + "S_DEZLASER_TRAIL5", // Audience Members "S_RANDOMAUDIENCE", @@ -6779,9 +6783,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_LAMPPOST", "S_MOSSYTREE", - "S_SHADOW", - "S_WHITESHADOW", - "S_BUMP1", "S_BUMP2", "S_BUMP3", @@ -7370,6 +7371,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s // Interactive Objects "MT_BUBBLES", // Bubble source "MT_SIGN", // Level end sign + "MT_SIGN_PIECE", "MT_SPIKEBALL", // Spike Ball "MT_SPECIALSPIKEBALL", "MT_SPINFIRE", @@ -7596,6 +7598,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s // Environmental Effects "MT_RAIN", // Rain "MT_SNOWFLAKE", // Snowflake + "MT_BLIZZARDSNOW", // Blizzard Snowball "MT_SPLISH", // Water splish! "MT_SMOKE", "MT_SMALLBUBBLE", // small bubble @@ -7755,6 +7758,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_FASTLINE", "MT_FASTDUST", + "MT_DRIFTEXPLODE", "MT_BOOSTFLAME", "MT_BOOSTSMOKE", "MT_SNEAKERTRAIL", @@ -7856,8 +7860,6 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_LAMPPOST", "MT_MOSSYTREE", - "MT_SHADOW", - "MT_BUMP", "MT_FLINGENERGY", @@ -8193,7 +8195,7 @@ static const char *const PLAYERFLAG_LIST[] = { /*** misc ***/ "FORCESTRAFE", // Translate turn inputs into strafe inputs - "ANALOGMODE", // Analog mode? + "HITFINISHLINE", // Already hit the finish line this tic NULL // stop loop here. }; @@ -8252,7 +8254,7 @@ static const char *COLOR_ENUMS[] = { // Rejigged for Kart. "SCARLET", // SKINCOLOR_SCARLET "KETCHUP", // SKINCOLOR_KETCHUP "DAWN", // SKINCOLOR_DAWN - "SUNSET", // SKINCOLOR_SUNSET + "SUNSLAM", // SKINCOLOR_SUNSLAM "CREAMSICLE", // SKINCOLOR_CREAMSICLE "ORANGE", // SKINCOLOR_ORANGE "ROSEWOOD", // SKINCOLOR_ROSEWOOD @@ -8312,9 +8314,9 @@ static const char *COLOR_ENUMS[] = { // Rejigged for Kart. "THISTLE", // SKINCOLOR_THISTLE "PURPLE", // SKINCOLOR_PURPLE "PASTEL", // SKINCOLOR_PASTEL - "MOONSLAM", // SKINCOLOR_MOONSLAM + "MOONSET", // SKINCOLOR_MOONSET "DUSK", // SKINCOLOR_DUSK - "BUBBLEGUM", // SKINCOLOR_BUBBLEGUM + "VIOLET", // SKINCOLOR_VIOLET "MAGENTA", // SKINCOLOR_MAGENTA "FUCHSIA", // SKINCOLOR_FUCHSIA "TOXIC", // SKINCOLOR_TOXIC @@ -8430,10 +8432,6 @@ static const char *const KARTSTUFF_LIST[] = { "POSITION", "OLDPOSITION", "POSITIONDELAY", - "PREVCHECK", - "NEXTCHECK", - "WAYPOINT", - "STARPOSTWP", "STARPOSTFLIP", "RESPAWN", "DROPDASH", @@ -8515,7 +8513,8 @@ static const char *const KARTSTUFF_LIST[] = { "TIREGREASE", "SPRINGSTARS", "SPRINGCOLOR", - "KILLFIELD" + "KILLFIELD", + "WRONGWAY" }; #endif @@ -8710,10 +8709,10 @@ struct { // Precipitation {"PRECIP_NONE",PRECIP_NONE}, - {"PRECIP_STORM",PRECIP_STORM}, - {"PRECIP_SNOW",PRECIP_SNOW}, {"PRECIP_RAIN",PRECIP_RAIN}, - {"PRECIP_BLANK",PRECIP_BLANK}, + {"PRECIP_SNOW",PRECIP_SNOW}, + {"PRECIP_BLIZZARD",PRECIP_BLIZZARD}, + {"PRECIP_STORM",PRECIP_STORM}, {"PRECIP_STORM_NORAIN",PRECIP_STORM_NORAIN}, {"PRECIP_STORM_NOSTRIKES",PRECIP_STORM_NOSTRIKES}, diff --git a/src/doomdata.h b/src/doomdata.h index 6319238b7..aa4ea1a54 100644 --- a/src/doomdata.h +++ b/src/doomdata.h @@ -46,6 +46,9 @@ enum ML_BLOCKMAP, // LUT, motion clipping, walls/grid element }; +// Extra flag for objects +#define MTF_EXTRA 1 + // Reverse gravity flag for objects. #define MTF_OBJECTFLIP 2 diff --git a/src/doomdef.h b/src/doomdef.h index e1e9ab13d..bb21e3d0f 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -280,7 +280,7 @@ typedef enum SKINCOLOR_SCARLET, SKINCOLOR_KETCHUP, SKINCOLOR_DAWN, - SKINCOLOR_SUNSET, + SKINCOLOR_SUNSLAM, SKINCOLOR_CREAMSICLE, SKINCOLOR_ORANGE, SKINCOLOR_ROSEWOOD, @@ -340,9 +340,9 @@ typedef enum SKINCOLOR_THISTLE, SKINCOLOR_PURPLE, SKINCOLOR_PASTEL, - SKINCOLOR_MOONSLAM, + SKINCOLOR_MOONSET, SKINCOLOR_DUSK, - SKINCOLOR_BUBBLEGUM, + SKINCOLOR_VIOLET, SKINCOLOR_MAGENTA, SKINCOLOR_FUCHSIA, SKINCOLOR_TOXIC, diff --git a/src/doomstat.h b/src/doomstat.h index 06e0825aa..0b36fc753 100644 --- a/src/doomstat.h +++ b/src/doomstat.h @@ -41,18 +41,36 @@ extern UINT32 mapmusposition; extern INT16 maptol; extern UINT8 globalweather; -extern INT32 curWeather; +extern UINT8 curWeather; extern INT32 cursaveslot; extern INT16 lastmapsaved; extern boolean gamecomplete; -#define PRECIP_NONE 0 -#define PRECIP_STORM 1 -#define PRECIP_SNOW 2 -#define PRECIP_RAIN 3 -#define PRECIP_BLANK 4 -#define PRECIP_STORM_NORAIN 5 -#define PRECIP_STORM_NOSTRIKES 6 +typedef enum +{ + PRECIP_NONE = 0, + PRECIP_RAIN, + PRECIP_SNOW, + PRECIP_BLIZZARD, + PRECIP_STORM, + PRECIP_STORM_NORAIN, + PRECIP_STORM_NOSTRIKES, + MAXPRECIP +} preciptype_t; + +typedef enum +{ + PRECIPFX_THUNDER = 1, + PRECIPFX_LIGHTNING = 1<<1 +} precipeffect_t; + +typedef struct +{ + mobjtype_t type; + precipeffect_t effects; +} precipprops_t; + +extern precipprops_t precipprops[MAXPRECIP]; // Set if homebrew PWAD stuff has been added. extern boolean modifiedgame; diff --git a/src/g_game.c b/src/g_game.c index 966e71715..4074491dc 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -84,8 +84,21 @@ UINT32 mapmusposition; // Position to jump to INT16 gamemap = 1; INT16 maptol; + UINT8 globalweather = 0; -INT32 curWeather = PRECIP_NONE; +UINT8 curWeather = PRECIP_NONE; + +precipprops_t precipprops[MAXPRECIP] = +{ + {MT_NULL, 0}, // PRECIP_NONE + {MT_RAIN, 0}, // PRECIP_RAIN + {MT_SNOWFLAKE, 0}, // PRECIP_SNOW + {MT_BLIZZARDSNOW, 0}, // PRECIP_BLIZZARD + {MT_RAIN, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM + {MT_NULL, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM_NORAIN + {MT_RAIN, PRECIPFX_THUNDER} // PRECIP_STORM_NOSTRIKES +}; + INT32 cursaveslot = -1; // Auto-save 1p savegame slot INT16 lastmapsaved = 0; // Last map we auto-saved at boolean gamecomplete = false; @@ -1779,6 +1792,8 @@ void G_DoLoadLevel(boolean resetplayer) // clear hud messages remains (usually from game startup) CON_ClearHUD(); + + server_lagless = cv_lagless.value; } static INT32 pausedelay = 0; @@ -2559,7 +2574,6 @@ void G_PlayerReborn(INT32 player) SINT8 pity; // SRB2kart - INT32 starpostwp; INT32 itemtype; INT32 itemamount; INT32 itemroulette; @@ -2581,7 +2595,7 @@ void G_PlayerReborn(INT32 player) jointime = players[player].jointime; splitscreenindex = players[player].splitscreenindex; spectator = players[player].spectator; - pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE|PF_WANTSTOJOIN)); + pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_WANTSTOJOIN)); // As long as we're not in multiplayer, carry over cheatcodes from map to map if (!(netgame || multiplayer)) @@ -2623,12 +2637,9 @@ void G_PlayerReborn(INT32 player) rings = (G_BattleGametype() ? 0 : 5); comebackpoints = 0; wanted = 0; - starpostwp = 0; } else { - starpostwp = players[player].kartstuff[k_starpostwp]; - itemroulette = (players[player].kartstuff[k_itemroulette] > 0 ? 1 : 0); roulettetype = players[player].kartstuff[k_roulettetype]; @@ -2695,7 +2706,6 @@ void G_PlayerReborn(INT32 player) p->pity = pity; // SRB2kart - p->kartstuff[k_starpostwp] = starpostwp; // TODO: get these out of kartstuff, it causes desync (Does it...?) p->kartstuff[k_itemroulette] = itemroulette; p->kartstuff[k_roulettetype] = roulettetype; p->kartstuff[k_itemtype] = itemtype; @@ -3235,7 +3245,8 @@ void G_DoReborn(INT32 playernum) // respawn at the start mobj_t *oldmo = NULL; - if (player->starpostnum || ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) && player->laps)) // SRB2kart + // Now only respawn at the start if you haven't crossed it at all + if (player->laps) // SRB2kart starpost = true; // first dissasociate the corpse @@ -4925,7 +4936,10 @@ void G_ReadDemoExtraData(void) if (extradata & DXD_RESPAWN) { if (players[p].mo) - P_DamageMobj(players[p].mo, NULL, NULL, 10000); // Is this how this should work..? + { + // Is this how this should work..? + K_DoIngameRespawn(&players[p]); + } } if (extradata & DXD_SKIN) { @@ -6945,7 +6959,7 @@ void G_LoadDemoInfo(menudemo_t *pdemo) (void)extrainfo_p; sprintf(pdemo->winnername, "transrights420"); pdemo->winnerskin = 1; - pdemo->winnercolor = SKINCOLOR_MOONSLAM; + pdemo->winnercolor = SKINCOLOR_MOONSET; pdemo->winnertime = 6666;*/ // Read standings! diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 659af386d..73e65cceb 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -39,6 +39,7 @@ #include "../st_stuff.h" #include "../i_system.h" #include "../m_cheat.h" +#include "../r_things.h" // R_GetShadowZ #ifdef ESLOPE #include "../p_slopes.h" #endif @@ -3563,6 +3564,9 @@ static void HWR_Subsector(size_t num) sub->sector->extra_colormap = gr_frontsector->extra_colormap; + //R_PlaneLightOverride(gr_frontsector, false, &floorlightlevel); + //R_PlaneLightOverride(gr_frontsector, true, &ceilinglightlevel); + // render floor ? #ifdef DOPLANES // yeah, easy backface cull! :) @@ -4058,37 +4062,6 @@ static gr_vissprite_t *HWR_NewVisSprite(void) return HWR_GetVisSprite(gr_visspritecount++); } -// Finds a floor through which light does not pass. -static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height) -{ - const sector_t *sec = R_PointInSubsector(x, y)->sector; - fixed_t floorz = sec->floorheight; - - if (sec->ffloors) - { - ffloor_t *rover; - fixed_t delta1, delta2; - const fixed_t thingtop = z + height; - - for (rover = sec->ffloors; rover; rover = rover->next) - { - if (!(rover->flags & FF_EXISTS) - || !(rover->flags & FF_RENDERPLANES) - || rover->flags & FF_TRANSLUCENT - || rover->flags & FF_FOG - || rover->flags & FF_INVERTPLANES) - continue; - - delta1 = z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)); - delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2)); - if (*rover->topheight > floorz && abs(delta1) < abs(delta2)) - floorz = *rover->topheight; - } - } - - return floorz; -} - // // HWR_DoCulling // Hardware version of R_DoCulling @@ -4129,185 +4102,116 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v return false; } -static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale) +static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) { - FOutVector swallVerts[4]; + GLPatch_t *gpatch; + FOutVector shadowVerts[4]; FSurfaceInfo sSurf; - fixed_t floorheight, mobjfloor; - float offset = 0; + float fscale; float fx; float fy; float offset; + UINT8 lightlevel = 0; + extracolormap_t *colormap = NULL; + UINT8 i; - mobjfloor = HWR_OpaqueFloorAtPos( - spr->mobj->x, spr->mobj->y, - spr->mobj->z, spr->mobj->height); - if (cv_shadowoffs.value) + INT32 light; + fixed_t scalemul; + UINT16 alpha; + fixed_t floordiff; + fixed_t floorz; + fixed_t slopez; + pslope_t *floorslope; + + floorz = R_GetShadowZ(thing, &floorslope); + floordiff = abs(thing->z - floorz); + + alpha = floordiff / (4*FRACUNIT) + 75; + if (alpha >= 255) return; + alpha = 255 - alpha; + + if (thing->whiteshadow) { - angle_t shadowdir; - - // Set direction - if (splitscreen && stplyr == &players[displayplayers[1]]) - shadowdir = localangle[1] + FixedAngle(cv_cam2_rotate.value); - else if (splitscreen > 1 && stplyr == &players[displayplayers[2]]) - shadowdir = localangle[2] + FixedAngle(cv_cam3_rotate.value); - else if (splitscreen > 2 && stplyr == &players[displayplayers[3]]) - shadowdir = localangle[3] + FixedAngle(cv_cam4_rotate.value); - else - shadowdir = localangle[0] + FixedAngle(cv_cam_rotate.value); - - // Find floorheight - floorheight = HWR_OpaqueFloorAtPos( - spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor), - spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor), - spr->mobj->z, spr->mobj->height); - - // The shadow is falling ABOVE it's mobj? - // Don't draw it, then! - if (spr->mobj->z < floorheight) - return; - else - { - fixed_t floorz; - floorz = HWR_OpaqueFloorAtPos( - spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight), - spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight), - spr->mobj->z, spr->mobj->height); - // The shadow would be falling on a wall? Don't draw it, then. - // Would draw midair otherwise. - if (floorz < floorheight) - return; - } - - floorheight = FixedInt(spr->mobj->z - floorheight); - - offset = floorheight; + gpatch = (GLPatch_t *)W_CachePatchName("LSHADOW", PU_CACHE); + lightlevel = 255; } else - floorheight = FixedInt(spr->mobj->z - mobjfloor); + { + gpatch = (GLPatch_t *)W_CachePatchName("DSHADOW", PU_CACHE); + lightlevel = 0; + } + + if (!(gpatch && gpatch->mipmap.grInfo.format)) return; + HWR_GetPatch(gpatch); + + scalemul = FixedMul(FRACUNIT - floordiff/640, scale); + scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height); + + fscale = FIXED_TO_FLOAT(scalemul); + fx = FIXED_TO_FLOAT(thing->x); + fy = FIXED_TO_FLOAT(thing->y); - // create the sprite billboard - // // 3--2 // | /| // |/ | // 0--1 - // x1/x2 were already scaled in HWR_ProjectSprite - // First match the normal sprite - swallVerts[0].x = swallVerts[3].x = spr->x1; - swallVerts[2].x = swallVerts[1].x = spr->x2; - swallVerts[0].z = swallVerts[3].z = spr->z1; - swallVerts[2].z = swallVerts[1].z = spr->z2; - - if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f) - { - // Always a pixel above the floor, perfectly flat. - swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3); - - // Now transform the TOP vertices along the floor in the direction of the camera - swallVerts[3].x = spr->x1 + ((gpatch->height * this_scale) + offset) * gr_viewcos; - swallVerts[2].x = spr->x2 + ((gpatch->height * this_scale) + offset) * gr_viewcos; - swallVerts[3].z = spr->z1 + ((gpatch->height * this_scale) + offset) * gr_viewsin; - swallVerts[2].z = spr->z2 + ((gpatch->height * this_scale) + offset) * gr_viewsin; - } + if (thing && fabsf(fscale - 1.0f) > 1.0E-36f) + offset = (gpatch->height/2) * fscale; else - { - // Always a pixel above the floor, perfectly flat. - swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3); + offset = (float)(gpatch->height/2); - // Now transform the TOP vertices along the floor in the direction of the camera - swallVerts[3].x = spr->x1 + (gpatch->height + offset) * gr_viewcos; - swallVerts[2].x = spr->x2 + (gpatch->height + offset) * gr_viewcos; - swallVerts[3].z = spr->z1 + (gpatch->height + offset) * gr_viewsin; - swallVerts[2].z = spr->z2 + (gpatch->height + offset) * gr_viewsin; + shadowVerts[2].x = shadowVerts[3].x = fx + offset; + shadowVerts[1].x = shadowVerts[0].x = fx - offset; + shadowVerts[1].z = shadowVerts[2].z = fy - offset; + shadowVerts[0].z = shadowVerts[3].z = fy + offset; + + for (i = 0; i < 4; i++) + { + float oldx = shadowVerts[i].x; + float oldy = shadowVerts[i].z; + shadowVerts[i].x = fx + ((oldx - fx) * gr_viewcos) - ((oldy - fy) * gr_viewsin); + shadowVerts[i].z = fy + ((oldx - fx) * gr_viewsin) + ((oldy - fy) * gr_viewcos); } - // We also need to move the bottom ones away when shadowoffs is on - if (cv_shadowoffs.value) + if (floorslope) { - swallVerts[0].x = spr->x1 + offset * gr_viewcos; - swallVerts[1].x = spr->x2 + offset * gr_viewcos; - swallVerts[0].z = spr->z1 + offset * gr_viewsin; - swallVerts[1].z = spr->z2 + offset * gr_viewsin; - } - - if (spr->flip) - { - swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s; - swallVerts[2].sow = swallVerts[1].sow = 0; - } - else - { - swallVerts[0].sow = swallVerts[3].sow = 0; - swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s; - } - - // flip the texture coords (look familiar?) - if (spr->vflip) - { - swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t; - swallVerts[0].tow = swallVerts[1].tow = 0; - } - else - { - swallVerts[3].tow = swallVerts[2].tow = 0; - swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t; - } - - sSurf.FlatColor.s.red = 0x00; - 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) + for (i = 0; i < 4; i++) { - 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; + slopez = P_GetZAt(floorslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z)); + shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + 0.05f; } - 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; - else if (spr->mobj->frame & FF_TRANSMASK) - { - HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf); - sSurf.FlatColor.s.alpha /= 2; //cut alpha in half! } else - sSurf.FlatColor.s.alpha = 0x80; // default - - if (sSurf.FlatColor.s.alpha > floorheight/4) { - sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4); - HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip); + for (i = 0; i < 4; i++) + shadowVerts[i].y = FIXED_TO_FLOAT(floorz) + 0.05f; } + + shadowVerts[0].sow = shadowVerts[3].sow = 0; + shadowVerts[2].sow = shadowVerts[1].sow = gpatch->max_s; + + shadowVerts[3].tow = shadowVerts[2].tow = 0; + shadowVerts[0].tow = shadowVerts[1].tow = gpatch->max_t; + + if (thing->subsector->sector->numlights) + { + light = R_GetPlaneLight(thing->subsector->sector, floorz, false); // Always use the light at the top instead of whatever I was doing before + + if (thing->subsector->sector->lightlist[light].extra_colormap) + colormap = thing->subsector->sector->lightlist[light].extra_colormap; + } + else + { + if (thing->subsector->sector->extra_colormap) + colormap = thing->subsector->sector->extra_colormap; + } + + if (colormap) + sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false); + else + sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false); + + sSurf.FlatColor.s.alpha = alpha; + + HWD.pfnDrawPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip); } // This is expecting a pointer to an array containing 4 wallVerts for a sprite @@ -4384,22 +4288,6 @@ static void HWR_SplitSprite(gr_vissprite_t *spr) //Hurdler: 25/04/2000: now support colormap in hardware mode HWR_GetMappedPatch(gpatch, spr->colormap); - // Draw shadow BEFORE sprite - if (cv_shadow.value // Shadows enabled - && (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow. - && !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow. -#ifdef ALAM_LIGHTING - && !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow. - && (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players. -#endif - && (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground. - { - //////////////////// - // SHADOW SPRITE! // - //////////////////// - HWR_DrawSpriteShadow(spr, gpatch, this_scale); - } - baseWallVerts[0].x = baseWallVerts[3].x = spr->x1; baseWallVerts[2].x = baseWallVerts[1].x = spr->x2; baseWallVerts[0].z = baseWallVerts[3].z = spr->z1; @@ -4802,22 +4690,6 @@ static void HWR_DrawSprite(gr_vissprite_t *spr) //Hurdler: 25/04/2000: now support colormap in hardware mode HWR_GetMappedPatch(gpatch, spr->colormap); - // Draw shadow BEFORE sprite - if (cv_shadow.value // Shadows enabled - && (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow. - && !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow. -#ifdef ALAM_LIGHTING - && !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow. - && (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players. -#endif - && (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground. - { - //////////////////// - // SHADOW SPRITE! // - //////////////////// - HWR_DrawSpriteShadow(spr, gpatch, this_scale); - } - // if it has a dispoffset, push it a little towards the camera if (spr->dispoffset) { float co = -gr_viewcos*(0.05f*spr->dispoffset); @@ -5430,6 +5302,12 @@ static void HWR_DrawSprites(void) HWR_DrawPrecipitationSprite(spr); else #endif + { + if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value) + { + HWR_DrawDropShadow(spr->mobj, spr->mobj->shadowscale); + } + if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) { // 8/1/19: Only don't display player models if no default SPR_PLAY is found. @@ -5445,6 +5323,7 @@ static void HWR_DrawSprites(void) else HWR_DrawMD2(spr); } + } } } } @@ -5478,7 +5357,7 @@ static void HWR_AddSprites(sector_t *sec) // Handle all things in sector. // If a limit exists, handle things a tiny bit different. - if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS)) + if ((limit_dist = (fixed_t)(cv_drawdist.value) * mapobjectscale)) { for (thing = sec->thinglist; thing; thing = thing->snext) { @@ -5545,7 +5424,7 @@ static void HWR_AddSprites(sector_t *sec) #ifdef HWPRECIP // No to infinite precipitation draw distance. - if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS)) + if ((limit_dist = (fixed_t)(cv_drawdist_precip.value) * mapobjectscale)) { for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext) { @@ -5882,10 +5761,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) // okay, we can't return now... this is a hack, but weather isn't networked, so it should be ok if (!(thing->precipflags & PCF_THUNK)) { - if (thing->precipflags & PCF_RAIN) - P_RainThinker(thing); - else - P_SnowThinker(thing); + P_PrecipThinker(thing); thing->precipflags |= PCF_THUNK; } diff --git a/src/hu_stuff.c b/src/hu_stuff.c index 1afa133b3..76b85dd01 100644 --- a/src/hu_stuff.c +++ b/src/hu_stuff.c @@ -812,7 +812,6 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) case SKINCOLOR_PINK: case SKINCOLOR_ROSE: case SKINCOLOR_LEMONADE: - case SKINCOLOR_BUBBLEGUM: case SKINCOLOR_LILAC: case SKINCOLOR_TAFFY: cstart = "\x8d"; // V_PINKMAP @@ -828,7 +827,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) cstart = "\x85"; // V_REDMAP break; case SKINCOLOR_DAWN: - case SKINCOLOR_SUNSET: + case SKINCOLOR_SUNSLAM: case SKINCOLOR_CREAMSICLE: case SKINCOLOR_ORANGE: case SKINCOLOR_ROSEWOOD: @@ -906,7 +905,8 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum) break; case SKINCOLOR_MAGENTA: case SKINCOLOR_FUCHSIA: - case SKINCOLOR_MOONSLAM: + case SKINCOLOR_MOONSET: + case SKINCOLOR_VIOLET: cstart = "\x8c"; // V_MAGENTAMAP break; case SKINCOLOR_DUSK: diff --git a/src/info.c b/src/info.c index 07ed88a1a..ab9dd44eb 100644 --- a/src/info.c +++ b/src/info.c @@ -44,23 +44,23 @@ char sprnames[NUMSPRITES + 1][5] = "BSZ7","BSZ8","STLG","DBAL","RCRY","ARMA","ARMF","ARMB","WIND","MAGN", "ELEM","FORC","PITY","IVSP","SSPK","GOAL","BIRD","BUNY","MOUS","CHIC", "COWZ","RBRD","SPVY","SPVR","SPVB","SPVG","SPDY","SPDR","SPDB","SPDG", - "SPHY","SPHR","SPHB","SPHG","RAIN","SNO1","SPLH","SPLA","SMOK","BUBP", - "BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL","SCOR","DRWN","TTAG", - "GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE","RNGS","RNGG","PIKB", - "PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE","TSCR","COIN","CPRK", - "GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM","KOOP","BFLM","MAXE", - "MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL","NSPK","NBMP","HOOP", - "NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2","BOM3","BOM4","ROIA", - "ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH","ROII","ROIJ","ROIK", - "ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG","GWLR","SRBA","SRBB", - "SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI","SRBJ","SRBK","SRBL", - "SRBM","SRBN","SRBO", + "SPHY","SPHR","SPHB","SPHG","RAIN","SNO1","SNO2","SPLH","SPLA","SMOK", + "BUBP","BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL","SCOR","DRWN", + "TTAG","GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE","RNGS","RNGG", + "PIKB","PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE","TSCR","COIN", + "CPRK","GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM","KOOP","BFLM", + "MAXE","MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL","NSPK","NBMP", + "HOOP","NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2","BOM3","BOM4", + "ROIA","ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH","ROII","ROIJ", + "ROIK","ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG","GWLR","SRBA", + "SRBB","SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI","SRBJ","SRBK", + "SRBL","SRBM","SRBN","SRBO", //SRB2kart Sprites "RNDM","RPOP","SGNS","FAST","DSHR","BOST","BOSM","KFRE","KINV","KINF", - "WIPD","DRIF","BDRF","DUST","RSHE","FITM","BANA","ORBN","JAWZ","SSMN", - "KRBM","BHOG","BHBM","SPBM","THNS","SINK","SITR","KBLN","DEZL","POKE", - "AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM","SACO","CRAB", - "SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO","ITEM", + "WIPD","DRIF","BDRF","DUST","DRWS","RSHE","FITM","BANA","ORBN","JAWZ", + "SSMN","KRBM","BHOG","BHBM","SPBM","THNS","SINK","SITR","KBLN","DEZL", + "POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM","SACO", + "CRAB","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO","ITEM", "ITMO","ITMI","ITMN","WANT","PBOM","HIT1","HIT2","HIT3","RETI","AIDU", "KSPK","LZI1","LZI2","KLIT","FZSM","FZBM","FPRT","SBUS","MARB","FUFO", "RUST","BLON","VAPE","HTZA","HTZB","SGVA","SGVB","SGVC","PGTR","PGF1", @@ -70,7 +70,7 @@ char sprnames[NUMSPRITES + 1][5] = "DUCK","GTRE","CHES","CHIM","DRGN","LZMN","PGSS","ZTCH","MKMA","MKMP", "RTCH","BOWL","BOWH","BRRL","BRRR","HRSE","TOAH","BFRT","OFRT","RFRT", "PFRT","ASPK","HBST","HBSO","HBSF","WBLZ","WBLN","FWRK","MXCL","RGSP", - "DRAF","GRES","OTFG","XMS4","XMS5","VIEW" + "DRAF","GRES","OTFG","DBOS","XMS4","XMS5","VIEW" }; // Doesn't work with g++, needs actionf_p1 (don't modify this comment) @@ -193,7 +193,7 @@ state_t states[NUMSTATES] = {SPR_NULL, 0, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3 // Level end sign (uses player sprite) - {SPR_PLAY, 18, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN S + {SPR_PLAY, 18|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_PLAY_SIGN}, // S_PLAY_SIGN // Blue Crawla {SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND @@ -1063,27 +1063,10 @@ state_t states[NUMSTATES] = {SPR_BUBL, 1, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES1}, // S_BUBBLES2 // Level End Sign - {SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN2}, // S_SIGN1 - {SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN3}, // S_SIGN2 - {SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN4}, // S_SIGN3 - {SPR_SIGN, 3, 1, {NULL}, 0, 0, S_SIGN5}, // S_SIGN4 - {SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN6}, // S_SIGN5 - {SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN7}, // S_SIGN6 - {SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN8}, // S_SIGN7 - {SPR_SIGN, 4, 1, {NULL}, 0, 0, S_SIGN9}, // S_SIGN8 - {SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN10}, // S_SIGN9 - {SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN11}, // S_SIGN10 - {SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN12}, // S_SIGN11 - {SPR_SIGN, 5, 1, {NULL}, 0, 0, S_SIGN13}, // S_SIGN12 - {SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN14}, // S_SIGN13 - {SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN15}, // S_SIGN14 - {SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN16}, // S_SIGN15 - {SPR_SIGN, 6, 1, {NULL}, 0, 0, S_SIGN17}, // S_SIGN16 - {SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN18}, // S_SIGN17 - {SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN19}, // S_SIGN18 - {SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN20}, // S_SIGN19 - {SPR_SIGN, 7, 1, {NULL}, 0, 0, S_SIGN1}, // S_SIGN20 - {SPR_SIGN, 8, -1, {A_SignPlayer}, 0, 0, S_NULL}, // S_SIGN_END + {SPR_SIGN, 0, -1, {NULL}, 0, 0, S_SIGN_POLE}, // S_SIGN_POLE + {SPR_SIGN, 1|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_BACK}, // S_SIGN_BACK + {SPR_SIGN, 2|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_SIDE}, // S_SIGN_SIDE + {SPR_SIGN, 3|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_FACE}, // S_SIGN_FACE // Steam Riser {SPR_STEM, 0, 2, {A_SetSolidSteam}, 0, 0, S_STEAM2}, // S_STEAM1 @@ -1868,14 +1851,19 @@ state_t states[NUMSTATES] = {SPR_SPHG, 2, 4, {NULL}, 0, 0, S_GHORIZ1}, // S_GHORIZ4 // Rain - {SPR_RAIN, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1 - {SPR_RAIN, FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN + {SPR_RAIN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1 + {SPR_NULL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_RAINRETURN // Snowflake {SPR_SNO1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW1 {SPR_SNO1, 1, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW2 {SPR_SNO1, 2, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW3 + // Blizzard Snowball + {SPR_SNO2, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW1 + {SPR_SNO2, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW2 + {SPR_SNO2, 2, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW3 + // Water Splish {SPR_SPLH, FF_TRANS50 , 2, {NULL}, 0, 0, S_SPLISH2}, // S_SPLISH1 {SPR_SPLH, FF_TRANS50|1, 2, {NULL}, 0, 0, S_SPLISH3}, // S_SPLISH2 @@ -1888,9 +1876,9 @@ state_t states[NUMSTATES] = {SPR_SPLH, FF_TRANS50|8, 2, {NULL}, 0, 0, S_NULL}, // S_SPLISH9 // Water Splash - {SPR_SPLA, FF_TRANS50 , 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1 - {SPR_SPLA, FF_TRANS70|1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2 - {SPR_SPLA, FF_TRANS90|2, 3, {NULL}, 0, 0, S_RAINRETURN}, // S_SPLASH3 + {SPR_SPLA, 0, 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1 + {SPR_SPLA, 1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2 + {SPR_SPLA, 2, 3, {NULL}, 0, 0, S_NULL}, // S_SPLASH3 // Smoke {SPR_SMOK, FF_TRANS50 , 4, {NULL}, 0, 0, S_SMOKE2}, // S_SMOKE1 @@ -2599,6 +2587,9 @@ state_t states[NUMSTATES] = {SPR_DRIF, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_DRIFTSPARK_C2}, // S_DRIFTSPARK_C1 {SPR_DRIF, FF_FULLBRIGHT|FF_TRANS20, 1, {NULL}, 0, 0, S_DRIFTSPARK_A3}, // S_DRIFTSPARK_C2 (Loop back to A3) + {SPR_DRIF, FF_FULLBRIGHT|3, 2, {NULL}, 0, 0, S_DRIFTSPARK_D2}, // S_DRIFTSPARK_D1 + {SPR_DRIF, FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_DRIFTSPARK_A2}, // S_DRIFTSPARK_D2 (Loop back to A2) + {SPR_BDRF, FF_FULLBRIGHT|FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 5, 2, S_BRAKEDRIFT}, // S_BRAKEDRIFT {SPR_DUST, 0, 3, {NULL}, 0, 0, S_DRIFTDUST2}, // S_DRIFTDUST1 @@ -2606,6 +2597,11 @@ state_t states[NUMSTATES] = {SPR_DUST, FF_TRANS20|2, 3, {NULL}, 0, 0, S_DRIFTDUST4}, // S_DRIFTDUST3 {SPR_DUST, FF_TRANS20|3, 3, {NULL}, 0, 0, S_NULL}, // S_DRIFTDUST4 + {SPR_DRWS, FF_FULLBRIGHT|0, 3, {NULL}, 0, 0, S_DRIFTWARNSPARK2}, // S_DRIFTWARNSPARK1 + {SPR_DRWS, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_DRIFTWARNSPARK3}, // S_DRIFTWARNSPARK2 + {SPR_DRWS, FF_FULLBRIGHT|FF_TRANS20|2, 3, {NULL}, 0, 0, S_DRIFTWARNSPARK4}, // S_DRIFTWARNSPARK3 + {SPR_DRWS, FF_FULLBRIGHT|FF_TRANS20|3, 3, {NULL}, 0, 0, S_NULL}, // S_DRIFTWARNSPARK4 + {SPR_FAST, FF_PAPERSPRITE|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_FASTLINE2}, // S_FASTLINE1 {SPR_FAST, FF_PAPERSPRITE|FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_FASTLINE3}, // S_FASTLINE2 {SPR_FAST, FF_PAPERSPRITE|FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_FASTLINE4}, // S_FASTLINE3 @@ -2620,6 +2616,11 @@ state_t states[NUMSTATES] = {SPR_DSHR, FF_PAPERSPRITE|5, 1, {NULL}, 0, 0, S_FASTDUST7}, // S_FASTDUST6 {SPR_DSHR, FF_PAPERSPRITE|6, 1, {NULL}, 0, 0, S_NULL}, // S_FASTDUST7 + {SPR_DBOS, FF_FULLBRIGHT, 2, {NULL}, 6, 1, S_DRIFTEXPLODE2}, // S_DRIFTEXPLODE1 + {SPR_DBOS, FF_FULLBRIGHT|1, 2, {NULL}, 6, 1, S_DRIFTEXPLODE3}, // S_DRIFTEXPLODE2 + {SPR_DBOS, FF_FULLBRIGHT|2, 2, {NULL}, 6, 1, S_DRIFTEXPLODE4}, // S_DRIFTEXPLODE3 + {SPR_DBOS, FF_FULLBRIGHT|3, 2, {NULL}, 6, 1, S_DRIFTEXPLODE1}, // S_DRIFTEXPLODE4 + {SPR_BOST, FF_FULLBRIGHT|FF_ANIMATE, TICRATE, {NULL}, 6, 1, S_BOOSTSMOKESPAWNER}, // S_BOOSTFLAME {SPR_NULL, 0, TICRATE/2, {NULL}, 0, 0, S_NULL}, // S_BOOSTSMOKESPAWNER @@ -2875,7 +2876,12 @@ state_t states[NUMSTATES] = {SPR_KBLN, FF_FULLBRIGHT|1, -1, {NULL}, 0, 0, S_BATTLEBUMPER2}, // S_BATTLEBUMPER2 {SPR_KBLN, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_BATTLEBUMPER3}, // S_BATTLEBUMPER3 - {SPR_DEZL, FF_FULLBRIGHT|FF_PAPERSPRITE, 8, {NULL}, 0, 0, S_NULL}, // S_DEZLASER + {SPR_DEZL, FF_FULLBRIGHT|FF_PAPERSPRITE, 8, {NULL}, 0, 0, S_NULL}, // S_DEZLASER + {SPR_DEZL, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_DEZLASER_TRAIL2}, // S_DEZLASER_TRAIL1 + {SPR_DEZL, FF_FULLBRIGHT|2, 2, {NULL}, 0, 0, S_DEZLASER_TRAIL3}, // S_DEZLASER_TRAIL2 + {SPR_DEZL, FF_FULLBRIGHT|FF_PAPERSPRITE|3, 4, {NULL}, 0, 0, S_DEZLASER_TRAIL4}, // S_DEZLASER_TRAIL3 + {SPR_DEZL, FF_FULLBRIGHT|2, 2, {NULL}, 0, 0, S_DEZLASER_TRAIL5}, // S_DEZLASER_TRAIL4 + {SPR_DEZL, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_NULL}, // S_DEZLASER_TRAIL5 {SPR_NULL, 0, 1, {A_RandomStateRange}, S_AUDIENCE_CHAO_CHEER1, S_AUDIENCE_CHAO_CHEER2, S_RANDOMAUDIENCE}, // S_RANDOMAUDIENCE @@ -2988,10 +2994,6 @@ state_t states[NUMSTATES] = {SPR_CRAB, 10, -1, {NULL}, 0, 0, S_NULL}, // S_LAMPPOST {SPR_CRAB, 11, -1, {NULL}, 0, 0, S_NULL}, // S_MOSSYTREE - // Fake Shadow - {SPR_SHAD, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_SHADOW - {SPR_SHAD, FF_FULLBRIGHT|FF_TRANS50|1, -1, {NULL}, 0, 0, S_NULL}, // S_WHITESHADOW - {SPR_BUMP, FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_BUMP2}, // S_BUMP1 {SPR_BUMP, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_BUMP3}, // S_BUMP2 {SPR_BUMP, FF_FULLBRIGHT|2, 3, {NULL}, 0, 0, S_NULL}, // S_BUMP3 @@ -6441,7 +6443,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 501, // doomednum S_INVISIBLE, // spawnstate 1000, // spawnhealth - S_PLAY_SIGN, // seestate + S_NULL, // seestate sfx_s3kb8, // seesound 8, // reactiontime sfx_s3k7e, // attacksound @@ -6455,7 +6457,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = sfx_None, // deathsound 8, // speed 8*FRACUNIT, // radius - 32*FRACUNIT, // height + 48*FRACUNIT, // height 0, // display offset 16, // mass 0, // damage @@ -6464,6 +6466,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, + { // MT_SIGN_PIECE + -1, // doomednum + S_INVISIBLE, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 8, // speed + 8*FRACUNIT, // radius + 48*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_NOTHINK|MF_DONTENCOREMAP, // flags + S_NULL // raisestate + }, + { // MT_SPIKEBALL -1, // doomednum S_SPIKEBALL1, // spawnstate @@ -11445,22 +11474,22 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_RAIN1, // spawnstate 1000, // spawnhealth S_NULL, // seestate - sfx_None, // seesound - 8, // reactiontime + sfx_rainin, // seesound + 0, // reactiontime sfx_None, // attacksound S_NULL, // painstate 0, // painchance sfx_None, // painsound S_NULL, // meleestate S_NULL, // missilestate - S_NULL, // deathstate + S_SPLASH1, // deathstate S_NULL, // xdeathstate sfx_None, // deathsound -72*FRACUNIT, // speed -- -24*FRACUNIT originally, srb2kart x3 (nya) 1*FRACUNIT, // radius 8*FRACUNIT, // height 0, // display offset - 4, // mass + 80, // mass 0, // damage sfx_None, // activesound MF_NOBLOCKMAP, // flags @@ -11473,7 +11502,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound - 8, // reactiontime + 0, // reactiontime sfx_None, // attacksound S_NULL, // painstate 0, // painchance @@ -11487,8 +11516,35 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 4*FRACUNIT, // radius 4*FRACUNIT, // height 0, // display offset - 4, // mass - 0, // damage + 0, // mass + 2, // damage + sfx_None, // activesound + MF_NOBLOCKMAP, // flags + S_NULL // raisestate + }, + + { // MT_BLIZZARDSNOW + -1, // doomednum + S_BLIZZARDSNOW1, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 0, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + -24*FRACUNIT, // speed + 4*FRACUNIT, // radius + 4*FRACUNIT, // height + 0, // display offset + 0, // mass + 2, // damage sfx_None, // activesound MF_NOBLOCKMAP, // flags S_NULL // raisestate @@ -15179,6 +15235,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, + { // MT_DRIFTEXPLODE + -1, // doomednum + S_DRIFTEXPLODE1, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 8, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 8, // speed + 32*FRACUNIT, // radius + 64*FRACUNIT, // height + 1, // display offset + 100, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_DONTENCOREMAP, // flags + S_NULL // raisestate + }, + { // MT_BOOSTFLAME -1, // doomednum S_BOOSTFLAME, // spawnstate @@ -15951,7 +16034,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_BALLHOG_DEAD, // deathstate S_NULL, // xdeathstate sfx_hogbom, // deathsound - 64*FRACUNIT, // speed + 80*FRACUNIT, // speed 16*FRACUNIT, // radius 32*FRACUNIT, // height 0, // display offset @@ -16005,7 +16088,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_SPB_DEAD, // deathstate S_NULL, // xdeathstate sfx_s3k5d, // deathsound - 64*FRACUNIT, // speed + 80*FRACUNIT, // speed 24*FRACUNIT, // radius 48*FRACUNIT, // height 0, // display offset @@ -16207,7 +16290,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = { // MT_WAYPOINT 2001, // doomednum - S_NULL, // spawnstate + S_INVISIBLE, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound @@ -16228,7 +16311,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 100, // mass 0, // damage sfx_None, // activesound - MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIP|MF_NOGRAVITY, // flags + MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY, // flags S_NULL // raisestate }, @@ -17258,33 +17341,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, - { // MT_SHADOW - -1, // doomednum - S_SHADOW, // spawnstate - 1000, // spawnhealth - S_NULL, // seestate - sfx_None, // seesound - 8, // reactiontime - sfx_None, // attacksound - S_NULL, // painstate - 0, // painchance - sfx_None, // painsound - S_NULL, // meleestate - S_NULL, // missilestate - S_NULL, // deathstate - S_NULL, // xdeathstate - sfx_None, // deathsound - 60*FRACUNIT, // speed - 50*FRACUNIT, // radius - 1*FRACUNIT, // height - -1, // display offset - 100, // mass - 0, // damage - sfx_None, // activesound - MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags - S_NULL // raisestate - }, - { // MT_BUMP -1, // doomednum S_BUMP1, // spawnstate diff --git a/src/info.h b/src/info.h index fae745d36..08b2d81d4 100644 --- a/src/info.h +++ b/src/info.h @@ -63,7 +63,6 @@ void A_ThrownRing(); // Sparkle trail for red ring void A_GrenadeRing(); // SRB2kart void A_SetSolidSteam(); void A_UnsetSolidSteam(); -void A_SignPlayer(); void A_OverlayThink(); void A_JetChase(); void A_JetbThink(); // Jetty-Syn Bomber Thinker @@ -475,6 +474,7 @@ typedef enum sprite // Environmental Effects SPR_RAIN, // Rain SPR_SNO1, // Snowflake + SPR_SNO2, // Blizzard Snowball SPR_SPLH, // Water Splish SPR_SPLA, // Water Splash SPR_SMOK, @@ -608,6 +608,7 @@ typedef enum sprite SPR_DRIF, // Drift Sparks SPR_BDRF, // Brake drift sparks SPR_DUST, // Drift Dust + SPR_DRWS, // Drift dust sparks // Kart Items SPR_RSHE, // Rocket sneaker @@ -639,7 +640,6 @@ typedef enum sprite SPR_CHOM, // Sapphire Coast Chomper SPR_SACO, // Sapphire Coast Fauna SPR_CRAB, // Crystal Abyss mobs - SPR_SHAD, // TD shadows SPR_BRNG, // Chaotix Big Ring SPR_BUMP, // Player/shell bump @@ -786,6 +786,8 @@ typedef enum sprite SPR_OTFG, + SPR_DBOS, // Drift boost flame + // Xmas-specific sprites that don't fit aboxe SPR_XMS4, SPR_XMS5, @@ -1776,27 +1778,10 @@ typedef enum state S_BUBBLES2, // Level End Sign - S_SIGN1, - S_SIGN2, - S_SIGN3, - S_SIGN4, - S_SIGN5, - S_SIGN6, - S_SIGN7, - S_SIGN8, - S_SIGN9, - S_SIGN10, - S_SIGN11, - S_SIGN12, - S_SIGN13, - S_SIGN14, - S_SIGN15, - S_SIGN16, - S_SIGN17, - S_SIGN18, - S_SIGN19, - S_SIGN20, - S_SIGN_END, + S_SIGN_POLE, + S_SIGN_BACK, + S_SIGN_SIDE, + S_SIGN_FACE, // Steam Riser S_STEAM1, @@ -2579,6 +2564,11 @@ typedef enum state S_SNOW2, S_SNOW3, + // Blizzard Snowball + S_BLIZZARDSNOW1, + S_BLIZZARDSNOW2, + S_BLIZZARDSNOW3, + // Water Splish S_SPLISH1, S_SPLISH2, @@ -3249,6 +3239,8 @@ typedef enum state S_DRIFTSPARK_B1, S_DRIFTSPARK_C1, S_DRIFTSPARK_C2, + S_DRIFTSPARK_D1, + S_DRIFTSPARK_D2, // Brake drift sparks S_BRAKEDRIFT, @@ -3259,6 +3251,12 @@ typedef enum state S_DRIFTDUST3, S_DRIFTDUST4, + // Drift Sparkles + S_DRIFTWARNSPARK1, + S_DRIFTWARNSPARK2, + S_DRIFTWARNSPARK3, + S_DRIFTWARNSPARK4, + // Fast lines S_FASTLINE1, S_FASTLINE2, @@ -3275,7 +3273,11 @@ typedef enum state S_FASTDUST6, S_FASTDUST7, - // Magnet Burst + // Drift boost effect + S_DRIFTEXPLODE1, + S_DRIFTEXPLODE2, + S_DRIFTEXPLODE3, + S_DRIFTEXPLODE4, // Sneaker boost effect S_BOOSTFLAME, @@ -3550,6 +3552,11 @@ typedef enum state // DEZ Laser respawn S_DEZLASER, + S_DEZLASER_TRAIL1, + S_DEZLASER_TRAIL2, + S_DEZLASER_TRAIL3, + S_DEZLASER_TRAIL4, + S_DEZLASER_TRAIL5, // Audience Members S_RANDOMAUDIENCE, @@ -3668,9 +3675,6 @@ typedef enum state S_LAMPPOST, S_MOSSYTREE, - S_SHADOW, - S_WHITESHADOW, - S_BUMP1, S_BUMP2, S_BUMP3, @@ -4291,6 +4295,7 @@ typedef enum mobj_type // Interactive Objects MT_BUBBLES, // Bubble source MT_SIGN, // Level end sign + MT_SIGN_PIECE, MT_SPIKEBALL, // Spike Ball MT_SPECIALSPIKEBALL, MT_SPINFIRE, @@ -4517,6 +4522,7 @@ typedef enum mobj_type // Environmental Effects MT_RAIN, // Rain MT_SNOWFLAKE, // Snowflake + MT_BLIZZARDSNOW, // Blizzard Snowball MT_SPLISH, // Water splish! MT_SMOKE, MT_SMALLBUBBLE, // small bubble @@ -4676,6 +4682,7 @@ typedef enum mobj_type MT_FASTLINE, MT_FASTDUST, + MT_DRIFTEXPLODE, MT_BOOSTFLAME, MT_BOOSTSMOKE, MT_SNEAKERTRAIL, @@ -4777,8 +4784,6 @@ typedef enum mobj_type MT_LAMPPOST, MT_MOSSYTREE, - MT_SHADOW, - MT_BUMP, MT_FLINGENERGY, diff --git a/src/k_bheap.c b/src/k_bheap.c new file mode 100644 index 000000000..40c652b5e --- /dev/null +++ b/src/k_bheap.c @@ -0,0 +1,595 @@ +// SONIC ROBO BLAST 2 KART +//----------------------------------------------------------------------------- +// Copyright (C) 2018-2020 by Sean "Sryder" Ryder +// Copyright (C) 2018-2020 by Kart Krew +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file k_bheap.c +/// \brief Binary Heap implementation for SRB2 code base. + +#include "k_bheap.h" + +#include "z_zone.h" + +/*-------------------------------------------------- + static boolean K_BHeapItemValidate(bheap_t *heap, bheapitem_t *item) + + Validates an item on a heap to ensure it is correct and on that heap. + + Input Arguments:- + heap - The heap to validate the item with + item - The item to validate + + Return:- + True if the item is valid, false if it isn't. +--------------------------------------------------*/ +static boolean K_BHeapItemValidate(bheap_t *heap, bheapitem_t *item) +{ + boolean heapitemvalid = false; + + I_Assert(heap != NULL); + I_Assert(item != NULL); + + if ((item->data != NULL) && (item->heapindex < SIZE_MAX / 2) && (item->owner == heap)) + { + heapitemvalid = true; + } + + return heapitemvalid; +} + +/*-------------------------------------------------- + static bheapitem_t *K_BHeapItemsCompare(bheap_t *heap, bheapitem_t *item1, bheapitem_t *item2) + + Compares 2 items in the heap to find the better (lower) value one. + + Input Arguments:- + heap - The heap to compare items + item1 - The first item to compare + item2 - The second item to compare + + Return:- + The item out of the 2 sent in that has the better value, returns item2 if they are identical +--------------------------------------------------*/ +static bheapitem_t *K_BHeapItemsCompare(bheap_t *heap, bheapitem_t *item1, bheapitem_t *item2) +{ + bheapitem_t *lowervalueitem = NULL; + + I_Assert(heap != NULL); + I_Assert(K_BHeapValid(heap)); + I_Assert(item1 != NULL); + I_Assert(item2 != NULL); + I_Assert(K_BHeapItemValidate(heap, item1)); + I_Assert(K_BHeapItemValidate(heap, item2)); + + (void)heap; + + if (item1->value < item2->value) + { + lowervalueitem = item1; + } + else + { + lowervalueitem = item2; + } + + return lowervalueitem; +} + +/*-------------------------------------------------- + static void K_BHeapSwapItems(bheap_t *heap, bheapitem_t *item1, bheapitem_t *item2) + + Swaps 2 items in the heap + + Input Arguments:- + heap - The heap to swap items in + item1 - The first item to swap in the heap + item2 - The second item to swap in the heap + + Return:- + None +--------------------------------------------------*/ +static void K_BHeapSwapItems(bheap_t *heap, bheapitem_t *item1, bheapitem_t *item2) +{ + I_Assert(heap != NULL); + I_Assert(K_BHeapValid(heap)); + I_Assert(item1 != NULL); + I_Assert(item2 != NULL); + I_Assert(K_BHeapItemValidate(heap, item1)); + I_Assert(K_BHeapItemValidate(heap, item2)); + + (void)heap; + + { + size_t tempitemindex = item1->heapindex; + bheapitem_t tempitemstore = *item1; + + // Swap the items fully with each other + *item1 = *item2; + *item2 = tempitemstore; + + // Swap the heap index on each item to be correct + item2->heapindex = item1->heapindex; + item1->heapindex = tempitemindex; + + if (item1->indexchanged != NULL) + { + item1->indexchanged(item1->data, item1->heapindex); + } + if (item2->indexchanged != NULL) + { + item2->indexchanged(item2->data, item2->heapindex); + } + } +} + +/*-------------------------------------------------- + static size_t K_BHeapItemGetParentIndex(bheapitem_t *item) + + Gets the parent index of a heap item + + Input Arguments:- + item - The item to get the parent index of + + Return:- + The parent index of the item +--------------------------------------------------*/ +static size_t K_BHeapItemGetParentIndex(bheapitem_t *item) +{ + size_t parentindex = SIZE_MAX; + + I_Assert(item != NULL); + I_Assert(item->heapindex < (SIZE_MAX / 2)); + + parentindex = (item->heapindex - 1U) / 2U; + + return parentindex; +} + +/*-------------------------------------------------- + static size_t K_BHeapItemGetLeftChildIndex(bheapitem_t *item) + + Gets the left child index of a heap item + + Input Arguments:- + item - The item to get the left child index of + + Return:- + The left child index of the item +--------------------------------------------------*/ +static size_t K_BHeapItemGetLeftChildIndex(bheapitem_t *item) +{ + size_t leftchildindex = SIZE_MAX; + + I_Assert(item != NULL); + I_Assert(item->heapindex < (SIZE_MAX / 2)); + + leftchildindex = (item->heapindex * 2U) + 1U; + + return leftchildindex; +} + +/*-------------------------------------------------- + static size_t K_BHeapItemGetRightChildIndex(bheapitem_t *item) + + Gets the right child index of a heap item + + Input Arguments:- + item - The item to get the right child index of + + Return:- + The right child index of the item +--------------------------------------------------*/ +static size_t K_BHeapItemGetRightChildIndex(bheapitem_t *item) +{ + size_t rightchildindex = SIZE_MAX; + + I_Assert(item != NULL); + I_Assert(item->heapindex < (SIZE_MAX / 2)); + + rightchildindex = (item->heapindex * 2U) + 2U; + + return rightchildindex; +} + +/*-------------------------------------------------- + static void K_BHeapSortUp(bheap_t *heap, bheapitem_t *item) + + Sorts a heapitem up the list to its correct index, lower value items are higher up + + Input Arguments:- + heap - The heap to sort the item up. + item - The item to sort up the heap + + Return:- + None +--------------------------------------------------*/ +static void K_BHeapSortUp(bheap_t *heap, bheapitem_t *item) +{ + I_Assert(heap != NULL); + I_Assert(K_BHeapValid(heap)); + I_Assert(item != NULL); + + if (item->heapindex > 0U) + { + size_t parentindex = SIZE_MAX; + do + { + parentindex = K_BHeapItemGetParentIndex(item); + + // Swap the nodes if the parent has a higher value + if (K_BHeapItemsCompare(heap, item, &heap->array[parentindex]) == item) + { + K_BHeapSwapItems(heap, item, &heap->array[parentindex]); + } + else + { + break; + } + } while (parentindex > 0U); + } +} + +/*-------------------------------------------------- + static void K_BHeapSortDown(bheap_t *heap, bheapitem_t *item) + + Sorts a heapitem down the list to its correct index, higher value items are further down + + Input Arguments:- + heap - The heap to sort the item down. + item - The item to sort down the heap + + Return:- + None +--------------------------------------------------*/ +static void K_BHeapSortDown(bheap_t *heap, bheapitem_t *item) +{ + I_Assert(heap != NULL); + I_Assert(K_BHeapValid(heap)); + I_Assert(item != NULL); + + if (heap->count > 0U) + { + size_t leftchildindex = SIZE_MAX; + size_t rightchildindex = SIZE_MAX; + bheapitem_t *leftchild = NULL; + bheapitem_t *rightchild = NULL; + bheapitem_t *swapchild = NULL; + boolean noswapneeded = false; + + do + { + leftchildindex = K_BHeapItemGetLeftChildIndex(item); + rightchildindex = K_BHeapItemGetRightChildIndex(item); + + if (leftchildindex < heap->count) + { + leftchild = &heap->array[leftchildindex]; + swapchild = leftchild; + if (rightchildindex < heap->count) + { + rightchild = &heap->array[rightchildindex]; + // Choose the lower child node to swap with + if (K_BHeapItemsCompare(heap, leftchild, rightchild) == rightchild) + { + swapchild = rightchild; + } + } + + // Swap with the lower child, if it's lower than item + if (K_BHeapItemsCompare(heap, swapchild, item) == swapchild) + { + K_BHeapSwapItems(heap, item, swapchild); + } + else + { + noswapneeded = true; + } + } + else + { + noswapneeded = true; + } + + if (noswapneeded) + { + break; + } + + } while (item->heapindex < (heap->count - 1U)); + } +} + +/*-------------------------------------------------- + boolean K_BHeapInit(bheap_t *const heap, size_t initialcapacity) + + See header file for description. +--------------------------------------------------*/ +boolean K_BHeapInit(bheap_t *const heap, size_t initialcapacity) +{ + boolean initsuccess = false; + + if (heap == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL heap in K_BHeapInit.\n"); + } + else if (initialcapacity == 0U) + { + CONS_Debug(DBG_GAMELOGIC, "initialcapacity is 0 in K_BHeapInit.\n"); + } + else + { + heap->array = Z_Calloc(initialcapacity * sizeof(bheapitem_t), PU_STATIC, NULL); + + if (heap->array == NULL) + { + I_Error("K_BHeapInit: Out of Memory."); + } + + heap->capacity = initialcapacity; + heap->count = 0U; + + initsuccess = true; + } + + return initsuccess; +} + +/*-------------------------------------------------- + boolean K_BHeapValid(bheap_t *const heap) + + See header file for description. +--------------------------------------------------*/ +boolean K_BHeapValid(bheap_t *const heap) +{ + boolean heapvalid = false; + + if (heap == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL heap in K_BHeapValid.\n"); + } + else + { + if ((heap->capacity > 0U) && (heap->array != NULL)) + { + heapvalid = true; + } + } + + return heapvalid; +} + +/*-------------------------------------------------- + boolean K_BHeapPush(bheap_t *const heap, void *const item, UINT32 value, updateindexfunc changeindexcallback) + + See header file for description. +--------------------------------------------------*/ +boolean K_BHeapPush(bheap_t *const heap, void *const item, UINT32 value, updateindexfunc changeindexcallback) +{ + boolean pushsuccess = false; + if (heap == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL heap in K_BHeapPush.\n"); + } + else if (!K_BHeapValid(heap)) + { + CONS_Debug(DBG_GAMELOGIC, "Uninitialised heap in K_BHeapPush.\n"); + } + else if (item == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL item in K_BHeapPush.\n"); + } + else if (heap->count >= (SIZE_MAX / 2)) + { + CONS_Debug(DBG_GAMELOGIC, "Tried to push too many items on binary heap in K_BHeapPush.\n"); + } + else + { + bheapitem_t *newitem = NULL; + // If the capacity of the heap has been reached, a realloc is needed + // I'm just doing a basic double of capacity for simplicity + if (heap->count >= heap->capacity) + { + size_t newarraycapacity = heap->capacity * 2; + heap->array = Z_Realloc(heap->array, newarraycapacity, PU_STATIC, NULL); + + if (heap->array == NULL) + { + I_Error("K_BHeapPush: Out of Memory."); + } + + heap->capacity = newarraycapacity; + } + + newitem = &heap->array[heap->count]; + + newitem->heapindex = heap->count; + newitem->owner = heap; + newitem->data = item; + newitem->value = value; + newitem->indexchanged = changeindexcallback; + + if (newitem->indexchanged != NULL) + { + newitem->indexchanged(newitem->data, newitem->heapindex); + } + + heap->count++; + + K_BHeapSortUp(heap, &heap->array[heap->count - 1U]); + + pushsuccess = true; + } + + return pushsuccess; +} + +/*-------------------------------------------------- + boolean K_BHeapPop(bheap_t *const heap, bheapitem_t *const returnitemstorage) + + See header file for description. +--------------------------------------------------*/ +boolean K_BHeapPop(bheap_t *const heap, bheapitem_t *const returnitemstorage) +{ + boolean popsuccess = false; + if (heap == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL heap in K_BHeapPop.\n"); + } + else if (!K_BHeapValid(heap)) + { + CONS_Debug(DBG_GAMELOGIC, "Uninitialised heap in K_BHeapPop.\n"); + } + else if (heap->count == 0U) + { + CONS_Debug(DBG_GAMELOGIC, "Tried to Pop from empty heap in K_BHeapPop.\n"); + } + else if (returnitemstorage == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL returnitemstorage in K_BHeapPop.\n"); + } + else + { + *returnitemstorage = heap->array[0]; + + // Invalidate the heap related data from the return item + returnitemstorage->owner = NULL; + returnitemstorage->heapindex = SIZE_MAX; + + if (returnitemstorage->indexchanged != NULL) + { + returnitemstorage->indexchanged(returnitemstorage->data, returnitemstorage->heapindex); + } + + heap->count--; + + heap->array[0] = heap->array[heap->count]; + heap->array[0].heapindex = 0U; + memset(&heap->array[heap->count], 0x00, sizeof(bheapitem_t)); + + K_BHeapSortDown(heap, &heap->array[0]); + popsuccess = true; + } + + return popsuccess; +} + +/*-------------------------------------------------- + boolean K_UpdateBHeapItemValue(bheapitem_t *const item, const UINT32 newvalue) + + See header file for description. +--------------------------------------------------*/ +boolean K_UpdateBHeapItemValue(bheapitem_t *const item, const UINT32 newvalue) +{ + boolean updatevaluesuccess = false; + if (item == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL item in K_UpdateHeapItemValue.\n"); + } + else if (item->owner == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "item has NULL owner in K_UpdateHeapItemValue.\n"); + } + else if (K_BHeapItemValidate(item->owner, item) == false) + { + CONS_Debug(DBG_GAMELOGIC, "Invalid item in K_UpdateHeapItemValue.\n"); + } + else if (K_BHeapValid(item->owner) == false) + { + CONS_Debug(DBG_GAMELOGIC, "Invalid item owner in K_UpdateHeapItemValue.\n"); + } + else + { + size_t oldvalue = item->value; + item->value = newvalue; + if (newvalue < oldvalue) + { + K_BHeapSortUp(item->owner, item); + } + else if (newvalue > oldvalue) + { + K_BHeapSortDown(item->owner, item); + } + else + { + // No change is needed as the value is the same + } + + } + + return updatevaluesuccess; +} + +/*-------------------------------------------------- + size_t K_BHeapContains(bheap_t *const heap, void *const data, size_t index) + + See header file for description. +--------------------------------------------------*/ +size_t K_BHeapContains(bheap_t *const heap, void *const data, size_t index) +{ + size_t heapindexwithdata = SIZE_MAX; + + if (heap == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL heap in K_BHeapContains.\n"); + } + else if (!K_BHeapValid(heap)) + { + CONS_Debug(DBG_GAMELOGIC, "Uninitialised heap in K_BHeapContains.\n"); + } + else if (data == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL data in K_BHeapContains.\n"); + } + else + { + if ((heap->count != 0U) && (index < heap->count)) + { + if (heap->array[index].data == data) + { + heapindexwithdata = index; + } + } + else if (index == SIZE_MAX) + { + size_t i; + for (i = 0; i < heap->count; i++) + { + if (heap->array[i].data == data) + { + heapindexwithdata = i; + break; + } + } + } + } + + return heapindexwithdata; +} + +boolean K_BHeapFree(bheap_t *const heap) +{ + boolean freesuccess = false; + + if (heap == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL heap in K_BHeapFree.\n"); + } + else if (!K_BHeapValid(heap)) + { + CONS_Debug(DBG_GAMELOGIC, "Uninitialised heap in K_BHeapFree.\n"); + } + else + { + Z_Free(heap->array); + heap->array = NULL; + heap->capacity = 0U; + heap->count = 0U; + freesuccess = true; + } + + return freesuccess; +} diff --git a/src/k_bheap.h b/src/k_bheap.h new file mode 100644 index 000000000..04e37492c --- /dev/null +++ b/src/k_bheap.h @@ -0,0 +1,153 @@ +// SONIC ROBO BLAST 2 KART +//----------------------------------------------------------------------------- +// Copyright (C) 2018-2020 by Sean "Sryder" Ryder +// Copyright (C) 2018-2020 by Kart Krew +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file k_bheap.h +/// \brief Binary Heap implementation for SRB2 code base. + +#ifndef __K_BHEAP__ +#define __K_BHEAP__ + +#include "doomdef.h" + +typedef void(*updateindexfunc)(void *const, const size_t); + +typedef struct bheapitem_s +{ + size_t heapindex; // The index in the heap this item is + updateindexfunc indexchanged; // A callback function that is called when this item changes index to alert data + struct bheap_s *owner; // The heap that owns this item + void *data; // data for this heap item + UINT32 value; // The value of this item, the lowest value item is first in the array +} bheapitem_t; + +typedef struct bheap_s +{ + size_t capacity; // capacity of the heap + size_t count; // number of items in the heap + bheapitem_t *array; // pointer to the heap items array +} bheap_t; + + +/*-------------------------------------------------- + boolean K_BHeapInit(bheap_t *const heap, size_t initialcapacity) + + Initialises a binary heap. + + Input Arguments:- + heap - The heap to initialise + initialcapacity - The initial capacity the heap should hold + + Return:- + True if the initialisation was successful, false if it wasn't. +--------------------------------------------------*/ + +boolean K_BHeapInit(bheap_t *const heap, size_t initialcapacity); + + +/*-------------------------------------------------- + boolean K_BHeapValid(bheap_t *const heap) + + Checks a binary heap for validity + + Input Arguments:- + heap - The heap to validate + + Return:- + True if the binary heap is valid, false if it isn't +--------------------------------------------------*/ + +boolean K_BHeapValid(bheap_t *const heap); + + +/*-------------------------------------------------- + boolean K_BHeapPush(bheap_t *const heap, void *const item, const UINT32 value, updateindexfunc changeindexcallback) + + Adds a new item to a binary heap. + + Input Arguments:- + heap - The heap to add to. + item - The item to add to the heap. + value - The value of this item for the heap, lowest is first in the heap + changeindexcallback - A callback function that is called when the item's index changes, can be NULL + + Return:- + True if the push to the heap was successful, false if it wasn't due to invalid parameters +--------------------------------------------------*/ + +boolean K_BHeapPush(bheap_t *const heap, void *const item, UINT32 value, updateindexfunc changeindexcallback); + + +/*-------------------------------------------------- + boolean K_BHeapPop(bheap_t *const heap, bheapitem_t *const returnitemstorage) + + Pops the first item off of the heap, then orders it back to be correct. + + Input Arguments:- + heap - The heap to pop from. + returnitemstorage - The first item on the Heap is placed in here + + Return:- + true if the pop from the heap was successful, false if it wasn't. +--------------------------------------------------*/ + +boolean K_BHeapPop(bheap_t *const heap, bheapitem_t *const returnitemstorage); + + +/*-------------------------------------------------- + boolean K_UpdateBHeapItemValue(bheapitem_t *const item, const UINT32 newvalue) + + Updates the heap item's value, and reorders it in the array appropriately. Only works if the item is in a heap + validly. If it's a heapitem that is not currently in a heap (ie it's been popped off) just change the value + manually. + + Input Arguments:- + item - The item to update the value of. + newvalue - The new value the item will hold + + Return:- + true if the update was successful, false if it wasn't +--------------------------------------------------*/ + +boolean K_UpdateBHeapItemValue(bheapitem_t *const item, const UINT32 newvalue); + + +/*-------------------------------------------------- + size_t K_BHeapContains(bheap_t *const heap, void *const data, size_t index) + + Checks to see if data is contained in the heap. If index is not SIZE_MAX, then only the index sent in is + checked. Otherwise every index is checked linearly. + + Input Arguments:- + heap - The heap to check the contents of + data - The data that is being checked for + index - The index of the heap to check, if SIZE_MAX, check every index + + Return:- + The heap index that contains data, SIZE_MAX if it is not in the heap +--------------------------------------------------*/ + +size_t K_BHeapContains(bheap_t *const heap, void *const data, size_t index); + + +/*-------------------------------------------------- + boolean K_BHeapFree(bheap_t *const heap) + + Free the binary heap. + This does NOT free the data held within the binary heap items. Make sure those can still be freed manually. + + Input Arguments:- + heap - The heap to free + + Return:- + True if the heap was freed successfully, false if the heap wasn't valid to free +--------------------------------------------------*/ + +boolean K_BHeapFree(bheap_t *const heap); + +#endif diff --git a/src/k_kart.c b/src/k_kart.c index 5bdc79bc6..bdd984805 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -13,6 +13,7 @@ #include "m_random.h" #include "p_local.h" #include "p_slopes.h" +#include "p_setup.h" #include "r_draw.h" #include "r_local.h" #include "s_sound.h" @@ -25,6 +26,8 @@ #include "lua_hud.h" // For Lua hud checks #include "lua_hook.h" // For MobjDamage and ShouldDamage +#include "k_waypoint.h" + // SOME IMPORTANT VARIABLES DEFINED IN DOOMDEF.H: // gamespeed is cc (0 for easy, 1 for normal, 2 for hard) // franticitems is Frantic Mode items, bool @@ -72,7 +75,7 @@ const char *KartColor_Names[MAXSKINCOLORS] = "Scarlet", // SKINCOLOR_SCARLET "Ketchup", // SKINCOLOR_KETCHUP "Dawn", // SKINCOLOR_DAWN - "Sunset", // SKINCOLOR_SUNSET + "Sunslam", // SKINCOLOR_SUNSLAM "Creamsicle", // SKINCOLOR_CREAMSICLE "Orange", // SKINCOLOR_ORANGE "Rosewood", // SKINCOLOR_ROSEWOOD @@ -132,9 +135,9 @@ const char *KartColor_Names[MAXSKINCOLORS] = "Thistle", // SKINCOLOR_THISTLE "Purple", // SKINCOLOR_PURPLE "Pastel", // SKINCOLOR_PASTEL - "Moonslam", // SKINCOLOR_MOONSLAM + "Moonset", // SKINCOLOR_MOONSET "Dusk", // SKINCOLOR_DUSK - "Bubblegum", // SKINCOLOR_BUBBLEGUM + "Violet", // SKINCOLOR_VIOLET "Magenta", // SKINCOLOR_MAGENTA "Fuchsia", // SKINCOLOR_FUCHSIA "Toxic", // SKINCOLOR_TOXIC @@ -178,7 +181,7 @@ const UINT8 KartColor_Opposite[MAXSKINCOLORS*2] = SKINCOLOR_ALGAE,10, // SKINCOLOR_SCARLET SKINCOLOR_MUSTARD,10, // SKINCOLOR_KETCHUP SKINCOLOR_DUSK,8, // SKINCOLOR_DAWN - SKINCOLOR_MOONSLAM,8, // SKINCOLOR_SUNSET + SKINCOLOR_MOONSET,8, // SKINCOLOR_SUNSLAM SKINCOLOR_PERIWINKLE,8, // SKINCOLOR_CREAMSICLE SKINCOLOR_BLUE,8, // SKINCOLOR_ORANGE SKINCOLOR_BLUEBERRY,6, // SKINCOLOR_ROSEWOOD @@ -193,7 +196,7 @@ const UINT8 KartColor_Opposite[MAXSKINCOLORS*2] = SKINCOLOR_KETCHUP,8, // SKINCOLOR_MUSTARD SKINCOLOR_EMERALD,8, // SKINCOLOR_BANANA SKINCOLOR_TEAL,8, // SKINCOLOR_OLIVE - SKINCOLOR_BUBBLEGUM,8, // SKINCOLOR_CROCODILE + SKINCOLOR_VIOLET,8, // SKINCOLOR_CROCODILE SKINCOLOR_NAVY,6, // SKINCOLOR_PERIDOT SKINCOLOR_ROBOHOOD,8, // SKINCOLOR_VOMIT SKINCOLOR_LAVENDER,6, // SKINCOLOR_GARDEN @@ -238,9 +241,9 @@ const UINT8 KartColor_Opposite[MAXSKINCOLORS*2] = SKINCOLOR_AZURE,8, // SKINCOLOR_THISTLE SKINCOLOR_CARIBBEAN,10, // SKINCOLOR_PURPLE SKINCOLOR_FUCHSIA,11, // SKINCOLOR_PASTEL - SKINCOLOR_SUNSET,10, // SKINCOLOR_MOONSLAM + SKINCOLOR_SUNSLAM,10, // SKINCOLOR_MOONSET SKINCOLOR_DAWN,6, // SKINCOLOR_DUSK - SKINCOLOR_CROCODILE,8, // SKINCOLOR_BUBBLEGUM + SKINCOLOR_CROCODILE,8, // SKINCOLOR_VIOLET SKINCOLOR_TURTLE,8, // SKINCOLOR_MAGENTA SKINCOLOR_PASTEL,11, // SKINCOLOR_FUCHSIA SKINCOLOR_MAROON,8, // SKINCOLOR_TOXIC @@ -259,7 +262,7 @@ UINT8 colortranslations[MAXTRANSLATIONS][16] = { { 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29, 31}, // SKINCOLOR_GREY { 3, 5, 8, 11, 15, 17, 19, 21, 23, 24, 25, 26, 27, 29, 30, 31}, // SKINCOLOR_NICKEL { 4, 7, 11, 15, 20, 22, 24, 27, 28, 28, 28, 29, 29, 30, 30, 31}, // SKINCOLOR_BLACK - { 0, 1, 208, 208, 209, 210, 10, 14, 16, 18, 20, 22, 24, 26, 28, 31}, // SKINCOLOR_FAIRY + { 0, 0, 252, 252, 200, 201, 211, 14, 16, 18, 20, 22, 24, 26, 28, 31}, // SKINCOLOR_FAIRY { 0, 80, 80, 81, 82, 218, 240, 11, 13, 16, 18, 21, 23, 26, 28, 31}, // SKINCOLOR_POPCORN { 80, 88, 89, 98, 99, 91, 12, 14, 16, 18, 20, 22, 24, 26, 28, 31}, // SKINCOLOR_ARTICHOKE { 0, 128, 129, 130, 146, 170, 14, 15, 17, 19, 21, 23, 25, 27, 29, 31}, // SKINCOLOR_PIGEON @@ -282,7 +285,7 @@ UINT8 colortranslations[MAXTRANSLATIONS][16] = { { 48, 49, 50, 51, 53, 34, 36, 38, 184, 185, 168, 168, 169, 169, 254, 31}, // SKINCOLOR_SCARLET { 72, 73, 64, 51, 52, 54, 34, 36, 38, 40, 42, 43, 44, 71, 46, 47}, // SKINCOLOR_KETCHUP { 0, 208, 216, 209, 210, 211, 212, 57, 58, 59, 60, 61, 63, 71, 47, 31}, // SKINCOLOR_DAWN - { 82, 72, 73, 64, 51, 53, 55, 213, 214, 195, 195, 173, 174, 175, 253, 254}, // SKINCOLOR_SUNSET + { 82, 72, 73, 64, 51, 53, 55, 213, 214, 195, 195, 173, 174, 175, 253, 254}, // SKINCOLOR_SUNSLAM { 0, 0, 208, 208, 48, 49, 50, 52, 53, 54, 56, 57, 58, 60, 61, 63}, // SKINCOLOR_CREAMSICLE {208, 48, 49, 50, 51, 52, 53, 54, 55, 57, 59, 60, 62, 44, 71, 47}, // SKINCOLOR_ORANGE { 50, 52, 55, 56, 58, 59, 60, 61, 62, 63, 44, 45, 71, 46, 47, 30}, // SKINCOLOR_ROSEWOOD @@ -342,9 +345,9 @@ UINT8 colortranslations[MAXTRANSLATIONS][16] = { { 0, 0, 0, 252, 252, 160, 161, 162, 163, 164, 165, 166, 167, 168, 169, 254}, // SKINCOLOR_THISTLE { 0, 252, 160, 161, 162, 163, 164, 165, 166, 167, 168, 168, 169, 169, 253, 254}, // SKINCOLOR_PURPLE { 0, 128, 128, 129, 129, 146, 170, 162, 163, 164, 165, 166, 167, 168, 169, 254}, // SKINCOLOR_PASTEL - { 0, 144, 145, 146, 170, 162, 163, 184, 184, 207, 207, 44, 45, 46, 47, 31}, // SKINCOLOR_MOONSLAM + { 0, 144, 145, 146, 170, 162, 163, 184, 184, 207, 207, 44, 45, 46, 47, 31}, // SKINCOLOR_MOONSET {252, 200, 201, 192, 193, 194, 172, 172, 173, 173, 174, 174, 175, 169, 253, 254}, // SKINCOLOR_DUSK - { 0, 252, 252, 200, 201, 181, 182, 183, 184, 166, 167, 168, 169, 253, 254, 31}, // SKINCOLOR_BUBBLEGUM + {176, 177, 178, 179, 180, 181, 182, 183, 184, 164, 165, 166, 167, 168, 169, 254}, // SKINCOLOR_VIOLET {176, 177, 178, 179, 180, 181, 182, 183, 184, 184, 185, 185, 186, 187, 30, 31}, // SKINCOLOR_MAGENTA {208, 209, 209, 32, 33, 182, 183, 184, 185, 185, 186, 186, 187, 253, 254, 31}, // SKINCOLOR_FUCHSIA { 0, 0, 88, 88, 89, 6, 8, 10, 193, 194, 195, 184, 185, 186, 187, 31}, // SKINCOLOR_TOXIC @@ -588,6 +591,7 @@ void K_RegisterKartStuff(void) CV_RegisterVar(&cv_kartdebugshrink); CV_RegisterVar(&cv_kartdebugdistribution); CV_RegisterVar(&cv_kartdebughuddrop); + CV_RegisterVar(&cv_kartdebugwaypoints); CV_RegisterVar(&cv_kartdebugcheckpoint); CV_RegisterVar(&cv_kartdebugnodes); @@ -692,7 +696,7 @@ static INT32 K_KartItemOddsBattle[NUMKARTRESULTS][6] = /*Jawz x2*/ { 0, 0, 1, 2, 4, 2 } // Jawz x2 }; -#define DISTVAR (64*14) +#define DISTVAR (2048) // Magic number distance for use with item roulette tiers /** \brief Item Roulette for Kart @@ -831,9 +835,7 @@ static INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean sp if (first != -1 && second != -1) // calculate 2nd's distance from 1st, for SPB { - secondist = P_AproxDistance(P_AproxDistance(players[first].mo->x - players[second].mo->x, - players[first].mo->y - players[second].mo->y), - players[first].mo->z - players[second].mo->z) / mapobjectscale; + secondist = players[second].distancetofinish - players[first].distancetofinish; if (franticitems) secondist = (15 * secondist) / 14; secondist = ((28 + (8-pingame)) * secondist) / 28; @@ -882,7 +884,8 @@ static INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean sp POWERITEMODDS(newodds); break; case KITEM_SPB: - if ((indirectitemcooldown > 0) || (pexiting > 0) || (secondist/DISTVAR < 3)) + if ((indirectitemcooldown > 0) || (secondist/DISTVAR < 3) + || (first != -1 && players[first].distancetofinish > 8*DISTVAR)) // No SPB near the end of the race newodds = 0; else newodds *= min((secondist/DISTVAR)-4, 3); // POWERITEMODDS(newodds); @@ -911,13 +914,13 @@ static INT32 K_KartGetItemOdds(UINT8 pos, SINT8 item, fixed_t mashed, boolean sp return newodds; } -//{ SRB2kart Roulette Code - Distance Based, no waypoints +//{ SRB2kart Roulette Code - Distance Based, yes waypoints -static INT32 K_FindUseodds(player_t *player, fixed_t mashed, INT32 pdis, INT32 bestbumper, boolean spbrush) +static UINT8 K_FindUseodds(player_t *player, fixed_t mashed, UINT32 pdis, UINT8 bestbumper, boolean spbrush) { - INT32 i; - INT32 n = 0; - INT32 useodds = 0; + UINT8 i; + UINT8 n = 0; + UINT8 useodds = 0; UINT8 disttable[14]; UINT8 totallen = 0; UINT8 distlen = 0; @@ -925,7 +928,7 @@ static INT32 K_FindUseodds(player_t *player, fixed_t mashed, INT32 pdis, INT32 b for (i = 0; i < 8; i++) { - INT32 j; + UINT8 j; boolean available = false; if (G_BattleGametype() && i > 5) @@ -986,9 +989,9 @@ static INT32 K_FindUseodds(player_t *player, fixed_t mashed, INT32 pdis, INT32 b SETUPDISTTABLE(6,3); SETUPDISTTABLE(7,1); - if (pdis <= 0) // (64*14) * 0 = 0 + if (pdis == 0) useodds = disttable[0]; - else if (pdis > DISTVAR * ((12 * distlen) / 14)) // (64*14) * 12 = 10752 + else if (pdis > DISTVAR * ((12 * distlen) / 14)) useodds = disttable[distlen-1]; else { @@ -1013,11 +1016,11 @@ static void K_KartItemRoulette(player_t *player, ticcmd_t *cmd) INT32 i; UINT8 pingame = 0; UINT8 roulettestop; - INT32 pdis = 0; - INT32 useodds = 0; + UINT32 pdis = 0; + UINT8 useodds = 0; INT32 spawnchance[NUMKARTRESULTS]; INT32 totalspawnchance = 0; - INT32 bestbumper = 0; + UINT8 bestbumper = 0; fixed_t mashed = 0; boolean dontforcespb = false; boolean spbrush = false; @@ -1040,6 +1043,10 @@ static void K_KartItemRoulette(player_t *player, ticcmd_t *cmd) bestbumper = players[i].kartstuff[k_bumper]; } + // No forced SPB in 1v1s, it has to be randomly rolled + if (pingame <= 2) + dontforcespb = true; + // This makes the roulette produce the random noises. if ((player->kartstuff[k_itemroulette] % 3) == 1 && P_IsDisplayPlayer(player)) { @@ -1071,15 +1078,18 @@ static void K_KartItemRoulette(player_t *player, ticcmd_t *cmd) for (i = 0; i < MAXPLAYERS; i++) { - if (playeringame[i] && !players[i].spectator && players[i].mo - && players[i].kartstuff[k_position] < player->kartstuff[k_position]) - pdis += P_AproxDistance(P_AproxDistance(players[i].mo->x - player->mo->x, - players[i].mo->y - player->mo->y), - players[i].mo->z - player->mo->z) / mapobjectscale - * (pingame - players[i].kartstuff[k_position]) - / max(1, ((pingame - 1) * (pingame + 1) / 3)); + if (playeringame[i] && !players[i].spectator + && players[i].kartstuff[k_position] == 1) + { + // This player is first! Yay! + pdis = player->distancetofinish - players[i].distancetofinish; + break; + } } + if (mapobjectscale != FRACUNIT) + pdis = FixedDiv(pdis, mapobjectscale); + if (franticitems) // Frantic items make the distances between everyone artifically higher, for crazier items pdis = (15 * pdis) / 14; @@ -1519,20 +1529,16 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid) \return boolean */ -static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec) +static UINT8 K_CheckOffroadCollide(mobj_t *mo) { UINT8 i; - sector_t *sec2; I_Assert(mo != NULL); I_Assert(!P_MobjWasRemoved(mo)); - sec2 = P_ThingOnSpecial3DFloor(mo); - for (i = 2; i < 5; i++) { - if ((sec2 && GETSECSPECIAL(sec2->special, 1) == i) - || (P_IsObjectOnRealGround(mo, sec) && GETSECSPECIAL(sec->special, 1) == i)) + if (P_MobjTouchingSectorSpecial(mo, 1, i, true)) return i-1; } @@ -1547,25 +1553,16 @@ static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec) */ static void K_UpdateOffroad(player_t *player) { - fixed_t offroad; - sector_t *nextsector = R_PointInSubsector( - player->mo->x + player->mo->momx*2, player->mo->y + player->mo->momy*2)->sector; - UINT8 offroadstrength = K_CheckOffroadCollide(player->mo, nextsector); + fixed_t offroadstrength = (K_CheckOffroadCollide(player->mo) << FRACBITS); // If you are in offroad, a timer starts. if (offroadstrength) { - if (K_CheckOffroadCollide(player->mo, player->mo->subsector->sector) && player->kartstuff[k_offroad] == 0) - player->kartstuff[k_offroad] = TICRATE; + if (player->kartstuff[k_offroad] < offroadstrength) + player->kartstuff[k_offroad] += offroadstrength / TICRATE; - if (player->kartstuff[k_offroad] > 0) - { - offroad = (offroadstrength << FRACBITS) / TICRATE; - player->kartstuff[k_offroad] += offroad; - } - - if (player->kartstuff[k_offroad] > (offroadstrength << FRACBITS)) - player->kartstuff[k_offroad] = (offroadstrength << FRACBITS); + if (player->kartstuff[k_offroad] > offroadstrength) + player->kartstuff[k_offroad] = offroadstrength; } else player->kartstuff[k_offroad] = 0; @@ -1904,6 +1901,121 @@ static void K_SpawnBrakeDriftSparks(player_t *player) // Be sure to update the m sparks->flags2 |= MF2_DONTDRAW; } +/** \brief Preps a player to respawn + + \param player player to respawn + + \return void +*/ +void K_DoIngameRespawn(player_t *player) +{ + if (!player->mo || P_MobjWasRemoved(player->mo)) + return; + + if (player->kartstuff[k_respawn]) + return; + + if (leveltime <= starttime) + return; + + if (player->nextwaypoint == NULL) // Starpost xyz not initalized(?) + { + UINT32 bestdist = UINT32_MAX; + mapthing_t *beststart = NULL; + UINT8 numstarts = 0; + + if (G_RaceGametype()) + { + numstarts = numcoopstarts; + } + else if (G_BattleGametype()) + { + numstarts = numdmstarts; + } + + if (numstarts > 0) + { + UINT8 i = 0; + + for (i = 0; i < numstarts; i++) + { + UINT32 dist = UINT32_MAX; + mapthing_t *checkstart = NULL; + + if (G_RaceGametype()) + { + checkstart = playerstarts[i]; + } + else if (G_BattleGametype()) + { + checkstart = deathmatchstarts[i]; + } + else + { + break; + } + + dist = (UINT32)P_AproxDistance((player->mo->x >> FRACBITS) - checkstart->x, + (player->mo->y >> FRACBITS) - checkstart->y); + + if (dist < bestdist) + { + beststart = checkstart; + bestdist = dist; + } + } + } + + if (beststart == NULL) + { + CONS_Alert(CONS_WARNING, "No respawn points!\n"); + } + else + { + sector_t *s; + fixed_t z = (beststart->options >> ZSHIFT); + + player->starpostx = beststart->x; + player->starposty = beststart->y; + s = R_PointInSubsector(beststart->x << FRACBITS, beststart->y << FRACBITS)->sector; + + if (beststart->options & MTF_OBJECTFLIP) + { + player->starpostz = ( +#ifdef ESLOPE + s->c_slope ? P_GetZAt(s->c_slope, beststart->x << FRACBITS, beststart->y << FRACBITS) : +#endif + s->ceilingheight) >> FRACBITS; + + if (z) + player->starpostz -= z; + + player->starpostz -= mobjinfo[MT_PLAYER].height; + player->kartstuff[k_starpostflip] = 1; + } + else + { + player->starpostz = ( +#ifdef ESLOPE + s->f_slope ? P_GetZAt(s->f_slope, beststart->x << FRACBITS, beststart->y << FRACBITS) : +#endif + s->floorheight) >> FRACBITS; + + if (z) + player->starpostz += z; + + player->kartstuff[k_starpostflip] = 0; + } + } + } + + player->mo->flags &= ~(MF_SOLID|MF_SHOOTABLE); + player->mo->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY; + player->mo->flags2 &= ~MF2_DONTDRAW; + + player->kartstuff[k_respawn] = 48; +} + /** \brief Calculates the respawn timer and drop-boosting \param player player object passed from K_KartPlayerThink @@ -1919,39 +2031,147 @@ void K_RespawnChecker(player_t *player) if (player->kartstuff[k_respawn] > 1) { - player->kartstuff[k_respawn]--; - player->mo->momz = 0; + fixed_t destx = 0, desty = 0, destz = 0; + + player->mo->momx = player->mo->momy = player->mo->momz = 0; player->powers[pw_flashing] = 2; player->powers[pw_nocontrol] = 2; - if (leveltime % 8 == 0) + + if (leveltime % 8 == 0 && !mapreset) + S_StartSound(player->mo, sfx_s3kcas); + + destx = (player->starpostx << FRACBITS); + desty = (player->starposty << FRACBITS); + destz = (player->starpostz << FRACBITS); + + if (player->kartstuff[k_starpostflip]) { - INT32 i; - if (!mapreset) - S_StartSound(player->mo, sfx_s3kcas); + // This variable is set from the settings of the best waypoint, thus this waypoint is FLIPPED as well. + // So we should flip the player in advance for it as well. + player->mo->flags2 |= MF2_OBJECTFLIP; + player->mo->eflags |= MFE_VERTICALFLIP; + destz -= (128 * mapobjectscale) + (player->mo->height); + } + else + { + // Ditto, but this waypoint isn't flipped, so make sure the player also isn't flipped! + player->mo->flags2 &= ~MF2_OBJECTFLIP; + player->mo->eflags &= ~MFE_VERTICALFLIP; + destz += (128 * mapobjectscale); + } - for (i = 0; i < 8; i++) + if (player->mo->x != destx || player->mo->y != desty || player->mo->z != destz) + { + fixed_t step = 64*mapobjectscale; + fixed_t dist = P_AproxDistance(P_AproxDistance(player->mo->x - destx, player->mo->y - desty), player->mo->z - destz); + + if (dist <= step) // You're ready to respawn { - mobj_t *mo; - angle_t newangle; - fixed_t newx, newy, newz; + P_TryMove(player->mo, destx, desty, true); + player->mo->z = destz; + } + else + { + fixed_t stepx = 0, stepy = 0, stepz = 0; + angle_t stepha = R_PointToAngle2(player->mo->x, player->mo->y, destx, desty); + angle_t stepva = R_PointToAngle2(0, player->mo->z, P_AproxDistance(player->mo->x - destx, player->mo->y - desty), destz); + fixed_t laserx = 0, lasery = 0, laserz = 0; + UINT8 lasersteps = 4; - newangle = FixedAngle(((360/8)*i)*FRACUNIT); - newx = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31<mo->y + P_ReturnThrustY(player->mo, newangle, 31<mo->eflags & MFE_VERTICALFLIP) - newz = player->mo->z + player->mo->height; - else - newz = player->mo->z; + // Move toward the respawn point + stepx = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), step), FINECOSINE(stepva >> ANGLETOFINESHIFT)); + stepy = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), step), FINECOSINE(stepva >> ANGLETOFINESHIFT)); + stepz = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*step); - mo = P_SpawnMobj(newx, newy, newz, MT_DEZLASER); - if (mo) + P_TryMove(player->mo, player->mo->x + stepx, player->mo->y + stepy, true); + player->mo->z += stepz; + + // Spawn lasers along the path + laserx = player->mo->x + (stepx / 2); + lasery = player->mo->y + (stepy / 2); + laserz = player->mo->z + (stepz / 2); + dist = P_AproxDistance(P_AproxDistance(laserx - destx, lasery - desty), laserz - destz); + + if (dist > step/2) { + while (lasersteps) + { + + stepha = R_PointToAngle2(laserx, lasery, destx, desty); + stepva = R_PointToAngle2(0, laserz, P_AproxDistance(laserx - destx, lasery - desty), destz); + + stepx = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), step), FINECOSINE(stepva >> ANGLETOFINESHIFT)); + stepy = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), step), FINECOSINE(stepva >> ANGLETOFINESHIFT)); + stepz = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*step); + + laserx += stepx; + lasery += stepy; + laserz += stepz; + dist = P_AproxDistance(P_AproxDistance(laserx - destx, lasery - desty), laserz - destz); + + if (dist <= step/2) + break; + + lasersteps--; + } + } + + if (lasersteps == 0) // Don't spawn them beyond the respawn point. + { + mobj_t *laser; + + laser = P_SpawnMobj(laserx, lasery, laserz + (player->mo->height / 2), MT_DEZLASER); + + if (laser && !P_MobjWasRemoved(laser)) + { + P_SetMobjState(laser, S_DEZLASER_TRAIL1); + if (player->mo->eflags & MFE_VERTICALFLIP) + laser->eflags |= MFE_VERTICALFLIP; + P_SetTarget(&laser->target, player->mo); + laser->angle = stepha + ANGLE_90; + P_SetScale(laser, (laser->destscale = FRACUNIT)); + } + } + } + } + else + { + player->kartstuff[k_respawn]--; + + player->mo->flags |= MF_SOLID|MF_SHOOTABLE; + player->mo->flags &= ~(MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY); + if (!(player->pflags & PF_NOCLIP)) + player->mo->flags &= ~MF_NOCLIP; + + if (leveltime % 8 == 0) + { + INT32 i; + + for (i = 0; i < 8; i++) + { + mobj_t *laser; + angle_t newangle; + fixed_t newx, newy, newz; + + newangle = FixedAngle(((360/8)*i)*FRACUNIT); + newx = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31 * player->mo->scale); + newy = player->mo->y + P_ReturnThrustY(player->mo, newangle, 31 * player->mo->scale); if (player->mo->eflags & MFE_VERTICALFLIP) - mo->eflags |= MFE_VERTICALFLIP; - P_SetTarget(&mo->target, player->mo); - mo->angle = newangle+ANGLE_90; - mo->momz = (8<mo); - P_SetScale(mo, (mo->destscale = FRACUNIT)); + newz = player->mo->z + player->mo->height; + else + newz = player->mo->z; + + laser = P_SpawnMobj(newx, newy, newz, MT_DEZLASER); + + if (laser && !P_MobjWasRemoved(laser)) + { + if (player->mo->eflags & MFE_VERTICALFLIP) + laser->eflags |= MFE_VERTICALFLIP; + P_SetTarget(&laser->target, player->mo); + laser->angle = newangle+ANGLE_90; + laser->momz = (8 * player->mo->scale) * P_MobjFlip(player->mo); + P_SetScale(laser, (laser->destscale = player->mo->scale)); + } } } } @@ -1973,7 +2193,7 @@ void K_RespawnChecker(player_t *player) // Sal: The old behavior was stupid and prone to accidental usage. // Let's rip off Mania instead, and turn this into a Drop Dash! - if (cmd->buttons & BT_ACCELERATE) + if (cmd->buttons & BT_ACCELERATE && !player->kartstuff[k_spinouttimer]) // Lat: Since we're letting players spin out on respawn, don't let them charge a dropdash in this state. (It wouldn't work anyway) player->kartstuff[k_dropdash]++; else player->kartstuff[k_dropdash] = 0; @@ -1995,11 +2215,44 @@ void K_RespawnChecker(player_t *player) player->kartstuff[k_startboost] = 50; K_SpawnDashDustRelease(player); } + player->mo->colorized = false; player->kartstuff[k_dropdash] = 0; player->kartstuff[k_respawn] = 0; + //P_PlayRinglossSound(player->mo); P_PlayerRingBurst(player, 3); + + if (G_BattleGametype()) + { + if (player->kartstuff[k_bumper] > 0) + { + if (player->kartstuff[k_bumper] == 1) + { + mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); // Player hitbox is too small!! + P_SetTarget(&karmahitbox->target, player->mo); + karmahitbox->destscale = player->mo->scale; + P_SetScale(karmahitbox, player->mo->scale); + CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]); + } + player->kartstuff[k_bumper]--; + if (K_IsPlayerWanted(player)) + K_CalculateBattleWanted(); + } + + if (!player->kartstuff[k_bumper]) + { + player->kartstuff[k_comebacktimer] = comebacktime; + if (player->kartstuff[k_comebackmode] == 2) + { + mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE); + S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound); + player->kartstuff[k_comebackmode] = 0; + } + } + + K_CheckBumpers(); + } } } } @@ -3106,8 +3359,62 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I return NULL; } +UINT8 K_DriftSparkColor(player_t *player, INT32 charge) +{ + INT32 ds = K_GetKartDriftSparkValue(player); + UINT8 color = SKINCOLOR_NONE; + + if (charge < 0) + { + // Stage 0: Yellow + color = SKINCOLOR_GOLD; + } + else if (charge >= ds*4) + { + // Stage 3: Rainbow + if (charge <= (ds*4)+(32*3)) + { + // transition + color = SKINCOLOR_SILVER; + } + else + { + color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))); + } + } + else if (charge >= ds*2) + { + // Stage 2: Blue + if (charge <= (ds*2)+(32*3)) + { + // transition + color = SKINCOLOR_PURPLE; + } + else + { + color = SKINCOLOR_SAPPHIRE; + } + } + else if (charge >= ds) + { + // Stage 1: Red + if (charge <= (ds)+(32*3)) + { + // transition + color = SKINCOLOR_TANGERINE; + } + else + { + color = SKINCOLOR_KETCHUP; + } + } + + return color; +} + static void K_SpawnDriftSparks(player_t *player) { + INT32 ds = K_GetKartDriftSparkValue(player); fixed_t newx; fixed_t newy; mobj_t *spark; @@ -3121,16 +3428,17 @@ static void K_SpawnDriftSparks(player_t *player) if (leveltime % 2 == 1) return; - if (!P_IsObjectOnGround(player->mo)) - return; - - if (!player->kartstuff[k_drift] || player->kartstuff[k_driftcharge] < K_GetKartDriftSparkValue(player)) + if (!player->kartstuff[k_drift] + || (player->kartstuff[k_driftcharge] < ds && !(player->kartstuff[k_driftcharge] < 0))) return; travelangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift]; for (i = 0; i < 2; i++) { + SINT8 size = 1; + UINT8 trail = 0; + newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale)); newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(32*FRACUNIT, player->mo->scale)); spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK); @@ -3144,20 +3452,51 @@ static void K_SpawnDriftSparks(player_t *player) spark->momy = player->mo->momy/2; //spark->momz = player->mo->momz/2; - if (player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(player)*4) + spark->color = K_DriftSparkColor(player, player->kartstuff[k_driftcharge]); + + if (player->kartstuff[k_driftcharge] < 0) { - spark->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))); + // Stage 0: Yellow + size = 0; } - else if (player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(player)*2) + else if (player->kartstuff[k_driftcharge] >= ds*4) { - if (player->kartstuff[k_driftcharge] <= (K_GetKartDriftSparkValue(player)*2)+(24*3)) - spark->color = SKINCOLOR_RASPBERRY; // transition + // Stage 3: Rainbow + size = 2; + trail = 2; + + if (player->kartstuff[k_driftcharge] <= (ds*4)+(32*3)) + { + // transition + P_SetScale(spark, (spark->destscale = spark->scale*3/2)); + } else - spark->color = SKINCOLOR_KETCHUP; + { + spark->colorized = true; + } + } + else if (player->kartstuff[k_driftcharge] >= ds*2) + { + // Stage 2: Blue + size = 2; + trail = 1; + + if (player->kartstuff[k_driftcharge] <= (ds*2)+(32*3)) + { + // transition + P_SetScale(spark, (spark->destscale = spark->scale*3/2)); + } } else { - spark->color = SKINCOLOR_SAPPHIRE; + // Stage 1: Red + size = 1; + + if (player->kartstuff[k_driftcharge] <= (ds)+(32*3)) + { + // transition + P_SetScale(spark, (spark->destscale = spark->scale*2)); + } } if ((player->kartstuff[k_drift] > 0 && player->cmd.driftturn > 0) // Inward drifts @@ -3165,22 +3504,40 @@ static void K_SpawnDriftSparks(player_t *player) { if ((player->kartstuff[k_drift] < 0 && (i & 1)) || (player->kartstuff[k_drift] > 0 && !(i & 1))) - P_SetMobjState(spark, S_DRIFTSPARK_A1); + { + size++; + } else if ((player->kartstuff[k_drift] < 0 && !(i & 1)) || (player->kartstuff[k_drift] > 0 && (i & 1))) - P_SetMobjState(spark, S_DRIFTSPARK_C1); + { + size--; + } } else if ((player->kartstuff[k_drift] > 0 && player->cmd.driftturn < 0) // Outward drifts || (player->kartstuff[k_drift] < 0 && player->cmd.driftturn > 0)) { if ((player->kartstuff[k_drift] < 0 && (i & 1)) || (player->kartstuff[k_drift] > 0 && !(i & 1))) - P_SetMobjState(spark, S_DRIFTSPARK_C1); + { + size--; + } else if ((player->kartstuff[k_drift] < 0 && !(i & 1)) || (player->kartstuff[k_drift] > 0 && (i & 1))) - P_SetMobjState(spark, S_DRIFTSPARK_A1); + { + size++; + } } + if (size == 2) + P_SetMobjState(spark, S_DRIFTSPARK_A1); + else if (size < 1) + P_SetMobjState(spark, S_DRIFTSPARK_C1); + else if (size > 2) + P_SetMobjState(spark, S_DRIFTSPARK_D1); + + if (trail > 0) + spark->tics += trail; + K_MatchGenericExtraFlags(spark, player->mo); } } @@ -3442,7 +3799,7 @@ void K_SpawnDraftDust(mobj_t *mo) void K_DriftDustHandling(mobj_t *spawner) { angle_t anglediff; - const INT16 spawnrange = spawner->radius>>FRACBITS; + const INT16 spawnrange = spawner->radius >> FRACBITS; if (!P_IsObjectOnGround(spawner) || leveltime % 2 != 0) return; @@ -3459,7 +3816,7 @@ void K_DriftDustHandling(mobj_t *spawner) { angle_t playerangle = spawner->angle; - if (spawner->player->speed < 5<player->speed < 5*spawner->scale) return; if (spawner->player->cmd.forwardmove < 0) @@ -3470,7 +3827,7 @@ void K_DriftDustHandling(mobj_t *spawner) } else { - if (P_AproxDistance(spawner->momx, spawner->momy) < 5<momx, spawner->momy) < 5*spawner->scale) return; anglediff = abs((signed)(spawner->angle - R_PointToAngle2(0, 0, spawner->momx, spawner->momy))); @@ -3481,12 +3838,12 @@ void K_DriftDustHandling(mobj_t *spawner) if (anglediff > ANG10*4) // Trying to turn further than 40 degrees { - fixed_t spawnx = P_RandomRange(-spawnrange, spawnrange)<x + spawnx, spawner->y + spawny, spawner->z, MT_DRIFTDUST); - dust->momx = FixedMul(spawner->momx + (P_RandomRange(-speedrange, speedrange)<scale)/4); - dust->momy = FixedMul(spawner->momy + (P_RandomRange(-speedrange, speedrange)<scale)/4); + dust->momx = FixedMul(spawner->momx + (P_RandomRange(-speedrange, speedrange) * spawner->scale), 3*FRACUNIT/4); + dust->momy = FixedMul(spawner->momy + (P_RandomRange(-speedrange, speedrange) * spawner->scale), 3*FRACUNIT/4); dust->momz = P_MobjFlip(spawner) * (P_RandomRange(1, 4) * (spawner->scale)); P_SetScale(dust, spawner->scale/2); dust->destscale = spawner->scale * 3; @@ -3496,6 +3853,35 @@ void K_DriftDustHandling(mobj_t *spawner) S_StartSound(spawner, sfx_screec); K_MatchGenericExtraFlags(dust, spawner); + + // Sparkle-y warning for when you're about to change drift sparks! + if (spawner->player && spawner->player->kartstuff[k_drift]) + { + INT32 driftval = K_GetKartDriftSparkValue(spawner->player); + INT32 warntime = driftval/3; + INT32 dc = spawner->player->kartstuff[k_driftcharge]; + UINT8 c = SKINCOLOR_NONE; + boolean rainbow = false; + + if (dc >= 0) + { + dc += warntime; + } + + c = K_DriftSparkColor(spawner->player, dc); + + if (dc > (4*driftval)+(32*3)) + { + rainbow = true; + } + + if (c != SKINCOLOR_NONE) + { + P_SetMobjState(dust, S_DRIFTWARNSPARK1); + dust->color = c; + dust->colorized = rainbow; + } + } } } @@ -3527,10 +3913,18 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map return NULL; // Figure out projectile speed by game speed - if (missile && mapthing != MT_BALLHOG) // Trying to keep compatability... - PROJSPEED = FixedMul(mobjinfo[mapthing].speed, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4))); + if (missile) + { + // Use info->speed for missiles + PROJSPEED = FixedMul(mobjinfo[mapthing].speed, K_GetKartGameSpeedScalar(gamespeed)); + } else - PROJSPEED = (82 + ((gamespeed-1) * 14)) * FRACUNIT; // Avg Speed is 41 in Normal + { + // Use pre-determined speed for tossing + PROJSPEED = FixedMul(82 << FRACBITS, K_GetKartGameSpeedScalar(gamespeed)); + } + + // Scale to map size PROJSPEED = FixedMul(PROJSPEED, mapobjectscale); if (altthrow) @@ -3576,11 +3970,11 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map if (dir == -1) { // Shoot backward - mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 - 0x06000000, 0, PROJSPEED/4); - K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 - 0x03000000, 0, PROJSPEED/4); - K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/4); - K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 + 0x03000000, 0, PROJSPEED/4); - K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180 + 0x06000000, 0, PROJSPEED/4); + mo = K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) - 0x06000000, 0, PROJSPEED/8); + K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) - 0x03000000, 0, PROJSPEED/8); + K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/8); + K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) + 0x03000000, 0, PROJSPEED/8); + K_SpawnKartMissile(player->mo, mapthing, (player->mo->angle + ANGLE_180) + 0x06000000, 0, PROJSPEED/8); } else { @@ -3597,7 +3991,7 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map if (dir == -1 && mapthing != MT_SPB) { // Shoot backward - mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/2); + mo = K_SpawnKartMissile(player->mo, mapthing, player->mo->angle + ANGLE_180, 0, PROJSPEED/8); } else { @@ -3631,7 +4025,7 @@ static mobj_t *K_ThrowKartItem(player_t *player, boolean missile, mobjtype_t map if (mo) { angle_t fa = player->mo->angle>>ANGLETOFINESHIFT; - fixed_t HEIGHT = (20 + (dir*10))*mapobjectscale + (player->mo->momz*P_MobjFlip(player->mo)); + fixed_t HEIGHT = (20 + (dir*10))*FRACUNIT + (player->mo->momz*P_MobjFlip(player->mo)); P_SetObjectMomZ(mo, HEIGHT, false); mo->momx = player->mo->momx + FixedMul(FINECOSINE(fa), PROJSPEED*dir); @@ -3948,6 +4342,7 @@ void K_DoSneaker(player_t *player, INT32 type) static void K_DoShrink(player_t *user) { INT32 i; + mobj_t *mobj, *next; S_StartSound(user->mo, sfx_kc46); // Sound the BANG! user->pflags |= PF_ATTACKDOWN; @@ -3965,10 +4360,7 @@ static void K_DoShrink(player_t *user) // Grow should get taken away. if (players[i].kartstuff[k_growshrinktimer] > 0) K_RemoveGrowShrink(&players[i]); - // Don't hit while invulnerable! - else if (!players[i].kartstuff[k_invincibilitytimer] - && players[i].kartstuff[k_growshrinktimer] <= 0 - && !players[i].kartstuff[k_hyudorotimer]) + else { // Start shrinking! K_DropItems(&players[i]); @@ -3985,6 +4377,33 @@ static void K_DoShrink(player_t *user) } } } + + // kill everything in the kitem list while we're at it: + for (mobj = kitemcap; mobj; mobj = next) + { + next = mobj->itnext; + + // check if the item is being held by a player behind us before removing it. + // check if the item is a "shield" first, bc i'm p sure thrown items keep the player that threw em as target anyway + + if (mobj->type == MT_BANANA_SHIELD || mobj->type == MT_JAWZ_SHIELD || + mobj->type == MT_SSMINE_SHIELD || mobj->type == MT_EGGMANITEM_SHIELD || + mobj->type == MT_SINK_SHIELD || mobj->type == MT_ORBINAUT_SHIELD) + { + if (mobj->target && mobj->target->player) + { + if (mobj->target->player->kartstuff[k_position] > user->kartstuff[k_position]) + continue; // this guy's behind us, don't take his stuff away! + } + } + + mobj->destscale = 0; + mobj->flags &= ~(MF_SOLID|MF_SHOOTABLE|MF_SPECIAL); + mobj->flags |= MF_NOCLIPTHING; // Just for safety + + if (mobj->type == MT_SPB) + spbplace = -1; + } } @@ -4157,6 +4576,7 @@ void K_DropHnextList(player_t *player) dropwork = P_SpawnMobj(work->x, work->y, work->z, type); P_SetTarget(&dropwork->target, player->mo); + P_AddKartItem(dropwork); // needs to be called here so shrink can bust items off players in front of the user. dropwork->angle = work->angle; dropwork->flags2 = work->flags2; dropwork->flags |= MF_NOCLIPTHING; @@ -4305,6 +4725,167 @@ void K_RepairOrbitChain(mobj_t *orbit) } } +// Simplified version of a code bit in P_MobjFloorZ +static fixed_t K_BananaSlopeZ(pslope_t *slope, fixed_t x, fixed_t y, fixed_t radius, boolean ceiling) +{ + fixed_t testx, testy; + + if (slope->d.x < 0) + testx = radius; + else + testx = -radius; + + if (slope->d.y < 0) + testy = radius; + else + testy = -radius; + + if ((slope->zdelta > 0) ^ !!(ceiling)) + { + testx = -testx; + testy = -testy; + } + + testx += x; + testy += y; + + return P_GetZAt(slope, testx, testy); +} + +static void K_CalculateBananaSlope(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player) +{ + fixed_t newz; + sector_t *sec; +#ifdef ESLOPE + pslope_t *slope = NULL; +#endif + + sec = R_PointInSubsector(x, y)->sector; + + if (flip) + { +#ifdef ESLOPE + if (sec->c_slope) + { + slope = sec->c_slope; + newz = K_BananaSlopeZ(slope, x, y, radius, true); + } + else +#endif + newz = sec->ceilingheight; + } + else + { +#ifdef ESLOPE + if (sec->f_slope) + { + slope = sec->f_slope; + newz = K_BananaSlopeZ(slope, x, y, radius, false); + } + else +#endif + newz = sec->floorheight; + } + + // Check FOFs for a better suited slope + if (sec->ffloors) + { + ffloor_t *rover; + + for (rover = sec->ffloors; rover; rover = rover->next) + { + fixed_t top, bottom; + fixed_t d1, d2; + + if (!(rover->flags & FF_EXISTS)) + continue; + + if ((!(((rover->flags & FF_BLOCKPLAYER && player) + || (rover->flags & FF_BLOCKOTHERS && !player)) + || (rover->flags & FF_QUICKSAND)) + || (rover->flags & FF_SWIMMABLE))) + continue; + +#ifdef ESLOPE + if (*rover->t_slope) + top = K_BananaSlopeZ(*rover->t_slope, x, y, radius, false); + else +#endif + top = *rover->topheight; + +#ifdef ESLOPE + if (*rover->b_slope) + bottom = K_BananaSlopeZ(*rover->b_slope, x, y, radius, true); + else +#endif + bottom = *rover->bottomheight; + + if (flip) + { + if (rover->flags & FF_QUICKSAND) + { + if (z < top && (z + height) > bottom) + { + if (newz > (z + height)) + { + newz = (z + height); + slope = NULL; + } + } + continue; + } + + d1 = (z + height) - (top + ((bottom - top)/2)); + d2 = z - (top + ((bottom - top)/2)); + + if (bottom < newz && abs(d1) < abs(d2)) + { + newz = bottom; +#ifdef ESLOPE + if (*rover->b_slope) + slope = *rover->b_slope; +#endif + } + } + else + { + if (rover->flags & FF_QUICKSAND) + { + if (z < top && (z + height) > bottom) + { + if (newz < z) + { + newz = z; + slope = NULL; + } + } + continue; + } + + d1 = z - (bottom + ((top - bottom)/2)); + d2 = (z + height) - (bottom + ((top - bottom)/2)); + + if (top > newz && abs(d1) < abs(d2)) + { + newz = top; +#ifdef ESLOPE + if (*rover->t_slope) + slope = *rover->t_slope; +#endif + } + } + } + } + +#if 0 + mobj->standingslope = slope; +#endif + +#ifdef HWRENDER + mobj->modeltilt = slope; +#endif +} + // Move the hnext chain! static void K_MoveHeldObjects(player_t *player) { @@ -4492,8 +5073,7 @@ static void K_MoveHeldObjects(player_t *player) #ifdef ESLOPE if (P_IsObjectOnGround(cur)) { - // Slope values are set in the function, but we DON'T want to use its return value. - P_CalculateShadowFloor(cur, cur->x, cur->y, cur->z, + K_CalculateBananaSlope(cur, cur->x, cur->y, cur->z, cur->radius, cur->height, (cur->eflags & MFE_VERTICALFLIP), false); } #endif @@ -5272,8 +5852,15 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) player->kartstuff[k_stolentimer]--; if (player->kartstuff[k_squishedtimer]) + { player->kartstuff[k_squishedtimer]--; + if ((player->kartstuff[k_squishedtimer] == 0) && !(player->pflags & PF_NOCLIP)) + { + player->mo->flags &= ~MF_NOCLIP; + } + } + if (player->kartstuff[k_justbumped]) player->kartstuff[k_justbumped]--; @@ -5374,6 +5961,10 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) void K_KartPlayerAfterThink(player_t *player) { + // Moved to afterthink, as at this point the players have had their distances to the finish line updated + // and this will correctly account for all players + K_KartUpdatePosition(player); + if (player->kartstuff[k_curshield] || player->kartstuff[k_invincibilitytimer] || (player->kartstuff[k_growshrinktimer] != 0 && player->kartstuff[k_growshrinktimer] % 5 == 4)) // 4 instead of 0 because this is afterthink! @@ -5435,6 +6026,347 @@ void K_KartPlayerAfterThink(player_t *player) } } +/*-------------------------------------------------- + static waypoint_t *K_GetPlayerNextWaypoint(player_t *player) + + Gets the next waypoint of a player, by finding their closest waypoint, then checking which of itself and next or + previous waypoints are infront of the player. + + Input Arguments:- + player - The player the next waypoint is being found for + + Return:- + The waypoint that is the player's next waypoint +--------------------------------------------------*/ +static waypoint_t *K_GetPlayerNextWaypoint(player_t *player) +{ + waypoint_t *bestwaypoint = NULL; + + if ((player != NULL) && (player->mo != NULL) && (P_MobjWasRemoved(player->mo) == false)) + { + waypoint_t *waypoint = K_GetBestWaypointForMobj(player->mo); + boolean updaterespawn = false; + + bestwaypoint = waypoint; + + // check the waypoint's location in relation to the player + // If it's generally in front, it's fine, otherwise, use the best next/previous waypoint. + // EXCEPTION: If our best waypoint is the finishline AND we're facing towards it, don't do this. + // Otherwise it breaks the distance calculations. + if (waypoint != NULL) + { + boolean finishlinehack = false; + angle_t playerangle = player->mo->angle; + angle_t momangle = player->mo->angle; + angle_t angletowaypoint = + R_PointToAngle2(player->mo->x, player->mo->y, waypoint->mobj->x, waypoint->mobj->y); + angle_t angledelta = ANGLE_MAX; + angle_t momdelta = ANGLE_MAX; + + if (player->mo->momx != 0 || player->mo->momy != 0) + { + // Defaults to facing angle if you're not moving. + momangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); + } + + angledelta = playerangle - angletowaypoint; + if (angledelta > ANGLE_180) + { + angledelta = InvAngle(angledelta); + } + + momdelta = momangle - angletowaypoint; + if (momdelta > ANGLE_180) + { + momdelta = InvAngle(momdelta); + } + + if (bestwaypoint == K_GetFinishLineWaypoint()) + { + // facing towards the finishline + if (angledelta <= ANGLE_90) + { + finishlinehack = true; + } + } + + // We're using a lot of angle calculations here, because only using facing angle or only using momentum angle both have downsides. + // nextwaypoints will be picked if you're facing OR moving forward. + // prevwaypoints will be picked if you're facing AND moving backward. + if ((angledelta > ANGLE_45 || momdelta > ANGLE_45) + && (finishlinehack == false)) + { + angle_t nextbestdelta = angledelta; + angle_t nextbestmomdelta = momdelta; + size_t i = 0U; + + if ((waypoint->nextwaypoints != NULL) && (waypoint->numnextwaypoints > 0U)) + { + for (i = 0U; i < waypoint->numnextwaypoints; i++) + { + angletowaypoint = R_PointToAngle2( + player->mo->x, player->mo->y, + waypoint->nextwaypoints[i]->mobj->x, waypoint->nextwaypoints[i]->mobj->y); + + angledelta = playerangle - angletowaypoint; + if (angledelta > ANGLE_180) + { + angledelta = InvAngle(angledelta); + } + + momdelta = momangle - angletowaypoint; + if (momdelta > ANGLE_180) + { + momdelta = InvAngle(momdelta); + } + + if (angledelta < nextbestdelta || momdelta < nextbestmomdelta) + { + bestwaypoint = waypoint->nextwaypoints[i]; + + if (angledelta < nextbestdelta) + { + nextbestdelta = angledelta; + } + if (momdelta < nextbestmomdelta) + { + nextbestmomdelta = momdelta; + } + + // Remove wrong way flag if we're using nextwaypoints + player->kartstuff[k_wrongway] = 0; + updaterespawn = true; + } + } + } + + if ((waypoint->prevwaypoints != NULL) && (waypoint->numprevwaypoints > 0U)) + { + for (i = 0U; i < waypoint->numprevwaypoints; i++) + { + angletowaypoint = R_PointToAngle2( + player->mo->x, player->mo->y, + waypoint->prevwaypoints[i]->mobj->x, waypoint->prevwaypoints[i]->mobj->y); + + angledelta = playerangle - angletowaypoint; + if (angledelta > ANGLE_180) + { + angledelta = InvAngle(angledelta); + } + + momdelta = momangle - angletowaypoint; + if (momdelta > ANGLE_180) + { + momdelta = InvAngle(momdelta); + } + + if (angledelta < nextbestdelta && momdelta < nextbestmomdelta) + { + bestwaypoint = waypoint->prevwaypoints[i]; + + nextbestdelta = angledelta; + nextbestmomdelta = momdelta; + + // Set wrong way flag if we're using prevwaypoints + player->kartstuff[k_wrongway] = 1; + updaterespawn = false; + } + } + } + } + } + + if (!P_IsObjectOnGround(player->mo)) + { + updaterespawn = false; + } + + // Respawn point should only be updated when we're going to a nextwaypoint + if ((updaterespawn) && + (bestwaypoint != NULL) && + (bestwaypoint != player->nextwaypoint) && + (player->kartstuff[k_respawn] == 0) && + (K_GetWaypointIsSpawnpoint(bestwaypoint)) && // Don't try to respawn on waypoints that are marked with no respawn + (K_GetWaypointIsShortcut(bestwaypoint) == false) && (K_GetWaypointIsEnabled(bestwaypoint) == true)) + { + size_t i = 0U; + waypoint_t *aimwaypoint = NULL; + + player->starpostx = bestwaypoint->mobj->x >> FRACBITS; + player->starposty = bestwaypoint->mobj->y >> FRACBITS; + player->starpostz = bestwaypoint->mobj->z >> FRACBITS; + player->kartstuff[k_starpostflip] = (bestwaypoint->mobj->flags2 & MF2_OBJECTFLIP); + + // starpostangle is to the first valid nextwaypoint for simplicity + // if we reach the last waypoint and it's still not valid, just use it anyway. Someone needs to fix + // their map! + for (i = 0U; i < bestwaypoint->numnextwaypoints; i++) + { + aimwaypoint = bestwaypoint->nextwaypoints[i]; + + if ((i == bestwaypoint->numnextwaypoints - 1U) + || ((K_GetWaypointIsEnabled(aimwaypoint) == true) + && (K_GetWaypointIsSpawnpoint(aimwaypoint) == true))) + { + player->starpostangle = R_PointToAngle2( + bestwaypoint->mobj->x, bestwaypoint->mobj->y, aimwaypoint->mobj->x, aimwaypoint->mobj->y); + break; + } + } + } + } + + return bestwaypoint; +} + +static boolean K_PlayerCloserToNextWaypoints(waypoint_t *const waypoint, player_t *const player) +{ + boolean nextiscloser = true; + + if ((waypoint != NULL) && (player != NULL) && (player->mo != NULL)) + { + size_t i = 0U; + waypoint_t *currentwpcheck = NULL; + angle_t angletoplayer = ANGLE_MAX; + angle_t currentanglecheck = ANGLE_MAX; + angle_t bestangle = ANGLE_MAX; + + angletoplayer = R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y, + player->mo->x, player->mo->y); + + for (i = 0U; i < waypoint->numnextwaypoints; i++) + { + currentwpcheck = waypoint->nextwaypoints[i]; + currentanglecheck = R_PointToAngle2( + waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y); + + // Get delta angle + currentanglecheck = currentanglecheck - angletoplayer; + + if (currentanglecheck > ANGLE_180) + { + currentanglecheck = InvAngle(currentanglecheck); + } + + if (currentanglecheck < bestangle) + { + bestangle = currentanglecheck; + } + } + + for (i = 0U; i < waypoint->numprevwaypoints; i++) + { + currentwpcheck = waypoint->prevwaypoints[i]; + currentanglecheck = R_PointToAngle2( + waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y); + + // Get delta angle + currentanglecheck = currentanglecheck - angletoplayer; + + if (currentanglecheck > ANGLE_180) + { + currentanglecheck = InvAngle(currentanglecheck); + } + + if (currentanglecheck < bestangle) + { + bestangle = currentanglecheck; + nextiscloser = false; + break; + } + } + } + + return nextiscloser; +} + +/*-------------------------------------------------- + static void K_UpdateDistanceFromFinishLine(player_t *const player) + + Updates the distance a player has to the finish line. + + Input Arguments:- + player - The player the distance is being updated for + + Return:- + None +--------------------------------------------------*/ +static void K_UpdateDistanceFromFinishLine(player_t *const player) +{ + if ((player != NULL) && (player->mo != NULL)) + { + if (player->exiting) + { + player->nextwaypoint = K_GetFinishLineWaypoint(); + player->distancetofinish = 0U; + } + else + { + waypoint_t *finishline = K_GetFinishLineWaypoint(); + waypoint_t *nextwaypoint = K_GetPlayerNextWaypoint(player); + + if (nextwaypoint != NULL) + { + // If nextwaypoint is NULL, it means we don't want to update the waypoint until we touch another one. + // player->nextwaypoint will keep its previous value in this case. + player->nextwaypoint = nextwaypoint; + } + + // nextwaypoint is now the waypoint that is in front of us + if ((player->nextwaypoint != NULL) && (finishline != NULL)) + { + const boolean useshortcuts = false; + const boolean huntbackwards = false; + boolean pathfindsuccess = false; + path_t pathtofinish = {}; + + pathfindsuccess = + K_PathfindToWaypoint(player->nextwaypoint, finishline, &pathtofinish, useshortcuts, huntbackwards); + + // Update the player's distance to the finish line if a path was found. + // Using shortcuts won't find a path, so distance won't be updated until the player gets back on track + if (pathfindsuccess == true) + { + // Add euclidean distance to the next waypoint to the distancetofinish + UINT32 adddist; + fixed_t disttowaypoint = + P_AproxDistance( + (player->mo->x >> FRACBITS) - (player->nextwaypoint->mobj->x >> FRACBITS), + (player->mo->y >> FRACBITS) - (player->nextwaypoint->mobj->y >> FRACBITS)); + disttowaypoint = P_AproxDistance(disttowaypoint, (player->mo->z >> FRACBITS) - (player->nextwaypoint->mobj->z >> FRACBITS)); + + adddist = (UINT32)disttowaypoint; + + player->distancetofinish = pathtofinish.totaldist + adddist; + Z_Free(pathtofinish.array); + + // distancetofinish is currently a flat distance to the finish line, but in order to be fully + // correct we need to add to it the length of the entire circuit multiplied by the number of laps + // left after this one. This will give us the total distance to the finish line, and allow item + // distance calculation to work easily + if ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) == 0U) + { + const UINT8 numfulllapsleft = ((UINT8)cv_numlaps.value - player->laps); + + player->distancetofinish += numfulllapsleft * K_GetCircuitLength(); + + // An additional HACK, to fix looking backwards towards the finish line + // If the player's next waypoint is the finishline and the angle distance from player to + // connectin waypoints implies they're closer to a next waypoint, add a full track distance + if (player->nextwaypoint == finishline) + { + if (K_PlayerCloserToNextWaypoints(player->nextwaypoint, player) == true) + { + player->distancetofinish += K_GetCircuitLength(); + } + } + } + } + } + } + } +} + // Returns false if this player being placed here causes them to collide with any other player // Used in g_game.c for match etc. respawning // This does not check along the z because the z is not correctly set for the spawnee at this point @@ -5534,42 +6466,57 @@ static void K_KartDrift(player_t *player, boolean onground) // Drift Release (Moved here so you can't "chain" drifts) if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5) // || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1)) - && player->kartstuff[k_driftcharge] < dsone && onground) { - player->kartstuff[k_driftcharge] = 0; - } - else if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5) - // || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1)) - && (player->kartstuff[k_driftcharge] >= dsone && player->kartstuff[k_driftcharge] < dstwo) - && onground) - { - if (player->kartstuff[k_driftboost] < 20) - player->kartstuff[k_driftboost] = 20; - S_StartSound(player->mo, sfx_s23c); - //K_SpawnDashDustRelease(player); - player->kartstuff[k_driftcharge] = 0; - } - else if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5) - // || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1)) - && player->kartstuff[k_driftcharge] < dsthree - && onground) - { - if (player->kartstuff[k_driftboost] < 50) - player->kartstuff[k_driftboost] = 50; - S_StartSound(player->mo, sfx_s23c); - //K_SpawnDashDustRelease(player); - player->kartstuff[k_driftcharge] = 0; - } - else if ((player->kartstuff[k_drift] != -5 && player->kartstuff[k_drift] != 5) - // || (player->kartstuff[k_drift] >= 1 && player->kartstuff[k_turndir] != 1) || (player->kartstuff[k_drift] <= -1 && player->kartstuff[k_turndir] != -1)) - && player->kartstuff[k_driftcharge] >= dsthree - && onground) - { - if (player->kartstuff[k_driftboost] < 125) - player->kartstuff[k_driftboost] = 125; - S_StartSound(player->mo, sfx_s23c); - //K_SpawnDashDustRelease(player); + if (player->kartstuff[k_driftcharge] < 0 || player->kartstuff[k_driftcharge] >= dsone) + { + //mobj_t *overlay = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_DRIFTEXPLODE); + //P_SetTarget(&overlay->target, player->mo); + //P_SetScale(overlay, (overlay->destscale = player->mo->scale)); + //K_FlipFromObject(overlay, player->mo); + + S_StartSound(player->mo, sfx_s23c); + //K_SpawnDashDustRelease(player); + + if (player->kartstuff[k_driftcharge] < 0) + { + // Stage 0: Yellow sparks + if (player->kartstuff[k_driftboost] < 15) + player->kartstuff[k_driftboost] = 15; + + //overlay->color = SKINCOLOR_GOLD; + //overlay->fuse = 8; + } + else if (player->kartstuff[k_driftcharge] >= dsone && player->kartstuff[k_driftcharge] < dstwo) + { + // Stage 1: Red sparks + if (player->kartstuff[k_driftboost] < 20) + player->kartstuff[k_driftboost] = 20; + + //overlay->color = SKINCOLOR_KETCHUP; + //overlay->fuse = 16; + } + else if (player->kartstuff[k_driftcharge] < dsthree) + { + // Stage 2: Blue sparks + if (player->kartstuff[k_driftboost] < 50) + player->kartstuff[k_driftboost] = 50; + + //overlay->color = SKINCOLOR_SAPPHIRE; + //overlay->fuse = 32; + } + else if (player->kartstuff[k_driftcharge] >= dsthree) + { + // Stage 3: Rainbow sparks + if (player->kartstuff[k_driftboost] < 125) + player->kartstuff[k_driftboost] = 125; + + //overlay->color = SKINCOLOR_SILVER; + //overlay->fuse = 120; + } + } + + // Remove charge player->kartstuff[k_driftcharge] = 0; } @@ -5605,71 +6552,107 @@ static void K_KartDrift(player_t *player, boolean onground) player->kartstuff[k_driftend] = 0; } - - // Incease/decrease the drift value to continue drifting in that direction - if (player->kartstuff[k_spinouttimer] == 0 && player->kartstuff[k_jmp] == 1 && onground && player->kartstuff[k_drift] != 0) + if (player->kartstuff[k_spinouttimer] > 0 || player->speed == 0) { + // Stop drifting + player->kartstuff[k_drift] = player->kartstuff[k_driftcharge] = 0; + player->kartstuff[k_aizdriftstrat] = player->kartstuff[k_brakedrift] = 0; + player->kartstuff[k_getsparks] = 0; + } + else if (player->kartstuff[k_jmp] == 1 && player->kartstuff[k_drift] != 0) + { + // Incease/decrease the drift value to continue drifting in that direction fixed_t driftadditive = 24; + boolean playsound = false; - if (player->kartstuff[k_drift] >= 1) // Drifting to the left + if (onground) { - player->kartstuff[k_drift]++; - if (player->kartstuff[k_drift] > 5) - player->kartstuff[k_drift] = 5; + if (player->kartstuff[k_drift] >= 1) // Drifting to the left + { + player->kartstuff[k_drift]++; + if (player->kartstuff[k_drift] > 5) + player->kartstuff[k_drift] = 5; - if (player->cmd.driftturn > 0) // Inward - driftadditive += abs(player->cmd.driftturn)/100; - if (player->cmd.driftturn < 0) // Outward - driftadditive -= abs(player->cmd.driftturn)/75; + if (player->cmd.driftturn > 0) // Inward + driftadditive += abs(player->cmd.driftturn)/100; + if (player->cmd.driftturn < 0) // Outward + driftadditive -= abs(player->cmd.driftturn)/75; + } + else if (player->kartstuff[k_drift] <= -1) // Drifting to the right + { + player->kartstuff[k_drift]--; + if (player->kartstuff[k_drift] < -5) + player->kartstuff[k_drift] = -5; + + if (player->cmd.driftturn < 0) // Inward + driftadditive += abs(player->cmd.driftturn)/100; + if (player->cmd.driftturn > 0) // Outward + driftadditive -= abs(player->cmd.driftturn)/75; + } + + // Disable drift-sparks until you're going fast enough + if (player->kartstuff[k_getsparks] == 0 + || (player->kartstuff[k_offroad] + && !player->kartstuff[k_invincibilitytimer] + && !player->kartstuff[k_hyudorotimer] + && !EITHERSNEAKER(player))) + driftadditive = 0; + + // Inbetween minspeed and minspeed*2, it'll keep your previous drift-spark state. + if (player->speed > minspeed*2) + { + player->kartstuff[k_getsparks] = 1; + + if (player->kartstuff[k_driftcharge] <= -1) + { + player->kartstuff[k_driftcharge] = dsone; // Back to red + playsound = true; + } + } + else if (player->speed <= minspeed) + { + player->kartstuff[k_getsparks] = 0; + driftadditive = 0; + + if (player->kartstuff[k_driftcharge] >= dsone) + { + player->kartstuff[k_driftcharge] = -1; // Set yellow sparks + playsound = true; + } + } } - else if (player->kartstuff[k_drift] <= -1) // Drifting to the right + else { - player->kartstuff[k_drift]--; - if (player->kartstuff[k_drift] < -5) - player->kartstuff[k_drift] = -5; - - if (player->cmd.driftturn < 0) // Inward - driftadditive += abs(player->cmd.driftturn)/100; - if (player->cmd.driftturn > 0) // Outward - driftadditive -= abs(player->cmd.driftturn)/75; - } - - // Disable drift-sparks until you're going fast enough - if (player->kartstuff[k_getsparks] == 0 - || (player->kartstuff[k_offroad] - && !player->kartstuff[k_invincibilitytimer] - && !player->kartstuff[k_hyudorotimer] - && !EITHERSNEAKER(player))) driftadditive = 0; - if (player->speed > minspeed*2) - player->kartstuff[k_getsparks] = 1; + } // This spawns the drift sparks - if (player->kartstuff[k_driftcharge] + driftadditive >= dsone) + if ((player->kartstuff[k_driftcharge] + driftadditive >= dsone) + || (player->kartstuff[k_driftcharge] < 0)) + { K_SpawnDriftSparks(player); + } + + if ((player->kartstuff[k_driftcharge] < dsone && player->kartstuff[k_driftcharge]+driftadditive >= dsone) + || (player->kartstuff[k_driftcharge] < dstwo && player->kartstuff[k_driftcharge]+driftadditive >= dstwo) + || (player->kartstuff[k_driftcharge] < dsthree && player->kartstuff[k_driftcharge]+driftadditive >= dsthree)) + { + playsound = true; + } // Sound whenever you get a different tier of sparks - if (P_IsDisplayPlayer(player) // UGHGHGH... - && ((player->kartstuff[k_driftcharge] < dsone && player->kartstuff[k_driftcharge]+driftadditive >= dsone) - || (player->kartstuff[k_driftcharge] < dstwo && player->kartstuff[k_driftcharge]+driftadditive >= dstwo) - || (player->kartstuff[k_driftcharge] < dsthree && player->kartstuff[k_driftcharge]+driftadditive >= dsthree))) + if (playsound && P_IsDisplayPlayer(player)) { - //S_StartSound(player->mo, sfx_s3ka2); - S_StartSoundAtVolume(player->mo, sfx_s3ka2, 192); // Ugh... + if (player->kartstuff[k_driftcharge] == -1) + S_StartSoundAtVolume(player->mo, sfx_sploss, 192); // Yellow spark sound + else + S_StartSoundAtVolume(player->mo, sfx_s3ka2, 192); } player->kartstuff[k_driftcharge] += driftadditive; player->kartstuff[k_driftend] = 0; } - // Stop drifting - if (player->kartstuff[k_spinouttimer] > 0 || player->speed < minspeed) - { - player->kartstuff[k_drift] = player->kartstuff[k_driftcharge] = 0; - player->kartstuff[k_aizdriftstrat] = player->kartstuff[k_brakedrift] = 0; - player->kartstuff[k_getsparks] = 0; - } - if ((!EITHERSNEAKER(player)) || (!player->cmd.driftturn) || (!player->kartstuff[k_aizdriftstrat]) @@ -5702,12 +6685,15 @@ void K_KartUpdatePosition(player_t *player) { fixed_t position = 1; fixed_t oldposition = player->kartstuff[k_position]; - fixed_t i, ppcd, pncd, ipcd, incd; - fixed_t pmo, imo; - mobj_t *mo; + fixed_t i; if (player->spectator || !player->mo) + { + // Ensure these are reset for spectators + player->kartstuff[k_position] = 0; + player->kartstuff[k_positiondelay] = 0; return; + } for (i = 0; i < MAXPLAYERS; i++) { @@ -5716,69 +6702,20 @@ void K_KartUpdatePosition(player_t *player) if (G_RaceGametype()) { - if ((((players[i].starpostnum) + (numstarposts + 1) * players[i].laps) > - ((player->starpostnum) + (numstarposts + 1) * player->laps))) - position++; - else if (((players[i].starpostnum) + (numstarposts+1)*players[i].laps) == - ((player->starpostnum) + (numstarposts+1)*player->laps)) + if (player->exiting) // End of match standings { - ppcd = pncd = ipcd = incd = 0; - - player->kartstuff[k_prevcheck] = players[i].kartstuff[k_prevcheck] = 0; - player->kartstuff[k_nextcheck] = players[i].kartstuff[k_nextcheck] = 0; - - // This checks every thing on the map, and looks for MT_BOSS3WAYPOINT (the thing we're using for checkpoint wp's, for now) - for (mo = waypointcap; mo != NULL; mo = mo->tracer) + // Only time matters + if (players[i].realtime < player->realtime) + position++; + } + else + { + // I'm a lap behind this player OR + // My distance to the finish line is higher, so I'm behind + if ((players[i].laps > player->laps) + || (players[i].distancetofinish < player->distancetofinish)) { - pmo = P_AproxDistance(P_AproxDistance( mo->x - player->mo->x, - mo->y - player->mo->y), - mo->z - player->mo->z) / FRACUNIT; - imo = P_AproxDistance(P_AproxDistance( mo->x - players[i].mo->x, - mo->y - players[i].mo->y), - mo->z - players[i].mo->z) / FRACUNIT; - - if (mo->health == player->starpostnum && (!mo->movecount || mo->movecount == player->laps+1)) - { - player->kartstuff[k_prevcheck] += pmo; - ppcd++; - } - if (mo->health == (player->starpostnum + 1) && (!mo->movecount || mo->movecount == player->laps+1)) - { - player->kartstuff[k_nextcheck] += pmo; - pncd++; - } - if (mo->health == players[i].starpostnum && (!mo->movecount || mo->movecount == players[i].laps+1)) - { - players[i].kartstuff[k_prevcheck] += imo; - ipcd++; - } - if (mo->health == (players[i].starpostnum + 1) && (!mo->movecount || mo->movecount == players[i].laps+1)) - { - players[i].kartstuff[k_nextcheck] += imo; - incd++; - } - } - - if (ppcd > 1) player->kartstuff[k_prevcheck] /= ppcd; - if (pncd > 1) player->kartstuff[k_nextcheck] /= pncd; - if (ipcd > 1) players[i].kartstuff[k_prevcheck] /= ipcd; - if (incd > 1) players[i].kartstuff[k_nextcheck] /= incd; - - if ((players[i].kartstuff[k_nextcheck] > 0 || player->kartstuff[k_nextcheck] > 0) && !player->exiting) - { - if ((players[i].kartstuff[k_nextcheck] - players[i].kartstuff[k_prevcheck]) < - (player->kartstuff[k_nextcheck] - player->kartstuff[k_prevcheck])) - position++; - } - else if (!player->exiting) - { - if (players[i].kartstuff[k_prevcheck] > player->kartstuff[k_prevcheck]) - position++; - } - else - { - if (players[i].starposttime < player->starposttime) - position++; + position++; } } } @@ -5786,14 +6723,16 @@ void K_KartUpdatePosition(player_t *player) { if (player->exiting) // End of match standings { - if (players[i].marescore > player->marescore) // Only score matters + // Only score matters + if (players[i].marescore > player->marescore) position++; } else { - if (players[i].kartstuff[k_bumper] == player->kartstuff[k_bumper] && players[i].marescore > player->marescore) - position++; - else if (players[i].kartstuff[k_bumper] > player->kartstuff[k_bumper]) + // I have less points than but the same bumpers as this player OR + // I have less bumpers than this player + if ((players[i].kartstuff[k_bumper] == player->kartstuff[k_bumper] && players[i].marescore > player->marescore) + || (players[i].kartstuff[k_bumper] > player->kartstuff[k_bumper])) position++; } } @@ -5926,7 +6865,8 @@ void K_MoveKartPlayer(player_t *player, boolean onground) boolean HOLDING_ITEM = (player->kartstuff[k_itemheld] || player->kartstuff[k_eggmanheld]); boolean NO_HYUDORO = (player->kartstuff[k_stolentimer] == 0 && player->kartstuff[k_stealingtimer] == 0); - K_KartUpdatePosition(player); + K_UpdateDistanceFromFinishLine(player); + player->pflags &= ~PF_HITFINISHLINE; if (!player->exiting) { @@ -6012,6 +6952,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground) P_SetMobjState(ring, S_FASTRING1); ring->extravalue1 = 1; // Ring use animation timer ring->extravalue2 = 1; // Ring use animation flag + ring->shadowscale = 0; P_SetTarget(&ring->target, player->mo); // user player->kartstuff[k_rings]--; player->kartstuff[k_ringdelay] = 3; @@ -6569,7 +7510,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground) } } - K_KartDrift(player, onground); + K_KartDrift(player, P_IsObjectOnGround(player->mo)); // Not using onground, since we don't want this affected by spring pads // Quick Turning // You can't turn your kart when you're not moving. @@ -6583,13 +7524,9 @@ void K_MoveKartPlayer(player_t *player, boolean onground) // Squishing // If a Grow player or a sector crushes you, get flattened instead of being killed. - if (player->kartstuff[k_squishedtimer] <= 0) + if (player->kartstuff[k_squishedtimer] > 0) { - player->mo->flags &= ~MF_NOCLIP; - } - else - { - player->mo->flags |= MF_NOCLIP; + //player->mo->flags |= MF_NOCLIP; player->mo->momx = 0; player->mo->momy = 0; } @@ -6716,7 +7653,7 @@ void K_CheckSpectateStatus(void) continue; if (leveltime > (starttime + 20*TICRATE)) // DON'T allow if the match is 20 seconds in return; - if (G_RaceGametype() && players[i].laps) // DON'T allow if the race is at 2 laps + if (G_RaceGametype() && players[i].laps >= 2) // DON'T allow if the race is at 2 laps return; continue; } @@ -6805,6 +7742,8 @@ static patch_t *kp_winnernum[NUMPOSFRAMES]; static patch_t *kp_facenum[MAXPLAYERS+1]; static patch_t *kp_facehighlight[8]; +static patch_t *kp_spbminimap; + static patch_t *kp_ringsticker[2]; static patch_t *kp_ringstickersplit[4]; static patch_t *kp_ring[6]; @@ -6873,6 +7812,9 @@ static patch_t *kp_lapanim_hand[3]; static patch_t *kp_yougotem; static patch_t *kp_itemminimap; +static patch_t *kp_alagles[10]; +static patch_t *kp_blagles[6]; + void K_LoadKartHUDGraphics(void) { INT32 i, j; @@ -6960,6 +7902,8 @@ void K_LoadKartHUDGraphics(void) kp_facehighlight[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); } + kp_spbminimap = W_CachePatchName("SPBMMAP", PU_HUDGFX); + // Rings & Lives kp_ringsticker[0] = W_CachePatchName("RNGBACKA", PU_HUDGFX); kp_ringsticker[1] = W_CachePatchName("RNGBACKB", PU_HUDGFX); @@ -7176,6 +8120,20 @@ void K_LoadKartHUDGraphics(void) kp_yougotem = (patch_t *) W_CachePatchName("YOUGOTEM", PU_HUDGFX); kp_itemminimap = (patch_t *) W_CachePatchName("MMAPITEM", PU_HUDGFX); + + sprintf(buffer, "ALAGLESx"); + for (i = 0; i < 10; ++i) + { + buffer[7] = '0'+i; + kp_alagles[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); + } + + sprintf(buffer, "BLAGLESx"); + for (i = 0; i < 6; ++i) + { + buffer[7] = '0'+i; + kp_blagles[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX); + } } // For the item toggle menu @@ -7962,7 +8920,7 @@ static void K_DrawKartPositionNum(INT32 num) { if (win) // 1st place winner? You get rainbows!! localpatch = kp_winnernum[(leveltime % (NUMWINFRAMES*3)) / 3]; - else if (stplyr->laps+1 >= cv_numlaps.value || stplyr->exiting) // Check for the final lap, or won + else if (stplyr->laps >= cv_numlaps.value || stplyr->exiting) // Check for the final lap, or won { // Alternate frame every three frames switch (leveltime % 9) @@ -8148,9 +9106,11 @@ static boolean K_drawKartPositionFaces(void) // void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer, INT32 hilicol) { + static tic_t alagles_timer = 9; INT32 i, rightoffset = 240; const UINT8 *colormap; INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2; + int y2; //this function is designed for 9 or less score lines only //I_Assert(scorelines <= 9); -- not today bitch, kart fixed it up @@ -8171,15 +9131,39 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I continue; //ignore them. if (netgame // don't draw it offline - && tab[i].num != serverplayer) + && ( tab[i].num != serverplayer || ! server_lagless )) HU_drawPing(x + ((i < 8) ? -17 : rightoffset + 11), y-4, playerpingtable[tab[i].num], 0); STRBUFCPY(strtime, tab[i].name); + y2 = y; + + if (tab[i].num == 0 && server_lagless) + { + y2 = ( y - 4 ); + + V_DrawScaledPatch(x + 20, y2, 0, kp_blagles[(leveltime / 3) % 6]); + // every 70 tics + if (( leveltime % 70 ) == 0) + { + alagles_timer = 9; + } + if (alagles_timer > 0) + { + V_DrawScaledPatch(x + 20, y2, 0, kp_alagles[alagles_timer]); + if (( leveltime % 2 ) == 0) + alagles_timer--; + } + else + V_DrawScaledPatch(x + 20, y2, 0, kp_alagles[0]); + + y2 += SHORT (kp_alagles[0]->height) + 1; + } + if (scorelines > 8) - V_DrawThinString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime); + V_DrawThinString(x + 20, y2, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime); else - V_DrawString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime); + V_DrawString(x + 20, y2, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime); if (players[tab[i].num].mo->color) { @@ -8320,8 +9304,8 @@ static void K_drawKartLapsAndRings(void) if (cv_numlaps.value >= 10) { UINT8 ln[2]; - ln[0] = ((abs(stplyr->laps+1) / 10) % 10); - ln[1] = (abs(stplyr->laps+1) % 10); + ln[0] = ((abs(stplyr->laps) / 10) % 10); + ln[1] = (abs(stplyr->laps) % 10); V_DrawScaledPatch(fx+13, fy, V_HUDTRANS|splitflags, pingnum[ln[0]]); V_DrawScaledPatch(fx+17, fy, V_HUDTRANS|splitflags, pingnum[ln[1]]); @@ -8334,7 +9318,7 @@ static void K_drawKartLapsAndRings(void) } else { - V_DrawScaledPatch(fx+13, fy, V_HUDTRANS|splitflags, kp_facenum[(stplyr->laps+1) % 10]); + V_DrawScaledPatch(fx+13, fy, V_HUDTRANS|splitflags, kp_facenum[(stplyr->laps) % 10]); V_DrawScaledPatch(fx+27, fy, V_HUDTRANS|splitflags, kp_facenum[(cv_numlaps.value) % 10]); } @@ -8376,7 +9360,7 @@ static void K_drawKartLapsAndRings(void) if (stplyr->exiting) V_DrawKartString(LAPS_X+33, LAPS_Y+3, V_HUDTRANS|splitflags, "FIN"); else - V_DrawKartString(LAPS_X+33, LAPS_Y+3, V_HUDTRANS|splitflags, va("%d/%d", stplyr->laps+1, cv_numlaps.value)); + V_DrawKartString(LAPS_X+33, LAPS_Y+3, V_HUDTRANS|splitflags, va("%d/%d", stplyr->laps, cv_numlaps.value)); // Rings if (netgame) @@ -8638,17 +9622,17 @@ static void K_drawKartWanted(void) return; // set X/Y coords depending on splitscreen. - if (splitscreen < 3) // 1P and 2P use the same code. + if (splitscreen < 3) // 1P and 2P use the same code. { basex = WANT_X; basey = WANT_Y; if (splitscreen == 2) { - basey += 16; // slight adjust for 3P + basey += 16; // slight adjust for 3P basex -= 6; } } - else if (splitscreen == 3) // 4P splitscreen... + else if (splitscreen == 3) // 4P splitscreen... { basex = BASEVIDWIDTH/2 - (SHORT(kp_wantedsplit->width)/2); // center on screen basey = BASEVIDHEIGHT - 55; @@ -8825,6 +9809,7 @@ static void K_drawKartMinimap(void) UINT8 *colormap = NULL; SINT8 localplayers[4]; SINT8 numlocalplayers = 0; + mobj_t *mobj, *next; // for SPB drawing (or any other item(s) we may wanna draw, I dunno!) // Draw the HUD only when playing in a level. // hu_stuff needs this, unlike st_stuff. @@ -8979,6 +9964,26 @@ static void K_drawKartMinimap(void) } } + // draw SPB(s?) + for (mobj = kitemcap; mobj; mobj = next) + { + next = mobj->itnext; + if (mobj->type == MT_SPB) + { + colormap = NULL; + + if (mobj->target && !P_MobjWasRemoved(mobj->target)) + { + if (mobj->player && mobj->player->skincolor) + colormap = R_GetTranslationColormap(TC_RAINBOW, mobj->player->skincolor, GTC_CACHE); + else if (mobj->color) + colormap = R_GetTranslationColormap(TC_RAINBOW, mobj->color, GTC_CACHE); + } + + K_drawKartMinimapIcon(mobj->x, mobj->y, x, y, splitflags, kp_spbminimap, colormap, AutomapPic); + } + } + // draw our local players here, opaque. splitflags &= ~V_HUDTRANSHALF; splitflags |= V_HUDTRANS; @@ -9276,57 +10281,44 @@ static void K_drawKartFirstPerson(void) if (stplyr->mo) { - INT32 dsone = K_GetKartDriftSparkValue(stplyr); - INT32 dstwo = dsone*2; - INT32 dsthree = dstwo*2; + UINT8 driftcolor = K_DriftSparkColor(stplyr, stplyr->kartstuff[k_driftcharge]); + const angle_t ang = R_PointToAngle2(0, 0, stplyr->rmomx, stplyr->rmomy) - stplyr->frameangle; + // yes, the following is correct. no, you do not need to swap the x and y. + fixed_t xoffs = -P_ReturnThrustY(stplyr->mo, ang, (BASEVIDWIDTH<<(FRACBITS-2))/2); + fixed_t yoffs = -(P_ReturnThrustX(stplyr->mo, ang, 4*FRACUNIT) - 4*FRACUNIT); -#ifndef DONTLIKETOASTERSFPTWEAKS + if (splitscreen) + xoffs = FixedMul(xoffs, scale); + + xoffs -= (tn)*scale; + xoffs -= (dr)*scale; + + if (stplyr->frameangle == stplyr->mo->angle) { - const angle_t ang = R_PointToAngle2(0, 0, stplyr->rmomx, stplyr->rmomy) - stplyr->frameangle; - // yes, the following is correct. no, you do not need to swap the x and y. - fixed_t xoffs = -P_ReturnThrustY(stplyr->mo, ang, (BASEVIDWIDTH<<(FRACBITS-2))/2); - fixed_t yoffs = -(P_ReturnThrustX(stplyr->mo, ang, 4*FRACUNIT) - 4*FRACUNIT); + const fixed_t mag = FixedDiv(stplyr->speed, 10*stplyr->mo->scale); - if (splitscreen) - xoffs = FixedMul(xoffs, scale); - - xoffs -= (tn)*scale; - xoffs -= (dr)*scale; - - if (stplyr->frameangle == stplyr->mo->angle) + if (mag < FRACUNIT) { - const fixed_t mag = FixedDiv(stplyr->speed, 10*stplyr->mo->scale); - - if (mag < FRACUNIT) - { - xoffs = FixedMul(xoffs, mag); - if (!splitscreen) - yoffs = FixedMul(yoffs, mag); - } + xoffs = FixedMul(xoffs, mag); + if (!splitscreen) + yoffs = FixedMul(yoffs, mag); } - - if (stplyr->mo->momz > 0) // TO-DO: Draw more of the kart so we can remove this if! - yoffs += stplyr->mo->momz/3; - - if (encoremode) - x -= xoffs; - else - x += xoffs; - if (!splitscreen) - y += yoffs; } - // drift sparks! - if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsthree)) - colmap = R_GetTranslationColormap(TC_RAINBOW, (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))), GTC_CACHE); - else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dstwo)) - colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_KETCHUP, GTC_CACHE); - else if ((leveltime & 1) && (stplyr->kartstuff[k_driftcharge] >= dsone)) - colmap = R_GetTranslationColormap(TC_RAINBOW, SKINCOLOR_SAPPHIRE, GTC_CACHE); + if (stplyr->mo->momz > 0) // TO-DO: Draw more of the kart so we can remove this if! + yoffs += stplyr->mo->momz/3; + + if (encoremode) + x -= xoffs; else -#endif - // invincibility/grow/shrink! - if (stplyr->mo->colorized && stplyr->mo->color) + x += xoffs; + if (!splitscreen) + y += yoffs; + + + if ((leveltime & 1) && (driftcolor != SKINCOLOR_NONE)) // drift sparks! + colmap = R_GetTranslationColormap(TC_RAINBOW, driftcolor, GTC_CACHE); + else if (stplyr->mo->colorized && stplyr->mo->color) // invincibility/grow/shrink! colmap = R_GetTranslationColormap(TC_RAINBOW, stplyr->mo->color, GTC_CACHE); } @@ -9471,7 +10463,7 @@ static void K_drawLapStartAnim(void) kp_lapanim_hand[stplyr->karthud[khud_laphand]-1], NULL); } - if (stplyr->laps == (UINT8)(cv_numlaps.value - 1)) + if (stplyr->laps == (UINT8)(cv_numlaps.value)) { V_DrawFixedPatch((62 - (32*max(0, progress-76)))*FRACUNIT, // 27 30*FRACUNIT, // 24 @@ -9498,14 +10490,14 @@ static void K_drawLapStartAnim(void) V_DrawFixedPatch((188 + (32*max(0, progress-76)))*FRACUNIT, // 194 30*FRACUNIT, // 24 FRACUNIT, V_SNAPTOTOP|V_HUDTRANS, - kp_lapanim_number[(((UINT32)stplyr->laps+1) / 10)][min(progress/2-8, 2)], NULL); + kp_lapanim_number[(((UINT32)stplyr->laps) / 10)][min(progress/2-8, 2)], NULL); if (progress/2-10 >= 0) { V_DrawFixedPatch((208 + (32*max(0, progress-76)))*FRACUNIT, // 221 30*FRACUNIT, // 24 FRACUNIT, V_SNAPTOTOP|V_HUDTRANS, - kp_lapanim_number[(((UINT32)stplyr->laps+1) % 10)][min(progress/2-10, 2)], NULL); + kp_lapanim_number[(((UINT32)stplyr->laps) % 10)][min(progress/2-10, 2)], NULL); } } } @@ -9552,9 +10544,9 @@ static void K_drawDistributionDebugger(void) kp_orbinaut[4], kp_jawz[1] }; - INT32 useodds = 0; - INT32 pingame = 0, bestbumper = 0; - INT32 pdis = 0; + UINT8 useodds = 0; + UINT8 pingame = 0, bestbumper = 0; + UINT32 pdis = 0; INT32 i; INT32 x = -9, y = -9; boolean spbrush = false; @@ -9575,13 +10567,13 @@ static void K_drawDistributionDebugger(void) // lovely double loop...... for (i = 0; i < MAXPLAYERS; i++) { - if (playeringame[i] && !players[i].spectator && players[i].mo - && players[i].kartstuff[k_position] < stplyr->kartstuff[k_position]) - pdis += P_AproxDistance(P_AproxDistance(players[i].mo->x - stplyr->mo->x, - players[i].mo->y - stplyr->mo->y), - players[i].mo->z - stplyr->mo->z) / mapobjectscale - * (pingame - players[i].kartstuff[k_position]) - / max(1, ((pingame - 1) * (pingame + 1) / 3)); + if (playeringame[i] && !players[i].spectator + && players[i].kartstuff[k_position] == 1) + { + // This player is first! Yay! + pdis = stplyr->distancetofinish - players[i].distancetofinish; + break; + } } if (franticitems) // Frantic items make the distances between everyone artifically higher, for crazier items @@ -9644,11 +10636,19 @@ static void K_drawCheckpointDebugger(void) if (stplyr != &players[displayplayers[0]]) // only for p1 return; - if (stplyr->starpostnum >= (numstarposts - (numstarposts/2))) + if (stplyr->starpostnum == numstarposts) V_DrawString(8, 184, 0, va("Checkpoint: %d / %d (Can finish)", stplyr->starpostnum, numstarposts)); else - V_DrawString(8, 184, 0, va("Checkpoint: %d / %d (Skip: %d)", stplyr->starpostnum, numstarposts, ((numstarposts/2) + stplyr->starpostnum))); - V_DrawString(8, 192, 0, va("Waypoint dist: Prev %d, Next %d", stplyr->kartstuff[k_prevcheck], stplyr->kartstuff[k_nextcheck])); + V_DrawString(8, 184, 0, va("Checkpoint: %d / %d", stplyr->starpostnum, numstarposts)); +} + +static void K_DrawWaypointDebugger(void) +{ + if ((cv_kartdebugwaypoints.value != 0) && (stplyr == &players[displayplayers[0]])) + { + V_DrawString(8, 166, 0, va("'Best' Waypoint ID: %d", K_GetWaypointID(stplyr->nextwaypoint))); + V_DrawString(8, 176, 0, va("Finishline Distance: %d", stplyr->distancetofinish)); + } } void K_drawKartHUD(void) @@ -9851,6 +10851,11 @@ void K_drawKartHUD(void) K_drawKartFreePlay(leveltime); } + if (splitscreen == 0 && stplyr->kartstuff[k_wrongway] && ((leveltime / 8) & 1)) + { + V_DrawCenteredString(BASEVIDWIDTH>>1, 176, V_REDMAP|V_SNAPTOBOTTOM, "WRONG WAY"); + } + if (cv_kartdebugdistribution.value) K_drawDistributionDebugger(); @@ -9882,6 +10887,8 @@ void K_drawKartHUD(void) } } } + + K_DrawWaypointDebugger(); } //} diff --git a/src/k_kart.h b/src/k_kart.h index 7c09e92de..d5f84a7af 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -26,6 +26,7 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid) void K_KartPainEnergyFling(player_t *player); void K_FlipFromObject(mobj_t *mo, mobj_t *master); void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master); +void K_DoIngameRespawn(player_t *player); void K_RespawnChecker(player_t *player); void K_KartMoveAnimation(player_t *player); void K_KartPlayerHUDUpdate(player_t *player); @@ -38,6 +39,7 @@ void K_ExplodePlayer(player_t *player, mobj_t *source, mobj_t *inflictor); void K_StealBumper(player_t *player, player_t *victim, boolean force); void K_SpawnKartExplosion(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 number, mobjtype_t type, angle_t rotangle, boolean spawncenter, boolean ghostit, mobj_t *source); void K_SpawnMineExplosion(mobj_t *source, UINT8 color); +UINT8 K_DriftSparkColor(player_t *player, INT32 charge); void K_SpawnBoostTrail(player_t *player); void K_SpawnSparkleTrail(mobj_t *mo); void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent); diff --git a/src/k_pathfind.c b/src/k_pathfind.c new file mode 100644 index 000000000..8cccd1e81 --- /dev/null +++ b/src/k_pathfind.c @@ -0,0 +1,506 @@ +// SONIC ROBO BLAST 2 KART +//----------------------------------------------------------------------------- +// Copyright (C) 2018-2020 by Sean "Sryder" Ryder +// Copyright (C) 2018-2020 by Kart Krew +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file k_pathfind.c +/// \brief A* Pathfinding algorithm implementation for SRB2 code base. + +#include "k_pathfind.h" + +#include "doomdef.h" +#include "z_zone.h" +#include "k_bheap.h" + +static const size_t DEFAULT_NODEARRAY_CAPACITY = 8U; +static const size_t DEFAULT_OPENSET_CAPACITY = 8U; +static const size_t DEFAULT_CLOSEDSET_CAPACITY = 8U; + + +/*-------------------------------------------------- + static UINT32 K_NodeGetFScore(const pathfindnode_t *const node) + + Gets the FScore of a node. The FScore is the GScore plus the HScore. + + Input Arguments:- + node - The node to get the FScore of + + Return:- + The FScore of the node. +--------------------------------------------------*/ +static UINT32 K_NodeGetFScore(const pathfindnode_t *const node) +{ + UINT32 fscore = UINT32_MAX; + + I_Assert(node != NULL); + + fscore = node->gscore + node->hscore; + + return fscore; +} + +/*-------------------------------------------------- + static void K_NodeUpdateHeapIndex(void *const node, const size_t newheapindex) + + A callback for the Openset Binary Heap to be able to update the heapindex of the pathfindnodes when they are + moved. + + Input Arguments:- + node - The node that has been updated, should be a pointer to a pathfindnode_t + newheapindex - The new heapindex of the node. + + Return:- + None +--------------------------------------------------*/ +static void K_NodeUpdateHeapIndex(void *const node, const size_t newheapindex) +{ + if (node == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL node in K_NodeUpdateHeapIndex.\n"); + } + else + { + pathfindnode_t *truenode = (pathfindnode_t*)node; + truenode->heapindex = newheapindex; + } +} + +/*-------------------------------------------------- + static pathfindnode_t *K_NodesArrayContainsNodeData( + pathfindnode_t *nodesarray, + void* nodedata, + size_t nodesarraycount) + + Checks whether the Nodes Array contains a node with a waypoint. Searches from the end to the start for speed + reasons. + + Input Arguments:- + nodesarray - The nodes array within the A* algorithm + waypoint - The waypoint to check is within the nodes array + nodesarraycount - The current size of the nodes array + + Return:- + The pathfind node that has the waypoint if there is one. NULL if the waypoint is not in the nodes array. +--------------------------------------------------*/ +static pathfindnode_t *K_NodesArrayContainsNodeData( + pathfindnode_t *nodesarray, + void* nodedata, + size_t nodesarraycount) +{ + pathfindnode_t *foundnode = NULL; + size_t i = 0U; + + I_Assert(nodesarray != NULL); + I_Assert(nodedata != NULL); + + // It is more likely that we'll find the node we are looking for from the end of the array + // Yes, the for loop looks weird, remember that size_t is unsigned and we want to check 0, after it hits 0 it + // will loop back up to SIZE_MAX + for (i = nodesarraycount - 1U; i < nodesarraycount; i--) + { + if (nodesarray[i].nodedata == nodedata) + { + foundnode = &nodesarray[i]; + break; + } + } + return foundnode; +} + +/*-------------------------------------------------- + static boolean K_ClosedsetContainsNode(pathfindnode_t **closedset, pathfindnode_t *node, size_t closedsetcount) + + Checks whether the Closedset contains a node. Searches from the end to the start for speed reasons. + + Input Arguments:- + closedset - The closed set within the A* algorithm + node - The node to check is within the closed set + closedsetcount - The current size of the closedset + + Return:- + True if the node is in the closed set, false if it isn't +--------------------------------------------------*/ +static boolean K_ClosedsetContainsNode(pathfindnode_t **closedset, pathfindnode_t *node, size_t closedsetcount) +{ + boolean nodeisinclosedset = false; + size_t i = 0U; + + I_Assert(closedset != NULL); + I_Assert(node != NULL); + // It is more likely that we'll find the node we are looking for from the end of the array + // Yes, the for loop looks weird, remember that size_t is unsigned and we want to check 0, after it hits 0 it + // will loop back up to SIZE_MAX + for (i = closedsetcount - 1U; i < closedsetcount; i--) + { + if (closedset[i] == node) + { + nodeisinclosedset = true; + break; + } + } + return nodeisinclosedset; +} + +/*-------------------------------------------------- + static boolean K_PathfindSetupValid(const pathfindsetup_t *const pathfindsetup) + + Checks that the setup given for pathfinding is valid and can be used. + + Input Arguments:- + pathfindsetup - The setup for the pathfinding given + + Return:- + True if pathfinding setup is valid, false if it isn't. +--------------------------------------------------*/ +static boolean K_PathfindSetupValid(const pathfindsetup_t *const pathfindsetup) +{ + boolean pathfindsetupvalid = false; + size_t sourcenodenumconnectednodes = 0U; + size_t endnodenumconnectednodes = 0U; + + if (pathfindsetup == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL pathfindsetup in K_PathfindSetupValid.\n"); + } + else if (pathfindsetup->startnodedata == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "Pathfindsetup has NULL startnodedata.\n"); + } + else if (pathfindsetup->endnodedata == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "Pathfindsetup has NULL endnodedata.\n"); + } + else if (pathfindsetup->getconnectednodes == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "Pathfindsetup has NULL getconnectednodes function.\n"); + } + else if (pathfindsetup->getconnectioncosts == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "Pathfindsetup has NULL getconnectioncosts function.\n"); + } + else if (pathfindsetup->getheuristic == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "Pathfindsetup has NULL getheuristic function.\n"); + } + else if (pathfindsetup->gettraversable == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "Pathfindsetup has NULL gettraversable function.\n"); + } + else if (pathfindsetup->getconnectednodes(pathfindsetup->startnodedata, &sourcenodenumconnectednodes) == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_PathfindSetupValid: Source node returned NULL connecting nodes.\n"); + } + else if (sourcenodenumconnectednodes == 0U) + { + CONS_Debug(DBG_GAMELOGIC, "K_PathfindSetupValid: Source node has 0 connecting nodes.\n"); + } + else if (pathfindsetup->getconnectednodes(pathfindsetup->endnodedata, &endnodenumconnectednodes) == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_PathfindSetupValid: End node returned NULL connecting nodes.\n"); + } + else if (endnodenumconnectednodes == 0U) + { + CONS_Debug(DBG_GAMELOGIC, "K_PathfindSetupValid: End node has 0 connecting nodes.\n"); + } + else + { + pathfindsetupvalid = true; + } + + return pathfindsetupvalid; +} + +static boolean K_ReconstructPath(path_t *const path, pathfindnode_t *const destinationnode) +{ + boolean reconstructsuccess = false; + + I_Assert(path != NULL); + I_Assert(destinationnode != NULL); + + { + size_t numnodes = 0U; + pathfindnode_t *thisnode = destinationnode; + + // If the path we're placing our new path into already has data, free it + if (path->array != NULL) + { + Z_Free(path->array); + path->numnodes = 0U; + path->totaldist = 0U; + } + + // Do a fast check of how many nodes there are so we know how much space to allocate + for (thisnode = destinationnode; thisnode; thisnode = thisnode->camefrom) + { + numnodes++; + } + + if (numnodes > 0U) + { + // Allocate memory for the path + path->numnodes = numnodes; + path->array = Z_Calloc(numnodes * sizeof(pathfindnode_t), PU_STATIC, NULL); + path->totaldist = destinationnode->gscore; + if (path->array == NULL) + { + I_Error("K_ReconstructPath: Out of memory."); + } + + // Put the nodes into the return array + for (thisnode = destinationnode; thisnode; thisnode = thisnode->camefrom) + { + path->array[numnodes - 1U] = *thisnode; + // Correct the camefrom element to point to the previous element in the array instead + if ((path->array[numnodes - 1U].camefrom != NULL) && (numnodes > 1U)) + { + path->array[numnodes - 1U].camefrom = &path->array[numnodes - 2U]; + } + else + { + path->array[numnodes - 1U].camefrom = NULL; + } + + numnodes--; + } + + reconstructsuccess = true; + } + } + + return reconstructsuccess; +} + +/*-------------------------------------------------- + boolean K_PathfindAStar(path_t *const path, pathfindsetup_t *const pathfindsetup) + + See header file for description. +--------------------------------------------------*/ +boolean K_PathfindAStar(path_t *const path, pathfindsetup_t *const pathfindsetup) +{ + boolean pathfindsuccess = false; + + if (path == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL path in K_PathfindAStar.\n"); + } + else if (pathfindsetup == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL pathfindsetup in K_PathfindAStar.\n"); + } + else if (!K_PathfindSetupValid(pathfindsetup)) + { + CONS_Debug(DBG_GAMELOGIC, "K_PathfindAStar: Pathfinding setup is not valid.\n"); + } + else if (pathfindsetup->startnodedata == pathfindsetup->endnodedata) + { + // At the destination, return a simple 1 node path + pathfindnode_t singlenode = {}; + singlenode.camefrom = NULL; + singlenode.nodedata = pathfindsetup->endnodedata; + singlenode.heapindex = SIZE_MAX; + singlenode.hscore = 0U; + singlenode.gscore = 0U; + + K_ReconstructPath(path, &singlenode); + + pathfindsuccess = true; + } + else + { + bheap_t openset = {}; + bheapitem_t poppedbheapitem = {}; + pathfindnode_t *nodesarray = NULL; + pathfindnode_t **closedset = NULL; + pathfindnode_t *newnode = NULL; + pathfindnode_t *currentnode = NULL; + pathfindnode_t *connectingnode = NULL; + void **connectingnodesdata = NULL; + void *checknodedata = NULL; + UINT32 *connectingnodecosts = NULL; + size_t numconnectingnodes = 0U; + size_t connectingnodeheapindex = 0U; + size_t nodesarraycount = 0U; + size_t closedsetcount = 0U; + size_t i = 0U; + UINT32 tentativegscore = 0U; + + // Set the dynamic structure capacites to defaults if they are 0 + if (pathfindsetup->nodesarraycapacity == 0U) + { + pathfindsetup->nodesarraycapacity = DEFAULT_NODEARRAY_CAPACITY; + } + if (pathfindsetup->opensetcapacity == 0U) + { + pathfindsetup->opensetcapacity = DEFAULT_OPENSET_CAPACITY; + } + if (pathfindsetup->closedsetcapacity == 0U) + { + pathfindsetup->closedsetcapacity = DEFAULT_CLOSEDSET_CAPACITY; + } + + // Allocate the necessary memory + nodesarray = Z_Calloc(pathfindsetup->nodesarraycapacity * sizeof(pathfindnode_t), PU_STATIC, NULL); + if (nodesarray == NULL) + { + I_Error("K_PathfindAStar: Out of memory allocating nodes array."); + } + closedset = Z_Calloc(pathfindsetup->closedsetcapacity * sizeof(pathfindnode_t*), PU_STATIC, NULL); + if (closedset == NULL) + { + I_Error("K_PathfindAStar: Out of memory allocating closed set."); + } + K_BHeapInit(&openset, pathfindsetup->opensetcapacity); + + // Create the first node and add it to the open set + newnode = &nodesarray[nodesarraycount]; + newnode->heapindex = SIZE_MAX; + newnode->nodedata = pathfindsetup->startnodedata; + newnode->camefrom = NULL; + newnode->gscore = 0U; + newnode->hscore = pathfindsetup->getheuristic(newnode->nodedata, pathfindsetup->endnodedata); + nodesarraycount++; + K_BHeapPush(&openset, newnode, K_NodeGetFScore(newnode), K_NodeUpdateHeapIndex); + + // update openset capacity if it changed + if (openset.capacity != pathfindsetup->opensetcapacity) + { + pathfindsetup->opensetcapacity = openset.capacity; + } + + // Go through each node in the openset, adding new ones from each node to it + // this continues until a path is found or there are no more nodes to check + while (openset.count > 0U) + { + // pop the best node off of the openset + K_BHeapPop(&openset, &poppedbheapitem); + currentnode = (pathfindnode_t*)poppedbheapitem.data; + + if (currentnode->nodedata == pathfindsetup->endnodedata) + { + pathfindsuccess = K_ReconstructPath(path, currentnode); + break; + } + + // Place the node we just popped into the closed set, as we are now evaluating it + if (closedsetcount >= pathfindsetup->closedsetcapacity) + { + // Need to reallocate closedset to fit another node + pathfindsetup->closedsetcapacity = pathfindsetup->closedsetcapacity * 2; + closedset = + Z_Realloc(closedset, pathfindsetup->closedsetcapacity * sizeof(pathfindnode_t*), PU_STATIC, NULL); + if (closedset == NULL) + { + I_Error("K_PathfindAStar: Out of memory reallocating closed set."); + } + } + closedset[closedsetcount] = currentnode; + closedsetcount++; + + // Get the needed data for the next nodes from the current node + connectingnodesdata = pathfindsetup->getconnectednodes(currentnode->nodedata, &numconnectingnodes); + connectingnodecosts = pathfindsetup->getconnectioncosts(currentnode->nodedata); + + if (connectingnodesdata == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_PathfindAStar: A Node returned NULL connecting node data.\n"); + } + else if (connectingnodecosts == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_PathfindAStar: A Node returned NULL connecting node costs.\n"); + } + else + { + // For each connecting node add it to the openset if it's unevaluated and not there, + // skip it if it's in the closedset or not traversable + for (i = 0; i < numconnectingnodes; i++) + { + checknodedata = connectingnodesdata[i]; + + if (checknodedata == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_PathfindAStar: A Node has a NULL connecting node.\n"); + } + else + { + // skip this node if it isn't traversable + if (pathfindsetup->gettraversable(checknodedata) == false) + { + continue; + } + + // Figure out what the gscore of this route for the connecting node is + tentativegscore = currentnode->gscore + connectingnodecosts[i]; + + // find this data in the nodes array if it's been generated before + connectingnode = K_NodesArrayContainsNodeData(nodesarray, checknodedata, nodesarraycount); + + if (connectingnode != NULL) + { + // The connecting node has been seen before, so it must be in either the closedset (skip it) + // or the openset (re-evaluate it's gscore) + if (K_ClosedsetContainsNode(closedset, connectingnode, closedsetcount) == true) + { + continue; + } + else if (tentativegscore < connectingnode->gscore) + { + // The node is not in the closedset, update it's gscore if this path to it is faster + connectingnode->gscore = tentativegscore; + connectingnode->camefrom = currentnode; + + connectingnodeheapindex = + K_BHeapContains(&openset, connectingnode, connectingnode->heapindex); + if (connectingnodeheapindex != SIZE_MAX) + { + K_UpdateBHeapItemValue( + &openset.array[connectingnodeheapindex], K_NodeGetFScore(connectingnode)); + } + else + { + // SOMEHOW the node is not in either the closed set OR the open set + CONS_Debug(DBG_GAMELOGIC, "K_PathfindAStar: A Node is not in either set.\n"); + } + } + } + else + { + // Node is not created yet, so it hasn't been seen so far + // Reallocate nodesarray if it's full + if (nodesarraycount >= pathfindsetup->nodesarraycapacity) + { + pathfindsetup->nodesarraycapacity = pathfindsetup->nodesarraycapacity * 2; + nodesarray = Z_Realloc(nodesarray, pathfindsetup->nodesarraycapacity * sizeof(pathfindnode_t), PU_STATIC, NULL); + + if (nodesarray == NULL) + { + I_Error("K_PathfindAStar: Out of memory reallocating nodes array."); + } + } + + // Create the new node and add it to the nodes array and open set + newnode = &nodesarray[nodesarraycount]; + newnode->heapindex = SIZE_MAX; + newnode->nodedata = checknodedata; + newnode->camefrom = currentnode; + newnode->gscore = tentativegscore; + newnode->hscore = pathfindsetup->getheuristic(newnode->nodedata, pathfindsetup->endnodedata); + nodesarraycount++; + K_BHeapPush(&openset, newnode, K_NodeGetFScore(newnode), K_NodeUpdateHeapIndex); + } + } + } + } + } + + // Clean up the memory + K_BHeapFree(&openset); + Z_Free(closedset); + Z_Free(nodesarray); + } + + return pathfindsuccess; +} diff --git a/src/k_pathfind.h b/src/k_pathfind.h new file mode 100644 index 000000000..ba0e38f47 --- /dev/null +++ b/src/k_pathfind.h @@ -0,0 +1,82 @@ +// SONIC ROBO BLAST 2 KART +//----------------------------------------------------------------------------- +// Copyright (C) 2018-2020 by Sean "Sryder" Ryder +// Copyright (C) 2018-2020 by Kart Krew +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file k_pathfind.h +/// \brief A* Pathfinding algorithm implementation for SRB2 code base. + +#ifndef __K_PATHFIND__ +#define __K_PATHFIND__ + +#include "doomtype.h" + +// function pointer for returning a node's connected node data +// should return a pointer to an array of pointers to the data, as arguments takes a node's data and a pointer that the +// number of connected nodes should be placed into +typedef void**(*getconnectednodesfunc)(void*, size_t*); + +// function pointer for getting the list of connected node costs/distances +typedef UINT32*(*getnodeconnectioncostsfunc)(void*); + +// function pointer for getting a heuristic between 2 nodes from their base data +typedef UINT32(*getnodeheuristicfunc)(void*, void*); + +// function pointer for getting if a node is traversable from its base data +typedef boolean(*getnodetraversablefunc)(void*); + + +// A pathfindnode contains information about a node from the pathfinding +// heapindex is only used within the pathfinding algorithm itself, and is always 0 after it is completed +typedef struct pathfindnode_s { + size_t heapindex; // The index in the openset binary heap. Only valid while the node is in the openset. + void *nodedata; + struct pathfindnode_s *camefrom; // should eventually be the most efficient predecessor node + UINT32 gscore; // The accumulated distance from the start to this node + UINT32 hscore; // The heuristic from this node to the goal +} pathfindnode_t; + +// Contains the final created path after pathfinding is completed +typedef struct path_s { + size_t numnodes; + struct pathfindnode_s *array; + UINT32 totaldist; +} path_t; + +// Contains info about the pathfinding used to setup the algorithm +// (e.g. the base capacities of the dynamically allocated arrays) +// should be setup by the caller before starting pathfinding +// base capacities will be 8 if they aren't setup, missing callback functions will cause an error. +// Can be accessed after the pathfinding is complete to get the final capacities of them +typedef struct pathfindsetup_s { + size_t opensetcapacity; + size_t closedsetcapacity; + size_t nodesarraycapacity; + void *startnodedata; + void *endnodedata; + getconnectednodesfunc getconnectednodes; + getnodeconnectioncostsfunc getconnectioncosts; + getnodeheuristicfunc getheuristic; + getnodetraversablefunc gettraversable; +} pathfindsetup_t; + + +/*-------------------------------------------------- + boolean K_PathfindAStar(path_t *const path, pathfindsetup_t *const pathfindsetup); + + From a source waypoint and destination waypoint, find the best path between them using the A* algorithm. + + Input Arguments:- + path - The return location of the found path + pathfindsetup - The information regarding pathfinding setup, see pathfindsetup_t + + Return:- + True if a path was found between source and destination, false otherwise. +--------------------------------------------------*/ +boolean K_PathfindAStar(path_t *const path, pathfindsetup_t *const pathfindsetup); + +#endif diff --git a/src/k_waypoint.c b/src/k_waypoint.c new file mode 100644 index 000000000..f77e6d62f --- /dev/null +++ b/src/k_waypoint.c @@ -0,0 +1,1763 @@ +// SONIC ROBO BLAST 2 KART +//----------------------------------------------------------------------------- +// Copyright (C) 2018-2020 by Sean "Sryder" Ryder +// Copyright (C) 2018-2020 by Kart Krew +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file k_waypoint.c +/// \brief Waypoint handling from the relevant mobjs +/// Setup and interfacing with waypoints for the main game + +#include "k_waypoint.h" + +#include "d_netcmd.h" +#include "p_local.h" +#include "p_tick.h" +#include "z_zone.h" +#include "g_game.h" + +// The number of sparkles per waypoint connection in the waypoint visualisation +static const UINT32 SPARKLES_PER_CONNECTION = 16U; + +// Some defaults for the size of the dynamically allocated sets for pathfinding. These are kept for the purpose of +// allocating a size that is less likely to need reallocating again during the pathfinding. +#define OPENSET_BASE_SIZE (16U) +#define CLOSEDSET_BASE_SIZE (256U) +#define NODESARRAY_BASE_SIZE (256U) + +static waypoint_t *waypointheap = NULL; +static waypoint_t *firstwaypoint = NULL; +static waypoint_t *finishline = NULL; + +static UINT32 circuitlength = 0U; + +static size_t numwaypoints = 0U; +static size_t numwaypointmobjs = 0U; +static size_t baseopensetsize = OPENSET_BASE_SIZE; +static size_t baseclosedsetsize = CLOSEDSET_BASE_SIZE; +static size_t basenodesarraysize = NODESARRAY_BASE_SIZE; + + +/*-------------------------------------------------- + waypoint_t *K_GetFinishLineWaypoint(void) + + See header file for description. +--------------------------------------------------*/ +waypoint_t *K_GetFinishLineWaypoint(void) +{ + return finishline; +} + +/*-------------------------------------------------- + boolean K_GetWaypointIsFinishline(waypoint_t *waypoint) + + See header file for description. +--------------------------------------------------*/ +boolean K_GetWaypointIsFinishline(waypoint_t *waypoint) +{ + boolean waypointisfinishline = false; + + if (waypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint in K_GetWaypointIsFinishline.\n"); + } + else if ((waypoint->mobj == NULL) || (P_MobjWasRemoved(waypoint->mobj) == true)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint mobj in K_GetWaypointIsFinishline.\n"); + } + else + { + waypointisfinishline = (waypoint->mobj->extravalue2 == 1); + } + + return waypointisfinishline; +} + +/*-------------------------------------------------- + boolean K_GetWaypointIsShortcut(waypoint_t *waypoint) + + See header file for description. +--------------------------------------------------*/ +boolean K_GetWaypointIsShortcut(waypoint_t *waypoint) +{ + boolean waypointisshortcut = false; + + if (waypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint in K_GetWaypointIsShortcut.\n"); + } + else if ((waypoint->mobj == NULL) || (P_MobjWasRemoved(waypoint->mobj) == true)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint mobj in K_GetWaypointIsShortcut.\n"); + } + else + { + waypointisshortcut = (waypoint->mobj->lastlook == 1); + } + + return waypointisshortcut; +} + +/*-------------------------------------------------- + boolean K_GetWaypointIsEnabled(waypoint_t *waypoint) + + See header file for description. +--------------------------------------------------*/ +boolean K_GetWaypointIsEnabled(waypoint_t *waypoint) +{ + boolean waypointisenabled = true; + + if (waypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint in K_GetWaypointIsEnabled.\n"); + } + else if ((waypoint->mobj == NULL) || (P_MobjWasRemoved(waypoint->mobj) == true)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint mobj in K_GetWaypointIsEnabled.\n"); + } + else + { + waypointisenabled = (waypoint->mobj->extravalue1 == 1); + } + + return waypointisenabled; +} + +/*-------------------------------------------------- + boolean K_GetWaypointIsSpawnpoint(waypoint_t *waypoint) + + See header file for description. +--------------------------------------------------*/ +boolean K_GetWaypointIsSpawnpoint(waypoint_t *waypoint) +{ + boolean waypointisspawnpoint = true; + + if (waypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint in K_GetWaypointIsEnabled.\n"); + } + else if ((waypoint->mobj == NULL) || (P_MobjWasRemoved(waypoint->mobj) == true)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint mobj in K_GetWaypointIsEnabled.\n"); + } + else + { + waypointisspawnpoint = (waypoint->mobj->reactiontime == 1); + } + + return waypointisspawnpoint; +} + +/*-------------------------------------------------- + INT32 K_GetWaypointNextID(waypoint_t *waypoint) + + See header file for description. +--------------------------------------------------*/ +INT32 K_GetWaypointNextID(waypoint_t *waypoint) +{ + INT32 nextwaypointid = -1; + + if (waypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint in K_GetWaypointNextID.\n"); + } + else if ((waypoint->mobj == NULL) || (P_MobjWasRemoved(waypoint->mobj) == true)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint mobj in K_GetWaypointNextID.\n"); + } + else + { + nextwaypointid = waypoint->mobj->threshold; + } + + return nextwaypointid; +} + +/*-------------------------------------------------- + INT32 K_GetWaypointID(waypoint_t *waypoint) + + See header file for description. +--------------------------------------------------*/ +INT32 K_GetWaypointID(waypoint_t *waypoint) +{ + INT32 waypointid = -1; + + if (waypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint in K_GetWaypointID.\n"); + } + else if ((waypoint->mobj == NULL) || (P_MobjWasRemoved(waypoint->mobj) == true)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint mobj in K_GetWaypointID.\n"); + } + else + { + waypointid = waypoint->mobj->movecount; + } + + return waypointid; +} + +/*-------------------------------------------------- + UINT32 K_GetCircuitLength(void) + + See header file for description. +--------------------------------------------------*/ +UINT32 K_GetCircuitLength(void) +{ + return circuitlength; +} + +/*-------------------------------------------------- + waypoint_t *K_GetClosestWaypointToMobj(mobj_t *const mobj) + + See header file for description. +--------------------------------------------------*/ +waypoint_t *K_GetClosestWaypointToMobj(mobj_t *const mobj) +{ + waypoint_t *closestwaypoint = NULL; + + if ((mobj == NULL) || P_MobjWasRemoved(mobj)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL mobj in K_GetClosestWaypointToMobj.\n"); + } + else + { + size_t i = 0U; + waypoint_t *checkwaypoint = NULL; + fixed_t closestdist = INT32_MAX; + fixed_t checkdist = INT32_MAX; + + for (i = 0; i < numwaypoints; i++) + { + checkwaypoint = &waypointheap[i]; + + checkdist = P_AproxDistance( + (mobj->x / FRACUNIT) - (checkwaypoint->mobj->x / FRACUNIT), + (mobj->y / FRACUNIT) - (checkwaypoint->mobj->y / FRACUNIT)); + checkdist = P_AproxDistance(checkdist, (mobj->z / FRACUNIT) - (checkwaypoint->mobj->z / FRACUNIT)); + + if (checkdist < closestdist) + { + closestwaypoint = checkwaypoint; + closestdist = checkdist; + } + } + } + + return closestwaypoint; +} + +/*-------------------------------------------------- + waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj) + + See header file for description. +--------------------------------------------------*/ +waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj) +{ + waypoint_t *bestwaypoint = NULL; + + if ((mobj == NULL) || P_MobjWasRemoved(mobj)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL mobj in K_GetBestWaypointForMobj.\n"); + } + else + { + size_t i = 0U; + waypoint_t *checkwaypoint = NULL; + fixed_t closestdist = INT32_MAX; + fixed_t checkdist = INT32_MAX; + + for (i = 0; i < numwaypoints; i++) + { + checkwaypoint = &waypointheap[i]; + + checkdist = P_AproxDistance( + (mobj->x / FRACUNIT) - (checkwaypoint->mobj->x / FRACUNIT), + (mobj->y / FRACUNIT) - (checkwaypoint->mobj->y / FRACUNIT)); + checkdist = P_AproxDistance(checkdist, ((mobj->z / FRACUNIT) - (checkwaypoint->mobj->z / FRACUNIT)) * 4); + + if (checkdist < closestdist) + { + if (!P_CheckSight(mobj, checkwaypoint->mobj)) + { + // Save sight checks for the end, so we only do it if we have to + continue; + } + + bestwaypoint = checkwaypoint; + closestdist = checkdist; + } + } + } + + return bestwaypoint; +} + +/*-------------------------------------------------- + size_t K_GetWaypointHeapIndex(waypoint_t *waypoint) + + See header file for description. +--------------------------------------------------*/ +size_t K_GetWaypointHeapIndex(waypoint_t *waypoint) +{ + size_t waypointindex = SIZE_MAX; + + if (waypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL waypoint in K_GetWaypointID.\n"); + } + else + { + waypointindex = waypoint - waypointheap; + } + + return waypointindex; +} + +/*-------------------------------------------------- + waypoint_t *K_GetWaypointFromIndex(size_t waypointindex) + + See header file for description. +--------------------------------------------------*/ +waypoint_t *K_GetWaypointFromIndex(size_t waypointindex) +{ + waypoint_t *waypoint = NULL; + + if (waypointindex >= numwaypoints) + { + CONS_Debug(DBG_GAMELOGIC, "waypointindex higher than number of waypoints in K_GetWaypointFromIndex"); + } + else + { + waypoint = &waypointheap[waypointindex]; + } + + return waypoint; +} + +/*-------------------------------------------------- + static UINT32 K_DistanceBetweenWaypoints(waypoint_t *const waypoint1, waypoint_t *const waypoint2) + + Gets the Euclidean distance between 2 waypoints by using their mobjs. Used for the heuristic. + + Input Arguments:- + waypoint1 - The first waypoint + waypoint2 - The second waypoint + + Return:- + Euclidean distance between the 2 waypoints +--------------------------------------------------*/ +static UINT32 K_DistanceBetweenWaypoints(waypoint_t *const waypoint1, waypoint_t *const waypoint2) +{ + UINT32 finaldist = UINT32_MAX; + I_Assert(waypoint1 != NULL); + I_Assert(waypoint2 != NULL); + + { + const fixed_t xydist = + P_AproxDistance(waypoint1->mobj->x - waypoint2->mobj->x, waypoint1->mobj->y - waypoint2->mobj->y); + const fixed_t xyzdist = P_AproxDistance(xydist, waypoint1->mobj->z - waypoint2->mobj->z); + finaldist = ((UINT32)xyzdist >> FRACBITS); + } + + return finaldist; +} + +/*-------------------------------------------------- + void K_DebugWaypointsSpawnLine(waypoint_t *const waypoint1, waypoint_t *const waypoint2) + + Draw a debugging line between 2 waypoints + + Input Arguments:- + waypoint1 - A waypoint to draw the line between + waypoint2 - The other waypoint to draw the line between +--------------------------------------------------*/ +static void K_DebugWaypointsSpawnLine(waypoint_t *const waypoint1, waypoint_t *const waypoint2) +{ + mobj_t *waypointmobj1, *waypointmobj2; + mobj_t *spawnedmobj; + fixed_t stepx, stepy, stepz; + fixed_t x, y, z; + UINT32 waypointdist; + INT32 n; + skincolors_t linkcolour = SKINCOLOR_GREEN; + + // This array is used to choose which colour should be on this connection + const skincolors_t linkcolours[] = { + SKINCOLOR_RED, + SKINCOLOR_BLUE, + SKINCOLOR_ORANGE, + SKINCOLOR_PINK, + SKINCOLOR_DREAM, + SKINCOLOR_CYAN, + SKINCOLOR_WHITE, + }; + const size_t linkcolourssize = sizeof(linkcolours) / sizeof(skincolors_t); + + // Error conditions + I_Assert(waypoint1 != NULL); + I_Assert(waypoint1->mobj != NULL); + I_Assert(waypoint2 != NULL); + I_Assert(waypoint2->mobj != NULL); + I_Assert(cv_kartdebugwaypoints.value != 0); + + linkcolour = K_GetWaypointID(waypoint1)%linkcolourssize; + + waypointmobj1 = waypoint1->mobj; + waypointmobj2 = waypoint2->mobj; + + n = SPARKLES_PER_CONNECTION; + + // For every 2048 fracunits, double the number of sparkles + waypointdist = K_DistanceBetweenWaypoints(waypoint1, waypoint2); + n *= (waypointdist / 2048) + 1; + + // Draw the line + stepx = (waypointmobj2->x - waypointmobj1->x) / n; + stepy = (waypointmobj2->y - waypointmobj1->y) / n; + stepz = (waypointmobj2->z - waypointmobj1->z) / n; + x = waypointmobj1->x; + y = waypointmobj1->y; + z = waypointmobj1->z; + do + { + if ((leveltime + n) % 16 <= 4) + { + spawnedmobj = P_SpawnMobj(x, y, z, MT_SPARK); + P_SetMobjState(spawnedmobj, S_THOK); + spawnedmobj->state->nextstate = S_NULL; + spawnedmobj->state->tics = 1; + spawnedmobj->frame = spawnedmobj->frame & ~FF_TRANSMASK; + spawnedmobj->color = linkcolours[linkcolour]; + spawnedmobj->scale = FixedMul(FRACUNIT/4, FixedDiv((15 - ((leveltime + n) % 16))*FRACUNIT, 15*FRACUNIT)); + } + + x += stepx; + y += stepy; + z += stepz; + } while (n--); +} + +/*-------------------------------------------------- + void K_DebugWaypointsVisualise(void) + + See header file for description. +--------------------------------------------------*/ +void K_DebugWaypointsVisualise(void) +{ + mobj_t *waypointmobj; + mobj_t *debugmobj; + waypoint_t *waypoint; + waypoint_t *otherwaypoint; + UINT32 i; + + if (waypointcap == NULL) + { + // No point putting a debug message here when it could easily happen when turning on the cvar in battle + return; + } + if (cv_kartdebugwaypoints.value == 0) + { + // Going to nip this in the bud and say no drawing all this without the cvar, it's not particularly optimised + return; + } + + // Hunt through the waypointcap so we can show all waypoint mobjs and not just ones that were able to be graphed + for (waypointmobj = waypointcap; waypointmobj != NULL; waypointmobj = waypointmobj->tracer) + { + waypoint = K_SearchWaypointHeapForMobj(waypointmobj); + + debugmobj = P_SpawnMobj(waypointmobj->x, waypointmobj->y, waypointmobj->z, MT_SPARK); + P_SetMobjState(debugmobj, S_THOK); + + debugmobj->frame &= ~FF_TRANSMASK; + debugmobj->frame |= FF_TRANS20; + + // There's a waypoint setup for this mobj! So draw that it's a valid waypoint and draw lines to its connections + if (waypoint != NULL) + { + if (waypoint->numnextwaypoints == 0 && waypoint->numprevwaypoints == 0) + { + debugmobj->color = SKINCOLOR_RED; + } + else if (waypoint->numnextwaypoints == 0 || waypoint->numprevwaypoints == 0) + { + debugmobj->color = SKINCOLOR_YELLOW; + } + else if (waypoint == players[displayplayers[0]].nextwaypoint) + { + debugmobj->color = SKINCOLOR_GREEN; + } + else + { + debugmobj->color = SKINCOLOR_BLUE; + } + + // Valid waypoint, so draw lines of SPARKLES to its next or previous waypoints + if (cv_kartdebugwaypoints.value == 1) + { + for (i = 0; i < waypoint->numnextwaypoints; i++) + { + if (waypoint->nextwaypoints[i] != NULL) + { + otherwaypoint = waypoint->nextwaypoints[i]; + K_DebugWaypointsSpawnLine(waypoint, otherwaypoint); + } + } + } + else if (cv_kartdebugwaypoints.value == 2) + { + for (i = 0; i < waypoint->numprevwaypoints; i++) + { + if (waypoint->prevwaypoints[i] != NULL) + { + otherwaypoint = waypoint->prevwaypoints[i]; + K_DebugWaypointsSpawnLine(waypoint, otherwaypoint); + } + } + } + } + else + { + debugmobj->color = SKINCOLOR_RED; + } + debugmobj->state->tics = 1; + debugmobj->state->nextstate = S_NULL; + } +} + +/*-------------------------------------------------- + static size_t K_GetOpensetBaseSize(void) + + Gets the base size the Openset hinary heap should have + + Input Arguments:- + None + + Return:- + The base size the Openset binary heap should have +--------------------------------------------------*/ +static size_t K_GetOpensetBaseSize(void) +{ + size_t returnsize = 0; + + returnsize = baseopensetsize; + + return returnsize; +} + +/*-------------------------------------------------- + static size_t K_GetClosedsetBaseSize(void) + + Gets the base size the Closedset heap should have + + Input Arguments:- + None + + Return:- + The base size the Closedset heap should have +--------------------------------------------------*/ +static size_t K_GetClosedsetBaseSize(void) +{ + size_t returnsize = 0; + + returnsize = baseclosedsetsize; + + return returnsize; +} + +/*-------------------------------------------------- + static size_t K_GetNodesArrayBaseSize(void) + + Gets the base size the Nodes array should have + + Input Arguments:- + None + + Return:- + The base size the Nodes array should have +--------------------------------------------------*/ +static size_t K_GetNodesArrayBaseSize(void) +{ + size_t returnsize = 0; + + returnsize = basenodesarraysize; + + return returnsize; +} + +/*-------------------------------------------------- + static void K_UpdateOpensetBaseSize(size_t newbaseopensetsize) + + Sets the new base size of the openset binary heap, if it is bigger than before. + + Input Arguments:- + newbaseopensetsize - The size to try and set the base Openset size to + + Return:- + None +--------------------------------------------------*/ +static void K_UpdateOpensetBaseSize(size_t newbaseopensetsize) +{ + if (newbaseopensetsize > baseopensetsize) + { + baseopensetsize = newbaseopensetsize; + } +} + +/*-------------------------------------------------- + static void K_UpdateClosedsetBaseSize(size_t newbaseclosedsetsize) + + Sets the new base size of the closedset heap, if it is bigger than before. + + Input Arguments:- + newbaseclosedsetsize - The size to try and set the base Closedset size to + + Return:- + None +--------------------------------------------------*/ +static void K_UpdateClosedsetBaseSize(size_t newbaseclosedsetsize) +{ + if (newbaseclosedsetsize > baseopensetsize) + { + baseclosedsetsize = newbaseclosedsetsize; + } +} + +/*-------------------------------------------------- + static void K_UpdateNodesArrayBaseSize(size_t newnodesarraysize) + + Sets the new base size of the nodes array, if it is bigger than before. + + Input Arguments:- + newnodesarraysize - The size to try and set the base nodes array size to + + Return:- + None +--------------------------------------------------*/ +static void K_UpdateNodesArrayBaseSize(size_t newnodesarraysize) +{ + if (newnodesarraysize > basenodesarraysize) + { + basenodesarraysize = newnodesarraysize; + } +} + +/*-------------------------------------------------- + static void **K_WaypointPathfindGetNext(void *data, size_t *numconnections) + + Gets the list of next waypoints as the connecting waypoints. For pathfinding only. + + Input Arguments:- + data - Should point to a waypoint_t to get nextwaypoints from + numconnections - Should point to a size_t to return the number of next waypoints + + Return:- + None +--------------------------------------------------*/ +static void **K_WaypointPathfindGetNext(void *data, size_t *numconnections) +{ + waypoint_t **connectingwaypoints = NULL; + + if (data == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindGetNext received NULL data.\n"); + } + else if (numconnections == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindGetNext received NULL numconnections.\n"); + } + else + { + waypoint_t *waypoint = (waypoint_t *)data; + connectingwaypoints = waypoint->nextwaypoints; + *numconnections = waypoint->numnextwaypoints; + } + + return (void**)connectingwaypoints; +} + +/*-------------------------------------------------- + static void **K_WaypointPathfindGetPrev(void *data, size_t *numconnections) + + Gets the list of previous waypoints as the connecting waypoints. For pathfinding only. + + Input Arguments:- + data - Should point to a waypoint_t to get prevwaypoints from + numconnections - Should point to a size_t to return the number of previous waypoints + + Return:- + None +--------------------------------------------------*/ +static void **K_WaypointPathfindGetPrev(void *data, size_t *numconnections) +{ + waypoint_t **connectingwaypoints = NULL; + + if (data == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindGetPrev received NULL data.\n"); + } + else if (numconnections == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindGetPrev received NULL numconnections.\n"); + } + else + { + waypoint_t *waypoint = (waypoint_t *)data; + connectingwaypoints = waypoint->prevwaypoints; + *numconnections = waypoint->numprevwaypoints; + } + + return (void**)connectingwaypoints; +} + +/*-------------------------------------------------- + static UINT32 *K_WaypointPathfindGetNextCosts(void* data) + + Gets the list of costs the next waypoints have. For pathfinding only. + + Input Arguments:- + data - Should point to a waypoint_t to get nextwaypointdistances from + + Return:- + A pointer to an array of UINT32's describing the cost of going from a waypoint to a next waypoint +--------------------------------------------------*/ +static UINT32 *K_WaypointPathfindGetNextCosts(void* data) +{ + UINT32 *connectingnodecosts = NULL; + + if (data == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindGetNextCosts received NULL data.\n"); + } + else + { + waypoint_t *waypoint = (waypoint_t *)data; + connectingnodecosts = waypoint->nextwaypointdistances; + } + + return connectingnodecosts; +} + +/*-------------------------------------------------- + static UINT32 *K_WaypointPathfindGetPrevCosts(void* data) + + Gets the list of costs the previous waypoints have. For pathfinding only. + + Input Arguments:- + data - Should point to a waypoint_t to get prevwaypointdistances from + + Return:- + A pointer to an array of UINT32's describing the cost of going from a waypoint to a previous waypoint +--------------------------------------------------*/ +static UINT32 *K_WaypointPathfindGetPrevCosts(void* data) +{ + UINT32 *connectingnodecosts = NULL; + + if (data == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindGetPrevCosts received NULL data.\n"); + } + else + { + waypoint_t *waypoint = (waypoint_t *)data; + connectingnodecosts = waypoint->prevwaypointdistances; + } + + return connectingnodecosts; +} + +/*-------------------------------------------------- + static UINT32 K_WaypointPathfindGetHeuristic(void *data1, void *data2) + + Gets the heuristic (euclidean distance) between 2 waypoints. For pathfinding only. + + Input Arguments:- + data1 - Should point to a waypoint_t for the first waypoint + data2 - Should point to a waypoint_t for the second waypoint + + Return:- + A UINT32 for the heuristic of the 2 waypoints. +--------------------------------------------------*/ +static UINT32 K_WaypointPathfindGetHeuristic(void *data1, void *data2) +{ + UINT32 nodeheuristic = UINT32_MAX; + + if (data1 == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindGetHeuristic received NULL data1.\n"); + } + else if (data2 == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindGetHeuristic received NULL data2.\n"); + } + else + { + waypoint_t *waypoint1 = (waypoint_t *)data1; + waypoint_t *waypoint2 = (waypoint_t *)data2; + + nodeheuristic = K_DistanceBetweenWaypoints(waypoint1, waypoint2); + } + + return nodeheuristic; +} + +/*-------------------------------------------------- + static boolean K_WaypointPathfindTraversableAllEnabled(void *data) + + Checks if a waypoint used as a pathfindnode is traversable. For pathfinding only. + Variant that accepts shortcut waypoints as traversable. + + Input Arguments:- + data - Should point to a waypoint_t to check traversability of + + Return:- + True if the waypoint is traversable, false otherwise. +--------------------------------------------------*/ +static boolean K_WaypointPathfindTraversableAllEnabled(void *data) +{ + boolean traversable = false; + + if (data == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindTraversableAllEnabled received NULL data.\n"); + } + else + { + waypoint_t *waypoint = (waypoint_t *)data; + traversable = (K_GetWaypointIsEnabled(waypoint) == true); + } + + return traversable; +} + +/*-------------------------------------------------- + static boolean K_WaypointPathfindTraversableNoShortcuts(void *data) + + Checks if a waypoint used as a pathfindnode is traversable. For pathfinding only. + Variant that does not accept shortcut waypoints as traversable. + + Input Arguments:- + data - Should point to a waypoint_t to check traversability of + + Return:- + True if the waypoint is traversable, false otherwise. +--------------------------------------------------*/ +static boolean K_WaypointPathfindTraversableNoShortcuts(void *data) +{ + boolean traversable = false; + + if (data == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "K_WaypointPathfindTraversableNoShortcuts received NULL data.\n"); + } + else + { + waypoint_t *waypoint = (waypoint_t *)data; + traversable = ((K_GetWaypointIsShortcut(waypoint) == false) && (K_GetWaypointIsEnabled(waypoint) == true)); + } + + return traversable; +} + +/*-------------------------------------------------- + boolean K_PathfindToWaypoint( + waypoint_t *const sourcewaypoint, + waypoint_t *const destinationwaypoint, + path_t *const returnpath, + const boolean useshortcuts, + const boolean huntbackwards) + + See header file for description. +--------------------------------------------------*/ +boolean K_PathfindToWaypoint( + waypoint_t *const sourcewaypoint, + waypoint_t *const destinationwaypoint, + path_t *const returnpath, + const boolean useshortcuts, + const boolean huntbackwards) +{ + boolean pathfound = false; + + if (sourcewaypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL sourcewaypoint in K_PathfindToWaypoint.\n"); + } + else if (destinationwaypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL destinationwaypoint in K_PathfindToWaypoint.\n"); + } + else if (((huntbackwards == false) && (sourcewaypoint->numnextwaypoints == 0)) + || ((huntbackwards == true) && (sourcewaypoint->numprevwaypoints == 0))) + { + CONS_Debug(DBG_GAMELOGIC, + "K_PathfindToWaypoint: sourcewaypoint with ID %d has no next waypoint\n", + K_GetWaypointID(sourcewaypoint)); + } + else if (((huntbackwards == false) && (destinationwaypoint->numprevwaypoints == 0)) + || ((huntbackwards == true) && (destinationwaypoint->numnextwaypoints == 0))) + { + CONS_Debug(DBG_GAMELOGIC, + "K_PathfindToWaypoint: destinationwaypoint with ID %d has no previous waypoint\n", + K_GetWaypointID(destinationwaypoint)); + } + else + { + pathfindsetup_t pathfindsetup = {}; + getconnectednodesfunc nextnodesfunc = K_WaypointPathfindGetNext; + getnodeconnectioncostsfunc nodecostsfunc = K_WaypointPathfindGetNextCosts; + getnodeheuristicfunc heuristicfunc = K_WaypointPathfindGetHeuristic; + getnodetraversablefunc traversablefunc = K_WaypointPathfindTraversableNoShortcuts; + + if (huntbackwards) + { + nextnodesfunc = K_WaypointPathfindGetPrev; + nodecostsfunc = K_WaypointPathfindGetPrevCosts; + } + if (useshortcuts) + { + traversablefunc = K_WaypointPathfindTraversableAllEnabled; + } + + + pathfindsetup.opensetcapacity = K_GetOpensetBaseSize(); + pathfindsetup.closedsetcapacity = K_GetClosedsetBaseSize(); + pathfindsetup.nodesarraycapacity = K_GetNodesArrayBaseSize(); + pathfindsetup.startnodedata = sourcewaypoint; + pathfindsetup.endnodedata = destinationwaypoint; + pathfindsetup.getconnectednodes = nextnodesfunc; + pathfindsetup.getconnectioncosts = nodecostsfunc; + pathfindsetup.getheuristic = heuristicfunc; + pathfindsetup.gettraversable = traversablefunc; + + pathfound = K_PathfindAStar(returnpath, &pathfindsetup); + + K_UpdateOpensetBaseSize(pathfindsetup.opensetcapacity); + K_UpdateClosedsetBaseSize(pathfindsetup.closedsetcapacity); + K_UpdateNodesArrayBaseSize(pathfindsetup.nodesarraycapacity); + } + + return pathfound; +} + +/*-------------------------------------------------- + waypoint_t *K_GetNextWaypointToDestination( + waypoint_t *const sourcewaypoint, + waypoint_t *const destinationwaypoint, + const boolean useshortcuts, + const boolean huntbackwards) + + See header file for description. +--------------------------------------------------*/ +waypoint_t *K_GetNextWaypointToDestination( + waypoint_t *const sourcewaypoint, + waypoint_t *const destinationwaypoint, + const boolean useshortcuts, + const boolean huntbackwards) +{ + waypoint_t *nextwaypoint = NULL; + + if (sourcewaypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL sourcewaypoint in K_GetNextWaypointToDestination.\n"); + } + else if (destinationwaypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "NULL destinationwaypoint in K_GetNextWaypointToDestination.\n"); + } + else if (sourcewaypoint == destinationwaypoint) + { + // Source and destination waypoint are the same, we're already there + nextwaypoint = destinationwaypoint; + } + else if (((huntbackwards == false) && (sourcewaypoint->numnextwaypoints == 0)) + || ((huntbackwards == true) && (sourcewaypoint->numprevwaypoints == 0))) + { + CONS_Debug(DBG_GAMELOGIC, + "K_GetNextWaypointToDestination: sourcewaypoint with ID %d has no next waypoint\n", + K_GetWaypointID(sourcewaypoint)); + } + else if (((huntbackwards == false) && (destinationwaypoint->numprevwaypoints == 0)) + || ((huntbackwards == true) && (destinationwaypoint->numnextwaypoints == 0))) + { + CONS_Debug(DBG_GAMELOGIC, + "K_GetNextWaypointToDestination: destinationwaypoint with ID %d has no previous waypoint\n", + K_GetWaypointID(destinationwaypoint)); + } + else + { + // If there is only 1 next waypoint it doesn't matter if it's a shortcut + if ((huntbackwards == false) && sourcewaypoint->numnextwaypoints == 1) + { + nextwaypoint = sourcewaypoint->nextwaypoints[0]; + } + else if ((huntbackwards == true) && sourcewaypoint->numprevwaypoints == 1) + { + nextwaypoint = sourcewaypoint->prevwaypoints[0]; + } + else + { + path_t pathtowaypoint = {}; + pathfindsetup_t pathfindsetup = {}; + boolean pathfindsuccess = false; + getconnectednodesfunc nextnodesfunc = K_WaypointPathfindGetNext; + getnodeconnectioncostsfunc nodecostsfunc = K_WaypointPathfindGetNextCosts; + getnodeheuristicfunc heuristicfunc = K_WaypointPathfindGetHeuristic; + getnodetraversablefunc traversablefunc = K_WaypointPathfindTraversableNoShortcuts; + + if (huntbackwards) + { + nextnodesfunc = K_WaypointPathfindGetPrev; + nodecostsfunc = K_WaypointPathfindGetPrevCosts; + } + if (useshortcuts) + { + traversablefunc = K_WaypointPathfindTraversableAllEnabled; + } + + + pathfindsetup.opensetcapacity = K_GetOpensetBaseSize(); + pathfindsetup.closedsetcapacity = K_GetClosedsetBaseSize(); + pathfindsetup.nodesarraycapacity = K_GetNodesArrayBaseSize(); + pathfindsetup.startnodedata = sourcewaypoint; + pathfindsetup.endnodedata = destinationwaypoint; + pathfindsetup.getconnectednodes = nextnodesfunc; + pathfindsetup.getconnectioncosts = nodecostsfunc; + pathfindsetup.getheuristic = heuristicfunc; + pathfindsetup.gettraversable = traversablefunc; + + pathfindsuccess = K_PathfindAStar(&pathtowaypoint, &pathfindsetup); + + K_UpdateOpensetBaseSize(pathfindsetup.opensetcapacity); + K_UpdateClosedsetBaseSize(pathfindsetup.closedsetcapacity); + K_UpdateNodesArrayBaseSize(pathfindsetup.nodesarraycapacity); + + if (pathfindsuccess) + { + // A direct path to the destination has been found. + if (pathtowaypoint.numnodes > 1) + { + nextwaypoint = (waypoint_t*)pathtowaypoint.array[1].nodedata; + } + else + { + // Shouldn't happen, as this is the source waypoint. + CONS_Debug(DBG_GAMELOGIC, "Only one waypoint pathfound in K_GetNextWaypointToDestination.\n"); + nextwaypoint = (waypoint_t*)pathtowaypoint.array[0].nodedata; + } + + Z_Free(pathtowaypoint.array); + } + else + { + size_t i = 0U; + waypoint_t **nextwaypointlist = NULL; + size_t numnextwaypoints = 0U; + boolean waypointisenabled = true; + boolean waypointisshortcut = false; + + if (huntbackwards) + { + nextwaypointlist = sourcewaypoint->prevwaypoints; + numnextwaypoints = sourcewaypoint->numprevwaypoints; + } + else + { + nextwaypointlist = sourcewaypoint->nextwaypoints; + numnextwaypoints = sourcewaypoint->numnextwaypoints; + } + + // No direct path to the destination has been found, choose a next waypoint from what is available + // 1. If shortcuts are allowed, pick the first shortcut path that is enabled + // 2. If shortcuts aren't allowed, or there are no shortcuts, pick the first enabled waypoint + // 3. If there's no waypoints enabled, then nothing can be done and there is no next waypoint + if (useshortcuts) + { + for (i = 0U; i < numnextwaypoints; i++) + { + waypointisenabled = K_GetWaypointIsEnabled(nextwaypointlist[i]); + waypointisshortcut = K_GetWaypointIsShortcut(nextwaypointlist[i]); + + if (waypointisenabled && waypointisshortcut) + { + nextwaypoint = nextwaypointlist[i]; + break; + } + } + } + + if (nextwaypoint == NULL) + { + for (i = 0U; i < numnextwaypoints; i++) + { + waypointisenabled = K_GetWaypointIsEnabled(nextwaypointlist[i]); + + if (waypointisenabled) + { + nextwaypoint = nextwaypointlist[i]; + break; + } + } + } + } + } + } + + return nextwaypoint; +} + +/*-------------------------------------------------- + boolean K_CheckWaypointForMobj(waypoint_t *const waypoint, void *const mobjpointer) + + Compares a waypoint's mobj and a void pointer that *should* point to an mobj. Intended for use with the + K_SearchWaypoint functions ONLY. No, it is not my responsibility to make sure the pointer you sent in is + actually an mobj. + + Input Arguments:- + waypoint - The waypoint that is currently being compared against + mobjpointer - A pointer that should be to an mobj to check with the waypoint for matching + + Return:- + The waypoint that uses that mobj, NULL if it wasn't found, NULL if it isn't an MT_WAYPOINT +--------------------------------------------------*/ +static boolean K_CheckWaypointForMobj(waypoint_t *const waypoint, void *const mobjpointer) +{ + boolean mobjsmatch = false; + + // Error Conditions + I_Assert(waypoint != NULL); + I_Assert(waypoint->mobj != NULL); + I_Assert(mobjpointer != NULL); + + { + mobj_t *const mobj = (mobj_t *)mobjpointer; + + if (P_MobjWasRemoved(mobj)) + { + CONS_Debug(DBG_GAMELOGIC, "Mobj Was Removed in K_CheckWaypointForMobj"); + } + else if (mobj->type != MT_WAYPOINT) + { + CONS_Debug(DBG_GAMELOGIC, "Non MT_WAYPOINT mobj in K_CheckWaypointForMobj. Type=%d.\n", mobj->type); + } + else + { + // All that error checking for 3 lines :^) + if (waypoint->mobj == mobj) + { + mobjsmatch = true; + } + } + } + + return mobjsmatch; +} + +/*-------------------------------------------------- + waypoint_t *K_TraverseWaypoints( + waypoint_t *waypoint, + boolean (*conditionalfunc)(waypoint_t *const, void *const), + void *const condition, + boolean *const visitedarray) + + Searches through the waypoint list for a waypoint that matches a condition, just does a simple flood search + of the graph with no pathfinding + + Input Arguments:- + waypoint - The waypoint that is currently being checked, goes through nextwaypoints after this one + conditionalfunc - The function that will be used to check a waypoint against condition + condition - the condition being checked by conditionalfunc + visitedarray - An array of booleans that let us know if a waypoint has already been checked, marked to true + when one is, so we don't repeat going down a path. Cannot be changed to a different pointer + + Return:- + The waypoint that uses that mobj, NULL if it wasn't found, NULL if it isn't an MT_WAYPOINT +--------------------------------------------------*/ +static waypoint_t *K_TraverseWaypoints( + waypoint_t *waypoint, + boolean (*conditionalfunc)(waypoint_t *const, void *const), + void *const condition, + boolean *const visitedarray) +{ + waypoint_t *foundwaypoint = NULL; + + // Error conditions + I_Assert(condition != NULL); + I_Assert(conditionalfunc != NULL); + I_Assert(visitedarray != NULL); + +searchwaypointstart: + I_Assert(waypoint != NULL); + + { + size_t waypointindex = K_GetWaypointHeapIndex(waypoint); + // If we've already visited this waypoint, we've already checked the next waypoints, no point continuing + if ((waypointindex != SIZE_MAX) && (visitedarray[waypointindex] != true)) + { + // Mark this waypoint as being visited + visitedarray[waypointindex] = true; + + if (conditionalfunc(waypoint, condition) == true) + { + foundwaypoint = waypoint; + } + else + { + // If this waypoint only has one next waypoint, set the waypoint to be the next one and jump back + // to the start, this is to avoid going too deep into the stack where we can + // Yes this is a horrible horrible goto, but the alternative is a do while loop with an extra + // variable, which is slightly more confusing. This is probably the fastest and least confusing + // option that keeps this functionality + if (waypoint->numnextwaypoints == 1 && waypoint->nextwaypoints[0] != NULL) + { + waypoint = waypoint->nextwaypoints[0]; + goto searchwaypointstart; + } + else if (waypoint->numnextwaypoints != 0) + { + // The nesting here is a bit nasty, but it's better than potentially a lot of function calls on + // the stack, and another function would be very small in this case + UINT32 i; + // For each next waypoint, Search through it's path continuation until we hopefully find the one + // we're looking for + for (i = 0; i < waypoint->numnextwaypoints; i++) + { + if (waypoint->nextwaypoints[i] != NULL) + { + foundwaypoint = K_TraverseWaypoints(waypoint->nextwaypoints[i], conditionalfunc, + condition, visitedarray); + + if (foundwaypoint != NULL) + { + break; + } + } + } + } + else + { + // No next waypoints, this function will be returned from + } + } + } + } + + return foundwaypoint; +} + +/*-------------------------------------------------- + waypoint_t *K_SearchWaypointGraph( + boolean (*conditionalfunc)(waypoint_t *const, void *const), + void *const condition) + + Searches through the waypoint graph for a waypoint that matches the conditional + + Input Arguments:- + conditionalfunc - The function that will be used to check a waypoint against condition + condition - the condition being checked by conditionalfunc + + Return:- + The waypoint that uses that mobj, NULL if it wasn't found, NULL if it isn't an MT_WAYPOINT +--------------------------------------------------*/ +static waypoint_t *K_SearchWaypointGraph( + boolean (*conditionalfunc)(waypoint_t *const, void *const), + void *const condition) +{ + boolean *visitedarray = NULL; + waypoint_t *foundwaypoint = NULL; + + // Error conditions + I_Assert(condition != NULL); + I_Assert(conditionalfunc != NULL); + I_Assert(firstwaypoint != NULL); + + visitedarray = Z_Calloc(numwaypoints * sizeof(boolean), PU_STATIC, NULL); + foundwaypoint = K_TraverseWaypoints(firstwaypoint, conditionalfunc, condition, visitedarray); + Z_Free(visitedarray); + + return foundwaypoint; +} + +/*-------------------------------------------------- + waypoint_t *K_SearchWaypointGraphForMobj(mobj_t * const mobj) + + See header file for description. +--------------------------------------------------*/ +waypoint_t *K_SearchWaypointGraphForMobj(mobj_t *const mobj) +{ + waypoint_t *foundwaypoint = NULL; + + if (mobj == NULL || P_MobjWasRemoved(mobj)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL mobj in K_SearchWaypointGraphForMobj.\n"); + } + else if (mobj->type != MT_WAYPOINT) + { + CONS_Debug(DBG_GAMELOGIC, "Non MT_WAYPOINT mobj in K_SearchWaypointGraphForMobj. Type=%d.\n", mobj->type); + } + else + { + foundwaypoint = K_SearchWaypointGraph(K_CheckWaypointForMobj, (void *)mobj); + } + + return foundwaypoint; +} + +/*-------------------------------------------------- + waypoint_t *K_SearchWaypointHeap( + boolean (*conditionalfunc)(waypoint_t *const, void *const), + void *const condition) + + Searches through the waypoint heap for a waypoint that matches the conditional + + Input Arguments:- + conditionalfunc - The function that will be used to check a waypoint against condition + condition - the condition being checked by conditionalfunc + + Return:- + The waypoint that uses that mobj, NULL if it wasn't found, NULL if it isn't an MT_WAYPOINT +--------------------------------------------------*/ +static waypoint_t *K_SearchWaypointHeap( + boolean (*conditionalfunc)(waypoint_t *const, void *const), + void *const condition) +{ + UINT32 i = 0; + waypoint_t *foundwaypoint = NULL; + + // Error conditions + I_Assert(condition != NULL); + I_Assert(conditionalfunc != NULL); + I_Assert(waypointheap != NULL); + + // Simply search through the waypointheap for the waypoint which matches the condition. Much simpler when no + // pathfinding is needed. Search up to numwaypoints and NOT numwaypointmobjs as numwaypoints is the real number of + // waypoints setup in the heap while numwaypointmobjs ends up being the capacity + for (i = 0; i < numwaypoints; i++) + { + if (conditionalfunc(&waypointheap[i], condition) == true) + { + foundwaypoint = &waypointheap[i]; + break; + } + } + + return foundwaypoint; +} + +/*-------------------------------------------------- + waypoint_t *K_SearchWaypointHeapForMobj(mobj_t *const mobj) + + See header file for description. +--------------------------------------------------*/ +waypoint_t *K_SearchWaypointHeapForMobj(mobj_t *const mobj) +{ + waypoint_t *foundwaypoint = NULL; + + if (mobj == NULL || P_MobjWasRemoved(mobj)) + { + CONS_Debug(DBG_GAMELOGIC, "NULL mobj in K_SearchWaypointHeapForMobj.\n"); + } + else if (mobj->type != MT_WAYPOINT) + { + CONS_Debug(DBG_GAMELOGIC, "Non MT_WAYPOINT mobj in K_SearchWaypointHeapForMobj. Type=%d.\n", mobj->type); + } + else + { + foundwaypoint = K_SearchWaypointHeap(K_CheckWaypointForMobj, (void *)mobj); + } + + return foundwaypoint; +} + +/*-------------------------------------------------- + static UINT32 K_SetupCircuitLength(void) + + Sets up the Circuit Length by getting the best path from the finishwaypoint back to itself. + On sprint maps, circuitlength is 0. + + Input Arguments:- + None + + Return:- + Length of the circuit +--------------------------------------------------*/ +static UINT32 K_SetupCircuitLength(void) +{ + I_Assert(firstwaypoint != NULL); + I_Assert(numwaypoints > 0U); + I_Assert(finishline != NULL); + + // The circuit length only makes sense in circuit maps, sprint maps do not need to use it + // The main usage of the circuit length is to add onto a player's distance to finish line so crossing the finish + // line places people correctly relative to each other + if ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) == LF_SECTIONRACE) + { + circuitlength = 0U; + } + else + { + // Create a fake finishline waypoint, then try and pathfind to the finishline from it + waypoint_t fakefinishline = *finishline; + path_t bestcircuitpath = {}; + const boolean useshortcuts = false; + const boolean huntbackwards = false; + + K_PathfindToWaypoint(&fakefinishline, finishline, &bestcircuitpath, useshortcuts, huntbackwards); + + circuitlength = bestcircuitpath.totaldist; + + Z_Free(bestcircuitpath.array); + } + + return circuitlength; +} + +/*-------------------------------------------------- + static void K_AddPrevToWaypoint(waypoint_t *const waypoint, waypoint_t *const prevwaypoint) + + Adds another waypoint to a waypoint's previous waypoint list, this needs to be done like this because there is no + way to identify previous waypoints from just IDs, so we need to reallocate the memory for every previous waypoint + + Input Arguments:- + waypoint - The waypoint which is having its previous waypoint list added to + prevwaypoint - The waypoint which is being added to the previous waypoint list + + Return:- + Pointer to waypoint_t for the rest of the waypoint data to be placed into +--------------------------------------------------*/ +static void K_AddPrevToWaypoint(waypoint_t *const waypoint, waypoint_t *const prevwaypoint) +{ + // Error conditions + I_Assert(waypoint != NULL); + I_Assert(prevwaypoint != NULL); + + waypoint->numprevwaypoints++; + waypoint->prevwaypoints = + Z_Realloc(waypoint->prevwaypoints, waypoint->numprevwaypoints * sizeof(waypoint_t *), PU_LEVEL, NULL); + + if (!waypoint->prevwaypoints) + { + I_Error("K_AddPrevToWaypoint: Failed to reallocate memory for previous waypoints."); + } + + waypoint->prevwaypointdistances = + Z_Realloc(waypoint->prevwaypointdistances, waypoint->numprevwaypoints * sizeof(fixed_t), PU_LEVEL, NULL); + + if (!waypoint->prevwaypointdistances) + { + I_Error("K_AddPrevToWaypoint: Failed to reallocate memory for previous waypoint distances."); + } + + waypoint->prevwaypoints[waypoint->numprevwaypoints - 1] = prevwaypoint; +} + +/*-------------------------------------------------- + static waypoint_t *K_MakeWaypoint(mobj_t *const mobj) + + Make a new waypoint from a map object. Setups up most of the data for it, and allocates most memory + Remaining creation is handled in K_SetupWaypoint + + Input Arguments:- + mobj - The map object that this waypoint is represented by + + Return:- + Pointer to the setup waypoint, NULL if one was not setup +--------------------------------------------------*/ +static waypoint_t *K_MakeWaypoint(mobj_t *const mobj) +{ + waypoint_t *madewaypoint = NULL; + mobj_t *otherwaypointmobj = NULL; + + // Error conditions + I_Assert(mobj != NULL); + I_Assert(!P_MobjWasRemoved(mobj)); + I_Assert(waypointcap != NULL); // No waypoint mobjs in map load + I_Assert(numwaypoints < numwaypointmobjs); // waypoint array reached max capacity + + // numwaypoints is incremented later in K_SetupWaypoint + madewaypoint = &waypointheap[numwaypoints]; + numwaypoints++; + + P_SetTarget(&madewaypoint->mobj, mobj); + + // Don't allow a waypoint that has its next ID set to itself to work + if (mobj->threshold != mobj->movecount) { + // Go through the other waypoint mobjs in the map to find out how many waypoints are after this one + for (otherwaypointmobj = waypointcap; otherwaypointmobj != NULL; otherwaypointmobj = otherwaypointmobj->tracer) + { + // threshold = next waypoint id, movecount = my id + if (mobj->threshold == otherwaypointmobj->movecount) + { + madewaypoint->numnextwaypoints++; + } + } + } + + // No next waypoints + if (madewaypoint->numnextwaypoints != 0) + { + // Allocate memory to hold enough pointers to all of the next waypoints + madewaypoint->nextwaypoints = + Z_Calloc(madewaypoint->numnextwaypoints * sizeof(waypoint_t *), PU_LEVEL, NULL); + if (madewaypoint->nextwaypoints == NULL) + { + I_Error("K_MakeWaypoint: Out of Memory allocating next waypoints."); + } + madewaypoint->nextwaypointdistances = + Z_Calloc(madewaypoint->numnextwaypoints * sizeof(fixed_t), PU_LEVEL, NULL); + if (madewaypoint->nextwaypointdistances == NULL) + { + I_Error("K_MakeWaypoint: Out of Memory allocating next waypoint distances."); + } + } + + return madewaypoint; +} + +/*-------------------------------------------------- + static waypoint_t *K_SetupWaypoint(mobj_t *const mobj) + + Either gets an already made waypoint, or sets up a new waypoint for an mobj, + including next and previous waypoints + + Input Arguments:- + mobj - The map object that this waypoint is represented by + + Return:- + Pointer to the setup waypoint, NULL if one was not setup +--------------------------------------------------*/ +static waypoint_t *K_SetupWaypoint(mobj_t *const mobj) +{ + waypoint_t *thiswaypoint = NULL; + + // Error conditions + I_Assert(mobj != NULL); + I_Assert(!P_MobjWasRemoved(mobj)); + I_Assert(mobj->type == MT_WAYPOINT); + I_Assert(waypointcap != NULL); // no waypoint mobjs in map load + + // If we have waypoints already created, search through them first to see if this mobj is already added. + if (firstwaypoint != NULL) + { + thiswaypoint = K_SearchWaypointHeapForMobj(mobj); + } + + // The waypoint hasn't already been made, so make it + if (thiswaypoint == NULL) + { + mobj_t *otherwaypointmobj = NULL; + UINT32 nextwaypointindex = 0; + + thiswaypoint = K_MakeWaypoint(mobj); + + if (thiswaypoint != NULL) + { + // Set the first waypoint if it isn't already + if (firstwaypoint == NULL) + { + firstwaypoint = thiswaypoint; + } + + if (K_GetWaypointIsFinishline(thiswaypoint)) + { + if (finishline != NULL) + { + const INT32 oldfinishlineid = K_GetWaypointID(finishline); + const INT32 thiswaypointid = K_GetWaypointID(thiswaypoint); + CONS_Alert( + CONS_WARNING, "Multiple finish line waypoints with IDs %d and %d! Using %d.", + oldfinishlineid, thiswaypointid, thiswaypointid); + } + finishline = thiswaypoint; + } + + if (thiswaypoint->numnextwaypoints > 0) + { + waypoint_t *nextwaypoint = NULL; + fixed_t nextwaypointdistance = 0; + // Go through the waypoint mobjs to setup the next waypoints and make this waypoint know they're its + // next. I kept this out of K_MakeWaypoint so the stack isn't gone down as deep + for (otherwaypointmobj = waypointcap; + otherwaypointmobj != NULL; + otherwaypointmobj = otherwaypointmobj->tracer) + { + // threshold = next waypoint id, movecount = my id + if (mobj->threshold == otherwaypointmobj->movecount) + { + nextwaypoint = K_SetupWaypoint(otherwaypointmobj); + nextwaypointdistance = K_DistanceBetweenWaypoints(thiswaypoint, nextwaypoint); + thiswaypoint->nextwaypoints[nextwaypointindex] = nextwaypoint; + thiswaypoint->nextwaypointdistances[nextwaypointindex] = nextwaypointdistance; + K_AddPrevToWaypoint(nextwaypoint, thiswaypoint); + nextwaypoint->prevwaypointdistances[nextwaypoint->numprevwaypoints - 1] = nextwaypointdistance; + nextwaypointindex++; + } + if (nextwaypointindex >= thiswaypoint->numnextwaypoints) + { + break; + } + } + } + else + { + CONS_Alert( + CONS_WARNING, "Waypoint with ID %d has no next waypoint.\n", K_GetWaypointID(thiswaypoint)); + } + } + else + { + CONS_Debug(DBG_SETUP, "K_SetupWaypoint failed to make new waypoint with ID %d.\n", mobj->movecount); + } + } + + return thiswaypoint; +} + +/*-------------------------------------------------- + static boolean K_AllocateWaypointHeap(void) + + Allocates the waypoint heap enough space for the number of waypoint mobjs on the map + + Return:- + True if the allocation was successful, false if it wasn't. Will I_Error if out of memory still. +--------------------------------------------------*/ +static boolean K_AllocateWaypointHeap(void) +{ + mobj_t *waypointmobj = NULL; + boolean allocationsuccessful = false; + + // Error conditions + I_Assert(waypointheap == NULL); // waypointheap is already allocated + I_Assert(waypointcap != NULL); // no waypoint mobjs at map load + + // This should be an allocation for the first time. Reset the number of mobjs back to 0 if it's not already + numwaypointmobjs = 0; + + // Find how many waypoint mobjs there are in the map, this is the maximum number of waypoints there CAN be + for (waypointmobj = waypointcap; waypointmobj != NULL; waypointmobj = waypointmobj->tracer) + { + if (waypointmobj->type != MT_WAYPOINT) + { + CONS_Debug(DBG_SETUP, + "Non MT_WAYPOINT mobj in waypointcap in K_AllocateWaypointHeap. Type=%d\n.", waypointmobj->type); + continue; + } + + numwaypointmobjs++; + } + + if (numwaypointmobjs > 0) + { + // Allocate space in the heap for every mobj, it's possible some mobjs aren't linked up and not all of the + // heap allocated will be used, but it's a fairly reasonable assumption that this isn't going to be awful + waypointheap = Z_Calloc(numwaypointmobjs * sizeof(waypoint_t), PU_LEVEL, NULL); + + if (waypointheap == NULL) + { + // We could theoretically CONS_Debug here and continue without using waypoints, but I feel that will + // require error checks that will end up spamming the console when we think waypoints SHOULD be working. + // Safer to just exit if out of memory + I_Error("K_AllocateWaypointHeap: Out of memory."); + } + allocationsuccessful = true; + } + else + { + CONS_Debug(DBG_SETUP, "No waypoint mobjs in waypointcap.\n"); + } + + return allocationsuccessful; +} + +/*-------------------------------------------------- + void K_FreeWaypoints(void) + + For safety, this will free the waypointheap and all the waypoints allocated if they aren't already before they + are setup. If the PU_LEVEL tag is cleared, make sure to call K_ClearWaypoints or this will try to free already + freed memory! +--------------------------------------------------*/ +static void K_FreeWaypoints(void) +{ + if (waypointheap != NULL) + { + // Free the waypointheap + Z_Free(waypointheap); + } + + K_ClearWaypoints(); +} + +/*-------------------------------------------------- + boolean K_SetupWaypointList(void) + + See header file for description. +--------------------------------------------------*/ +boolean K_SetupWaypointList(void) +{ + boolean setupsuccessful = false; + + K_FreeWaypoints(); + + if (!waypointcap) + { + CONS_Alert(CONS_ERROR, "No waypoints in map.\n"); + } + else + { + if (K_AllocateWaypointHeap() == true) + { + mobj_t *waypointmobj = NULL; + + // Loop through the waypointcap here so that all waypoints are added to the heap, and allow easier debugging + for (waypointmobj = waypointcap; waypointmobj; waypointmobj = waypointmobj->tracer) + { + K_SetupWaypoint(waypointmobj); + } + + if (firstwaypoint == NULL) + { + CONS_Alert(CONS_ERROR, "No waypoints in map.\n"); + } + else + { + CONS_Debug(DBG_SETUP, "Successfully setup %s waypoints.\n", sizeu1(numwaypoints)); + if (finishline == NULL) + { + CONS_Alert( + CONS_WARNING, "No finish line waypoint in the map! Using first setup waypoint with ID %d.\n", + K_GetWaypointID(firstwaypoint)); + finishline = firstwaypoint; + } + + if (K_SetupCircuitLength() == 0 + && ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) != LF_SECTIONRACE)) + { + CONS_Alert(CONS_ERROR, "Circuit track waypoints do not form a circuit.\n"); + } + + setupsuccessful = true; + } + } + } + + return setupsuccessful; +} + +/*-------------------------------------------------- + void K_ClearWaypoints(void) + + See header file for description. +--------------------------------------------------*/ +void K_ClearWaypoints(void) +{ + waypointheap = NULL; + firstwaypoint = NULL; + finishline = NULL; + numwaypoints = 0U; + numwaypointmobjs = 0U; + circuitlength = 0U; +} diff --git a/src/k_waypoint.h b/src/k_waypoint.h new file mode 100644 index 000000000..fb8d37f20 --- /dev/null +++ b/src/k_waypoint.h @@ -0,0 +1,338 @@ +// SONIC ROBO BLAST 2 KART +//----------------------------------------------------------------------------- +// Copyright (C) 2018-2020 by Sean "Sryder" Ryder +// Copyright (C) 2018-2020 by Kart Krew +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file k_waypoint.h +/// \brief Waypoint handling from the relevant mobjs +/// Setup and interfacing with waypoints for the main game + +#ifndef __K_WAYPOINT__ +#define __K_WAYPOINT__ + +#include "doomtype.h" +#include "p_mobj.h" +#include "k_pathfind.h" + +typedef struct waypoint_s +{ + mobj_t *mobj; + struct waypoint_s **nextwaypoints; + struct waypoint_s **prevwaypoints; + UINT32 *nextwaypointdistances; + UINT32 *prevwaypointdistances; + size_t numnextwaypoints; + size_t numprevwaypoints; +} waypoint_t; + + +// AVAILABLE FOR LUA + + +/*-------------------------------------------------- + waypoint_t *K_GetFinishLineWaypoint(void); + + Returns the waypoint actually being used as the finish line. + + Input Arguments:- + None + + Return:- + The waypoint that is being used as the finishline. +--------------------------------------------------*/ + +waypoint_t *K_GetFinishLineWaypoint(void); + + +/*-------------------------------------------------- + boolean K_GetWaypointIsFinishline(waypoint_t *waypoint) + + Returns whether the waypoint is marked as the finishline. This may not actually be the finishline. + + Input Arguments:- + waypoint - The waypoint to return finishline status of. + + Return:- + true if the waypoint is marked as being the finishline, false if it isn't. +--------------------------------------------------*/ + +boolean K_GetWaypointIsFinishline(waypoint_t *waypoint); + + +/*-------------------------------------------------- + boolean K_GetWaypointIsShortcut(waypoint_t *waypoint) + + Returns whether the waypoint is part of a shortcut. + + Input Arguments:- + waypoint - The waypoint to return shortcut status of. + + Return:- + true if the waypoint is a shortcut, false if it isn't. +--------------------------------------------------*/ + +boolean K_GetWaypointIsShortcut(waypoint_t *waypoint); + + +/*-------------------------------------------------- + boolean K_GetWaypointIsEnabled(waypoint_t *waypoint) + + Returns whether the waypoint is enabled. + + Input Arguments:- + waypoint - The waypoint to return enabled status of. + + Return:- + true if the waypoint is enabled, false if it isn't. +--------------------------------------------------*/ + +boolean K_GetWaypointIsEnabled(waypoint_t *waypoint); + + +/*-------------------------------------------------- + boolean K_GetWaypointIsSpawnpoint(waypoint_t *waypoint) + + Returns whether the waypoint is a spawnpoint. + + Input Arguments:- + waypoint - The waypoint to return spawnpoint status of. + + Return:- + true if the waypoint is a spawnpoint, false if it isn't. +--------------------------------------------------*/ + +boolean K_GetWaypointIsSpawnpoint(waypoint_t *waypoint); + + +/*-------------------------------------------------- + INT32 K_GetWaypointNextID(waypoint_t *waypoint) + + Returns the waypoint's next waypoint ID. + + Input Arguments:- + waypoint - The waypoint to return the next waypoint ID of. + + Return:- + The next waypoint ID, -1 if there is no waypoint or mobj. +--------------------------------------------------*/ + +INT32 K_GetWaypointNextID(waypoint_t *waypoint); + + +/*-------------------------------------------------- + INT32 K_GetWaypointID(waypoint_t *waypoint) + + Returns the waypoint's ID. + + Input Arguments:- + waypoint - The waypoint to return the ID of. + + Return:- + The waypoint ID, -1 if there is no waypoint or mobj. +--------------------------------------------------*/ +INT32 K_GetWaypointID(waypoint_t *waypoint); + + +/*-------------------------------------------------- + UINT32 K_GetCircuitLength(void) + + Returns the circuit length, 0 on sprint maps. + + Input Arguments:- + + Return:- + The circuit length. +--------------------------------------------------*/ +UINT32 K_GetCircuitLength(void); + + +/*-------------------------------------------------- + waypoint_t *K_GetClosestWaypointToMobj(mobj_t *const mobj) + + Returns the closest waypoint to an mobj + + Input Arguments:- + mobj - mobj to get the closest waypoint of. + + Return:- + The closest waypoint to the mobj +--------------------------------------------------*/ +waypoint_t *K_GetClosestWaypointToMobj(mobj_t *const mobj); + + +/*-------------------------------------------------- + waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj) + + Similar to K_GetClosestWaypointToMobj, but prioritizes horizontal distance over vertical distance, and + sight checks to ensure that the waypoint and mobj are the in same area. Can potentially return NULL if + there are no visible waypoints. + + Input Arguments:- + mobj - mobj to get the waypoint for. + + Return:- + The best waypoint for the mobj, or NULL if there were no matches +--------------------------------------------------*/ +waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj); + + +/*-------------------------------------------------- + boolean K_PathfindToWaypoint( + waypoint_t *const sourcewaypoint, + waypoint_t *const destinationwaypoint, + path_t *const returnpath, + const boolean useshortcuts, + const boolean huntbackwards) + + Use pathfinding to try and find the best route to the destination. Data is allocated into the returnpath, + and should be freed when done with. A call to this with a path already in the returnpath will free the data + already in there if one is found. + + Input Arguments:- + sourcewaypoint - The waypoint to start searching from + destinationwaypoint - The waypoint to try and get to. + returnpath - The path_t that will contain the final found path + useshortcuts - Whether to use waypoints that are marked as being shortcuts in the search + huntbackwards - Goes through the waypoints backwards if true + + Return:- + True if a path was found to the waypoint, false if there wasn't. +--------------------------------------------------*/ + +boolean K_PathfindToWaypoint( + waypoint_t *const sourcewaypoint, + waypoint_t *const destinationwaypoint, + path_t *const returnpath, + const boolean useshortcuts, + const boolean huntbackwards); + + +/*-------------------------------------------------- + waypoint_t *K_GetNextWaypointToDestination( + waypoint_t *const sourcewaypoint, + waypoint_t *const destinationwaypoint, + const boolean useshortcuts, + const boolean huntbackwards) + + Uses pathfinding to find the next waypoint to go to in order to get to the destination waypoint, from the source + waypoint. If the source waypoint only has one next waypoint it will always pick that one and not do any + pathfinding. + + Input Arguments:- + sourcewaypoint - The waypoint to start searching from + destinationwaypoint - The waypoint to try and get to. + useshortcuts - Whether to use waypoints that are marked as being shortcuts in the search + huntbackwards - Goes through the waypoints backwards if true + + Return:- + The next waypoint on the way to the destination waypoint. Returns the source waypoint if the source and + destination are the same. +--------------------------------------------------*/ + +waypoint_t *K_GetNextWaypointToDestination( + waypoint_t *const sourcewaypoint, + waypoint_t *const destinationwaypoint, + const boolean useshortcuts, + const boolean huntbackwards); + + +/*-------------------------------------------------- + waypoint_t *K_SearchWaypointGraphForMobj(mobj_t *const mobj) + + Searches through the waypoint graph for a waypoint that has an mobj, if a waypoint can be found through here it + does mean that the waypoint graph can be traversed to find it + + Input Arguments:- + mobj - The mobj that we are searching for, cannot be changed to a different pointer + + Return:- + The waypoint that uses that mobj, NULL if it wasn't found, NULL if it isn't an MT_WAYPOINT +--------------------------------------------------*/ + +waypoint_t *K_SearchWaypointGraphForMobj(mobj_t * const mobj); + +/*-------------------------------------------------- + waypoint_t *K_SearchWaypointHeapForMobj(mobj_t *const mobj) + + Searches through the waypoint heap for a waypoint that has an mobj, this does not necessarily mean the waypoint + can be reached from another waypoint + + Input Arguments:- + mobj - The mobj that we are searching for, cannot be changed to a different pointer + + Return:- + The waypoint that uses that mobj, NULL if it wasn't found, NULL if it isn't an MT_WAYPOINT +--------------------------------------------------*/ + +waypoint_t *K_SearchWaypointHeapForMobj(mobj_t * const mobj); + + +// NOT AVAILABLE FOR LUA + + +/*-------------------------------------------------- + size_t K_GetWaypointHeapIndex(waypoint_t *waypoint) + + Returns the waypoint's index in the waypoint heap. + + Input Arguments:- + waypoint - The waypoint to return the index of. + + Return:- + The waypoint heap index, SIZE_MAX if there's an issue with the waypoint. +--------------------------------------------------*/ +size_t K_GetWaypointHeapIndex(waypoint_t *waypoint); + + +/*-------------------------------------------------- + waypoint_t *K_GetWaypointFromIndex(size_t waypointindex) + + Returns the waypoint from an index to the heap. + + Input Arguments:- + waypointindex - The index of the waypoint to get + + Return:- + The waypoint from the heap index, NULL if the index if too high +--------------------------------------------------*/ +waypoint_t *K_GetWaypointFromIndex(size_t waypointindex); + + +/*-------------------------------------------------- + void K_DebugWaypointsVisualise() + + Creates mobjs in order to visualise waypoints for debugging. +--------------------------------------------------*/ + +void K_DebugWaypointsVisualise(void); + + +/*-------------------------------------------------- + boolean K_SetupWaypointList(void) + + Sets up the waypoint list for Kart race maps, prints out warnings if something is wrong. + + Return:- + true if waypoint setup was seemingly successful, false if no waypoints were setup + A true return value does not necessarily mean that the waypoints on the map are completely correct +--------------------------------------------------*/ + +boolean K_SetupWaypointList(void); + + +/*-------------------------------------------------- + void K_ClearWaypoints(void) + + Clears waypointheap, firstwaypoint, numwaypoints, and numwaypointmobjs + WARNING: This does *not* Free waypointheap or any waypoints! They are stored in PU_LEVEL so they are freed once + the level is completed! This is called just before K_SetupWaypointList in P_SetupLevel as they are freed then. + A separate method is called in K_SetupWaypointList that will free everything specifically if they aren't already +--------------------------------------------------*/ + +void K_ClearWaypoints(void); + +#endif \ No newline at end of file diff --git a/src/lua_baselib.c b/src/lua_baselib.c index 8e863fe7e..a9b02aa5f 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -640,16 +640,6 @@ static int lib_pCheckSolidLava(lua_State *L) return 1; } -static int lib_pSpawnShadowMobj(lua_State *L) -{ - mobj_t *caster = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); - NOHUD - if (!caster) - return LUA_ErrInvalid(L, "mobj_t"); - P_SpawnShadowMobj(caster); - return 0; -} - // P_USER //////////// @@ -1314,15 +1304,16 @@ static int lib_pExplodeMissile(lua_State *L) return 0; } -static int lib_pPlayerTouchingSectorSpecial(lua_State *L) +static int lib_pMobjTouchingSectorSpecial(lua_State *L) { - player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER)); + mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); INT32 section = (INT32)luaL_checkinteger(L, 2); INT32 number = (INT32)luaL_checkinteger(L, 3); + boolean touchground = lua_optboolean(L, 4); //HUDSAFE - if (!player) - return LUA_ErrInvalid(L, "player_t"); - LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR); + if (!mo) + return LUA_ErrInvalid(L, "mobj_t"); + LUA_PushUserdata(L, P_MobjTouchingSectorSpecial(mo, section, number, touchground), META_SECTOR); return 1; } @@ -2673,7 +2664,6 @@ static luaL_Reg lib[] = { {"P_InsideANonSolidFFloor",lib_pInsideANonSolidFFloor}, {"P_CheckDeathPitCollide",lib_pCheckDeathPitCollide}, {"P_CheckSolidLava",lib_pCheckSolidLava}, - {"P_SpawnShadowMobj",lib_pSpawnShadowMobj}, // p_user {"P_GetPlayerHeight",lib_pGetPlayerHeight}, @@ -2737,7 +2727,7 @@ static luaL_Reg lib[] = { {"P_SetMobjStateNF",lib_pSetMobjStateNF}, {"P_DoSuperTransformation",lib_pDoSuperTransformation}, {"P_ExplodeMissile",lib_pExplodeMissile}, - {"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial}, + {"P_MobjTouchingSectorSpecial",lib_pMobjTouchingSectorSpecial}, {"P_FindSpecialLineFromTag",lib_pFindSpecialLineFromTag}, {"P_SwitchWeather",lib_pSwitchWeather}, {"P_LinedefExecute",lib_pLinedefExecute}, diff --git a/src/lua_hudlib.c b/src/lua_hudlib.c index ec76552d1..2fe8c33a2 100644 --- a/src/lua_hudlib.c +++ b/src/lua_hudlib.c @@ -139,6 +139,8 @@ enum cameraf { camera_momx, camera_momy, camera_momz, + camera_pan, + camera_pitch, camera_pnum }; @@ -158,6 +160,8 @@ static const char *const camera_opt[] = { "momx", "momy", "momz", + "pan", + "pitch", "pnum", NULL}; @@ -314,6 +318,12 @@ static int camera_get(lua_State *L) case camera_momz: lua_pushinteger(L, cam->momz); break; + case camera_pan: + lua_pushinteger(L, cam->pan); + break; + case camera_pitch: + lua_pushinteger(L, cam->pitch); + break; case camera_pnum: lua_pushinteger(L, camnum); break; diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c index dfb344e34..47efd729f 100644 --- a/src/lua_mobjlib.c +++ b/src/lua_mobjlib.c @@ -85,7 +85,9 @@ enum mobj_e { #ifdef ESLOPE mobj_standingslope, #endif - mobj_colorized + mobj_colorized, + mobj_shadowscale, + mobj_whiteshadow }; static const char *const mobj_opt[] = { @@ -149,6 +151,8 @@ static const char *const mobj_opt[] = { "standingslope", #endif "colorized", + "shadowscale", + "whiteshadow", NULL}; #define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field]) @@ -360,6 +364,12 @@ static int mobj_get(lua_State *L) case mobj_colorized: lua_pushboolean(L, mo->colorized); break; + case mobj_shadowscale: + lua_pushfixed(L, mo->shadowscale); + break; + case mobj_whiteshadow: + lua_pushboolean(L, mo->whiteshadow); + break; default: // extra custom variables in Lua memory lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); @@ -677,6 +687,12 @@ static int mobj_set(lua_State *L) case mobj_colorized: mo->colorized = luaL_checkboolean(L, 3); break; + case mobj_shadowscale: + mo->shadowscale = luaL_checkfixed(L, 3); + break; + case mobj_whiteshadow: + mo->whiteshadow = luaL_checkboolean(L, 3); + break; default: lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS); I_Assert(lua_istable(L, -1)); diff --git a/src/m_cheat.c b/src/m_cheat.c index c24a8014b..d61d22cd0 100644 --- a/src/m_cheat.c +++ b/src/m_cheat.c @@ -292,9 +292,18 @@ void Command_CheatNoClip_f(void) REQUIRE_NOULTIMATE; plyr = &players[consoleplayer]; + + if (!plyr->mo || P_MobjWasRemoved(plyr->mo)) + return; + plyr->pflags ^= PF_NOCLIP; CONS_Printf(M_GetText("No Clipping %s\n"), plyr->pflags & PF_NOCLIP ? M_GetText("On") : M_GetText("Off")); + if (plyr->pflags & PF_NOCLIP) + plyr->mo->flags |= MF_NOCLIP; + else + plyr->mo->flags &= ~MF_NOCLIP; + G_SetGameModified(multiplayer, true); } diff --git a/src/p_enemy.c b/src/p_enemy.c index 76f6b3159..df20cb6f1 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -24,6 +24,7 @@ #include "i_video.h" #include "lua_hook.h" #include "k_kart.h" // SRB2kart +#include "k_waypoint.h" #ifdef HW3SOUND #include "hardware/hw3sound.h" @@ -117,7 +118,6 @@ void A_ThrownRing(mobj_t *actor); void A_GrenadeRing(mobj_t *actor); void A_SetSolidSteam(mobj_t *actor); void A_UnsetSolidSteam(mobj_t *actor); -void A_SignPlayer(mobj_t *actor); void A_OverlayThink(mobj_t *actor); void A_JetChase(mobj_t *actor); void A_JetbThink(mobj_t *actor); @@ -4180,38 +4180,6 @@ void A_UnsetSolidSteam(mobj_t *actor) actor->flags |= MF_NOCLIP; } -// Function: A_SignPlayer -// -// Description: Changes the state of a level end sign to reflect the player that hit it. -// -// var1 = unused -// var2 = unused -// -void A_SignPlayer(mobj_t *actor) -{ - mobj_t *ov; -#ifdef HAVE_BLUA - if (LUA_CallAction("A_SignPlayer", actor)) - return; -#endif - if (!actor->target) - return; - - if (!actor->target->player) - return; - - // Set the sign to be an appropriate background color for this player's skincolor. - actor->color = KartColor_Opposite[actor->target->player->skincolor*2]; - actor->frame += KartColor_Opposite[actor->target->player->skincolor*2+1]; - - // spawn an overlay of the player's face. - ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY); - P_SetTarget(&ov->target, actor); - ov->color = actor->target->player->skincolor; - ov->skin = &skins[actor->target->player->skin]; - P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN -} - // Function: A_OverlayThink // // Description: Moves the overlay to the position of its target. @@ -8477,14 +8445,31 @@ void A_JawzExplode(mobj_t *actor) return; } +static void SpawnSPBTrailRings(mobj_t *actor) +{ + I_Assert(actor != NULL); + + if (leveltime % 6 == 0) + { + mobj_t *ring = P_SpawnMobj(actor->x - actor->momx, actor->y - actor->momy, + actor->z - actor->momz + (24*mapobjectscale), MT_RING); + ring->threshold = 10; + ring->fuse = 120*TICRATE; + } +} + void A_SPBChase(mobj_t *actor) { player_t *player = NULL; + player_t *scplayer = NULL; // secondary target for seeking UINT8 i; UINT8 bestrank = UINT8_MAX; fixed_t dist; angle_t hang, vang; fixed_t wspeed, xyspeed, zspeed; + fixed_t pdist = 1536<threshold) // Just fired, go straight. { actor->lastlook = -1; + actor->cusval = -1; spbplace = -1; P_InstaThrust(actor, actor->angle, wspeed); - actor->flags &= ~MF_NOCLIPTHING; // just in case. return; } @@ -8524,18 +8509,22 @@ void A_SPBChase(mobj_t *actor) } } + // lastlook = last player num targetted + // cvmem = stored speed + // cusval = next waypoint heap index + // extravalue1 = SPB movement mode + // extravalue2 = mode misc option + if (actor->extravalue1 == 1) // MODE: TARGETING { + actor->cusval = -1; // Reset waypoint + if (actor->tracer && actor->tracer->health) { - fixed_t defspeed = wspeed; fixed_t range = (160*actor->tracer->scale); fixed_t cx = 0, cy =0; - // we're tailing a player, now's a good time to regain our damage properties - actor->flags &= ~MF_NOCLIPTHING; - // Play the intimidating gurgle if (!S_SoundPlaying(actor, actor->info->activesound)) S_StartSound(actor, actor->info->activesound); @@ -8633,13 +8622,7 @@ void A_SPBChase(mobj_t *actor) actor->momz = FixedMul(zspeed, FINESINE(actor->movedir>>ANGLETOFINESHIFT)); // Spawn a trail of rings behind the SPB! - if (leveltime % 6 == 0) - { - mobj_t *ring = P_SpawnMobj(actor->x - actor->momx, actor->y - actor->momx, - actor->z - actor->momz + (24*mapobjectscale), MT_RING); - ring->threshold = 10; - ring->fuse = 120*TICRATE; - } + SpawnSPBTrailRings(actor); // Red speed lines for when it's gaining on its target. A tell for when you're starting to lose too much speed! if (R_PointToDist2(0, 0, actor->momx, actor->momy) > (actor->tracer->player ? (16*actor->tracer->player->speed)/15 @@ -8672,9 +8655,7 @@ void A_SPBChase(mobj_t *actor) else if (actor->extravalue1 == 2) // MODE: WAIT... { actor->momx = actor->momy = actor->momz = 0; // Stoooop - - // don't hurt players that have nothing to do with this: - actor->flags |= MF_NOCLIPTHING; + actor->cusval = -1; // Reset waypoint if (actor->lastlook != -1 && playeringame[actor->lastlook] @@ -8700,6 +8681,11 @@ void A_SPBChase(mobj_t *actor) } else // MODE: SEEKING { + waypoint_t *lastwaypoint = NULL; + waypoint_t *bestwaypoint = NULL; + waypoint_t *nextwaypoint = NULL; + waypoint_t *tempwaypoint = NULL; + actor->lastlook = -1; // Just make sure this is reset if (!player || !player->mo || player->mo->health <= 0 || player->kartstuff[k_respawn]) @@ -8712,17 +8698,72 @@ void A_SPBChase(mobj_t *actor) } // Found someone, now get close enough to initiate the slaughter... - - // don't hurt players that have nothing to do with this: - actor->flags |= MF_NOCLIPTHING; - P_SetTarget(&actor->tracer, player->mo); spbplace = bestrank; - dist = P_AproxDistance(P_AproxDistance(actor->x-actor->tracer->x, actor->y-actor->tracer->y), actor->z-actor->tracer->z); - hang = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y); - vang = R_PointToAngle2(0, actor->z, dist, actor->tracer->z); + // Move along the waypoints until you get close enough + if (actor->cusval > -1 && actor->extravalue2 > 0) + { + // Previously set nextwaypoint + lastwaypoint = K_GetWaypointFromIndex((size_t)actor->cusval); + tempwaypoint = K_GetBestWaypointForMobj(actor); + // check if the tempwaypoint corresponds to lastwaypoint's next ID at least; + // This is to avoid situations where the SPB decides to suicide jump down a bridge because it found a COMPLETELY unrelated waypoint down there. + + if (K_GetWaypointID(tempwaypoint) == K_GetWaypointNextID(lastwaypoint) || K_GetWaypointID(tempwaypoint) == K_GetWaypointID(lastwaypoint)) + // either our previous or curr waypoint ID, sure, take it + bestwaypoint = tempwaypoint; + else + bestwaypoint = K_GetWaypointFromIndex((size_t)actor->extravalue2); // keep going from the PREVIOUS wp. + } + else + bestwaypoint = K_GetBestWaypointForMobj(actor); + + if (bestwaypoint == NULL && lastwaypoint == NULL) + { + // We have invalid waypoints all around, so use closest to try and make it non-NULL. + bestwaypoint = K_GetClosestWaypointToMobj(actor); + } + + if (bestwaypoint != NULL) + { + const boolean huntbackwards = false; + boolean useshortcuts = false; + + // If the player is on a shortcut, use shortcuts. No escape. + if (K_GetWaypointIsShortcut(player->nextwaypoint)) + { + useshortcuts = true; + } + + nextwaypoint = K_GetNextWaypointToDestination( + bestwaypoint, player->nextwaypoint, useshortcuts, huntbackwards); + } + + if (nextwaypoint == NULL && lastwaypoint != NULL) + { + // Restore to the last nextwaypoint + nextwaypoint = lastwaypoint; + } + + if (nextwaypoint != NULL) + { + const fixed_t xywaypointdist = P_AproxDistance( + actor->x - nextwaypoint->mobj->x, actor->y - nextwaypoint->mobj->y); + + hang = R_PointToAngle2(actor->x, actor->y, nextwaypoint->mobj->x, nextwaypoint->mobj->y); + vang = R_PointToAngle2(0, actor->z, xywaypointdist, nextwaypoint->mobj->z); + + actor->cusval = (INT32)K_GetWaypointHeapIndex(nextwaypoint); + actor->extravalue2 = (INT32)K_GetWaypointHeapIndex(bestwaypoint); // save our last best, used above. + } + else + { + // continue straight ahead... Shouldn't happen. + hang = actor->angle; + vang = 0U; + } { // Smoothly rotate horz angle @@ -8731,13 +8772,13 @@ void A_SPBChase(mobj_t *actor) if (invert) input = InvAngle(input); + input = FixedAngle(AngleFixed(input)/8); + // Slow down when turning; it looks better and makes U-turns not unfair xyspeed = FixedMul(wspeed, max(0, (((180<angle += input; // Smoothly rotate vert angle @@ -8746,13 +8787,13 @@ void A_SPBChase(mobj_t *actor) if (invert) input = InvAngle(input); + input = FixedAngle(AngleFixed(input)/8); + // Slow down when turning; might as well do it for momz, since we do it above too zspeed = FixedMul(wspeed, max(0, (((180<movedir += input; } @@ -8760,15 +8801,49 @@ void A_SPBChase(mobj_t *actor) actor->momy = FixedMul(FixedMul(xyspeed, FINESINE(actor->angle>>ANGLETOFINESHIFT)), FINECOSINE(actor->movedir>>ANGLETOFINESHIFT)); actor->momz = FixedMul(zspeed, FINESINE(actor->movedir>>ANGLETOFINESHIFT)); - if (dist <= (3072*actor->tracer->scale)) // Close enough to target? + // see if a player is near us, if they are, try to hit them by slightly thrusting towards them, otherwise, bleh! + for (i=0; i < MAXPLAYERS; i++) { - S_StartSound(actor, actor->info->attacksound); // Siren sound; might not need this anymore, but I'm keeping it for now just for debugging. + if (!playeringame[i] || players[i].spectator || players[i].exiting) + continue; // not in-game + + if (R_PointToDist2(actor->x, actor->y, players[i].mo->x, players[i].mo->y) < pdist) + { + pdist = R_PointToDist2(actor->x, actor->y, players[i].mo->x, players[i].mo->y); + scplayer = &players[i]; // it doesn't matter if we override this guy now. + } + } + + // different player from our main target, try and ram into em~! + if (scplayer && scplayer != player) + { + pangle = actor->angle - R_PointToAngle2(actor->x, actor->y,scplayer->mo->x, scplayer->mo->y); + // check if the angle wouldn't make us LOSE speed... + if ((INT32)pangle/ANG1 >= -80 && (INT32)pangle/ANG1 <= 80) // allow for around 80 degrees + { + // Thrust us towards the guy, try to screw em up! + P_Thrust(actor, R_PointToAngle2(actor->x, actor->y, scplayer->mo->x, scplayer->mo->y), actor->movefactor/4); // not too fast though. + } + } + + // Spawn a trail of rings behind the SPB! + SpawnSPBTrailRings(actor); + + if (dist <= (1024*actor->tracer->scale)) // Close enough to target? + { + S_StartSound(actor, actor->info->attacksound); actor->extravalue1 = 1; // TARGET ACQUIRED actor->extravalue2 = 7*TICRATE; actor->cvmem = wspeed; } } + // Finally, no matter what, the spb should not be able to be under the ground, or above the ceiling; + if (actor->z < actor->floorz) + actor->z = actor->floorz; + else if (actor->z > actor->ceilingz - actor->height) + actor->z = actor->ceilingz - actor->height; + return; } @@ -10610,8 +10685,8 @@ void A_RemoteDamage(mobj_t *actor) if (locvar2 == 1) // Kill mobj! { - if (target->player) // players die using P_DamageMobj instead for some reason - P_DamageMobj(target, source, source, 10000); + if (target->player) + K_DoIngameRespawn(target->player); else P_KillMobj(target, source, source); } diff --git a/src/p_floor.c b/src/p_floor.c index ccbfd6eae..737a8810b 100644 --- a/src/p_floor.c +++ b/src/p_floor.c @@ -1769,6 +1769,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node) case MT_SUPERSPARK: case MT_RAIN: case MT_SNOWFLAKE: + case MT_BLIZZARDSNOW: case MT_SPLISH: case MT_SMOKE: case MT_SMALLBUBBLE: @@ -2275,7 +2276,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime) continue; if (!(players[i].mo->subsector->sector == sec - || P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec)) + || P_MobjTouchingSectorSpecial(players[i].mo, 2, (GETSECSPECIAL(sec->special, 2)), false) == sec)) continue; if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec)) diff --git a/src/p_inter.c b/src/p_inter.c index 7dead5bd2..3e182bccc 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -926,7 +926,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) special->fuse = 1; special->flags2 |= MF2_JUSTATTACKED; - if (!P_PlayerTouchingSectorSpecial(player, 4, 2 + flagteam)) + if (!P_MobjTouchingSectorSpecial(player->mo, 4, 2 + flagteam, false)) { CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80); @@ -1463,15 +1463,9 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) case MT_STARPOST: if (player->bot) return; - // SRB2kart - 150117 - if (player->exiting) //STOP MESSING UP MY STATS FASDFASDF - { - player->kartstuff[k_starpostwp] = player->kartstuff[k_waypoint]; - return; - } // // SRB2kart: make sure the player will have enough checkpoints to touch - if (circuitmap && special->health >= ((numstarposts/2) + player->starpostnum)) + if (circuitmap && special->health - player->starpostnum > 1) { // blatant reuse of a variable that's normally unused in circuit if (!player->tossdelay) @@ -1492,13 +1486,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) // Save the player's time and position. player->starposttime = player->realtime; //this makes race mode's timers work correctly whilst not affecting sp -x - //player->starposttime = leveltime; - player->starpostx = toucher->x>>FRACBITS; - player->starposty = toucher->y>>FRACBITS; - player->starpostz = special->z>>FRACBITS; - player->starpostangle = special->angle; player->starpostnum = special->health; - player->kartstuff[k_starpostflip] = special->spawnpoint->options & MTF_OBJECTFLIP; // store flipping //S_StartSound(toucher, special->info->painsound); return; @@ -2158,6 +2146,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source) target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SPECIAL); target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL); target->health = 0; // This makes it easy to check if something's dead elsewhere. + target->shadowscale = 0; #ifdef HAVE_BLUA if (LUAh_MobjDeath(target, inflictor, source) || P_MobjWasRemoved(target)) diff --git a/src/p_local.h b/src/p_local.h index 97a6586c4..0d7d3ec3e 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -107,6 +107,8 @@ typedef struct camera_s // SRB2Kart: camera pans while drifting fixed_t pan; + // SRB2Kart: camera pitches on slopes + angle_t pitch; } camera_t; extern camera_t camera[MAXSPLITSCREENPLAYERS]; @@ -180,7 +182,6 @@ boolean P_LookForEnemies(player_t *player); void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius); void P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user //boolean P_SuperReady(player_t *player); -boolean P_AnalogMove(player_t *player); /*boolean P_TransferToNextMare(player_t *player); UINT8 P_FindLowestMare(void);*/ UINT8 P_FindLowestLap(void); @@ -216,8 +217,6 @@ void P_RespawnSpecials(void); mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type); -mobj_t *P_SpawnShadowMobj(mobj_t * caster); - void P_RecalcPrecipInSector(sector_t *sector); void P_PrecipitationEffects(void); @@ -228,8 +227,6 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state); boolean P_SetMobjState(mobj_t *mobj, statenum_t state); //void P_RunShields(void); void P_RunOverlays(void); -fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player); -void P_RunShadows(void); void P_MobjThinker(mobj_t *mobj); boolean P_RailThinker(mobj_t *mobj); void P_PushableThinker(mobj_t *mobj); diff --git a/src/p_map.c b/src/p_map.c index df713a2a3..fbe8ff5e2 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -69,6 +69,20 @@ line_t *ceilingline; // that is, for any line which is 'solid' line_t *blockingline; +// Mostly re-ported from DOOM Legacy +// Keep track of special lines as they are hit, process them when the move is valid +static size_t *spechit = NULL; +static size_t spechit_max = 0U; +static size_t numspechit = 0U; + +// Need a intermediate buffer for P_TryMove because it performs multiple moves +// the lines put into spechit will be moved into here after each checkposition, +// then and duplicates will be removed before processing +static size_t *spechitint = NULL; +static size_t spechitint_max = 0U; +static size_t numspechitint = 0U; + + msecnode_t *sector_list = NULL; mprecipsecnode_t *precipsector_list = NULL; camera_t *mapcampointer; @@ -82,6 +96,8 @@ camera_t *mapcampointer; // boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) { + numspechit = 0U; + // the move is ok, // so link the thing into its new position P_UnsetThingPosition(thing); @@ -114,6 +130,100 @@ boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z) // MOVEMENT ITERATOR FUNCTIONS // ========================================================================= +// For our intermediate buffer, remove any duplicate entries by adding each one to +// a temprary buffer if it's not already in there, copy the temporary buffer back over the intermediate afterwards +static void spechitint_removedups(void) +{ + // Only needs to be run if there's more than 1 line crossed + if (numspechitint > 1U) + { + boolean valueintemp = false; + size_t i = 0U, j = 0U; + size_t numspechittemp = 0U; + size_t *spechittemp = Z_Calloc(numspechitint * sizeof(size_t), PU_STATIC, NULL); + + // Fill the hashtable + for (i = 0U; i < numspechitint; i++) + { + valueintemp = false; + for (j = 0; j < numspechittemp; j++) + { + if (spechitint[i] == spechittemp[j]) + { + valueintemp = true; + break; + } + } + + if (!valueintemp) + { + spechittemp[numspechittemp] = spechitint[i]; + numspechittemp++; + } + } + + // The hash table now IS the result we want to send back + // easiest way to handle this is a memcpy + if (numspechittemp != numspechitint) + { + memcpy(spechitint, spechittemp, numspechittemp * sizeof(size_t)); + numspechitint = numspechittemp; + } + + Z_Free(spechittemp); + } +} + +// copy the contents of spechit into the end of spechitint +static void spechitint_copyinto(void) +{ + if (numspechit > 0U) + { + if (numspechitint + numspechit >= spechitint_max) + { + spechitint_max = spechitint_max + numspechit; + spechitint = Z_Realloc(spechitint, spechitint_max * sizeof(size_t), PU_STATIC, NULL); + } + + memcpy(&spechitint[numspechitint], spechit, numspechit * sizeof(size_t)); + numspechitint += numspechit; + } +} + +static void add_spechit(line_t *ld) +{ + if (numspechit >= spechit_max) + { + spechit_max = spechit_max ? spechit_max * 2U : 16U; + spechit = Z_Realloc(spechit, spechit_max * sizeof(size_t), PU_STATIC, NULL); + } + + spechit[numspechit] = ld - lines; + numspechit++; +} + +static boolean P_SpecialIsLinedefCrossType(UINT16 ldspecial) +{ + boolean linedefcrossspecial = false; + + switch (ldspecial) + { + case 2001: // Finish line + { + linedefcrossspecial = true; + } + break; + + default: + { + linedefcrossspecial = false; + } + break; + } + + return linedefcrossspecial; +} + //#define TELEPORTJANK boolean P_DoSpring(mobj_t *spring, mobj_t *object) @@ -147,7 +257,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) object->eflags |= MFE_SPRUNG; // apply this flag asap! spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify -#ifdef TELEPORTJANK +#if 0 if (horizspeed && vertispeed) // Mimic SA { object->momx = object->momy = 0; @@ -196,7 +306,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) if (horizspeed) { angle_t finalAngle = spring->angle; - fixed_t finalSpeed = horizspeed; + fixed_t finalSpeed = FixedMul(horizspeed, FixedSqrt(FixedMul(hscale, spring->scale))); fixed_t objectSpeed; if (object->player) @@ -274,7 +384,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) // Horizontal speed is used as a minimum thrust, not a direct replacement finalSpeed = max(objectSpeed, finalSpeed); - P_InstaThrustEvenIn2D(object, finalAngle, FixedMul(finalSpeed, FixedSqrt(FixedMul(hscale, spring->scale)))); + P_InstaThrustEvenIn2D(object, finalAngle, finalSpeed); } // Re-solidify @@ -1007,7 +1117,7 @@ static boolean PIT_CheckThing(mobj_t *thing) thing->angle = tmthing->angle; - if (!demo.playback || P_AnalogMove(thing->player)) + if (!demo.playback) { if (thing->player == &players[consoleplayer]) localangle[0] = thing->angle; @@ -1252,7 +1362,7 @@ static boolean PIT_CheckThing(mobj_t *thing) { // Objects kill you if it falls from above. if (thing != tmthing->target) - P_DamageMobj(thing, tmthing, tmthing->target, 10000); + K_DoIngameRespawn(thing->player); tmthing->momz = -tmthing->momz/2; // Bounce, just for fun! // The tmthing->target allows the pusher of the object @@ -1670,7 +1780,7 @@ static boolean PIT_CheckLine(line_t *ld) if (P_BoxOnLineSide(tmbbox, ld) != -1) return true; -if (tmthing->flags & MF_PAPERCOLLISION) // Caution! Turning whilst up against a wall will get you stuck. You probably shouldn't give the player this flag. + if (tmthing->flags & MF_PAPERCOLLISION) // Caution! Turning whilst up against a wall will get you stuck. You probably shouldn't give the player this flag. { fixed_t cosradius, sinradius; cosradius = FixedMul(tmthing->radius, FINECOSINE(tmthing->angle>>ANGLETOFINESHIFT)); @@ -1737,6 +1847,12 @@ if (tmthing->flags & MF_PAPERCOLLISION) // Caution! Turning whilst up against a if (lowfloor < tmdropoffz) tmdropoffz = lowfloor; + // we've crossed the line + if (P_SpecialIsLinedefCrossType(ld->special)) + { + add_spechit(ld); + } + return true; } @@ -2011,6 +2127,9 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y) validcount++; + // reset special lines + numspechit = 0U; + if (tmflags & MF_NOCLIP) return true; @@ -2450,6 +2569,8 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff) { fixed_t tryx = thing->x; fixed_t tryy = thing->y; + fixed_t oldx = tryx; + fixed_t oldy = tryy; fixed_t radius = thing->radius; fixed_t thingtop = thing->z + thing->height; #ifdef ESLOPE @@ -2457,8 +2578,13 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff) #endif floatok = false; - if (radius < MAXRADIUS/2) - radius = MAXRADIUS/2; + // reset this to 0 at the start of each trymove call as it's only used here + numspechitint = 0U; + + // This makes sure that there are no freezes from computing extremely small movements. + // Originally was MAXRADIUS/2, but that causes some inconsistencies for small players. + if (radius < mapobjectscale) + radius = mapobjectscale; do { if (thing->flags & MF_NOCLIP) { @@ -2482,34 +2608,24 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff) if (!P_CheckPosition(thing, tryx, tryy)) return false; // solid wall or thing + // copy into the spechitint buffer from spechit + spechitint_copyinto(); + if (!(thing->flags & MF_NOCLIP)) { //All things are affected by their scale. const fixed_t maxstepmove = FixedMul(MAXSTEPMOVE, mapobjectscale); fixed_t maxstep = maxstepmove; - if (thing->player) - { - if (thing->player->kartstuff[k_waterskip]) - maxstep += maxstepmove; // Force some stepmove when waterskipping + if (thing->player && thing->player->kartstuff[k_waterskip]) + maxstep += maxstepmove; // Add some extra stepmove when waterskipping - // If using type Section1:13, double the maxstep. - if (P_PlayerTouchingSectorSpecial(thing->player, 1, 13) - || GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 13) - maxstep += maxstepmove; - // If using type Section1:12, no maxstep. For ledges you don't want the player to climb! (see: Egg Zeppelin & SMK port walls) - else if (P_PlayerTouchingSectorSpecial(thing->player, 1, 12) - || GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 12) - maxstep -= maxstepmove; - - // Don't 'step up' while springing, - // Only step up "if needed". - /* // SRB2kart - don't need - if (thing->state == &states[S_PLAY_SPRING] - && P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale)) - maxstep = 0; - */ - } + // If using type Section1:13, double the maxstep. + if (P_MobjTouchingSectorSpecial(thing, 1, 13, false)) + maxstep <<= 1; + // If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin + else if (P_MobjTouchingSectorSpecial(thing, 1, 12, false)) + maxstep = 0; if (thing->type == MT_SKIM) maxstep = 0; @@ -2532,12 +2648,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff) return false; // mobj must lower itself to fit // Ramp test - if (maxstep > 0 && !( - thing->player && ( - P_PlayerTouchingSectorSpecial(thing->player, 1, 14) - || GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 14) - ) - ) + if ((maxstep > 0) && !(P_MobjTouchingSectorSpecial(thing, 1, 14, false))) { // If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS // step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more. @@ -2672,6 +2783,30 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff) thing->eflags |= MFE_ONGROUND; P_SetThingPosition(thing); + + // remove any duplicates that may be in spechitint + spechitint_removedups(); + + // handle any of the special lines that were crossed + if (!(thing->flags & (MF_NOCLIP))) + { + line_t *ld = NULL; + INT32 side = 0, oldside = 0; + while (numspechitint--) + { + ld = &lines[spechitint[numspechitint]]; + side = P_PointOnLineSide(thing->x, thing->y, ld); + oldside = P_PointOnLineSide(oldx, oldy, ld); + if (side != oldside) + { + if (ld->special) + { + P_CrossSpecialLine(ld, oldside, thing); + } + } + } + } + return true; } @@ -3383,8 +3518,6 @@ void P_BouncePlayerMove(mobj_t *mo) mmomx = mo->player->rmomx; mmomy = mo->player->rmomy; - mo->player->kartstuff[k_drift] = 0; - mo->player->kartstuff[k_driftcharge] = 0; mo->player->kartstuff[k_pogospring] = 0; // trace along the three leading corners diff --git a/src/p_mobj.c b/src/p_mobj.c index 22432c47a..b768f10d8 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -48,7 +48,7 @@ consvar_t cv_splats = {"splats", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0 actioncache_t actioncachehead; static mobj_t *overlaycap = NULL; -static mobj_t *shadowcap = NULL; +mobj_t *kitemcap = NULL; // Used for Kart offensive items (the ones that can get removed by sizedown) mobj_t *waypointcap = NULL; void P_InitCachedActions(void) @@ -1330,9 +1330,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo) case MT_JAWZ_DUD: gravityadd = (5*gravityadd)/2; break; - case MT_SIGN: - gravityadd /= 8; - break; case MT_KARMAFIREWORK: gravityadd /= 3; break; @@ -1660,18 +1657,11 @@ void P_XYMovement(mobj_t *mo) { mo->health--; if (mo->health == 0) - mo->destscale = 1; - } - else - { - if (mo->scale < mapobjectscale/16) - { - P_RemoveMobj(mo); - return; - } + mo->destscale = 0; } } //} + if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG)) { // blocked move @@ -3731,11 +3721,15 @@ static void P_PlayerMobjThinker(mobj_t *mobj) mobj->z += mobj->momz; P_SetThingPosition(mobj); P_CheckPosition(mobj, mobj->x, mobj->y); + mobj->floorz = tmfloorz; + mobj->ceilingz = tmceilingz; goto animonly; } else if (mobj->player->pflags & PF_MACESPIN && mobj->tracer) { P_CheckPosition(mobj, mobj->x, mobj->y); + mobj->floorz = tmfloorz; + mobj->ceilingz = tmceilingz; goto animonly; } @@ -3929,51 +3923,60 @@ void P_NullPrecipThinker(precipmobj_t *mobj) mobj->precipflags &= ~PCF_THUNK; } -void P_SnowThinker(precipmobj_t *mobj) +void P_PrecipThinker(precipmobj_t *mobj) { P_CycleStateAnimation((mobj_t *)mobj); - // adjust height - if ((mobj->z += mobj->momz) <= mobj->floorz) - mobj->z = mobj->ceilingz; -} - -void P_RainThinker(precipmobj_t *mobj) -{ - P_CycleStateAnimation((mobj_t *)mobj); - - if (mobj->state != &states[S_RAIN1]) + if (mobj->state == &states[S_RAINRETURN]) { - // cycle through states, - // calling action functions at transitions - if (mobj->tics <= 0) - return; - - if (--mobj->tics) - return; - - if (!P_SetPrecipMobjState(mobj, mobj->state->nextstate)) - return; - - if (mobj->state != &states[S_RAINRETURN]) - return; - + // Reset to ceiling! + P_SetPrecipMobjState(mobj, mobj->info->spawnstate); mobj->z = mobj->ceilingz; - P_SetPrecipMobjState(mobj, S_RAIN1); - - return; + mobj->momz = mobj->info->speed; + mobj->precipflags &= ~PCF_SPLASH; } + if (mobj->tics != -1) + { + if (mobj->tics) + { + mobj->tics--; + } + + if (mobj->tics == 0) + { + if ((mobj->precipflags & PCF_SPLASH) && (mobj->state->nextstate == S_NULL)) + { + // HACK: sprite changes are 1 tic late, so you would see splashes on the ceiling if not for this state. + // We need to use the settings from the previous state, since some of those are NOT 1 tic late. + INT32 frame = (mobj->frame & ~FF_FRAMEMASK); + P_SetPrecipMobjState(mobj, S_RAINRETURN); + mobj->frame = frame; + return; + } + else + { + if (!P_SetPrecipMobjState(mobj, mobj->state->nextstate)) + return; + } + } + } + + if (mobj->precipflags & PCF_SPLASH) + return; + // adjust height if ((mobj->z += mobj->momz) <= mobj->floorz) { - // no splashes on sky or bottomless pits - if (mobj->precipflags & PCF_PIT) + if ((mobj->info->deathstate == S_NULL) || (mobj->precipflags & PCF_PIT)) // no splashes on sky or bottomless pits + { mobj->z = mobj->ceilingz; + } else { + P_SetPrecipMobjState(mobj, mobj->info->deathstate); mobj->z = mobj->floorz; - P_SetPrecipMobjState(mobj, S_SPLASH1); + mobj->precipflags |= PCF_SPLASH; } } } @@ -6097,6 +6100,71 @@ static boolean P_AddShield(mobj_t *thing) return true; }*/ + +// Kartitem stuff. +boolean P_IsKartItem(INT32 type) +{ + if (type == MT_EGGMANITEM || type == MT_EGGMANITEM_SHIELD || + type == MT_BANANA || type == MT_BANANA_SHIELD || + type == MT_ORBINAUT || type == MT_ORBINAUT_SHIELD || + type == MT_JAWZ || type == MT_JAWZ_DUD || type == MT_JAWZ_SHIELD || + type == MT_SSMINE || type == MT_SSMINE_SHIELD || + type == MT_SINK || type == MT_SINK_SHIELD || + type == MT_SPB) + return true; + else + return false; +} + +// Called when a kart item "thinks" +void P_AddKartItem(mobj_t *thing) +{ + I_Assert(thing != NULL); + + if (kitemcap == NULL) + P_SetTarget(&kitemcap, thing); + else { + mobj_t *mo; + for (mo = kitemcap; mo && mo->itnext; mo = mo->itnext) + ; + + I_Assert(mo != NULL); + I_Assert(mo->itnext == NULL); + + P_SetTarget(&mo->itnext, thing); + } + P_SetTarget(&thing->itnext, NULL); +} + +// Called only when a kart item is removed +// Keeps the hnext list from corrupting. +static void P_RemoveKartItem(mobj_t *thing) +{ + mobj_t *mo; + for (mo = kitemcap; mo; mo = mo->itnext) + if (mo->itnext == thing) + { + P_SetTarget(&mo->itnext, thing->itnext); + P_SetTarget(&thing->itnext, NULL); + return; + } +} + +// Doesn't actually do anything since items have their own thinkers, +// but this is necessary for the sole purpose of updating kitemcap +void P_RunKartItems(void) +{ + mobj_t *mobj, *next; + + for (mobj = kitemcap; mobj; mobj = next) + { + next = mobj->itnext; + P_SetTarget(&mobj->itnext, NULL); + } + P_SetTarget(&kitemcap, NULL); +} + + void P_RunOverlays(void) { // run overlays @@ -6201,287 +6269,6 @@ static void P_RemoveOverlay(mobj_t *thing) } } -// Simplified version of a code bit in P_MobjFloorZ -static fixed_t P_ShadowSlopeZ(pslope_t *slope, fixed_t x, fixed_t y, fixed_t radius, boolean ceiling) -{ - fixed_t testx, testy; - - if (slope->d.x < 0) - testx = radius; - else - testx = -radius; - - if (slope->d.y < 0) - testy = radius; - else - testy = -radius; - - if ((slope->zdelta > 0) ^ !!(ceiling)) - { - testx = -testx; - testy = -testy; - } - - testx += x; - testy += y; - - return P_GetZAt(slope, testx, testy); -} - -// Sets standingslope/modeltilt, returns z position for shadows; used also for stuff like bananas -// (I would've preferred to be able to return both the slope & z, but I'll take what I can get...) -fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player) -{ - fixed_t newz; - sector_t *sec; -#ifdef ESLOPE - pslope_t *slope = NULL; -#endif - - sec = R_PointInSubsector(x, y)->sector; - - if (flip) - { -#ifdef ESLOPE - if (sec->c_slope) - { - slope = sec->c_slope; - newz = P_ShadowSlopeZ(slope, x, y, radius, true); - } - else -#endif - newz = sec->ceilingheight; - } - else - { -#ifdef ESLOPE - if (sec->f_slope) - { - slope = sec->f_slope; - newz = P_ShadowSlopeZ(slope, x, y, radius, false); - } - else -#endif - newz = sec->floorheight; - } - - // Check FOFs for a better suited slope - if (sec->ffloors) - { - ffloor_t *rover; - - for (rover = sec->ffloors; rover; rover = rover->next) - { - fixed_t top, bottom; - fixed_t d1, d2; - - if (!(rover->flags & FF_EXISTS)) - continue; - - if ((!(((rover->flags & FF_BLOCKPLAYER && player) - || (rover->flags & FF_BLOCKOTHERS && !player)) - || (rover->flags & FF_QUICKSAND)) - || (rover->flags & FF_SWIMMABLE))) - continue; - -#ifdef ESLOPE - if (*rover->t_slope) - top = P_ShadowSlopeZ(*rover->t_slope, x, y, radius, false); - else -#endif - top = *rover->topheight; - -#ifdef ESLOPE - if (*rover->b_slope) - bottom = P_ShadowSlopeZ(*rover->b_slope, x, y, radius, true); - else -#endif - bottom = *rover->bottomheight; - - if (flip) - { - if (rover->flags & FF_QUICKSAND) - { - if (z < top && (z + height) > bottom) - { - if (newz > (z + height)) - { - newz = (z + height); - slope = NULL; - } - } - continue; - } - - d1 = (z + height) - (top + ((bottom - top)/2)); - d2 = z - (top + ((bottom - top)/2)); - - if (bottom < newz && abs(d1) < abs(d2)) - { - newz = bottom; -#ifdef ESLOPE - if (*rover->b_slope) - slope = *rover->b_slope; -#endif - } - } - else - { - if (rover->flags & FF_QUICKSAND) - { - if (z < top && (z + height) > bottom) - { - if (newz < z) - { - newz = z; - slope = NULL; - } - } - continue; - } - - d1 = z - (bottom + ((top - bottom)/2)); - d2 = (z + height) - (bottom + ((top - bottom)/2)); - - if (top > newz && abs(d1) < abs(d2)) - { - newz = top; -#ifdef ESLOPE - if (*rover->t_slope) - slope = *rover->t_slope; -#endif - } - } - } - } - -#if 0 - mobj->standingslope = slope; -#endif -#ifdef HWRENDER - mobj->modeltilt = slope; -#endif - - return newz; -} - -void P_RunShadows(void) -{ - mobj_t *mobj, *next, *dest; - - for (mobj = shadowcap; mobj; mobj = next) - { - boolean flip; - fixed_t newz; - - next = mobj->hnext; - P_SetTarget(&mobj->hnext, NULL); - - if (!mobj->target || P_MobjWasRemoved(mobj->target)) - { - mobj->flags2 |= MF2_DONTDRAW; - continue; // shouldn't you already be dead? - } - - K_MatchGenericExtraFlags(mobj, mobj->target); - flip = (mobj->eflags & MFE_VERTICALFLIP); - - newz = P_CalculateShadowFloor(mobj, mobj->target->x, mobj->target->y, mobj->target->z, - mobj->target->radius, mobj->target->height, flip, (mobj->target->player != NULL)); - - if (flip) - { - if ((mobj->target->z + mobj->target->height) > newz) - mobj->flags2 |= MF2_DONTDRAW; - } - else - { - if (mobj->target->z < newz) - mobj->flags2 |= MF2_DONTDRAW; - } - - // First scale to the same radius - P_SetScale(mobj, FixedDiv(mobj->target->radius, mobj->info->radius)); - - dest = mobj->target; - - if (dest->type == MT_THUNDERSHIELD) - dest = dest->target; - - P_TeleportMove(mobj, dest->x, dest->y, mobj->target->z); - - if ((flip && newz > (mobj->z + mobj->height)) || (!flip && newz < mobj->z)) - { - INT32 i; - fixed_t prevz; - - mobj->z = newz; - - for (i = 0; i < MAXFFLOORS; i++) - { - prevz = mobj->z; - - // Now scale again based on height difference - P_SetScale(mobj, FixedDiv(mobj->scale, max(FRACUNIT, ((mobj->target->z-mobj->z)/200)+FRACUNIT))); - - // Check new position to see if you should still be on that ledge - P_TeleportMove(mobj, dest->x, dest->y, mobj->z); - - mobj->z = newz; - - if (mobj->z == prevz) - break; - } - } - - if (mobj->target->type == MT_FLOATINGITEM) - P_SetScale(mobj, mobj->scale/3); - } - P_SetTarget(&shadowcap, NULL); -} - -// called whenever shadows think -// It must be done this way so that level changes don't break when the shadowcap can't be reset -static void P_AddShadow(mobj_t *thing) -{ - I_Assert(thing != NULL); - - if (shadowcap == NULL) - P_SetTarget(&shadowcap, thing); - else { - mobj_t *mo; - for (mo = shadowcap; mo && mo->hnext; mo = mo->hnext) - ; - - I_Assert(mo != NULL); - I_Assert(mo->hnext == NULL); - - P_SetTarget(&mo->hnext, thing); - } - P_SetTarget(&thing->hnext, NULL); -} - -// Called only when MT_SHADOW (or anything else in the shadowcap list) is removed. -// Keeps the hnext list from corrupting. -static void P_RemoveShadow(mobj_t *thing) -{ - mobj_t *mo; - if (shadowcap == thing) - { - P_SetTarget(&shadowcap, thing->hnext); - P_SetTarget(&thing->hnext, NULL); - return; - } - - for (mo = shadowcap; mo; mo = mo->hnext) - if (mo->hnext == thing) - { - P_SetTarget(&mo->hnext, thing->hnext); - P_SetTarget(&thing->hnext, NULL); - return; - } -} - void A_BossDeath(mobj_t *mo); // AI for the Koopa boss. static void P_KoopaThinker(mobj_t *koopa) @@ -6601,16 +6388,25 @@ void P_MobjThinker(mobj_t *mobj) mobj->z -= mobj->height - oldheight; if (mobj->scale == mobj->destscale) + { /// \todo Lua hook for "reached destscale"? - switch(mobj->type) + + if (mobj->scale == 0) { - case MT_EGGMOBILE_FIRE: - mobj->destscale = FRACUNIT; - mobj->scalespeed = FRACUNIT>>4; - break; - default: - break; + P_RemoveMobj(mobj); + return; } + + switch (mobj->type) + { + case MT_EGGMOBILE_FIRE: + mobj->destscale = FRACUNIT; + mobj->scalespeed = FRACUNIT>>4; + break; + default: + break; + } + } } if (mobj->type == MT_GHOST && mobj->fuse > 0 // Not guaranteed to be MF_SCENERY or not MF_SCENERY! @@ -6683,15 +6479,6 @@ void P_MobjThinker(mobj_t *mobj) P_AddOverlay(mobj); break; - case MT_SHADOW: - if (!mobj->target) - { - P_RemoveMobj(mobj); - return; - } - - P_AddShadow(mobj); - break; /*case MT_BLACKORB: case MT_WHITEORB: case MT_GREENORB: @@ -8174,14 +7961,8 @@ void P_MobjThinker(mobj_t *mobj) P_Thrust(mobj, mobj->angle, thrustamount); - if (grounded) - { - sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj); - if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1) - || (P_IsObjectOnRealGround(mobj, mobj->subsector->sector) - && GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1)) - K_DoPogoSpring(mobj, 0, 1); - } + if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true)) + K_DoPogoSpring(mobj, 0, 1); if (mobj->threshold > 0) mobj->threshold--; @@ -8193,7 +7974,6 @@ void P_MobjThinker(mobj_t *mobj) } case MT_JAWZ: { - sector_t *sec2; mobj_t *ghost = P_SpawnGhostMobj(mobj); if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player) @@ -8211,10 +7991,7 @@ void P_MobjThinker(mobj_t *mobj) K_DriftDustHandling(mobj); - sec2 = P_ThingOnSpecial3DFloor(mobj); - if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1) - || (P_IsObjectOnRealGround(mobj, mobj->subsector->sector) - && GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1)) + if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true)) K_DoPogoSpring(mobj, 0, 1); break; @@ -8266,14 +8043,8 @@ void P_MobjThinker(mobj_t *mobj) mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy); P_Thrust(mobj, mobj->angle, thrustamount); - if (grounded) - { - sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj); - if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1) - || (P_IsObjectOnRealGround(mobj, mobj->subsector->sector) - && GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1)) - K_DoPogoSpring(mobj, 0, 1); - } + if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true)) + K_DoPogoSpring(mobj, 0, 1); if (mobj->threshold > 0) mobj->threshold--; @@ -8410,6 +8181,40 @@ void P_MobjThinker(mobj_t *mobj) S_StartSound(mobj, sfx_s3k4e); mobj->health--; break; + case MT_DRIFTEXPLODE: + if (!mobj->target || !mobj->target->health) + { + P_RemoveMobj(mobj); + return; + } + + mobj->angle = mobj->target->angle; + P_TeleportMove(mobj, mobj->target->x + P_ReturnThrustX(mobj, mobj->angle+ANGLE_180, mobj->target->radius), + mobj->target->y + P_ReturnThrustY(mobj, mobj->angle+ANGLE_180, mobj->target->radius), mobj->target->z); + P_SetScale(mobj, mobj->target->scale); + mobj->flags2 ^= MF2_DONTDRAW; +#ifdef HWRENDER + mobj->modeltilt = mobj->target->modeltilt; +#endif + + { + player_t *p = NULL; + if (mobj->target->target && mobj->target->target->player) + p = mobj->target->target->player; + else if (mobj->target->player) + p = mobj->target->player; + + if (p) + { + if (p->kartstuff[k_driftboost] > mobj->movecount) + { + ; // reset animation + } + + mobj->movecount = p->kartstuff[k_driftboost]; + } + } + break; case MT_BOOSTFLAME: if (!mobj->target || !mobj->target->health) { @@ -8484,6 +8289,7 @@ void P_MobjThinker(mobj_t *mobj) } else { + UINT8 driftcolor = K_DriftSparkColor(mobj->target->player, mobj->target->player->kartstuff[k_driftcharge]); fixed_t newx, newy; angle_t travelangle; @@ -8496,12 +8302,8 @@ void P_MobjThinker(mobj_t *mobj) mobj->angle = travelangle - ((ANGLE_90/5)*mobj->target->player->kartstuff[k_drift]); P_SetScale(mobj, (mobj->destscale = mobj->target->scale)); - if (mobj->target->player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(mobj->target->player)*4) - mobj->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))); - else if (mobj->target->player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(mobj->target->player)*2) - mobj->color = SKINCOLOR_KETCHUP; - else if (mobj->target->player->kartstuff[k_driftcharge] >= K_GetKartDriftSparkValue(mobj->target->player)) - mobj->color = SKINCOLOR_SAPPHIRE; + if (driftcolor != SKINCOLOR_NONE) + mobj->color = driftcolor; else mobj->color = SKINCOLOR_SILVER; @@ -8781,31 +8583,104 @@ void P_MobjThinker(mobj_t *mobj) } break; case MT_SIGN: // Kart's unique sign behavior - if (mobj->movecount) + if (mobj->movecount != 0) { - if (mobj->z <= mobj->movefactor) + mobj_t *cur = mobj->hnext; + SINT8 newskin = -1; + UINT8 newcolor = SKINCOLOR_NONE; + angle_t endangle = FixedAngle(mobj->extravalue1 << FRACBITS); + + if (mobj->movecount == 1) { - P_SetMobjState(mobj, S_SIGN_END); - if (mobj->info->attacksound) - S_StartSound(mobj, mobj->info->attacksound); - mobj->flags |= MF_NOGRAVITY; // ? - mobj->flags &= ~MF_NOCLIPHEIGHT; - mobj->z = mobj->movefactor; - mobj->movecount = 0; - } - else - { - P_SpawnMobj(mobj->x + (P_RandomRange(-48,48)*mobj->scale), - mobj->y + (P_RandomRange(-48,48)*mobj->scale), - mobj->z + (24*mobj->scale) + (P_RandomRange(-8,8)*mobj->scale), - MT_SIGNSPARKLE); - mobj->flags &= ~MF_NOGRAVITY; - if (abs(mobj->z - mobj->movefactor) <= (512*mobj->scale) && !mobj->cvmem) + if (mobj->z + mobj->momz <= mobj->movefactor) { - if (mobj->info->seesound) - S_StartSound(mobj, mobj->info->seesound); - mobj->cvmem = 1; + if (mobj->info->attacksound) + S_StartSound(mobj, mobj->info->attacksound); + + mobj->z = mobj->movefactor; + mobj->momz = 0; + mobj->movecount = 2; + + newskin = ((skin_t*)mobj->target->skin)-skins; + newcolor = mobj->target->player->skincolor; } + else + { + fixed_t g = (6*mobj->scale); + UINT16 ticstilimpact = abs(mobj->z - mobj->movefactor) / g; + + P_SpawnMobj( + mobj->x + FixedMul(48*mobj->scale, FINECOSINE(mobj->angle >> ANGLETOFINESHIFT)), + mobj->y + FixedMul(48*mobj->scale, FINESINE(mobj->angle >> ANGLETOFINESHIFT)), + mobj->z + ((24 + ((leveltime % 4) * 8)) * mobj->scale), + MT_SIGNSPARKLE + ); + + if (ticstilimpact == (3*TICRATE/2)) + { + if (mobj->info->seesound) + S_StartSound(mobj, mobj->info->seesound); + } + + mobj->angle += ANGLE_45; + mobj->momz = -g; + + if (mobj->angle == endangle + ANGLE_180) + { + if (ticstilimpact <= 8) + { + newskin = ((skin_t*)mobj->target->skin)-skins; + newcolor = mobj->target->player->skincolor; + } + else + { + newskin = leveltime % numskins; + newcolor = skins[newskin].prefcolor; + } + } + } + } + else if (mobj->movecount == 2) + { + if (mobj->angle != endangle) + mobj->angle += ANGLE_11hh; + } + + while (cur && !P_MobjWasRemoved(cur)) + { + fixed_t amt = cur->extravalue1 * mobj->scale; + angle_t dir = mobj->angle + (cur->extravalue2 * ANGLE_90); + fixed_t z = mobj->z + (23*mobj->scale); + + if (cur->state == &states[S_SIGN_FACE]) + { + if (newcolor != SKINCOLOR_NONE) + { + cur->color = KartColor_Opposite[newcolor*2]; + cur->frame = states[S_SIGN_FACE].frame + KartColor_Opposite[newcolor*2+1]; + } + } + else if (cur->state == &states[S_PLAY_SIGN]) + { + z += (5*mobj->scale); + amt += 1; + + if (newskin != -1) + cur->skin = &skins[newskin]; + + if (newcolor != SKINCOLOR_NONE) + cur->color = newcolor; + } + + P_TeleportMove( + cur, + mobj->x + FixedMul(amt, FINECOSINE(dir >> ANGLETOFINESHIFT)), + mobj->y + FixedMul(amt, FINESINE(dir >> ANGLETOFINESHIFT)), + z + ); + cur->angle = dir + ANGLE_90; + + cur = cur->hnext; } } break; @@ -9644,13 +9519,9 @@ void P_MobjThinker(mobj_t *mobj) break; case MT_BLUEFLAG: case MT_REDFLAG: - { - sector_t *sec2; - sec2 = P_ThingOnSpecial3DFloor(mobj); - if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2)) - mobj->fuse = 1; // Return to base. - break; - } + if (P_MobjTouchingSectorSpecial(mobj, 4, 2, false)) + mobj->fuse = 1; // Return to base. + break; case MT_CANNONBALL: #ifdef FLOORSPLATS R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x, @@ -10003,6 +9874,12 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s } } + if (P_MobjWasRemoved(mobj)) + return; // obligatory paranoia check + + if (P_IsKartItem(mobj->type)) // mobj is a kart item we want on the list: + P_AddKartItem(mobj); // add to kitem list + // Can end up here if a player dies. if (mobj->player) P_CyclePlayerMobjState(mobj); @@ -10238,6 +10115,63 @@ void P_SceneryThinker(mobj_t *mobj) // GAME SPAWN FUNCTIONS // +static void P_DefaultMobjShadowScale(mobj_t *thing) +{ + thing->shadowscale = 0; + thing->whiteshadow = (thing->frame & FF_FULLBRIGHT); + + switch (thing->type) + { + case MT_PLAYER: + case MT_SMALLMACE: + case MT_BIGMACE: + case MT_PUMA: + case MT_BIGPUMA: + case MT_FALLINGROCK: + case MT_SMK_MOLE: + case MT_SMK_THWOMP: + case MT_BATTLEBUMPER: + case MT_BANANA: + case MT_ORBINAUT: + case MT_ORBINAUT_SHIELD: + case MT_JAWZ: + case MT_JAWZ_DUD: + case MT_JAWZ_SHIELD: + case MT_SSMINE: + case MT_SSMINE_SHIELD: + case MT_BALLHOG: + case MT_SINK: + case MT_THUNDERSHIELD: + case MT_ROCKETSNEAKER: + case MT_SPB: + thing->shadowscale = 3*FRACUNIT/2; + break; + case MT_BANANA_SHIELD: + thing->shadowscale = 12*FRACUNIT/5; + break; + case MT_RANDOMITEM: + thing->shadowscale = FRACUNIT/2; + thing->whiteshadow = false; + break; + case MT_EGGMANITEM: + thing->shadowscale = FRACUNIT; + thing->whiteshadow = false; + break; + case MT_EGGMANITEM_SHIELD: + thing->shadowscale = 3*FRACUNIT/2; + thing->whiteshadow = false; + break; + case MT_RING: + case MT_FLOATINGITEM: + thing->shadowscale = FRACUNIT/2; + break; + default: + if (thing->flags & (MF_ENEMY|MF_BOSS)) + thing->shadowscale = FRACUNIT; + break; + } +} + // // P_SpawnMobj // @@ -10338,6 +10272,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) mobj->colorized = false; + // Set shadowscale here, before spawn hook so that Lua can change it + P_DefaultMobjShadowScale(mobj); + #ifdef HAVE_BLUA // DANGER! This can cause P_SpawnMobj to return NULL! // Avoid using P_RemoveMobj on the newly created mobj in "MobjSpawn" Lua hooks! @@ -10623,29 +10560,10 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) } } break; - default: + case MT_BOSS3WAYPOINT: + // Remove before release + CONS_Alert(CONS_WARNING, "Boss waypoints are deprecated. Did you forget to remove the old checkpoints, too?\n"); break; - } - - switch (mobj->type) - { - case MT_PLAYER: - case MT_SMALLMACE: case MT_BIGMACE: - case MT_PUMA: case MT_BIGPUMA: - case MT_FALLINGROCK: - case MT_SMK_MOLE: case MT_SMK_THWOMP: - //case MT_RANDOMITEM: - case MT_FLOATINGITEM: - case MT_BATTLEBUMPER: - case MT_BANANA: case MT_BANANA_SHIELD: - //case MT_EGGMANITEM: case MT_EGGMANITEM_SHIELD: - case MT_ORBINAUT: case MT_ORBINAUT_SHIELD: - case MT_JAWZ: case MT_JAWZ_DUD: case MT_JAWZ_SHIELD: - case MT_SSMINE: case MT_SSMINE_SHIELD: - case MT_BALLHOG: case MT_SINK: - case MT_THUNDERSHIELD: case MT_ROCKETSNEAKER: - case MT_SPB: - P_SpawnShadowMobj(mobj); default: break; } @@ -10685,133 +10603,23 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) return mobj; } -// -// P_SpawnShadowMobj -// warning: Do not send a shadow mobj as a caster into here, or try to spawn spawn shadows for shadows in P_SpawnMobj, we do not want recursive shadows -// -mobj_t *P_SpawnShadowMobj(mobj_t * caster) -{ - const mobjinfo_t *info = &mobjinfo[MT_SHADOW]; - state_t *st; - mobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL); - - // this is officially a mobj, declared as soon as possible. - mobj->thinker.function.acp1 = (actionf_p1)P_MobjThinker; - mobj->type = MT_SHADOW; - mobj->info = info; - - mobj->x = caster->x; - mobj->y = caster->y; - - mobj->radius = info->radius; - mobj->height = info->height; - mobj->flags = info->flags; - - mobj->health = info->spawnhealth; - - mobj->reactiontime = info->reactiontime; - - mobj->lastlook = -1; // stuff moved in P_enemy.P_LookForPlayer - - // 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]; - else - st = &states[info->spawnstate]; - - mobj->state = st; - mobj->tics = st->tics; - mobj->sprite = st->sprite; - mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits.. - P_SetupStateAnimation(mobj, st); - - mobj->friction = ORIG_FRICTION; - - mobj->movefactor = ORIG_FRICTION_FACTOR; - - // All mobjs are created at 100% scale. - mobj->scale = FRACUNIT; - mobj->destscale = mobj->scale; - mobj->scalespeed = FRACUNIT/12; - - if (mapobjectscale != FRACUNIT) //&& !(mobj->type == MT_BLACKEGGMAN) - { - mobj->destscale = mapobjectscale; - mobj->scalespeed = mapobjectscale/12; - } - - P_SetScale(mobj, mobj->destscale); - - // set subsector and/or block links - P_SetThingPosition(mobj); - I_Assert(mobj->subsector != NULL); - - // Make sure scale matches destscale immediately when spawned - P_SetScale(mobj, mobj->destscale); - - mobj->floorz = mobj->subsector->sector->floorheight; - mobj->ceilingz = mobj->subsector->sector->ceilingheight; - - // Tells MobjCheckWater that the water height was not set. - mobj->watertop = INT32_MAX; - - mobj->z = mobj->floorz; - - // defaults onground - if (mobj->z == mobj->floorz) - mobj->eflags |= MFE_ONGROUND; - - if (!(mobj->flags & MF_NOTHINK)) - P_AddThinker(&mobj->thinker); - - // Call action functions when the state is set - if (st->action.acp1 && (mobj->flags & MF_RUNSPAWNFUNC)) - { - if (levelloading) - { - // Cache actions in a linked list - // with function pointer, and - // var1 & var2, which will be executed - // when the level finishes loading. - P_AddCachedAction(mobj, mobj->info->spawnstate); - } - else - { - var1 = st->var1; - var2 = st->var2; -#ifdef HAVE_BLUA - astate = st; -#endif - st->action.acp1(mobj); - // DANGER! This is the ONLY way for P_SpawnMobj to return NULL! - // Avoid using MF_RUNSPAWNFUNC on mobjs whose spawn state expects target or tracer to already be set! - if (P_MobjWasRemoved(mobj)) - return NULL; - } - } - - if (CheckForReverseGravity && !(mobj->flags & MF_NOBLOCKMAP)) - P_CheckGravity(mobj, false); - - P_SetTarget(&mobj->target, caster); // set the shadow's caster as the target - - return mobj; -} - static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) { + const mobjinfo_t *info = &mobjinfo[type]; state_t *st; precipmobj_t *mobj = Z_Calloc(sizeof (*mobj), PU_LEVEL, NULL); fixed_t starting_floorz; + mobj->type = type; + mobj->info = info; + mobj->x = x; mobj->y = y; - mobj->flags = mobjinfo[type].flags; + mobj->flags = info->flags; // do not set the state with P_SetMobjState, // because action routines can not be called yet - st = &states[mobjinfo[type].spawnstate]; + st = &states[info->spawnstate]; mobj->state = st; mobj->tics = st->tics; @@ -10834,7 +10642,7 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype mobj->subsector->sector->ceilingheight; mobj->z = z; - mobj->momz = mobjinfo[type].speed; + mobj->momz = info->speed; mobj->thinker.function.acp1 = (actionf_p1)P_NullPrecipThinker; P_AddThinker(&mobj->thinker); @@ -10851,21 +10659,6 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype return mobj; } -static inline precipmobj_t *P_SpawnRainMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) -{ - precipmobj_t *mo = P_SpawnPrecipMobj(x,y,z,type); - mo->precipflags |= PCF_RAIN; - //mo->thinker.function.acp1 = (actionf_p1)P_RainThinker; - return mo; -} - -static inline precipmobj_t *P_SpawnSnowMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) -{ - precipmobj_t *mo = P_SpawnPrecipMobj(x,y,z,type); - //mo->thinker.function.acp1 = (actionf_p1)P_SnowThinker; - return mo; -} - // // P_RemoveMobj // @@ -10923,12 +10716,12 @@ void P_RemoveMobj(mobj_t *mobj) if (mobj->type == MT_OVERLAY) P_RemoveOverlay(mobj); - if (mobj->type == MT_SHADOW) - P_RemoveShadow(mobj); - if (mobj->type == MT_SPB) spbplace = -1; + if (P_IsKartItem(mobj->type)) + P_RemoveKartItem(mobj); + mobj->health = 0; // Just because // unlink from sector and block lists @@ -11054,8 +10847,10 @@ consvar_t cv_suddendeath = {"suddendeath", "Off", CV_NETVAR|CV_CHEAT|CV_NOSHOWHE void P_SpawnPrecipitation(void) { - INT32 i, mrand; - fixed_t basex, basey, x, y, height; + INT32 i, j, k; + mobjtype_t type = precipprops[curWeather].type; + UINT8 randomstates = (UINT8)mobjinfo[type].damage; + fixed_t basex, basey, x, y, z, height; subsector_t *precipsector = NULL; precipmobj_t *rainmo = NULL; @@ -11068,8 +10863,9 @@ void P_SpawnPrecipitation(void) basex = bmaporgx + (i % bmapwidth) * MAPBLOCKSIZE; basey = bmaporgy + (i / bmapwidth) * MAPBLOCKSIZE; - //for (j = 0; j < cv_precipdensity.value; ++j) -- density is 1 for kart always { + UINT16 numparticles = 0; + x = basex + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); y = basey + ((M_RandomKey(MAPBLOCKUNITS<<3)<>3); @@ -11084,40 +10880,43 @@ void P_SpawnPrecipitation(void) if (precipsector->sector->ceilingpic != skyflatnum) continue; + height = precipsector->sector->ceilingheight - precipsector->sector->floorheight; + // Exists, but is too small for reasonable precipitation. - if (!(precipsector->sector->floorheight <= precipsector->sector->ceilingheight - (32<sector->ceilingheight; + // Hack around a quirk of this entire system, where taller sectors look like they get less precipitation. + numparticles = 1 + (height / (MAPBLOCKUNITS<<4<sector->ceilingheight; + + for (j = 0; j < numparticles; j++) { - rainmo = P_SpawnSnowMobj(x, y, height, MT_SNOWFLAKE); - mrand = M_RandomByte(); - if (mrand < 64) - P_SetPrecipMobjState(rainmo, S_SNOW3); - else if (mrand < 144) - P_SetPrecipMobjState(rainmo, S_SNOW2); + rainmo = P_SpawnPrecipMobj(x, y, z, type); + + if (randomstates > 0) + { + UINT8 mrand = M_RandomByte(); + UINT8 threshold = UINT8_MAX / (randomstates + 1); + statenum_t st = mobjinfo[type].spawnstate; + + for (k = 0; k < randomstates; k++) + { + if (mrand < (threshold * (k+1))) + { + P_SetPrecipMobjState(rainmo, st+k+1); + break; + } + } + } + + // Randomly assign a height, now that floorz is set. + rainmo->z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)<z = M_RandomRange(rainmo->floorz>>FRACBITS, rainmo->ceilingz>>FRACBITS)< 255) volume = 255; - if (sounds_rain && (!leveltime || leveltime % 80 == 1)) - S_StartSoundAtVolume(players[displayplayers[0]].mo, sfx_rainin, volume); + if (rainsfx != sfx_None && (!leveltime || leveltime % rainfreq == 1)) + S_StartSoundAtVolume(players[displayplayers[0]].mo, rainsfx, volume); if (!sounds_thunder) return; @@ -11517,6 +11307,9 @@ void P_SpawnPlayer(INT32 playernum) // Spawn with a pity shield if necessary. //P_DoPityCheck(p); + if (p->kartstuff[k_respawn] != 0) + p->mo->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY; + if (G_BattleGametype()) // SRB2kart { mobj_t *overheadarrow = P_SpawnMobj(mobj->x, mobj->y, mobj->z + P_GetPlayerHeight(p)+16*FRACUNIT, MT_PLAYERARROW); @@ -11733,11 +11526,10 @@ void P_MovePlayerToStarpost(INT32 playernum) sector->ceilingheight; if (mobj->player->kartstuff[k_starpostflip]) - z = (p->starpostz<height; + z = (p->starpostz<height; else - z = (p->starpostz<starpostz<starpostz + 128) << FRACBITS; // reverse gravity exists, pls mobj->player->kartstuff[k_starpostflip] = 0; if (z < floor) @@ -11754,8 +11546,6 @@ void P_MovePlayerToStarpost(INT32 playernum) mobj->angle = p->starpostangle; - p->kartstuff[k_waypoint] = p->kartstuff[k_starpostwp]; // SRB2kart - P_AfterPlayerSpawn(playernum); //if (!(netgame || multiplayer)) @@ -12064,6 +11854,26 @@ void P_SpawnMapThing(mapthing_t *mthing) else mthing->z = (INT16)(z>>FRACBITS); } + else if (i == MT_WAYPOINT) + { + // just gets set on either the floor or ceiling + boolean flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP)); + + // applying offsets! (if any) + if (flip) + { + z = ONCEILINGZ; + } + else + { + z = ONFLOORZ; + } + + if (z == ONFLOORZ) + mthing->z = 0; + else + mthing->z = (INT16)(z>>FRACBITS); + } else { fixed_t offset = 0; @@ -12310,6 +12120,69 @@ ML_NOCLIMB : Direction not controllable if (mthing->angle >= 360) mobj->tics += 7*(mthing->angle / 360) + 1; // starting delay break; + case MT_WAYPOINT: + { + // Just like MT_SPINMACEPOINT, this now works here too! + INT32 line = P_FindSpecialLineFromTag(2000, mthing->angle, -1); + mobj->radius = 384*FRACUNIT; + // Set the radius, mobj z, and mthing z to match what the parameters want + if (line != -1) + { + fixed_t lineradius = sides[lines[line].sidenum[0]].textureoffset; + fixed_t linez = sides[lines[line].sidenum[0]].rowoffset; + + if (lineradius > 0) + mobj->radius = lineradius; + mobj->z += linez; + mthing->z += linez >> FRACBITS; + } + // Use threshold to store the next waypoint ID + // movecount is being used for the current waypoint ID + // reactiontime lets us know if we can respawn at it + // lastlook is used for indicating the waypoint is a shortcut + // extravalue1 is used for indicating the waypoint is disabled + // extravalue2 is used for indicating the waypoint is the finishline + mobj->threshold = ((mthing->options >> ZSHIFT)); + mobj->movecount = mthing->angle; + if (mthing->options & MTF_EXTRA) + { + mobj->extravalue1 = 0; // The waypoint is disabled if extra is on + } + else + { + mobj->extravalue1 = 1; + } + if (mthing->options & MTF_OBJECTSPECIAL) + { + mobj->lastlook = 1; // the waypoint is a shortcut if objectspecial is on + } + else + { + mobj->lastlook = 0; + } + if (mthing->options & MTF_AMBUSH) + { + mobj->reactiontime = 0; // Can't respawn at if Ambush is on + } + else + { + mobj->reactiontime = 1; + } + if (mthing->extrainfo == 1) + { + mobj->extravalue2 = 1; // extrainfo of 1 means the waypoint is at the finish line + } + else + { + mobj->extravalue2 = 0; + } + + + // Sryder 2018-12-7: Grabbed this from the old MT_BOSS3WAYPOINT section so they'll be in the waypointcap instead + P_SetTarget(&mobj->tracer, waypointcap); + P_SetTarget(&waypointcap, mobj); + break; + } // SRB2Kart case MT_BALLOON: mobj->color = (1 + (mthing->angle % (MAXSKINCOLORS-1))); @@ -12445,13 +12318,6 @@ ML_NOCLIMB : Direction not controllable if (!foundanother) numstarposts++; } - else if (i == MT_BOSS3WAYPOINT) // SRB2kart 120217 - Used to store checkpoint num - { - mobj->health = mthing->angle; - mobj->movecount = mthing->extrainfo; - P_SetTarget(&mobj->tracer, waypointcap); - P_SetTarget(&waypointcap, mobj); - } else if (i == MT_SPIKE) { // Pop up spikes! diff --git a/src/p_mobj.h b/src/p_mobj.h index aec2ed951..5cc93a56d 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -253,25 +253,23 @@ typedef enum // PRECIPITATION flags ?! ?! ?! // typedef enum { - // Don't draw. - PCF_INVISIBLE = 1, - // Above pit. - PCF_PIT = 2, - // Above FOF. - PCF_FOF = 4, - // Above MOVING FOF (this means we need to keep floorz up to date...) - PCF_MOVINGFOF = 8, - // Is rain. - PCF_RAIN = 16, - // Ran the thinker this tic. - PCF_THUNK = 32, + PCF_INVISIBLE = 1, // Don't draw. + PCF_PIT = 1<<1, // Above pit. + PCF_FOF = 1<<2, // Above FOF. + PCF_MOVINGFOF = 1<<3, // Above MOVING FOF (this means we need to keep floorz up to date...) + PCF_SPLASH = 1<<4, // Splashed on the ground, return to the ceiling after the animation's over + PCF_THUNK = 1<<5, // Ran the thinker this tic. } precipflag_t; + // Map Object definition. typedef struct mobj_s { // List: thinker links. thinker_t thinker; + mobjtype_t type; + const mobjinfo_t *info; // &mobjinfo[mobj->type] + // Info for drawing: position. fixed_t x, y, z; @@ -321,8 +319,8 @@ typedef struct mobj_s struct mobj_s *hnext; struct mobj_s *hprev; - mobjtype_t type; - const mobjinfo_t *info; // &mobjinfo[mobj->type] + // One last pointer for kart item lists + struct mobj_s *itnext; INT32 health; // for player this is rings + 1 @@ -377,6 +375,9 @@ typedef struct mobj_s boolean colorized; // Whether the mobj uses the rainbow colormap + fixed_t shadowscale; // If this object casts a shadow, and the size relative to radius + boolean whiteshadow; // Use white shadow, set to true by default for fullbright objects + // WARNING: New fields must be added separately to savegame and Lua. } mobj_t; @@ -392,6 +393,9 @@ typedef struct precipmobj_s // List: thinker links. thinker_t thinker; + mobjtype_t type; + const mobjinfo_t *info; // &mobjinfo[mobj->type] + // Info for drawing: position. fixed_t x, y, z; @@ -436,12 +440,18 @@ typedef struct actioncache_s extern actioncache_t actioncachehead; +extern mobj_t *kitemcap; extern mobj_t *waypointcap; void P_InitCachedActions(void); void P_RunCachedActions(void); void P_AddCachedAction(mobj_t *mobj, INT32 statenum); +// kartitem stuff: Returns true if the specified 'type' is one of the kart item constants we want in the kitemcap list +boolean P_IsKartItem(INT32 type); +void P_AddKartItem(mobj_t *thing); // needs to be called in k_kart.c +void P_RunKartItems(void); + // check mobj against water content, before movement code void P_MobjCheckWater(mobj_t *mobj); @@ -459,8 +469,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb boolean P_BossTargetPlayer(mobj_t *actor, boolean closest); boolean P_SupermanLook4Players(mobj_t *actor); void P_DestroyRobots(void); -void P_SnowThinker(precipmobj_t *mobj); -void P_RainThinker(precipmobj_t *mobj); +void P_PrecipThinker(precipmobj_t *mobj); void P_NullPrecipThinker(precipmobj_t *mobj); void P_RemovePrecipMobj(precipmobj_t *mobj); void P_SetScale(mobj_t *mobj, fixed_t newscale); diff --git a/src/p_saveg.c b/src/p_saveg.c index 4668f7819..ee2dc62ea 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -280,6 +280,9 @@ static void P_NetArchivePlayers(void) WRITEINT16(save_p, players[i].lturn_max[j]); WRITEINT16(save_p, players[i].rturn_max[j]); } + + WRITEUINT32(save_p, players[i].distancetofinish); + WRITEUINT32(save_p, K_GetWaypointHeapIndex(players[i].nextwaypoint)); } } @@ -448,6 +451,9 @@ static void P_NetUnArchivePlayers(void) players[i].lturn_max[j] = READINT16(save_p); players[i].rturn_max[j] = READINT16(save_p); } + + players[i].distancetofinish = READUINT32(save_p); + players[i].nextwaypoint = (waypoint_t *)(size_t)READUINT32(save_p); } } @@ -952,9 +958,11 @@ typedef enum MD2_HNEXT = 1<<7, MD2_HPREV = 1<<8, MD2_COLORIZED = 1<<9, - MD2_WAYPOINTCAP = 1<<10 + MD2_WAYPOINTCAP = 1<<10, + MD2_KITEMCAP = 1<<11, + MD2_ITNEXT = 1<<12 #ifdef ESLOPE - , MD2_SLOPE = 1<<11 + , MD2_SLOPE = 1<<13 #endif } mobj_diff2_t; @@ -1146,6 +1154,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) diff2 |= MD2_HNEXT; if (mobj->hprev) diff2 |= MD2_HPREV; + if (mobj->itnext) + diff2 |= MD2_ITNEXT; #ifdef ESLOPE if (mobj->standingslope) diff2 |= MD2_SLOPE; @@ -1154,6 +1164,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) diff2 |= MD2_COLORIZED; if (mobj == waypointcap) diff2 |= MD2_WAYPOINTCAP; + if (mobj == kitemcap) + diff2 |= MD2_KITEMCAP; if (diff2 != 0) diff |= MD_MORE; @@ -1269,6 +1281,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) WRITEUINT32(save_p, mobj->hnext->mobjnum); if (diff2 & MD2_HPREV) WRITEUINT32(save_p, mobj->hprev->mobjnum); + if (diff2 & MD2_ITNEXT) + WRITEUINT32(save_p, mobj->itnext->mobjnum); #ifdef ESLOPE if (diff2 & MD2_SLOPE) WRITEUINT16(save_p, mobj->standingslope->id); @@ -2146,6 +2160,8 @@ static void LoadMobjThinker(actionf_p1 thinker) mobj->hnext = (mobj_t *)(size_t)READUINT32(save_p); if (diff2 & MD2_HPREV) mobj->hprev = (mobj_t *)(size_t)READUINT32(save_p); + if (diff2 & MD2_ITNEXT) + mobj->itnext = (mobj_t *)(size_t)READUINT32(save_p); #ifdef ESLOPE if (diff2 & MD2_SLOPE) { @@ -2187,6 +2203,9 @@ static void LoadMobjThinker(actionf_p1 thinker) if (diff2 & MD2_WAYPOINTCAP) P_SetTarget(&waypointcap, mobj); + if (diff2 & MD2_KITEMCAP) + P_SetTarget(&kitemcap, mobj); + mobj->info = (mobjinfo_t *)next; // temporarily, set when leave this function } @@ -3039,6 +3058,13 @@ static void P_RelinkPointers(void) if (!(mobj->hprev = P_FindNewPosition(temp))) CONS_Debug(DBG_GAMELOGIC, "hprev not found on %d\n", mobj->type); } + if (mobj->itnext) + { + temp = (UINT32)(size_t)mobj->itnext; + mobj->itnext = NULL; + if (!(mobj->itnext = P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "itnext not found on %d\n", mobj->type); + } if (mobj->player && mobj->player->capsule) { temp = (UINT32)(size_t)mobj->player->capsule; @@ -3067,6 +3093,15 @@ static void P_RelinkPointers(void) if (!P_SetTarget(&mobj->player->awayviewmobj, P_FindNewPosition(temp))) CONS_Debug(DBG_GAMELOGIC, "awayviewmobj not found on %d\n", mobj->type); } + if (mobj->player && mobj->player->nextwaypoint) + { + temp = (UINT32)(size_t)mobj->player->nextwaypoint; + mobj->player->nextwaypoint = K_GetWaypointFromIndex(temp); + if (mobj->player->nextwaypoint == NULL) + { + CONS_Debug(DBG_GAMELOGIC, "nextwaypoint not found on %d\n", mobj->type); + } + } } } } @@ -3312,7 +3347,7 @@ static void P_NetArchiveMisc(void) WRITEUINT32(save_p, hyubgone); WRITEUINT32(save_p, mapreset); - for (i = 0; i < MAXPLAYERS; i++) + for (i = 0; i < MAXPLAYERS; i++) WRITEINT16(save_p, nospectategrief[i]); WRITEUINT8(save_p, thwompsactive); @@ -3437,7 +3472,7 @@ static inline boolean P_NetUnArchiveMisc(void) hyubgone = READUINT32(save_p); mapreset = READUINT32(save_p); - for (i = 0; i < MAXPLAYERS; i++) + for (i = 0; i < MAXPLAYERS; i++) nospectategrief[i] = READINT16(save_p); thwompsactive = (boolean)READUINT8(save_p); diff --git a/src/p_setup.c b/src/p_setup.c index 309bf5a94..08e94bd46 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -86,6 +86,7 @@ #include "k_kart.h" #include "k_battle.h" // K_SpawnBattleCapsules #include "k_pwrlv.h" +#include "k_waypoint.h" // // Map MD5, calculated on level load. @@ -182,6 +183,8 @@ FUNCNORETURN static ATTRNORETURN void CorruptMapError(const char *msg) static void P_ClearSingleMapHeaderInfo(INT16 i) { const INT16 num = (INT16)(i-1); + INT32 exists = (mapheaderinfo[num]->menuflags & LF2_EXISTSHACK); + DEH_WriteUndoline("LEVELNAME", mapheaderinfo[num]->lvlttl, UNDO_NONE); mapheaderinfo[num]->lvlttl[0] = '\0'; DEH_WriteUndoline("SUBTITLE", mapheaderinfo[num]->subttl, UNDO_NONE); @@ -247,7 +250,7 @@ static void P_ClearSingleMapHeaderInfo(INT16 i) DEH_WriteUndoline("LEVELFLAGS", va("%d", mapheaderinfo[num]->levelflags), UNDO_NONE); mapheaderinfo[num]->levelflags = 0; DEH_WriteUndoline("MENUFLAGS", va("%d", mapheaderinfo[num]->menuflags), UNDO_NONE); - mapheaderinfo[num]->menuflags = (mainwads ? 0 : LF2_EXISTSHACK); // see p_setup.c - prevents replacing maps in addons with easier versions + mapheaderinfo[num]->menuflags = exists; // see p_setup.c - prevents replacing maps in addons with easier versions // TODO grades support for delfile (pfft yeah right) P_DeleteGrades(num); // SRB2Kart @@ -3126,6 +3129,17 @@ boolean P_SetupLevel(boolean skipprecip) if (loadprecip) // ugly hack for P_NetUnArchiveMisc (and P_LoadNetGame) P_SpawnPrecipitation(); + + // The waypoint data that's in PU_LEVEL needs to be reset back to 0/NULL now since PU_LEVEL was cleared + K_ClearWaypoints(); + // Load the waypoints please! + if (G_RaceGametype()) + { + if (K_SetupWaypointList() == false) + { + CONS_Alert(CONS_ERROR, "Waypoints were not able to be setup! Player positions will not work correctly.\n"); + } + } #ifdef HWRENDER // not win32 only 19990829 by Kin if (rendermode != render_soft && rendermode != render_none) { diff --git a/src/p_sight.c b/src/p_sight.c index 626f8bbef..f230f40f6 100644 --- a/src/p_sight.c +++ b/src/p_sight.c @@ -2,7 +2,7 @@ //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. -// Copyright (C) 1999-2018 by Sonic Team Junior. +// Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. @@ -14,6 +14,7 @@ #include "doomdef.h" #include "doomstat.h" #include "p_local.h" +#include "p_slopes.h" #include "r_main.h" #include "r_state.h" @@ -103,12 +104,20 @@ static fixed_t P_InterceptVector2(divline_t *v2, divline_t *v1) static boolean P_CrossSubsecPolyObj(polyobj_t *po, register los_t *los) { size_t i; + sector_t *polysec; + + if (!(po->flags & POF_RENDERALL)) + return true; // the polyobject isn't visible, so we can ignore it + + polysec = po->lines[0]->backsector; for (i = 0; i < po->numLines; ++i) { line_t *line = po->lines[i]; divline_t divl; const vertex_t *v1,*v2; + fixed_t frac; + fixed_t topslope, bottomslope; // already checked other side? if (line->validcount == validcount) @@ -140,7 +149,22 @@ static boolean P_CrossSubsecPolyObj(polyobj_t *po, register los_t *los) continue; // stop because it is not two sided - return false; + //if (!(po->flags & POF_TESTHEIGHT)) + //return false; + + frac = P_InterceptVector2(&los->strace, &divl); + + // get slopes of top and bottom of this polyobject line + topslope = FixedDiv(polysec->ceilingheight - los->sightzstart , frac); + bottomslope = FixedDiv(polysec->floorheight - los->sightzstart , frac); + + if (topslope >= los->topslope && bottomslope <= los->bottomslope) + return false; // view completely blocked + + // TODO: figure out if it's worth considering partially blocked cases or not? + // maybe to adjust los's top/bottom slopes if needed + //if (los->topslope <= los->bottomslope) + //return false; } return true; @@ -193,6 +217,15 @@ static boolean P_CrossSubsector(size_t num, register los_t *los) const sector_t *front, *back; const vertex_t *v1,*v2; fixed_t frac; + fixed_t frontf, backf, frontc, backc; +#ifdef ESLOPE + fixed_t fracx, fracy; +#endif + + /* SRB2Kart doesn't have this? + if (seg->glseg) + continue; + */ // already checked other side? if (line->validcount == validcount) @@ -227,36 +260,51 @@ static boolean P_CrossSubsector(size_t num, register los_t *los) if (!(line->flags & ML_TWOSIDED)) return false; + // calculate fractional intercept (how far along we are divided by how far we are from t2) + frac = P_InterceptVector2(&los->strace, &divl); + + front = seg->frontsector; + back = seg->backsector; +#ifdef ESLOPE + // calculate position at intercept + fracx = los->strace.x + FixedMul(los->strace.dx, frac); + fracy = los->strace.y + FixedMul(los->strace.dy, frac); + // calculate sector heights + frontf = (front->f_slope) ? P_GetZAt(front->f_slope, fracx, fracy) : front->floorheight; + frontc = (front->c_slope) ? P_GetZAt(front->c_slope, fracx, fracy) : front->ceilingheight; + backf = (back->f_slope) ? P_GetZAt(back->f_slope, fracx, fracy) : back->floorheight; + backc = (back->c_slope) ? P_GetZAt(back->c_slope, fracx, fracy) : back->ceilingheight; +#else + frontf = front->floorheight; + frontc = front->ceilingheight; + backf = back->floorheight; + backc = back->ceilingheight; +#endif // crosses a two sided line // no wall to block sight with? - if ((front = seg->frontsector)->floorheight == - (back = seg->backsector)->floorheight && - front->ceilingheight == back->ceilingheight) + if (frontf == backf && frontc == backc + && !front->ffloors & !back->ffloors) // (and no FOFs) continue; // possible occluder // because of ceiling height differences - popentop = front->ceilingheight < back->ceilingheight ? - front->ceilingheight : back->ceilingheight ; + popentop = min(frontc, backc); // because of floor height differences - popenbottom = front->floorheight > back->floorheight ? - front->floorheight : back->floorheight ; + popenbottom = max(frontf, backf); // quick test for totally closed doors if (popenbottom >= popentop) return false; - frac = P_InterceptVector2(&los->strace, &divl); - - if (front->floorheight != back->floorheight) + if (frontf != backf) { fixed_t slope = FixedDiv(popenbottom - los->sightzstart , frac); if (slope > los->bottomslope) los->bottomslope = slope; } - if (front->ceilingheight != back->ceilingheight) + if (frontc != backc) { fixed_t slope = FixedDiv(popentop - los->sightzstart , frac); if (slope < los->topslope) @@ -265,6 +313,58 @@ static boolean P_CrossSubsector(size_t num, register los_t *los) if (los->topslope <= los->bottomslope) return false; + + // Monster Iestyn: check FOFs! + if (front->ffloors || back->ffloors) + { + ffloor_t *rover; + fixed_t topslope, bottomslope; + fixed_t topz, bottomz; + // check front sector's FOFs first + for (rover = front->ffloors; rover; rover = rover->next) + { + if (!(rover->flags & FF_EXISTS) + || !(rover->flags & FF_RENDERSIDES) || rover->flags & FF_TRANSLUCENT) + { + continue; + } + +#ifdef ESLOPE + topz = (*rover->t_slope) ? P_GetZAt(*rover->t_slope, fracx, fracy) : *rover->topheight; + bottomz = (*rover->b_slope) ? P_GetZAt(*rover->b_slope, fracx, fracy) : *rover->bottomheight; +#else + topz = *rover->topheight; + bottomz = *rover->bottomheight; +#endif + topslope = FixedDiv(topz - los->sightzstart , frac); + bottomslope = FixedDiv(bottomz - los->sightzstart , frac); + if (topslope >= los->topslope && bottomslope <= los->bottomslope) + return false; // view completely blocked + } + // check back sector's FOFs as well + for (rover = back->ffloors; rover; rover = rover->next) + { + if (!(rover->flags & FF_EXISTS) + || !(rover->flags & FF_RENDERSIDES) || rover->flags & FF_TRANSLUCENT) + { + continue; + } + +#ifdef ESLOPE + topz = (*rover->t_slope) ? P_GetZAt(*rover->t_slope, fracx, fracy) : *rover->topheight; + bottomz = (*rover->b_slope) ? P_GetZAt(*rover->b_slope, fracx, fracy) : *rover->bottomheight; +#else + topz = *rover->topheight; + bottomz = *rover->bottomheight; +#endif + topslope = FixedDiv(topz - los->sightzstart , frac); + bottomslope = FixedDiv(bottomz - los->sightzstart , frac); + if (topslope >= los->topslope && bottomslope <= los->bottomslope) + return false; // view completely blocked + } + // TODO: figure out if it's worth considering partially blocked cases or not? + // maybe to adjust los's top/bottom slopes if needed + } } // passed the subsector ok @@ -375,6 +475,8 @@ boolean P_CheckSight(mobj_t *t1, mobj_t *t2) if (s1 == s2) // Both sectors are the same. { ffloor_t *rover; + fixed_t topz1, bottomz1; // top, bottom heights at t1's position + fixed_t topz2, bottomz2; // likewise but for t2 for (rover = s1->ffloors; rover; rover = rover->next) { @@ -382,14 +484,35 @@ boolean P_CheckSight(mobj_t *t1, mobj_t *t2) /// \todo Improve by checking fog density/translucency /// and setting a sight limit. if (!(rover->flags & FF_EXISTS) - || !(rover->flags & FF_RENDERPLANES) || rover->flags & FF_TRANSLUCENT) + || !(rover->flags & FF_RENDERPLANES) /*|| (rover->flags & FF_TRANSLUCENT)*/) { continue; } +#ifdef ESLOPE + if (*rover->t_slope) + { + topz1 = P_GetZAt(*rover->t_slope, t1->x, t1->y); + topz2 = P_GetZAt(*rover->t_slope, t2->x, t2->y); + } + else + topz1 = topz2 = *rover->topheight; + + if (*rover->b_slope) + { + bottomz1 = P_GetZAt(*rover->b_slope, t1->x, t1->y); + bottomz2 = P_GetZAt(*rover->b_slope, t2->x, t2->y); + } + else + bottomz1 = bottomz2 = *rover->bottomheight; +#else + topz1 = topz2 = *rover->topheight; + bottomz1 = bottomz2 = *rover->bottomheight; +#endif + // Check for blocking floors here. - if ((los.sightzstart < *rover->bottomheight && t2->z >= *rover->topheight) - || (los.sightzstart >= *rover->topheight && t2->z + t2->height < *rover->bottomheight)) + if ((los.sightzstart < bottomz1 && t2->z >= topz2) + || (los.sightzstart >= topz1 && t2->z + t2->height < bottomz2)) { // no way to see through that return false; @@ -400,19 +523,19 @@ boolean P_CheckSight(mobj_t *t1, mobj_t *t2) if (!(rover->flags & FF_INVERTPLANES)) { - if (los.sightzstart >= *rover->topheight && t2->z + t2->height < *rover->topheight) + if (los.sightzstart >= topz1 && t2->z + t2->height < topz2) return false; // blocked by upper outside plane - if (los.sightzstart < *rover->bottomheight && t2->z >= *rover->bottomheight) + if (los.sightzstart < bottomz1 && t2->z >= bottomz2) return false; // blocked by lower outside plane } if (rover->flags & FF_INVERTPLANES || rover->flags & FF_BOTHPLANES) { - if (los.sightzstart < *rover->topheight && t2->z >= *rover->topheight) + if (los.sightzstart < topz1 && t2->z >= topz2) return false; // blocked by upper inside plane - if (los.sightzstart >= *rover->bottomheight && t2->z + t2->height < *rover->bottomheight) + if (los.sightzstart >= bottomz1 && t2->z + t2->height < bottomz2) return false; // blocked by lower inside plane } } diff --git a/src/p_spec.c b/src/p_spec.c index 32534733a..09e3e439d 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -1705,41 +1705,6 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller if (!(ALL7EMERALDS(emeralds))) return false; } - else if (GETSECSPECIAL(caller->special, 2) == 7) // SRB2Kart: reusing for Race Lap executor - { - UINT8 lap; - - if (actor && actor->player && triggerline->flags & ML_EFFECT4) - { - /*if (maptol & TOL_NIGHTS) - lap = actor->player->mare; - else*/ - lap = actor->player->laps; - } - else - { - /*if (maptol & TOL_NIGHTS) - lap = P_FindLowestMare(); - else*/ - lap = P_FindLowestLap(); - } - - if (triggerline->flags & ML_NOCLIMB) // Need higher than or equal to - { - if (lap < (sides[triggerline->sidenum[0]].textureoffset >> FRACBITS)) - return false; - } - else if (triggerline->flags & ML_BLOCKMONSTERS) // Need lower than or equal to - { - if (lap > (sides[triggerline->sidenum[0]].textureoffset >> FRACBITS)) - return false; - } - else // Need equal to - { - if (lap != (sides[triggerline->sidenum[0]].textureoffset >> FRACBITS)) - return false; - } - } // If we were not triggered by a sector type especially for the purpose, // a Linedef Executor linedef trigger is not handling sector triggers properly, return. @@ -1937,15 +1902,17 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller else // These special types work only once if (specialtype == 302 // Once - || specialtype == 304 // Ring count - Once - || specialtype == 307 // Character ability - Once - || specialtype == 308 // Race only - Once - || specialtype == 315 // No of pushables - Once - || specialtype == 318 // Unlockable trigger - Once - || specialtype == 320 // Unlockable - Once - || specialtype == 321 || specialtype == 322 // Trigger on X calls - Continuous + Each Time - || specialtype == 328 // Encore Load - || specialtype == 399) // Level Load + || specialtype == 304 // Ring count - Once + || specialtype == 307 // Character ability - Once + || specialtype == 308 // Race only - Once + || specialtype == 315 // No of pushables - Once + || specialtype == 318 // Unlockable trigger - Once + || specialtype == 320 // Unlockable - Once + || specialtype == 321 || specialtype == 322 // Trigger on X calls - Continuous + Each Time + || specialtype == 328 // Encore Load + || specialtype == 399 // Level Load + || specialtype == 2002 // SRB2Kart Race Lap + ) triggerline->special = 0; // Clear it out return true; @@ -1981,6 +1948,7 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller) if (lines[masterline].special == 313 || lines[masterline].special == 399 || lines[masterline].special == 328 + || lines[masterline].special == 2002 // SRB2Kart race lap trigger // Each-time executors handle themselves, too || lines[masterline].special == 301 // Each time || lines[masterline].special == 306 // Character ability - Each time @@ -2003,57 +1971,28 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller) // // Switches the weather! // -void P_SwitchWeather(INT32 weathernum) +void P_SwitchWeather(UINT8 newWeather) { boolean purge = false; - INT32 swap = 0; + mobjtype_t swap = MT_NULL; - switch (weathernum) + if (precipprops[newWeather].type == MT_NULL) { - case PRECIP_NONE: // None - if (curWeather == PRECIP_NONE) - return; // Nothing to do. - purge = true; - break; - case PRECIP_STORM: // Storm - case PRECIP_STORM_NOSTRIKES: // Storm w/ no lightning - case PRECIP_RAIN: // Rain - if (curWeather == PRECIP_SNOW || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN) - swap = PRECIP_RAIN; - break; - case PRECIP_SNOW: // Snow - if (curWeather == PRECIP_SNOW) - return; // Nothing to do. - if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN) - swap = PRECIP_SNOW; // Need to delete the other precips. - break; - case PRECIP_STORM_NORAIN: // Storm w/o rain - if (curWeather == PRECIP_SNOW - || curWeather == PRECIP_STORM - || curWeather == PRECIP_STORM_NOSTRIKES - || curWeather == PRECIP_RAIN - || curWeather == PRECIP_BLANK) - swap = PRECIP_STORM_NORAIN; - else if (curWeather == PRECIP_STORM_NORAIN) - return; - break; - case PRECIP_BLANK: - if (curWeather == PRECIP_SNOW - || curWeather == PRECIP_STORM - || curWeather == PRECIP_STORM_NOSTRIKES - || curWeather == PRECIP_RAIN) - swap = PRECIP_BLANK; - else if (curWeather == PRECIP_STORM_NORAIN) - swap = PRECIP_BLANK; - else if (curWeather == PRECIP_BLANK) - return; - break; - default: - CONS_Debug(DBG_GAMELOGIC, "P_SwitchWeather: Unknown weather type %d.\n", weathernum); - break; + // New type is null, we want to purge the weather. + if (precipprops[curWeather].type == MT_NULL) + return; // Nothing to do. + purge = true; + } + else + { + if (precipprops[curWeather].type != MT_NULL) + { + // There are already existing weather particles to reuse. + swap = precipprops[newWeather].type; + } } - if (purge) + if (purge == true) { thinker_t *think; precipmobj_t *precipmobj; @@ -2068,135 +2007,235 @@ void P_SwitchWeather(INT32 weathernum) P_RemovePrecipMobj(precipmobj); } } - else if (swap && !((swap == PRECIP_BLANK && curWeather == PRECIP_STORM_NORAIN) || (swap == PRECIP_STORM_NORAIN && curWeather == PRECIP_BLANK))) // Rather than respawn all that crap, reuse it! + else if (swap != MT_NULL) // Rather than respawn all that crap, reuse it! { + UINT8 randomstates = (UINT8)mobjinfo[swap].damage; thinker_t *think; precipmobj_t *precipmobj; - state_t *st; + statenum_t st; for (think = thinkercap.next; think != &thinkercap; think = think->next) { if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker) continue; // not a precipmobj thinker + precipmobj = (precipmobj_t *)think; - if (swap == PRECIP_RAIN) // Snow To Rain + precipmobj->flags = mobjinfo[swap].flags; + + st = mobjinfo[swap].spawnstate; + + if (randomstates > 0) { - precipmobj->flags = mobjinfo[MT_RAIN].flags; - st = &states[mobjinfo[MT_RAIN].spawnstate]; - precipmobj->state = st; - precipmobj->tics = st->tics; - precipmobj->sprite = st->sprite; - precipmobj->frame = st->frame; - precipmobj->momz = mobjinfo[MT_RAIN].speed; + UINT8 mrand = M_RandomByte(); + UINT8 threshold = UINT8_MAX / (randomstates + 1); + UINT8 i; - precipmobj->precipflags &= ~PCF_INVISIBLE; - - precipmobj->precipflags |= PCF_RAIN; - //think->function.acp1 = (actionf_p1)P_RainThinker; + for (i = 0; i < randomstates; i++) + { + if (mrand < (threshold * (i+1))) + { + st += i+1; + break; + } + } } - else if (swap == PRECIP_SNOW) // Rain To Snow - { - INT32 z; - precipmobj->flags = mobjinfo[MT_SNOWFLAKE].flags; - z = M_RandomByte(); + precipmobj->state = &states[st]; + precipmobj->tics = precipmobj->state->tics; + precipmobj->sprite = precipmobj->state->sprite; + precipmobj->frame = precipmobj->state->frame; - if (z < 64) - z = 2; - else if (z < 144) - z = 1; - else - z = 0; - - st = &states[mobjinfo[MT_SNOWFLAKE].spawnstate+z]; - precipmobj->state = st; - precipmobj->tics = st->tics; - precipmobj->sprite = st->sprite; - precipmobj->frame = st->frame; - precipmobj->momz = mobjinfo[MT_SNOWFLAKE].speed; - - precipmobj->precipflags &= ~(PCF_INVISIBLE|PCF_RAIN); - - //think->function.acp1 = (actionf_p1)P_SnowThinker; - } - else if (swap == PRECIP_BLANK || swap == PRECIP_STORM_NORAIN) // Remove precip, but keep it around for reuse. - { - //think->function.acp1 = (actionf_p1)P_NullPrecipThinker; - - precipmobj->precipflags |= PCF_INVISIBLE; - } + precipmobj->momz = mobjinfo[swap].speed; + precipmobj->precipflags &= ~PCF_INVISIBLE; } } - switch (weathernum) + curWeather = newWeather; + + if (swap == MT_NULL && precipprops[newWeather].type != MT_NULL) + P_SpawnPrecipitation(); +} + +// Passed over the finish line forwards +static void K_HandleLapIncrement(player_t *player) +{ + if (player) { - case PRECIP_SNOW: // snow - curWeather = PRECIP_SNOW; - - if (!swap) - P_SpawnPrecipitation(); - - break; - case PRECIP_RAIN: // rain + if ((player->starpostnum == numstarposts) || (player->laps == 0)) { - boolean dontspawn = false; + size_t i = 0; + UINT8 nump = 0; - if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES) - dontspawn = true; + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || players[i].spectator) + continue; + nump++; + } - curWeather = PRECIP_RAIN; + player->laps++; - if (!dontspawn && !swap) - P_SpawnPrecipitation(); + // Set up lap animation vars + if (player->laps > 1) + { + if (nump > 1) + { + if (K_IsPlayerLosing(player)) + player->karthud[khud_laphand] = 3; + else + { + if (nump > 2 && player->kartstuff[k_position] == 1) // 1st place in 1v1 uses thumbs up + player->karthud[khud_laphand] = 1; + else + player->karthud[khud_laphand] = 2; + } + } + else + player->karthud[khud_laphand] = 0; // No hands in FREE PLAY + player->karthud[khud_lapanimation] = 80; + } + + if (netgame && player->laps >= (UINT8)cv_numlaps.value) + CON_LogMessage(va(M_GetText("%s has finished the race.\n"), player_names[player-players])); + + // SRB2Kart: save best lap for record attack + if (player == &players[consoleplayer]) + { + if (curlap < bestlap || bestlap == 0) + bestlap = curlap; + curlap = 0; + } + + player->starposttime = player->realtime; + player->starpostnum = 0; + + if (P_IsDisplayPlayer(player)) + { + if (player->laps == (UINT8)(cv_numlaps.value)) // final lap + S_StartSound(NULL, sfx_s3k68); + else if ((player->laps > 1) && (player->laps < (UINT8)(cv_numlaps.value))) // non-final lap + S_StartSound(NULL, sfx_s221); + else if (player->laps > (UINT8)(cv_numlaps.value)) + { + // finished + S_StartSound(NULL, sfx_s3k6a); + } + + } + else + { + if ((player->laps > (UINT8)(cv_numlaps.value)) && (player->kartstuff[k_position] == 1)) + { + // opponent finished + S_StartSound(NULL, sfx_s253); + } + } + + // finished race exit setup + if (player->laps > (unsigned)cv_numlaps.value) + { + P_DoPlayerExit(player); + P_SetupSignExit(player); + } + + thwompsactive = true; // Lap 2 effects + + for (i = 0; i < numlines; i++) + { + if (lines[i].special == 2002) // Race lap trigger + { + UINT8 lap; + + if (lines[i].flags & ML_EFFECT4) + { + lap = player->laps; + } + else + { + lap = P_FindLowestLap(); + } + + if (lines[i].flags & ML_NOCLIMB) // Need higher than or equal to + { + if (lap < (sides[lines[i].sidenum[0]].textureoffset >> FRACBITS)) + continue; + } + else if (lines[i].flags & ML_BLOCKMONSTERS) // Need lower than or equal to + { + if (lap > (sides[lines[i].sidenum[0]].textureoffset >> FRACBITS)) + continue; + } + else // Need equal to + { + if (lap != (sides[lines[i].sidenum[0]].textureoffset >> FRACBITS)) + continue; + } + + P_RunTriggerLinedef(&lines[i], player->mo, NULL); + } + } + } + else if (player->starpostnum) + { + S_StartSound(player->mo, sfx_s26d); + } + } +} + +// player went backwards over the line +static void K_HandleLapDecrement(player_t *player) +{ + if (player) + { + if ((player->starpostnum == 0) && (player->laps > 0)) + { + player->starpostnum = numstarposts; + player->laps--; + } + } +} + +// +// P_CrossSpecialLine - TRIGGER +// Called every time a thing origin is about +// to cross a line with specific specials +// Kart - Only used for the finish line currently +// +void P_CrossSpecialLine(line_t *line, INT32 side, mobj_t *thing) +{ + // only used for the players currently + if (thing && thing->player) + { + player_t *player = thing->player; + switch (line->special) + { + case 2001: // Finish Line + { + if (G_RaceGametype() && !(player->exiting) && !(player->pflags & PF_HITFINISHLINE)) + { + if (((line->flags & (ML_NOCLIMB)) && (side == 0)) + || (!(line->flags & (ML_NOCLIMB)) && (side == 1))) // crossed from behind to infront + { + K_HandleLapIncrement(player); + } + else + { + K_HandleLapDecrement(player); + } + + player->pflags |= PF_HITFINISHLINE; + } + } + break; + + default: + { + // Do nothing + } break; } - case PRECIP_STORM: // storm - { - boolean dontspawn = false; - - if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES) - dontspawn = true; - - curWeather = PRECIP_STORM; - - if (!dontspawn && !swap) - P_SpawnPrecipitation(); - - break; - } - case PRECIP_STORM_NOSTRIKES: // storm w/o lightning - { - boolean dontspawn = false; - - if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES) - dontspawn = true; - - curWeather = PRECIP_STORM_NOSTRIKES; - - if (!dontspawn && !swap) - P_SpawnPrecipitation(); - - break; - } - case PRECIP_STORM_NORAIN: // storm w/o rain - curWeather = PRECIP_STORM_NORAIN; - - if (!swap) - P_SpawnPrecipitation(); - - break; - case PRECIP_BLANK: - curWeather = PRECIP_BLANK; - - if (!swap) - P_SpawnPrecipitation(); - - break; - default: - curWeather = PRECIP_NONE; - break; } } @@ -3232,6 +3271,76 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) } } +static void P_SetupSignObject(mobj_t *sign, mobj_t *pmo) +{ + mobj_t *cur = sign, *prev = NULL; + + // Setup the sign itself + P_SetTarget(&sign->target, pmo); + P_SetMobjState(sign, S_SIGN_POLE); + + sign->movefactor = sign->z; + sign->z += (768*sign->scale) * P_MobjFlip(sign); + sign->movecount = 1; + sign->extravalue1 = AngleFixed(sign->angle) >> FRACBITS; + + // Setup the overlay pieces + // Front + cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE); + P_SetTarget(&cur->hnext->target, sign); + P_SetMobjState(cur->hnext, S_SIGN_FACE); + cur->hnext->extravalue1 = 6; + cur->hnext->extravalue2 = 0; + + prev = cur; + cur = cur->hnext; + cur->hprev = prev; + + // Player icon + cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE); + P_SetTarget(&cur->hnext->target, sign); + cur->hnext->skin = pmo->skin; + P_SetMobjState(cur->hnext, S_PLAY_SIGN); + cur->hnext->extravalue1 = 7; + cur->hnext->extravalue2 = 0; + + prev = cur; + cur = cur->hnext; + cur->hprev = prev; + + // Back + cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE); + P_SetTarget(&cur->hnext->target, sign); + P_SetMobjState(cur->hnext, S_SIGN_BACK); + cur->hnext->extravalue1 = 6; + cur->hnext->extravalue2 = 2; + + prev = cur; + cur = cur->hnext; + cur->hprev = prev; + + // Sides + cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE); + P_SetTarget(&cur->hnext->target, sign); + P_SetMobjState(cur->hnext, S_SIGN_SIDE); + cur->hnext->extravalue1 = 30; + cur->hnext->extravalue2 = 1; + + prev = cur; + cur = cur->hnext; + cur->hprev = prev; + + cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE); + P_SetTarget(&cur->hnext->target, sign); + P_SetMobjState(cur->hnext, S_SIGN_SIDE); + cur->hnext->extravalue1 = 30; + cur->hnext->extravalue2 = 3; + + prev = cur; + cur = cur->hnext; + cur->hprev = prev; +} + // // P_SetupSignExit // @@ -3257,13 +3366,7 @@ void P_SetupSignExit(player_t *player) if (thing->state != &states[thing->info->spawnstate]) continue; - P_SetTarget(&thing->target, player->mo); - P_SetMobjState(thing, S_SIGN1); - - // SRB2Kart: Set sign spinning variables - thing->movefactor = thing->z; - thing->z += (768*thing->scale) * P_MobjFlip(thing); - thing->movecount = 1; + P_SetupSignObject(thing, player->mo); ++numfound; } @@ -3285,14 +3388,7 @@ void P_SetupSignExit(player_t *player) if (thing->state != &states[thing->info->spawnstate]) continue; - P_SetTarget(&thing->target, player->mo); - P_SetMobjState(thing, S_SIGN1); - - // SRB2Kart: Set sign spinning variables - thing->movefactor = thing->z; - thing->z += (768*thing->scale) * P_MobjFlip(thing); - thing->movecount = 1; - + P_SetupSignObject(thing, player->mo); ++numfound; } @@ -3300,14 +3396,11 @@ void P_SetupSignExit(player_t *player) return; // SRB2Kart: FINALLY, add in an alternative if no place is found - if (player->mo) + if (player->mo && !P_MobjWasRemoved(player->mo)) { - mobj_t *sign = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + (768*mapobjectscale), MT_SIGN); - - P_SetTarget(&sign->target, player->mo); - P_SetMobjState(sign, S_SIGN1); - sign->movefactor = player->mo->floorz; - sign->movecount = 1; + thing = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->floorz, MT_SIGN); + thing->angle = player->mo->angle; + P_SetupSignObject(thing, player->mo); } } @@ -3361,7 +3454,7 @@ boolean P_IsFlagAtBase(mobjtype_t flag) } // -// P_PlayerTouchingSectorSpecial +// P_MobjTouchingSectorSpecial // // Replaces the old player->specialsector. // This allows a player to touch more than @@ -3371,60 +3464,86 @@ boolean P_IsFlagAtBase(mobjtype_t flag) // the particular type that it finds. // Returns NULL if it doesn't find it. // -sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number) +// Sal: Couldn't see a reason for this to +// be a player_t only function. +// +sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground) { + fixed_t topheight, bottomheight; msecnode_t *node; ffloor_t *rover; - if (!player->mo) + if (!mo) return NULL; // Check default case first - if (GETSECSPECIAL(player->mo->subsector->sector->special, section) == number) - return player->mo->subsector->sector; + if (GETSECSPECIAL(mo->subsector->sector->special, section) == number) + { + if (touchground) + { + topheight = P_GetSpecialTopZ(mo, mo->subsector->sector, mo->subsector->sector); + bottomheight = P_GetSpecialBottomZ(mo, mo->subsector->sector, mo->subsector->sector); + + // Thing must be on top of the floor to be affected... + if (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR) + { + if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight) + return mo->subsector->sector; + } + + if (mo->subsector->sector->flags & SF_FLIPSPECIAL_CEILING) + { + if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight) + return mo->subsector->sector; + } + } + else + { + return mo->subsector->sector; + } + } // Hmm.. maybe there's a FOF that has it... - for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next) + for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next) { - fixed_t topheight, bottomheight; - if (GETSECSPECIAL(rover->master->frontsector->special, section) != number) continue; if (!(rover->flags & FF_EXISTS)) continue; - topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); - bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); + topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector); + bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector); // Check the 3D floor's type... - if (rover->flags & FF_BLOCKPLAYER) + if (((rover->flags & FF_BLOCKPLAYER) && mo->player) + || ((rover->flags & FF_BLOCKOTHERS) && !mo->player)) { // Thing must be on top of the floor to be affected... if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { - if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight) + if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { - if (!(player->mo->eflags & MFE_VERTICALFLIP) - || player->mo->z + player->mo->height != bottomheight) + if (!(mo->eflags & MFE_VERTICALFLIP) + || mo->z + mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { - if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight) - || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight))) + if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight) + || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight))) continue; } } else { // Water and DEATH FOG!!! heh - if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight) + if (mo->z > topheight || (mo->z + mo->height) < bottomheight) continue; } @@ -3432,64 +3551,86 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n return rover->master->frontsector; } - for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) + for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (GETSECSPECIAL(node->m_sector->special, section) == number) { // This sector has the special we're looking for, but // are we allowed to touch it? - if (node->m_sector == player->mo->subsector->sector + if (node->m_sector == mo->subsector->sector || (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH)) - return node->m_sector; + { + if (touchground) + { + topheight = P_GetSpecialTopZ(mo, node->m_sector, node->m_sector); + bottomheight = P_GetSpecialBottomZ(mo, node->m_sector, node->m_sector); + + // Thing must be on top of the floor to be affected... + if (node->m_sector->flags & SF_FLIPSPECIAL_FLOOR) + { + if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight) + return node->m_sector; + } + + if (node->m_sector->flags & SF_FLIPSPECIAL_CEILING) + { + if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight) + return node->m_sector; + } + } + else + { + return node->m_sector; + } + } } // Hmm.. maybe there's a FOF that has it... for (rover = node->m_sector->ffloors; rover; rover = rover->next) { - fixed_t topheight, bottomheight; - if (GETSECSPECIAL(rover->master->frontsector->special, section) != number) continue; if (!(rover->flags & FF_EXISTS)) continue; - topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); - bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); + topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector); + bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector); // Check the 3D floor's type... - if (rover->flags & FF_BLOCKPLAYER) + if (((rover->flags & FF_BLOCKPLAYER) && mo->player) + || ((rover->flags & FF_BLOCKOTHERS) && !mo->player)) { // Thing must be on top of the floor to be affected... if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { - if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight) + if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { - if (!(player->mo->eflags & MFE_VERTICALFLIP) - || player->mo->z + player->mo->height != bottomheight) + if (!(mo->eflags & MFE_VERTICALFLIP) + || mo->z + mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { - if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight) - || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight))) + if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight) + || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight))) continue; } } else { // Water and DEATH FOG!!! heh - if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight) + if (mo->z > topheight || (mo->z + mo->height) < bottomheight) continue; } // This FOF has the special we're looking for, but are we allowed to touch it? - if (node->m_sector == player->mo->subsector->sector + if (node->m_sector == mo->subsector->sector || (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH)) return rover->master->frontsector; } @@ -3630,10 +3771,10 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers case 6: // Death Pit (Camera Mod) case 7: // Death Pit (No Camera Mod) if (roversector || P_MobjReadyToTrigger(player->mo, sector)) - P_DamageMobj(player->mo, NULL, NULL, 10000); + K_DoIngameRespawn(player); break; case 8: // Instant Kill - P_DamageMobj(player->mo, NULL, NULL, 10000); + K_DoIngameRespawn(player); break; case 9: // Ring Drainer (Floor Touch) case 10: // Ring Drainer (No Floor Touch) @@ -3871,7 +4012,7 @@ DoneSection2: if (player->mo->scale > mapobjectscale) linespeed = FixedMul(linespeed, mapobjectscale + (player->mo->scale - mapobjectscale)); - if (!demo.playback || P_AnalogMove(player)) + if (!demo.playback) { if (player == &players[consoleplayer]) localangle[0] = player->mo->angle; @@ -4222,113 +4363,8 @@ DoneSection2: } break; - case 10: // Finish Line - // SRB2kart - 150117 - if (G_RaceGametype() && (player->starpostnum >= (numstarposts - (numstarposts/2)) || player->exiting)) - player->kartstuff[k_starpostwp] = player->kartstuff[k_waypoint] = 0; - // - if (G_RaceGametype() && !player->exiting) - { - if (player->starpostnum >= (numstarposts - (numstarposts/2))) // srb2kart: must have touched *enough* starposts (was originally "(player->starpostnum == numstarposts)") - { - UINT8 nump = 0; - - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || players[i].spectator) - continue; - nump++; - } - - player->laps++; - - // Set up lap animation vars - if (nump > 1) - { - if (K_IsPlayerLosing(player)) - player->karthud[khud_laphand] = 3; - else - { - if (nump > 2 && player->kartstuff[k_position] == 1) // 1st place in 1v1 uses thumbs up - player->karthud[khud_laphand] = 1; - else - player->karthud[khud_laphand] = 2; - } - } - else - player->karthud[khud_laphand] = 0; // No hands in FREE PLAY - - player->karthud[khud_lapanimation] = 80; - - if (player->pflags & PF_NIGHTSMODE) - player->drillmeter += 48*20; - - if (netgame && player->laps >= (UINT8)cv_numlaps.value) - CON_LogMessage(va(M_GetText("%s has finished the race.\n"), player_names[player-players])); - - // SRB2Kart: save best lap for record attack - if (player == &players[consoleplayer]) - { - if (curlap < bestlap || bestlap == 0) - bestlap = curlap; - curlap = 0; - } - - player->starposttime = player->realtime; - player->starpostnum = 0; - - if (mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) - { - // SRB2Kart 281118 - // Save the player's time and position. - player->starpostx = player->mo->x>>FRACBITS; - player->starposty = player->mo->y>>FRACBITS; - player->starpostz = player->mo->floorz>>FRACBITS; - player->kartstuff[k_starpostflip] = player->mo->flags2 & MF2_OBJECTFLIP; // store flipping - player->starpostangle = player->mo->angle; //R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); torn; a momentum-based guess is less likely to be wrong in general, but when it IS wrong, it fucks you over entirely... - } - else - { - // SRB2kart 200117 - // Reset starposts (checkpoints) info - player->starpostangle = player->starpostx = player->starposty = player->starpostz = player->kartstuff[k_starpostflip] = 0; - } - - if (P_IsDisplayPlayer(player)) - { - if (player->laps == (UINT8)(cv_numlaps.value - 1)) - S_StartSound(NULL, sfx_s3k68); - else if (player->laps < (UINT8)(cv_numlaps.value - 1)) - S_StartSound(NULL, sfx_s221); - } - - //player->starpostangle = player->starposttime = player->starpostnum = 0; - //player->starpostx = player->starposty = player->starpostz = 0; - - // Play the starpost sound for 'consistency' - // S_StartSound(player->mo, sfx_strpst); - - thwompsactive = true; // Lap 2 effects - } - else if (player->starpostnum) - { - // blatant reuse of a variable that's normally unused in circuit - if (!player->tossdelay) - S_StartSound(player->mo, sfx_s26d); - player->tossdelay = 3; - } - - if (player->laps >= (unsigned)cv_numlaps.value) - { - if (P_IsDisplayPlayer(player)) - S_StartSound(NULL, sfx_s3k6a); - else if (player->kartstuff[k_position] == 1) - S_StartSound(NULL, sfx_s253); - - P_DoPlayerExit(player); - P_SetupSignExit(player); - } - } + case 10: // Finish Line (Unused) + // SRB2Kart 20190616 - Is now a linedef type that activates by crossing over it break; case 11: // Rope hang @@ -4881,7 +4917,7 @@ static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector) case 6: // Super Sonic Transform case 8: // Zoom Tube Start case 9: // Zoom Tube End - case 10: // Finish line + case 10: // Finish line (Unused) nofloorneeded = true; break; } @@ -5675,25 +5711,10 @@ void P_InitSpecials(void) CheckForBustableBlocks = CheckForBouncySector = CheckForQuicksand = CheckForMarioBlocks = CheckForFloatBob = CheckForReverseGravity = false; - // Set curWeather - switch (mapheaderinfo[gamemap-1]->weather) - { - case PRECIP_SNOW: // snow - case PRECIP_RAIN: // rain - case PRECIP_STORM: // storm - case PRECIP_STORM_NORAIN: // storm w/o rain - case PRECIP_STORM_NOSTRIKES: // storm w/o lightning - curWeather = mapheaderinfo[gamemap-1]->weather; - break; - default: // blank/none - curWeather = PRECIP_NONE; - break; - } + // Set weather + curWeather = globalweather = mapheaderinfo[gamemap-1]->weather; - // Set globalweather - globalweather = mapheaderinfo[gamemap-1]->weather; - - P_InitTagLists(); // Create xref tables for tags + P_InitTagLists(); // Create xref tables for tags } /** After the map has loaded, scans for specials that spawn 3Dfloors and @@ -5758,9 +5779,9 @@ void P_SpawnSpecials(INT32 fromnetsave) // Process Section 4 switch(GETSECSPECIAL(sector->special, 4)) { - case 10: // Circuit finish line - if (G_RaceGametype()) - circuitmap = true; + case 10: // Circuit finish line (Unused) + // Remove before release + CONS_Alert(CONS_WARNING, "Finish line sector type is deprecated.\n"); break; } } @@ -6691,6 +6712,15 @@ void P_SpawnSpecials(INT32 fromnetsave) sectors[s].midmap = lines[i].frontsector->midmap; break; + // SRB2Kart + case 2000: // Waypoint Parameters + break; + case 2001: // Finish Line + if (G_RaceGametype()) + circuitmap = true; + break; + case 2002: // Linedef Trigger: Race Lap + break; default: break; } @@ -6911,8 +6941,8 @@ void T_Scroll(scroll_t *s) height = P_GetSpecialBottomZ(thing, sec, psec); - if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped - if (!(thing->flags & MF_NOGRAVITY || thing->z+thing->height != height)) // Thing must a) be non-floating and have z+height == height + if (!(thing->flags & MF_NOCLIP) && // Thing must be clipped + (!(thing->flags & MF_NOGRAVITY || thing->z+thing->height != height))) // Thing must a) be non-floating and have z+height == height { // Move objects only if on floor // non-floating, and clipped. @@ -6987,8 +7017,8 @@ void T_Scroll(scroll_t *s) height = P_GetSpecialTopZ(thing, sec, psec); - if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped - if (!(thing->flags & MF_NOGRAVITY || thing->z != height))// Thing must a) be non-floating and have z == height + if (!(thing->flags & MF_NOCLIP) && // Thing must be clipped + (!(thing->flags & MF_NOGRAVITY || thing->z != height))) // Thing must a) be non-floating and have z == height { // Move objects only if on floor or underwater, // non-floating, and clipped. @@ -7883,7 +7913,7 @@ void T_Pusher(pusher_t *p) thing->player->pflags |= PF_SLIDING; thing->angle = R_PointToAngle2 (0, 0, xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR)); - if (!demo.playback || P_AnalogMove(thing->player)) + if (!demo.playback) { if (thing->player == &players[consoleplayer]) { diff --git a/src/p_spec.h b/src/p_spec.h index b604ac951..a49946c2a 100644 --- a/src/p_spec.h +++ b/src/p_spec.h @@ -37,7 +37,7 @@ void P_SpawnSpecials(INT32 fromnetsave); // every tic void P_UpdateSpecials(void); -sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number); +sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground); void P_PlayerInSpecialSector(player_t *player); void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector); @@ -56,10 +56,12 @@ INT32 P_FindSpecialLineFromTag(INT16 special, INT16 tag, INT32 start); INT32 P_FindMinSurroundingLight(sector_t *sector, INT32 max); +void P_CrossSpecialLine(line_t *ld, INT32 side, mobj_t *thing); + void P_SetupSignExit(player_t *player); boolean P_IsFlagAtBase(mobjtype_t flag); -void P_SwitchWeather(INT32 weathernum); +void P_SwitchWeather(UINT8 newWeather); boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller); void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller); diff --git a/src/p_tick.c b/src/p_tick.c index 1a56d2dab..2284cbc12 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -24,6 +24,7 @@ #include "lua_hook.h" #include "k_kart.h" #include "k_battle.h" +#include "k_waypoint.h" // Object place #include "m_cheat.h" @@ -59,8 +60,6 @@ void Command_Numthinkers_f(void) CONS_Printf(M_GetText("numthinkers <#>: Count number of thinkers\n")); CONS_Printf( "\t1: P_MobjThinker\n" - /*"\t2: P_RainThinker\n" - "\t3: P_SnowThinker\n"*/ "\t2: P_NullPrecipThinker\n" "\t3: T_Friction\n" "\t4: T_Pusher\n" @@ -76,14 +75,6 @@ void Command_Numthinkers_f(void) action = (actionf_p1)P_MobjThinker; CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker"); break; - /*case 2: - action = (actionf_p1)P_RainThinker; - CONS_Printf(M_GetText("Number of %s: "), "P_RainThinker"); - break; - case 3: - action = (actionf_p1)P_SnowThinker; - CONS_Printf(M_GetText("Number of %s: "), "P_SnowThinker"); - break;*/ case 2: action = (actionf_p1)P_NullPrecipThinker; CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker"); @@ -183,6 +174,7 @@ void P_InitThinkers(void) { thinkercap.prev = thinkercap.next = &thinkercap; waypointcap = NULL; + kitemcap = NULL; } // @@ -639,6 +631,9 @@ void P_Ticker(boolean run) if (runemeraldmanager) P_EmeraldManager(); // Power stone mode*/ + // formality so kitemcap gets updated properly each frame. + P_RunKartItems(); + if (run) { P_RunThinkers(); @@ -660,8 +655,6 @@ void P_Ticker(boolean run) //P_RunShields(); P_RunOverlays(); - P_RunShadows(); - P_UpdateSpecials(); P_RespawnSpecials(); @@ -750,6 +743,11 @@ void P_Ticker(boolean run) && --mapreset <= 1 && server) // Remember: server uses it for mapchange, but EVERYONE ticks down for the animation D_MapChange(gamemap, gametype, encoremode, true, 0, false, false); + + if (cv_kartdebugwaypoints.value != 0) + { + K_DebugWaypointsVisualise(); + } } // Always move the camera. diff --git a/src/p_user.c b/src/p_user.c index 8185667a0..666855f53 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -1253,7 +1253,7 @@ void P_RestoreMusic(player_t *player) #if 0 // Event - Final Lap // Still works for GME, but disabled for consistency - if (G_RaceGametype() && player->laps >= (UINT8)(cv_numlaps.value - 1)) + if (G_RaceGametype() && player->laps >= (UINT8)(cv_numlaps.value)) S_SpeedMusic(1.2f); #endif S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0); @@ -3716,11 +3716,6 @@ void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range) player->pflags |= PF_THOKKED; } -boolean P_AnalogMove(player_t *player) -{ - return player->pflags & PF_ANALOGMODE; -} - // // P_GetPlayerControlDirection // @@ -3763,14 +3758,6 @@ boolean P_AnalogMove(player_t *player) origtempangle = tempangle = 0; // relative to the axis rather than the player! controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); } - else if (P_AnalogMove(player) && thiscam->chase) - { - if (player->awayviewtics) - origtempangle = tempangle = player->awayviewmobj->angle; - else - origtempangle = tempangle = thiscam->angle; - controlplayerdirection = player->mo->angle; - } else { origtempangle = tempangle = player->mo->angle; @@ -3994,7 +3981,6 @@ static void P_3dMovement(player_t *player) angle_t dangle; // replaces old quadrants bits //boolean dangleflip = false; // SRB2kart - toaster //fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale); - boolean analogmove = false; fixed_t oldMagnitude, newMagnitude; #ifdef ESLOPE vector3_t totalthrust; @@ -4006,8 +3992,6 @@ static void P_3dMovement(player_t *player) // Get the old momentum; this will be needed at the end of the function! -SH oldMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0); - analogmove = P_AnalogMove(player); - cmd = &player->cmd; if ((player->exiting || mapreset) || player->pflags & PF_STASIS || player->kartstuff[k_spinouttimer]) // pw_introcam? @@ -4020,19 +4004,13 @@ static void P_3dMovement(player_t *player) if (!(player->pflags & PF_FORCESTRAFE) && !player->kartstuff[k_pogospring]) cmd->sidemove = 0; - if (analogmove) - { - movepushangle = (cmd->angleturn<<16 /* not FRACBITS */); - } + if (player->kartstuff[k_drift] != 0) + movepushangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift]; + else if (player->kartstuff[k_spinouttimer] || player->kartstuff[k_wipeoutslow]) // if spun out, use the boost angle + movepushangle = (angle_t)player->kartstuff[k_boostangle]; else - { - if (player->kartstuff[k_drift] != 0) - movepushangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift]; - else if (player->kartstuff[k_spinouttimer] || player->kartstuff[k_wipeoutslow]) // if spun out, use the boost angle - movepushangle = (angle_t)player->kartstuff[k_boostangle]; - else - movepushangle = player->mo->angle; - } + movepushangle = player->mo->angle; + movepushsideangle = movepushangle-ANGLE_90; // cmomx/cmomy stands for the conveyor belt speed. @@ -6191,69 +6169,6 @@ static void P_MovePlayer(player_t *player) player->pflags &= ~PF_STARTDASH; */ - ////////////////// - //ANALOG CONTROL// - ////////////////// - -#if 0 - // This really looks like it should be moved to P_3dMovement. -Red - if (P_AnalogMove(player) - && (cmd->forwardmove != 0 || cmd->sidemove != 0) && !player->climbing && !twodlevel && !(player->mo->flags2 & MF2_TWOD)) - { - // If travelling slow enough, face the way the controls - // point and not your direction of movement. - if (player->speed < FixedMul(5*FRACUNIT, player->mo->scale) || player->pflags & PF_GLIDING || !onground) - { - angle_t tempangle; - - tempangle = (cmd->angleturn << 16); - -#ifdef REDSANALOG // Ease to it. Chillax. ~Red - tempangle += R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT); - { - fixed_t tweenvalue = max(abs(cmd->forwardmove), abs(cmd->sidemove)); - - if (tweenvalue < 10 && (cmd->buttons & (BT_FORWARD|BT_BACKWARD)) == (BT_FORWARD|BT_BACKWARD)) { - tempangle = (cmd->angleturn << 16); - tweenvalue = 16; - } - - tweenvalue *= tweenvalue*tweenvalue*1536; - - //if (player->pflags & PF_GLIDING) - //tweenvalue >>= 1; - - tempangle -= player->mo->angle; - - if (tempangle < ANGLE_180 && tempangle > tweenvalue) - player->mo->angle += tweenvalue; - else if (tempangle >= ANGLE_180 && InvAngle(tempangle) > tweenvalue) - player->mo->angle -= tweenvalue; - else - player->mo->angle += tempangle; - } -#else - // Less math this way ~Red - player->mo->angle = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+tempangle; -#endif - } - // Otherwise, face the direction you're travelling. - else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_ROLL - /*|| ((player->mo->state >= &states[S_PLAY_ABL1] && player->mo->state <= &states[S_PLAY_SPC4]) && player->charability == CA_FLY)*/) // SRB2kart - idk - player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); - - // Update the local angle control. - if (player == &players[consoleplayer]) - localangle[0] = player->mo->angle; - else if (player == &players[displayplayers[1]]) - localangle[1] = player->mo->angle; - else if (player == &players[displayplayers[2]]) - localangle[2] = player->mo->angle; - else if (player == &players[displayplayers[3]]) - localangle[3] = player->mo->angle; - } -#endif - /////////////////////////// //BOMB SHIELD ACTIVATION,// //HOMING, AND OTHER COOL // @@ -7234,8 +7149,8 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall { static UINT8 lookbackdelay[4] = {0,0,0,0}; UINT8 num; - angle_t angle = 0, focusangle = 0, focusaiming = 0; - fixed_t x, y, z, dist, height, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight; + angle_t angle = 0, focusangle = 0, focusaiming = 0, pitch = 0; + fixed_t x, y, z, dist, distxy, distz, height, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight; fixed_t pan, xpan, ypan; INT32 camrotate; boolean camstill, lookback; @@ -7487,8 +7402,36 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall height -= FixedMul(height, player->karthud[khud_boostcam]); } - x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist); - y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist); + if (mo->standingslope) + { + pitch = (angle_t)FixedMul(P_ReturnThrustX(mo, player->frameangle - mo->standingslope->xydirection, FRACUNIT), (fixed_t)mo->standingslope->zangle); + if (mo->eflags & MFE_VERTICALFLIP) + { + if (pitch >= ANGLE_180) + pitch = 0; + } + else + { + if (pitch < ANGLE_180) + pitch = 0; + } + } + pitch = thiscam->pitch + (angle_t)FixedMul(pitch - thiscam->pitch, camspeed/4); + + if (rendermode == render_opengl +#ifdef GL_SHADERS/* just so we can't possibly forget about it */ + && !cv_grshearing.value +#endif + ) + distxy = FixedMul(dist, FINECOSINE((pitch>>ANGLETOFINESHIFT) & FINEMASK)); + else + distxy = dist; + distz = -FixedMul(dist, FINESINE((pitch>>ANGLETOFINESHIFT) & FINEMASK)); + if (splitscreen == 1) // 2 player is weird, this helps keep players on screen + distz = 3*distz/5; + + x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy); + y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy); // SRB2Kart: set camera panning if (camstill || resetcalled || player->playerstate == PST_DEAD) @@ -7498,7 +7441,14 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall if (player->kartstuff[k_drift] != 0) { fixed_t panmax = (dist/5); - pan = FixedDiv(FixedMul(min((fixed_t)player->kartstuff[k_driftcharge], K_GetKartDriftSparkValue(player)), panmax), K_GetKartDriftSparkValue(player)); + INT32 driftval = K_GetKartDriftSparkValue(player); + INT32 dc = player->kartstuff[k_driftcharge]; + + if (dc > driftval || dc < 0) + dc = driftval; + + pan = FixedDiv(FixedMul((fixed_t)dc, panmax), driftval); + if (pan > panmax) pan = panmax; if (player->kartstuff[k_drift] < 0) @@ -7519,9 +7469,9 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall pviewheight = FixedMul(32<scale); if (mo->eflags & MFE_VERTICALFLIP) - z = mo->z + mo->height - pviewheight - camheight; + z = mo->z + mo->height - pviewheight - camheight + distz; else - z = mo->z + pviewheight + camheight; + z = mo->z + pviewheight + camheight + distz; #ifndef NOCLIPCAM // Disable all z-clipping for noclip cam // move camera down to move under lower ceilings @@ -7756,6 +7706,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall } thiscam->pan = pan; + thiscam->pitch = pitch; // compute aming to look the viewed point f1 = viewpointx-thiscam->x; @@ -7763,9 +7714,17 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall dist = FixedHypot(f1, f2); if (mo->eflags & MFE_VERTICALFLIP) + { angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - P_GetPlayerHeight(player)); + if (thiscam->pitch < ANGLE_180 && thiscam->pitch > angle) + angle = thiscam->pitch; + } else + { angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player)); + if (thiscam->pitch >= ANGLE_180 && thiscam->pitch < angle) + angle = thiscam->pitch; + } if (player->playerstate != PST_DEAD && !((player->pflags & PF_NIGHTSMODE) && player->exiting)) angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;' @@ -8132,12 +8091,6 @@ void P_PlayerThink(player_t *player) // The timer might've reached zero, but we'll run the remote view camera anyway by setting it to -1. } - /// \note do this in the cheat code - if (player->pflags & PF_NOCLIP) - player->mo->flags |= MF_NOCLIP; - else - player->mo->flags &= ~MF_NOCLIP; - cmd = &player->cmd; // SRB2kart @@ -8370,26 +8323,7 @@ void P_PlayerThink(player_t *player) player->mo->reactiontime--; else if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT) { - // SRB2kart - don't need no rope hangin' - //if (player->pflags & PF_ROPEHANG) - //{ - // if (!P_AnalogMove(player)) - // player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */); - - // ticruned++; - // if ((cmd->angleturn & TICCMD_RECEIVED) == 0) - // ticmiss++; - - // P_DoRopeHang(player); - // P_SetPlayerMobjState(player->mo, S_PLAY_CARRY); - // P_DoJumpStuff(player, &player->cmd); - //} - //else - { - P_DoZoomTube(player); - //if (!(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) // SRB2kart - // P_SetPlayerMobjState(player->mo, S_PLAY_ATK1); - } + P_DoZoomTube(player); player->rmomx = player->rmomy = 0; // no actual momentum from your controls P_ResetScore(player); } diff --git a/src/r_bsp.c b/src/r_bsp.c index 296cbbe87..a748af51c 100644 --- a/src/r_bsp.c +++ b/src/r_bsp.c @@ -57,6 +57,16 @@ static boolean R_NoEncore(sector_t *sector, boolean ceiling) return ((boolean)(sector->flags & SF_FLIPSPECIAL_FLOOR)); } +static void R_PlaneLightOverride(sector_t *sector, boolean ceiling, INT32 *lightlevel) +{ + if (GETSECSPECIAL(sector->special, 4) == 6) // Fullbright sneaker panels + { + if ((ceiling && (sector->flags & SF_FLIPSPECIAL_CEILING)) + || (!ceiling && (sector->flags & SF_FLIPSPECIAL_FLOOR))) + *lightlevel = 255; + } +} + // // R_ClearDrawSegs // @@ -895,6 +905,9 @@ static void R_Subsector(size_t num) sub->sector->extra_colormap = frontsector->extra_colormap; + R_PlaneLightOverride(frontsector, false, &floorlightlevel); + R_PlaneLightOverride(frontsector, true, &ceilinglightlevel); + if ((( #ifdef ESLOPE frontsector->f_slope ? P_GetZAt(frontsector->f_slope, viewx, viewy) : @@ -923,8 +936,8 @@ static void R_Subsector(size_t num) || (frontsector->heightsec != -1 && sectors[frontsector->heightsec].floorpic == skyflatnum))) { - ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic, - ceilinglightlevel, frontsector->ceiling_xoffs, frontsector->ceiling_yoffs, frontsector->ceilingpic_angle, + ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic, ceilinglightlevel, + frontsector->ceiling_xoffs, frontsector->ceiling_yoffs, frontsector->ceilingpic_angle, ceilingcolormap, NULL #ifdef POLYOBJECTS_PLANES , NULL diff --git a/src/r_main.c b/src/r_main.c index 0d14bed73..06d53a2f5 100644 --- a/src/r_main.c +++ b/src/r_main.c @@ -168,8 +168,7 @@ consvar_t cv_flipcam2 = {"flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, consvar_t cv_flipcam3 = {"flipcam3", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam3_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_flipcam4 = {"flipcam4", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam4_OnChange, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_shadow = {"shadow", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_shadowoffs = {"offsetshadows", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_shadow = {"shadow", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_skybox = {"skybox", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_soniccd = {"soniccd", "Off", CV_NETVAR|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_allowmlook = {"allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -177,7 +176,7 @@ consvar_t cv_showhud = {"showhud", "Yes", CV_CALL, CV_YesNo, R_SetViewSize, 0, 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 = {"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}; @@ -834,7 +833,7 @@ static void R_SetupFreelook(void) // clip it in the case we are looking a hardware 90 degrees full aiming // (lmps, network and use F12...) G_SoftwareClipAimingPitch((INT32 *)&aimingangle); - dy = AIMINGTODY(aimingangle) * viewwidth/BASEVIDWIDTH; + dy = AIMINGTODY(aimingangle) * viewheight/BASEVIDHEIGHT; yslope = &yslopetab[viewheight*8 - (viewheight/2 + dy)]; } centery = (viewheight/2) + dy; @@ -1505,7 +1504,6 @@ void R_RegisterEngineStuff(void) CV_RegisterVar(&cv_chasecam3); CV_RegisterVar(&cv_chasecam4); CV_RegisterVar(&cv_shadow); - CV_RegisterVar(&cv_shadowoffs); CV_RegisterVar(&cv_skybox); CV_RegisterVar(&cv_cam_dist); diff --git a/src/r_main.h b/src/r_main.h index 38a589682..879d4c6eb 100644 --- a/src/r_main.h +++ b/src/r_main.h @@ -76,7 +76,7 @@ extern consvar_t cv_showhud, cv_translucenthud; 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_shadow; extern consvar_t cv_translucency; extern consvar_t /*cv_precipdensity,*/ cv_drawdist, /*cv_drawdist_nights,*/ cv_drawdist_precip; extern consvar_t cv_fov; diff --git a/src/r_things.c b/src/r_things.c index 1afbb125c..4b7339c4e 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -802,9 +802,7 @@ static void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight) static void R_DrawVisSprite(vissprite_t *vis) { column_t *column; -#ifdef RANGECHECK INT32 texturecolumn; -#endif fixed_t frac; patch_t *patch = W_CacheLumpNum(vis->patch, PU_CACHE); fixed_t this_scale = vis->mobj->scale; @@ -920,6 +918,7 @@ static void R_DrawVisSprite(vissprite_t *vis) if (!(vis->scalestep)) { sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale); + sprtopscreen += vis->shear.tan * vis->shear.offset; dc_iscale = FixedDiv(FRACUNIT, vis->scale); } @@ -942,31 +941,50 @@ static void R_DrawVisSprite(vissprite_t *vis) vis->x2--; #endif - for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale) + // Split drawing loops for paper and non-paper to reduce conditional checks per sprite + if (vis->scalestep) { - if (vis->scalestep) // currently papersprites only + // Papersprite drawing loop + for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, spryscale += vis->scalestep) { -#ifndef RANGECHECK - if ((frac>>FRACBITS) < 0 || (frac>>FRACBITS) >= SHORT(patch->width)) // if this doesn't work i'm removing papersprites - break; -#endif + angle_t angle = ((vis->centerangle + xtoviewangle[dc_x]) >> ANGLETOFINESHIFT) & 0xFFF; + texturecolumn = (vis->paperoffset - FixedMul(FINETANGENT(angle), vis->paperdistance)) / this_scale; + + if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width)) + continue; + + if (vis->xiscale < 0) // Flipped sprite + texturecolumn = SHORT(patch->width) - 1 - texturecolumn; + sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale)); dc_iscale = (0xffffffffu / (unsigned)spryscale); - spryscale += vis->scalestep; - } -#ifdef RANGECHECK - texturecolumn = frac>>FRACBITS; - if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width)) - I_Error("R_DrawSpriteRange: bad texturecolumn"); - column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn])); + column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn])); + + if (vis->cut & SC_VFLIP) + R_DrawFlippedMaskedColumn(column, patch->height); + else + R_DrawMaskedColumn(column); + } + } + else + { + // Non-paper drawing loop + for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale, sprtopscreen += vis->shear.tan) + { +#ifdef RANGECHECK + texturecolumn = frac>>FRACBITS; + if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width)) + I_Error("R_DrawSpriteRange: bad texturecolumn at %d from end", vis->x2 - dc_x); + column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn])); #else - column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS])); + column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS])); #endif - if (vis->cut & SC_VFLIP) - R_DrawFlippedMaskedColumn(column, patch->height); - else - R_DrawMaskedColumn(column); + if (vis->cut & SC_VFLIP) + R_DrawFlippedMaskedColumn(column, patch->height); + else + R_DrawMaskedColumn(column); + } } colfunc = basecolfunc; @@ -1138,6 +1156,278 @@ static void R_SplitSprite(vissprite_t *sprite) } } +// +// R_GetShadowZ(thing, shadowslope) +// Get the first visible floor below the object for shadows +// shadowslope is filled with the floor's slope, if provided +// +fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope) +{ + fixed_t z, floorz = INT32_MIN; + pslope_t *slope, *floorslope = NULL; + msecnode_t *node; + sector_t *sector; + ffloor_t *rover; + + for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next) + { + sector = node->m_sector; + + slope = (sector->heightsec != -1) ? NULL : sector->f_slope; + z = slope ? P_GetZAt(slope, thing->x, thing->y) : ( + (sector->heightsec != -1) ? sectors[sector->heightsec].floorheight : sector->floorheight + ); + + if (z < thing->z+thing->height/2 && z > floorz) + { + floorz = z; + floorslope = slope; + } + + if (sector->ffloors) + for (rover = sector->ffloors; rover; rover = rover->next) + { + if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || (rover->alpha < 90 && !(rover->flags & FF_SWIMMABLE))) + continue; + + z = *rover->t_slope ? P_GetZAt(*rover->t_slope, thing->x, thing->y) : *rover->topheight; + if (z < thing->z+thing->height/2 && z > floorz) + { + floorz = z; + floorslope = *rover->t_slope; + } + } + } + + if (thing->floorz > floorz + (!floorslope ? 0 : FixedMul(abs(floorslope->zdelta), thing->radius*3/2))) + { + floorz = thing->floorz; + floorslope = NULL; + } + +#if 0 // Unfortunately, this drops CEZ2 down to sub-17 FPS on my i7. +//#ifdef POLYOBJECTS + // Check polyobjects and see if floorz needs to be altered, for rings only because they don't update floorz + if (thing->type == MT_RING) + { + INT32 xl, xh, yl, yh, bx, by; + + xl = (unsigned)(thing->x - thing->radius - bmaporgx)>>MAPBLOCKSHIFT; + xh = (unsigned)(thing->x + thing->radius - bmaporgx)>>MAPBLOCKSHIFT; + yl = (unsigned)(thing->y - thing->radius - bmaporgy)>>MAPBLOCKSHIFT; + yh = (unsigned)(thing->y + thing->radius - bmaporgy)>>MAPBLOCKSHIFT; + + BMBOUNDFIX(xl, xh, yl, yh); + + validcount++; + + for (by = yl; by <= yh; by++) + for (bx = xl; bx <= xh; bx++) + { + INT32 offset; + polymaplink_t *plink; // haleyjd 02/22/06 + + if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight) + continue; + + offset = by*bmapwidth + bx; + + // haleyjd 02/22/06: consider polyobject lines + plink = polyblocklinks[offset]; + + while (plink) + { + polyobj_t *po = plink->po; + + if (po->validcount != validcount) // if polyobj hasn't been checked + { + po->validcount = validcount; + + if (!P_MobjInsidePolyobj(po, thing) || !(po->flags & POF_RENDERPLANES)) + { + plink = (polymaplink_t *)(plink->link.next); + continue; + } + + // We're inside it! Yess... + z = po->lines[0]->backsector->ceilingheight; + + if (z < thing->z+thing->height/2 && z > floorz) + { + floorz = z; + floorslope = NULL; + } + } + plink = (polymaplink_t *)(plink->link.next); + } + } + } +#endif + + if (shadowslope != NULL) + *shadowslope = floorslope; + + return floorz; +} + +static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t tx, fixed_t tz) +{ + vissprite_t *shadow; + patch_t *patch; + fixed_t xscale, yscale, shadowxscale, shadowyscale, shadowskew, x1, x2; + INT32 light = 0; + fixed_t scalemul; UINT8 trans; + fixed_t floordiff; + fixed_t floorz; + pslope_t *floorslope; + + floorz = R_GetShadowZ(thing, &floorslope); + + if (abs(floorz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes + + floordiff = abs(thing->z - floorz); + + trans = floordiff / (100*FRACUNIT) + 3; + if (trans >= 9) return; + + scalemul = FixedMul(FRACUNIT - floordiff/640, scale); + + if (thing->whiteshadow) + patch = W_CachePatchName("LSHADOW", PU_CACHE); + else + patch = W_CachePatchName("DSHADOW", PU_CACHE); + + xscale = FixedDiv(projection, tz); + yscale = FixedDiv(projectiony, tz); + shadowxscale = FixedMul(thing->radius*2, scalemul); + shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(floorz - viewz), tz)); + shadowyscale = min(shadowyscale, shadowxscale) / patch->height; + shadowxscale /= patch->width; + shadowskew = 0; + + if (floorslope) + { + // haha let's try some dumb stuff + fixed_t xslope, zslope; + angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - floorslope->xydirection) >> ANGLETOFINESHIFT; + + xslope = FixedMul(FINESINE(sloperelang), floorslope->zdelta); + zslope = FixedMul(FINECOSINE(sloperelang), floorslope->zdelta); + + //CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope); + + if (viewz < floorz) + shadowyscale += FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope); + else + shadowyscale -= FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope); + + shadowyscale = abs(shadowyscale); + + shadowskew = xslope; + } + + tx -= patch->width * shadowxscale/2; + x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS; + if (x1 >= viewwidth) return; + + tx += patch->width * shadowxscale; + x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--; + if (x2 < 0 || x2 <= x1) return; + + if (shadowyscale < FRACUNIT/patch->height) return; // fix some crashes? + + shadow = R_NewVisSprite(); + + if (thing->whiteshadow) + shadow->patch = W_CheckNumForName("LSHADOW"); + else + shadow->patch = W_CheckNumForName("DSHADOW"); + + shadow->heightsec = vis->heightsec; + + shadow->thingheight = FRACUNIT; + shadow->pz = floorz; + shadow->pzt = shadow->pz + shadow->thingheight; + + shadow->mobjflags = 0; + shadow->sortscale = vis->sortscale; + shadow->dispoffset = vis->dispoffset - 5; + shadow->gx = thing->x; + shadow->gy = thing->y; + shadow->gzt = shadow->pz + patch->height * shadowyscale / 2; + shadow->gz = shadow->gzt - patch->height * shadowyscale; + shadow->texturemid = FixedMul(thing->scale, FixedDiv(shadow->gzt - viewz, shadowyscale)); + if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES) + shadow->texturemid = FixedMul(shadow->texturemid, ((skin_t *)thing->skin)->highresscale); + shadow->scalestep = 0; + shadow->shear.tan = shadowskew; // repurposed variable + + shadow->mobj = thing; // Easy access! Tails 06-07-2002 + + shadow->x1 = x1 < 0 ? 0 : x1; + shadow->x2 = x2 >= viewwidth ? viewwidth-1 : x2; + + // PORTAL SEMI-CLIPPING + if (portalrender) + { + if (shadow->x1 < portalclipstart) + shadow->x1 = portalclipstart; + if (shadow->x2 >= portalclipend) + shadow->x2 = portalclipend-1; + } + + shadow->xscale = FixedMul(xscale, shadowxscale); //SoM: 4/17/2000 + shadow->scale = FixedMul(yscale, shadowyscale); + shadow->sector = vis->sector; + shadow->szt = (INT16)((centeryfrac - FixedMul(shadow->gzt - viewz, yscale))>>FRACBITS); + shadow->sz = (INT16)((centeryfrac - FixedMul(shadow->gz - viewz, yscale))>>FRACBITS); + shadow->cut = SC_ISSCALED|SC_SHADOW; //check this + + shadow->startfrac = 0; + //shadow->xiscale = 0x7ffffff0 / (shadow->xscale/2); + shadow->xiscale = (patch->width<x1 > x1) + shadow->startfrac += shadow->xiscale*(shadow->x1-x1); + + // reusing x1 variable + x1 += (x2-x1)/2; + shadow->shear.offset = shadow->x1-x1; + + if (thing->subsector->sector->numlights) + { + INT32 lightnum; +#ifdef ESLOPE // R_GetPlaneLight won't work on sloped lights! + light = thing->subsector->sector->numlights - 1; + + for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) { + fixed_t h = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, thing->x, thing->y) + : thing->subsector->sector->lightlist[lightnum].height; + if (h <= shadow->gzt) { + light = lightnum - 1; + break; + } + } +#else + light = R_GetPlaneLight(thing->subsector->sector, shadow->gzt, false); +#endif + } + + if (thing->subsector->sector->numlights) + shadow->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap; + else + shadow->extra_colormap = thing->subsector->sector->extra_colormap; + + shadow->transmap = transtables + (trans<whiteshadow) + shadow->colormap = scalelight[LIGHTLEVELS - 1][0]; // full bright! + else + shadow->colormap = scalelight[0][0]; // full dark! + + objectsdrawn++; +} + // // R_ProjectSprite // Generates a vissprite for a thing @@ -1168,7 +1458,11 @@ static void R_ProjectSprite(mobj_t *thing) fixed_t iscale; fixed_t scalestep; // toast '16 fixed_t offset, offset2; - boolean papersprite = (thing->frame & FF_PAPERSPRITE); + + fixed_t basetx; // drop shadows + + boolean papersprite = !!(thing->frame & FF_PAPERSPRITE); + fixed_t paperoffset = 0, paperdistance = 0; angle_t centerangle = 0; //SoM: 3/17/2000 fixed_t gz, gzt; @@ -1176,8 +1470,6 @@ static void R_ProjectSprite(mobj_t *thing) INT32 light = 0; fixed_t this_scale = thing->scale; - fixed_t ang_scale = FRACUNIT; - // transform the origin point tr_x = thing->x - viewx; tr_y = thing->y - viewy; @@ -1188,15 +1480,15 @@ static void R_ProjectSprite(mobj_t *thing) tz = gxt-gyt; // thing is behind view plane? - if (!(papersprite) && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later + if (!papersprite && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later return; gxt = -FixedMul(tr_x, viewsin); gyt = FixedMul(tr_y, viewcos); - tx = -(gyt + gxt); + basetx = tx = -(gyt + gxt); // too far off the side? - if (abs(tx) > tz<<2) + if (!papersprite && abs(tx) > tz<<2) // papersprite clipping is handled later return; // aspect ratio stuff @@ -1249,8 +1541,6 @@ static void R_ProjectSprite(mobj_t *thing) ang = R_PointToAngle (thing->x, thing->y) - thing->player->frameangle; else ang = R_PointToAngle (thing->x, thing->y) - thing->angle; - if (papersprite) - ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT)); } if (sprframe->rotate == SRF_SINGLE) @@ -1288,27 +1578,12 @@ static void R_ProjectSprite(mobj_t *thing) else offset = -spritecachedinfo[lump].offset; offset = FixedMul(offset, this_scale); - tx += FixedMul(offset, ang_scale); - x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS; - - // off the right side? - if (x1 > viewwidth) - return; - offset2 = FixedMul(spritecachedinfo[lump].width, this_scale); - tx += FixedMul(offset2, ang_scale); - x2 = ((centerxfrac + FixedMul (tx,xscale)) >> FRACBITS) - 1; - - // off the left side - if (x2 < 0) - return; if (papersprite) { - fixed_t yscale2, cosmul, sinmul, tz2; - - if (x2 <= x1) - return; + fixed_t xscale2, yscale2, cosmul, sinmul, tx2, tz2; + INT32 range; if (ang >= ANGLE_180) { @@ -1325,7 +1600,23 @@ static void R_ProjectSprite(mobj_t *thing) gyt = -FixedMul(tr_y, viewsin); tz = gxt-gyt; yscale = FixedDiv(projectiony, tz); - if (yscale < 64) return; // Fix some funky visuals + //if (yscale < 64) return; // Fix some funky visuals + + gxt = -FixedMul(tr_x, viewsin); + gyt = FixedMul(tr_y, viewcos); + tx = -(gyt + gxt); + xscale = FixedDiv(projection, tz); + x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS; + + // Get paperoffset (offset) and paperoffset (distance) + paperoffset = -FixedMul(tr_x, cosmul) - FixedMul(tr_y, sinmul); + paperdistance = -FixedMul(tr_x, sinmul) + FixedMul(tr_y, cosmul); + if (paperdistance < 0) + { + paperoffset = -paperoffset; + paperdistance = -paperdistance; + } + centerangle = viewangle - thing->angle; tr_x += FixedMul(offset2, cosmul); tr_y += FixedMul(offset2, sinmul); @@ -1333,13 +1624,52 @@ static void R_ProjectSprite(mobj_t *thing) gyt = -FixedMul(tr_y, viewsin); tz2 = gxt-gyt; yscale2 = FixedDiv(projectiony, tz2); - if (yscale2 < 64) return; // ditto + //if (yscale2 < 64) return; // ditto + + gxt = -FixedMul(tr_x, viewsin); + gyt = FixedMul(tr_y, viewcos); + tx2 = -(gyt + gxt); + xscale2 = FixedDiv(projection, tz2); + x2 = ((centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS); if (max(tz, tz2) < FixedMul(MINZ, this_scale)) // non-papersprite clipping is handled earlier return; - scalestep = (yscale2 - yscale)/(x2 - x1); - scalestep = scalestep ? scalestep : 1; + // Needs partially clipped + if (tz < FixedMul(MINZ, this_scale)) + { + fixed_t div = FixedDiv(tz2-tz, FixedMul(MINZ, this_scale)-tz); + tx += FixedDiv(tx2-tx, div); + tz = FixedMul(MINZ, this_scale); + yscale = FixedDiv(projectiony, tz); + xscale = FixedDiv(projection, tz); + x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS; + } + else if (tz2 < FixedMul(MINZ, this_scale)) + { + fixed_t div = FixedDiv(tz-tz2, FixedMul(MINZ, this_scale)-tz2); + tx2 += FixedDiv(tx-tx2, div); + tz2 = FixedMul(MINZ, this_scale); + yscale2 = FixedDiv(projectiony, tz2); + xscale2 = FixedDiv(projection, tz2); + x2 = (centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS; + } + + // off the right side? + if (x1 > viewwidth) + return; + + // off the left side + if (x2 < 0) + return; + + if ((range = x2 - x1) <= 0) + return; + + range++; // fencepost problem + + scalestep = ((yscale2 - yscale)/range) ?: 1; + xscale = FixedDiv(range<>FRACBITS; - xscale = FixedMul(xscale, ang_scale); + // off the right side? + if (x1 > viewwidth) + return; + + tx += offset2; + x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--; + + // off the left side + if (x2 < 0) + return; + } // PORTAL SPRITE CLIPPING if (portalrender) @@ -1445,6 +1786,11 @@ static void R_ProjectSprite(mobj_t *thing) vis->pzt = vis->pz + vis->thingheight; vis->texturemid = vis->gzt - viewz; vis->scalestep = scalestep; + vis->paperoffset = paperoffset; + vis->paperdistance = paperdistance; + vis->centerangle = centerangle; + vis->shear.tan = 0; + vis->shear.offset = 0; vis->mobj = thing; // Easy access! Tails 06-07-2002 @@ -1537,6 +1883,9 @@ static void R_ProjectSprite(mobj_t *thing) if (thing->subsector->sector->numlights) R_SplitSprite(vis); + if (thing->shadowscale && cv_shadow.value) + R_ProjectDropShadow(thing, vis, thing->shadowscale, basetx, tz); + // Debug ++objectsdrawn; } @@ -1639,14 +1988,10 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) // okay, we can't return now except for vertical clipping... this is a hack, but weather isn't networked, so it should be ok if (!(thing->precipflags & PCF_THUNK)) { - if (thing->precipflags & PCF_RAIN) - P_RainThinker(thing); - else - P_SnowThinker(thing); + P_PrecipThinker(thing); thing->precipflags |= PCF_THUNK; } - //SoM: 3/17/2000: Disregard sprites that are out of view.. gzt = thing->z + spritecachedinfo[lump].topoffset; gz = gzt - spritecachedinfo[lump].height; @@ -1670,6 +2015,9 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing) vis->pzt = vis->pz + vis->thingheight; vis->texturemid = vis->gzt - viewz; vis->scalestep = 0; + vis->paperdistance = 0; + vis->shear.tan = 0; + vis->shear.offset = 0; vis->x1 = x1 < 0 ? 0 : x1; vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2; @@ -1754,7 +2102,7 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) // Handle all things in sector. // If a limit exists, handle things a tiny bit different. - if ((limit_dist = (fixed_t)(/*(maptol & TOL_NIGHTS) ? cv_drawdist_nights.value : */cv_drawdist.value) << FRACBITS)) + if ((limit_dist = (fixed_t)(cv_drawdist.value) * mapobjectscale)) { for (thing = sec->thinglist; thing; thing = thing->snext) { @@ -1820,7 +2168,7 @@ void R_AddSprites(sector_t *sec, INT32 lightlevel) } // no, no infinite draw distance for precipitation. this option at zero is supposed to turn it off - if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS)) + if ((limit_dist = (fixed_t)(cv_drawdist_precip.value) * mapobjectscale)) { for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext) { diff --git a/src/r_things.h b/src/r_things.h index 4837b4aee..a50e0803d 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -50,6 +50,8 @@ void R_SortVisSprites(void); // (only sprites from namelist are added or replaced) void R_AddSpriteDefs(UINT16 wadnum); +fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope); + #ifdef DELFILE void R_DelSpriteDefs(UINT16 wadnum); #endif @@ -114,7 +116,8 @@ typedef enum SC_FULLBRIGHT = 1<<4, SC_SEMIBRIGHT = 1<<5, SC_VFLIP = 1<<6, - SC_ISSCALED = 1>>7, + SC_ISSCALED = 1<<7, + SC_SHADOW = 1<<8, // masks SC_CUTMASK = SC_TOP|SC_BOTTOM, SC_FLAGMASK = ~SC_CUTMASK @@ -139,8 +142,16 @@ typedef struct vissprite_s fixed_t startfrac; // horizontal position of x1 fixed_t scale, sortscale; // sortscale only differs from scale for flat sprites fixed_t scalestep; // only for flat sprites, 0 otherwise + fixed_t paperoffset, paperdistance; // for paper sprites, offset/dist relative to the angle fixed_t xiscale; // negative if flipped + angle_t centerangle; // for paper sprites + + struct { + fixed_t tan; // The amount to shear the sprite vertically per row + INT32 offset; // The center of the shearing location offset from x1 + } shear; + fixed_t texturemid; lumpnum_t patch; diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index e5f1c23fc..c900417ab 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -1382,8 +1382,11 @@ void I_FinishUpdate(void) if (cv_ticrate.value) SCR_DisplayTicRate(); - if (cv_showping.value && netgame && consoleplayer != serverplayer) + if (cv_showping.value && netgame && + ( consoleplayer != serverplayer || ! server_lagless )) + { SCR_DisplayLocalPing(); + } } if (rendermode == render_soft && screens[0]) diff --git a/src/sounds.c b/src/sounds.c index ef150d7a5..adae99df5 100644 --- a/src/sounds.c +++ b/src/sounds.c @@ -817,6 +817,7 @@ sfxinfo_t S_sfx[NUMSFX] = {"toada", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Arid Sands Toad scream {"bhurry", false, 255, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // v1.0.2 Battle overtime {"bsnipe", false, 96, 8, -1, NULL, 0, -1, -1, LUMPERROR}, // Banana sniping + {"sploss", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // Down to yellow sparks {"itfree", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, // :shitsfree: {"dbgsal", false, 255, 8, -1, NULL, 0, -1, -1, LUMPERROR}, // Debug notification diff --git a/src/sounds.h b/src/sounds.h index c55fe9931..528e21a6b 100644 --- a/src/sounds.h +++ b/src/sounds.h @@ -894,6 +894,7 @@ typedef enum sfx_toada, sfx_bhurry, sfx_bsnipe, + sfx_sploss, sfx_itfree, sfx_dbgsal, diff --git a/src/st_stuff.c b/src/st_stuff.c index fc07d8b0f..2a2ede350 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -1514,7 +1514,7 @@ static inline void ST_drawRaceHUD(void) // SRB2kart - unused. if (stplyr->exiting) V_DrawString(hudinfo[HUD_LAP].x, STRINGY(hudinfo[HUD_LAP].y), V_YELLOWMAP, "FINISHED!"); else - V_DrawString(hudinfo[HUD_LAP].x, STRINGY(hudinfo[HUD_LAP].y), 0, va("Lap: %u/%d", stplyr->laps+1, cv_numlaps.value)); + V_DrawString(hudinfo[HUD_LAP].x, STRINGY(hudinfo[HUD_LAP].y), 0, va("Lap: %u/%d", stplyr->laps, cv_numlaps.value)); } } */ @@ -1894,38 +1894,40 @@ static void ST_overlayDrawer(void) V_DrawScaledPatch(hudinfo[HUD_GRAVBOOTSICO].x, STRINGY(hudinfo[HUD_GRAVBOOTSICO].y), V_SNAPTORIGHT, gravboots); */ - if (!(multiplayer && demo.playback)) + if (cv_showviewpointtext.value) { - if(!P_IsLocalPlayer(stplyr)) + if (!(multiplayer && demo.playback)) { - /*char name[MAXPLAYERNAME+1]; - // shorten the name if its more than twelve characters. - strlcpy(name, player_names[stplyr-players], 13);*/ + if(!P_IsLocalPlayer(stplyr)) + { + /*char name[MAXPLAYERNAME+1]; + // shorten the name if its more than twelve characters. + strlcpy(name, player_names[stplyr-players], 13);*/ - // Show name of player being displayed - V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, 0, M_GetText("Viewpoint:")); - V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_ALLOWLOWERCASE, player_names[stplyr-players]); + // Show name of player being displayed + V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, 0, M_GetText("VIEWPOINT:")); + V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_ALLOWLOWERCASE, player_names[stplyr-players]); + } } - } - else if (!demo.title) - { + else if (!demo.title) + { + if (!splitscreen) + { + V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, V_HUDTRANSHALF, M_GetText("VIEWPOINT:")); + V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_HUDTRANSHALF|V_ALLOWLOWERCASE, player_names[stplyr-players]); + } + else if (splitscreen == 1) + { + char name[MAXPLAYERNAME+12]; - if (!splitscreen) - { - V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-40, V_HUDTRANSHALF, M_GetText("Viewpoint:")); - V_DrawCenteredString((BASEVIDWIDTH/2), BASEVIDHEIGHT-32, V_HUDTRANSHALF|V_ALLOWLOWERCASE, player_names[stplyr-players]); - } - else if (splitscreen == 1) - { - char name[MAXPLAYERNAME+12]; - - INT32 y = (stplyr == &players[displayplayers[0]]) ? 4 : BASEVIDHEIGHT/2-12; - sprintf(name, "VIEWPOINT: %s", player_names[stplyr-players]); - V_DrawRightAlignedThinString(BASEVIDWIDTH-40, y, V_HUDTRANSHALF|V_ALLOWLOWERCASE|K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTOBOTTOM|V_SNAPTORIGHT), name); - } - else if (splitscreen) - { - V_DrawCenteredThinString((vid.width/vid.dupx)/4, BASEVIDHEIGHT/2 - 12, V_HUDTRANSHALF|V_ALLOWLOWERCASE|K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT), player_names[stplyr-players]); + INT32 y = (stplyr == &players[displayplayers[0]]) ? 4 : BASEVIDHEIGHT/2-12; + sprintf(name, "VIEWPOINT: %s", player_names[stplyr-players]); + V_DrawRightAlignedThinString(BASEVIDWIDTH-40, y, V_HUDTRANSHALF|V_ALLOWLOWERCASE|K_calcSplitFlags(V_SNAPTOTOP|V_SNAPTOBOTTOM|V_SNAPTORIGHT), name); + } + else if (splitscreen) + { + V_DrawCenteredThinString((vid.width/vid.dupx)/4, BASEVIDHEIGHT/2 - 12, V_HUDTRANSHALF|V_ALLOWLOWERCASE|K_calcSplitFlags(V_SNAPTOBOTTOM|V_SNAPTOLEFT), player_names[stplyr-players]); + } } } diff --git a/src/y_inter.c b/src/y_inter.c index 15ae474a4..1f489fa2c 100644 --- a/src/y_inter.c +++ b/src/y_inter.c @@ -436,6 +436,7 @@ void Y_IntermissionDrawer(void) INT32 y = 41, gutter = ((data.match.numplayers > NUMFORNEWCOLUMN) ? 0 : (BASEVIDWIDTH/2)); INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2; const char *timeheader; + int y2; if (data.match.rankingsmode) timeheader = "PWR.LV"; @@ -493,10 +494,41 @@ void Y_IntermissionDrawer(void) STRBUFCPY(strtime, data.match.name[i]); + y2 = y; + + if (data.match.num[i] == 0 && server_lagless) + { + static int alagles_timer = 0; + patch_t *alagles; + + y2 = ( y - 4 ); + + V_DrawScaledPatch(x + 36, y2, 0, W_CachePatchName(va("BLAGLES%d", (intertic / 3) % 6), PU_CACHE)); + // every 70 tics + if (( leveltime % 70 ) == 0) + { + alagles_timer = 9; + } + if (alagles_timer > 0) + { + alagles = W_CachePatchName(va("ALAGLES%d", alagles_timer), PU_CACHE); + V_DrawScaledPatch(x + 36, y2, 0, alagles); + if (( leveltime % 2 ) == 0) + alagles_timer--; + } + else + { + alagles = W_CachePatchName("ALAGLES0", PU_CACHE); + V_DrawScaledPatch(x + 36, y2, 0, alagles); + } + + y2 += SHORT (alagles->height) + 1; + } + if (data.match.numplayers > NUMFORNEWCOLUMN) - V_DrawThinString(x+36, y-1, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime); + V_DrawThinString(x+36, y2-1, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime); else - V_DrawString(x+36, y, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime); + V_DrawString(x+36, y2, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime); if (data.match.rankingsmode) {