Merge branch 'master' into item-scale-tweak

This commit is contained in:
Sally Coolatta 2021-06-12 03:11:52 -04:00
commit c4cb4f32c3
35 changed files with 1275 additions and 840 deletions

View file

@ -615,16 +615,6 @@ static void D_Display(void)
{
F_WipeEndScreen();
// Funny.
if (WipeStageTitle && st_overlay)
{
lt_ticker--;
lt_lasttic = lt_ticker;
ST_preLevelTitleCardDrawer();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
F_WipeStartScreen();
}
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK && gamestate != GS_TITLESCREEN, "FADEMAP0", true, false);
}
@ -1057,15 +1047,6 @@ static void IdentifyVersion(void)
D_AddFile(startupiwads, va(pandf,srb2waddir,"patch.pk3"));
#endif
#if 0
// TODO: pk3 doesn't support music replacement IIRC
// music barely benefits from the compression anyway
// would be nice for the folders, though
D_AddFile(startupiwads, va(pandf,srb2waddir,"sounds.pk3"));
D_AddFile(startupiwads, va(pandf,srb2waddir,"music.pk3"));
#else
#if !defined (HAVE_SDL) || defined (HAVE_MIXER)
#define MUSICTEST(str) \
@ -1078,12 +1059,11 @@ static void IdentifyVersion(void)
I_Error("File "str" has been modified with non-music/sound lumps"); \
}
MUSICTEST("sounds.wad")
MUSICTEST("sounds.pk3")
MUSICTEST("music.pk3")
#undef MUSICTEST
#endif
#endif
}

View file

@ -1299,16 +1299,18 @@ void PT_FileFragment(void)
filename = va("%s", file->filename);
nameonly(filename);
if (!(strcmp(filename, "main.kart")
&& strcmp(filename, "gfx.pk3")
&& strcmp(filename, "textures.pk3")
&& strcmp(filename, "chars.pk3")
&& strcmp(filename, "maps.wad")
&& strcmp(filename, "patch.pk3")
&& strcmp(filename, "sounds.wad")
&& strcmp(filename, "music.wad")
))
if (!strcmp(filename, "main.kart")
|| !strcmp(filename, "gfx.pk3")
|| !strcmp(filename, "textures.pk3")
|| !strcmp(filename, "chars.pk3")
|| !strcmp(filename, "maps.pk3")
|| !strcmp(filename, "patch.pk3")
|| !strcmp(filename, "sounds.pk3")
|| !strcmp(filename, "music.pk3")
)
{
I_Error("Tried to download \"%s\"", filename);
}
filename = file->filename;

View file

@ -232,6 +232,9 @@ typedef enum
khud_cardanimation, // Used to determine the position of some full-screen Battle Mode graphics
khud_yougotem, // "You Got Em" gfx when hitting someone as a karma player via a method that gets you back in the game instantly
// Tricks
khud_trickcool,
NUMKARTHUD
} karthudtype_t;
@ -241,6 +244,7 @@ typedef enum
// CONSTANTS FOR TRICK PANELS
#define TRICKMOMZRAMP (30)
#define TRICKLAG (9)
#define TRICKDELAY (TICRATE/4)
#define TUMBLEBOUNCES 3
@ -450,9 +454,14 @@ typedef struct player_s
UINT8 jawztargetdelay; // (0 to 5) - Delay for Jawz target switching, to make it less twitchy
UINT8 trickpanel; // Trick panel state
UINT8 tricktime; // Increases while you're tricking. You can't input any trick until it's reached a certain threshold
fixed_t trickmomx;
fixed_t trickmomy;
fixed_t trickmomz;
fixed_t trickboostpower; // Save the rough speed multiplier. Used for upwards tricks.
UINT8 trickboostdecay; // used to know how long you've waited
UINT8 trickboost; // Trick boost. This one is weird and has variable speed. Dear god.
UINT32 roundscore; // battle score this round
UINT8 emeralds;

View file

@ -420,7 +420,7 @@ typedef struct
extern mapheader_t* mapheaderinfo[NUMMAPS];
// This could support more, but is that a good idea?
// Keep in mind that it may encourage people making overly long cups just because they "can", and would be a waste of memory.
// Keep in mind that it may encourage people making overly long cups just because they "can", and would be a waste of memory.
#define MAXLEVELLIST 5
typedef struct cupheader_s

View file

@ -143,7 +143,7 @@ extern INT32 lastwipetic;
// Don't know where else to place this constant
// But this file seems appropriate
#define PRELEVELTIME 24 // frames in tics
#define PRELEVELTIME TICRATE // frames in tics
void F_WipeStartScreen(void);
void F_WipeEndScreen(void);

View file

@ -415,7 +415,7 @@ void F_WipeStageTitle(void)
if ((WipeStageTitle) && G_IsTitleCardAvailable())
{
ST_runTitleCard();
ST_drawWipeTitleCard();
ST_drawTitleCard();
}
}

View file

@ -347,6 +347,7 @@ void G_ReadDemoExtraData(void)
players[p].pflags &= ~(PF_KICKSTARTACCEL);
if (extradata & 1)
players[p].pflags |= PF_KICKSTARTACCEL;
//CONS_Printf("weaponpref is %d for player %d\n", extradata, p);
}
p = READUINT8(demo_p);
@ -2656,7 +2657,7 @@ void G_DoPlayDemo(char *defdemoname)
UINT32 randseed;
char msg[1024];
boolean spectator;
boolean spectator, kickstart;
UINT8 slots[MAXPLAYERS], kartspeed[MAXPLAYERS], kartweight[MAXPLAYERS], numslots = 0;
#if defined(SKIPERRORS) && !defined(DEVELOP)
@ -2925,16 +2926,8 @@ void G_DoPlayDemo(char *defdemoname)
while (p != 0xFF)
{
players[p].pflags &= ~PF_KICKSTARTACCEL;
if (p & DEMO_KICKSTART)
if ((spectator = (p & DEMO_SPECTATOR)))
{
players[p].pflags |= PF_KICKSTARTACCEL;
p &= ~DEMO_KICKSTART;
}
spectator = false;
if (p & DEMO_SPECTATOR)
{
spectator = true;
p &= ~DEMO_SPECTATOR;
if (modeattacking)
@ -2949,6 +2942,10 @@ void G_DoPlayDemo(char *defdemoname)
return;
}
}
if ((kickstart = (p & DEMO_KICKSTART)))
p &= ~DEMO_KICKSTART;
slots[numslots] = p; numslots++;
if (modeattacking && numslots > 1)
@ -2968,6 +2965,10 @@ void G_DoPlayDemo(char *defdemoname)
playeringame[p] = true;
players[p].spectator = spectator;
if (kickstart)
players[p].pflags |= PF_KICKSTARTACCEL;
else
players[p].pflags &= ~PF_KICKSTARTACCEL;
// Name
M_Memcpy(player_names[p],demo_p,16);

View file

@ -1139,7 +1139,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
// Send leveltime when this tic was generated to the server for control lag calculations.
// Only do this when in a level. Also do this after the hook, so that it can't overwrite this.
cmd->latency = (leveltime & 0xFF);
cmd->latency = (leveltime & 0xFF);
}
if (cmd->forwardmove > MAXPLMOVE)
@ -1301,7 +1301,7 @@ void G_StartTitleCard(void)
ST_startTitleCard();
// start the title card
WipeStageTitle = false; //(!titlemapinaction); -- temporary until titlecards are reworked
WipeStageTitle = (!titlemapinaction);
}
//
@ -1310,26 +1310,27 @@ void G_StartTitleCard(void)
void G_PreLevelTitleCard(void)
{
#ifndef NOWIPE
tic_t strtime = I_GetTime();
tic_t endtime = strtime + (PRELEVELTIME*NEWTICRATERATIO);
tic_t nowtime = strtime;
tic_t lasttime = strtime;
while (nowtime < endtime)
{
// draw loop
while (!((nowtime = I_GetTime()) - lasttime))
I_Sleep();
lasttime = nowtime;
tic_t strtime = I_GetTime();
tic_t endtime = strtime + (PRELEVELTIME*NEWTICRATERATIO);
tic_t nowtime = strtime;
tic_t lasttime = strtime;
while (nowtime < endtime)
{
// draw loop
ST_runTitleCard();
ST_preLevelTitleCardDrawer();
I_FinishUpdate(); // page flip or blit buffer
NetKeepAlive(); // Prevent timeouts
ST_runTitleCard();
ST_preLevelTitleCardDrawer();
I_FinishUpdate(); // page flip or blit buffer
if (moviemode)
M_SaveFrame();
if (takescreenshot) // Only take screenshots after drawing.
M_DoScreenShot();
if (moviemode)
M_SaveFrame();
if (takescreenshot) // Only take screenshots after drawing.
M_DoScreenShot();
}
while (!((nowtime = I_GetTime()) - lasttime))
I_Sleep();
lasttime = nowtime;
}
#endif
}

View file

@ -73,6 +73,8 @@
patch_t *pinggfx[5]; // small ping graphic
patch_t *mping[5]; // smaller ping graphic
patch_t *tc_font[2][LT_FONTSIZE]; // Special font stuff for titlecard
patch_t *framecounter;
patch_t *frameslash; // framerate stuff. Used in screen.c
@ -178,7 +180,8 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum);
void HU_LoadGraphics(void)
{
INT32 i;
char buffer[9];
INT32 i, j;
if (dedicated)
return;
@ -191,6 +194,27 @@ void HU_LoadGraphics(void)
emblemicon = HU_CachePatch("EMBLICON");
songcreditbg = HU_CachePatch("K_SONGCR");
// Cache titlecard font
j = LT_FONTSTART;
for (i = 0; i < LT_FONTSIZE; i++, j++)
{
// cache the titlecard font
// Bottom layer
sprintf(buffer, "GTOL%.3d", j);
if (W_CheckNumForName(buffer) == LUMPERROR)
tc_font[0][i] = NULL;
else
tc_font[0][i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
// Top layer
sprintf(buffer, "GTFN%.3d", j);
if (W_CheckNumForName(buffer) == LUMPERROR)
tc_font[1][i] = NULL;
else
tc_font[1][i] = (patch_t *)W_CachePatchName(buffer, PU_HUDGFX);
}
// cache ping gfx:
for (i = 0; i < 5; i++)
{
@ -704,7 +728,7 @@ static void Got_Saycmd(UINT8 **p, INT32 playernum)
}
else if (target == -1) // say team
{
if (players[playernum].ctfteam == 1)
if (players[playernum].ctfteam == 1)
{
// red text
cstart = textcolor = "\x85";

View file

@ -39,6 +39,11 @@
#define LT_FONTEND 'z' // the last font characters
#define LT_FONTSIZE (LT_FONTEND - LT_FONTSTART + 1)
// Under regular circumstances, we'd use the built in font stuff, however this font is a bit messy because of how we're gonna draw shit.
// tc_font[0][n] is used for the "bottom" layer
// tc_font[1][n] is used for the "top" layer
extern patch_t *tc_font[2][LT_FONTSIZE];
#define CRED_FONTSTART '!' // the first font character
#define CRED_FONTEND 'Z' // the last font character
#define CRED_FONTSIZE (CRED_FONTEND - CRED_FONTSTART + 1)

View file

@ -748,6 +748,8 @@ char sprnames[NUMSPRITES + 1][5] =
"SDDS", // Spindash dust
"SDWN", // Spindash wind
"TRCK",
"FLBM",
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later

View file

@ -1290,6 +1290,8 @@ typedef enum sprite
SPR_SDDS, // Spindash dust
SPR_SDWN, // Spindash wind
SPR_TRCK,
SPR_FLBM, // Finish line beam
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later

View file

@ -162,6 +162,8 @@ static patch_t *kp_cpu;
static patch_t *kp_nametagstem;
static patch_t *kp_trickcool[2];
void K_LoadKartHUDGraphics(void)
{
INT32 i, j;
@ -601,6 +603,9 @@ void K_LoadKartHUDGraphics(void)
kp_cpu = (patch_t *) W_CachePatchName("K_CPU", PU_HUDGFX);
kp_nametagstem = (patch_t *) W_CachePatchName("K_NAMEST", PU_HUDGFX);
kp_trickcool[0] = W_CachePatchName("K_COOL1", PU_HUDGFX);
kp_trickcool[1] = W_CachePatchName("K_COOL2", PU_HUDGFX);
}
// For the item toggle menu
@ -679,6 +684,9 @@ INT32 ITEM2_X, ITEM2_Y;
INT32 LAPS2_X, LAPS2_Y;
INT32 POSI2_X, POSI2_Y;
// trick "cool"
INT32 TCOOL_X, TCOOL_Y;
void K_AdjustXYWithSnap(INT32 *x, INT32 *y, UINT32 options, INT32 dupx, INT32 dupy)
{
@ -982,6 +990,10 @@ static void K_initKartHUD(void)
WANT_X = BASEVIDWIDTH - 55; // 270
WANT_Y = BASEVIDHEIGHT- 71; // 176
// trick COOL
TCOOL_X = (BASEVIDWIDTH)/2;
TCOOL_Y = (BASEVIDHEIGHT)/2 -10;
if (r_splitscreen) // Splitscreen
{
ITEM_X = 5;
@ -1024,6 +1036,8 @@ static void K_initKartHUD(void)
MINI_X = (3*BASEVIDWIDTH/4);
MINI_Y = (3*BASEVIDHEIGHT/4);
TCOOL_X = (BASEVIDWIDTH)/4;
if (r_splitscreen > 2) // 4P-only
{
MINI_X = (BASEVIDWIDTH/2);
@ -3951,6 +3965,32 @@ static void K_drawLapStartAnim(void)
}
}
// stretch for "COOOOOL" popup.
// I can't be fucked to find out any math behind this so have a table lmao
static fixed_t stretch[6][2] = {
{FRACUNIT/4, FRACUNIT*4},
{FRACUNIT/2, FRACUNIT*2},
{FRACUNIT, FRACUNIT},
{FRACUNIT*4, FRACUNIT/2},
{FRACUNIT*8, FRACUNIT/4},
{FRACUNIT*4, FRACUNIT/2},
};
static void K_drawTrickCool(void)
{
tic_t timer = TICRATE - stplyr->karthud[khud_trickcool];
if (timer <= 6)
{
V_DrawStretchyFixedPatch(TCOOL_X<<FRACBITS, TCOOL_Y<<FRACBITS, stretch[timer-1][0], stretch[timer-1][1], V_HUDTRANS|V_SPLITSCREEN, kp_trickcool[splitscreen ? 1 : 0], NULL);
}
else if (leveltime & 1)
{
V_DrawFixedPatch(TCOOL_X<<FRACBITS, (TCOOL_Y<<FRACBITS) - (timer-10)*FRACUNIT/2, FRACUNIT, V_HUDTRANS|V_SPLITSCREEN, kp_trickcool[splitscreen ? 1 : 0], NULL);
}
}
void K_drawKartFreePlay(void)
{
// no splitscreen support because it's not FREE PLAY if you have more than one player in-game
@ -4323,6 +4363,10 @@ void K_drawKartHUD(void)
K_drawLapStartAnim();
}
// trick panel cool trick
if (stplyr->karthud[khud_trickcool])
K_drawTrickCool();
if (modeattacking || freecam) // everything after here is MP and debug only
return;

View file

@ -2771,6 +2771,11 @@ static void K_GetKartBoostPower(player_t *player)
}
}
if (player->trickboost) // Trick pannel up-boost
{
ADDBOOST(player->trickboostpower, 5*FRACUNIT, 0); // <trickboostpower>% speed, 500% accel, 0% handling
}
if (player->ringboost) // Ring Boost
{
ADDBOOST(FRACUNIT/5, 4*FRACUNIT, 0); // + 20% top speed, + 400% acceleration, +0% handling
@ -5093,7 +5098,10 @@ void K_DoPogoSpring(mobj_t *mo, fixed_t vertispeed, UINT8 sound)
thrust = FixedMul(thrust, 9*FRACUNIT/8);
}
mo->player->trickmomx = mo->player->trickmomy = mo->player->trickmomz = 0; // Reset post-hitlag momentums.
mo->player->trickmomx = mo->player->trickmomy = mo->player->trickmomz = mo->player->tricktime = 0; // Reset post-hitlag momentums and timer
// Setup the boost for potential upwards trick, at worse, make it your regular max speed. (boost = curr speed*1.25)
mo->player->trickboostpower = max(FixedDiv(mo->player->speed, K_GetKartSpeed(mo->player, false)) - FRACUNIT, 0)*125/100;
//CONS_Printf("Got boost: %d%\n", mo->player->trickboostpower*100 / FRACUNIT);
}
mo->momz = FixedMul(thrust, vscale);
@ -6324,6 +6332,9 @@ void K_KartPlayerHUDUpdate(player_t *player)
if (player->karthud[khud_tauntvoices])
player->karthud[khud_tauntvoices]--;
if (player->karthud[khud_trickcool])
player->karthud[khud_trickcool]--;
if (!(player->pflags & PF_FAULT))
player->karthud[khud_fault] = 0;
else if (player->karthud[khud_fault] > 0 && player->karthud[khud_fault] < 2*TICRATE)
@ -6517,7 +6528,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
// Speed lines
if (player->sneakertimer || player->ringboost
|| player->driftboost || player->startboost
|| player->eggmanexplode)
|| player->eggmanexplode || player->trickboost)
{
if (player->invincibilitytimer)
K_SpawnInvincibilitySpeedLines(player->mo);
@ -6532,7 +6543,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
ghost->extravalue1 = player->numboosts+1;
ghost->extravalue2 = (leveltime % ghost->extravalue1);
ghost->fuse = ghost->extravalue1;
ghost->frame |= FF_FULLBRIGHT;
ghost->renderflags |= RF_FULLBRIGHT;
ghost->colorized = true;
//ghost->color = player->skincolor;
//ghost->momx = (3*player->mo->momx)/4;
@ -6758,6 +6769,9 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
}
}
if (player->trickboost)
player->trickboost--;
if (player->flamedash)
player->flamedash--;
@ -7501,9 +7515,9 @@ INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue)
return 0;
}
if (player->trickpanel != 0)
if (player->trickpanel != 0 && player->trickpanel < 4)
{
// No turning during trick panel
// No turning during trick panel unless you did the upwards trick (4)
return 0;
}
@ -8362,6 +8376,86 @@ void K_AdjustPlayerFriction(player_t *player)
}
}
//
// K_trickPanelTimingVisual
// Spawns the timing visual for trick panels depending on the given player's momz.
// If the player has tricked and is not in hitlag, this will send the half circles flying out.
// if you tumble, they'll fall off instead.
//
#define RADIUSSCALING 6
#define MINRADIUS 12
static void K_trickPanelTimingVisual(player_t *player, fixed_t momz)
{
fixed_t pos, tx, ty, tz;
mobj_t *flame;
angle_t hang = R_PointToAnglePlayer(player, player->mo->x, player->mo->y) + ANG1*90; // horizontal angle
angle_t vang = -FixedAngle(momz)*12 + (ANG1*45); // vertical angle dependant on momz, we want it to line up at 45 degrees at the perfect frame to trick at
fixed_t dist = FixedMul(max(MINRADIUS<<FRACBITS, abs(momz)*RADIUSSCALING), player->mo->scale); // distance.
UINT8 i;
// Do you like trig? cool, me neither.
for (i=0; i < 2; i++)
{
pos = FixedMul(dist, FINESINE(vang>>ANGLETOFINESHIFT));
tx = player->mo->x + FixedMul(pos, FINECOSINE(hang>>ANGLETOFINESHIFT));
ty = player->mo->y + FixedMul(pos, FINESINE(hang>>ANGLETOFINESHIFT));
tz = player->mo->z + player->mo->height/2 + FixedMul(dist, FINECOSINE(vang>>ANGLETOFINESHIFT));
// All coordinates set, spawn our fire, now.
flame = P_SpawnMobj(tx, ty, tz, MT_THOK);
P_SetScale(flame, player->mo->scale);
// Visuals
flame->sprite = SPR_TRCK;
flame->frame = i|FF_FULLBRIGHT;
if (player->trickpanel <= 1 && !player->tumbleBounces)
flame->tics = 2;
else
{
flame->tics = TICRATE;
if (player->trickpanel > 1) // we tricked
{
// Send the thing outwards via ghetto maths which involves redoing the whole 3d sphere again, witht the "vertical" angle shifted by 90 degrees.
// There's probably a simplier way to do this the way I want to but this works.
pos = FixedMul(48*player->mo->scale, FINESINE((vang +ANG1*90)>>ANGLETOFINESHIFT));
tx = player->mo->x + FixedMul(pos, FINECOSINE(hang>>ANGLETOFINESHIFT));
ty = player->mo->y + FixedMul(pos, FINESINE(hang>>ANGLETOFINESHIFT));
tz = player->mo->z + player->mo->height/2 + FixedMul(48*player->mo->scale, FINECOSINE((vang +ANG1*90)>>ANGLETOFINESHIFT));
flame->momx = tx -player->mo->x;
flame->momy = ty -player->mo->y;
flame->momz = tz -(player->mo->z+player->mo->height/2);
}
else // we failed the trick, drop the half circles, it'll be funny I promise.
{
flame->flags &= ~MF_NOGRAVITY;
P_SetObjectMomZ(flame, 4<<FRACBITS, false);
P_InstaThrust(flame, R_PointToAngle2(player->mo->x, player->mo->y, flame->x, flame->y), 8*mapobjectscale);
flame->momx += player->mo->momx;
flame->momy += player->mo->momy;
flame->momz += player->mo->momz;
}
}
// make sure this is only drawn for our local player
flame->renderflags |= (RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(player));
vang += FixedAngle(180<<FRACBITS); // Avoid overflow warnings...
}
}
#undef RADIUSSCALING
#undef MINRADIUS
//
// K_MoveKartPlayer
//
@ -9025,6 +9119,43 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
fixed_t basespeed = P_AproxDistance(player->mo->momx, player->mo->momy); // at WORSE, keep your normal speed when tricking.
fixed_t speed = FixedMul(speedmult, P_AproxDistance(player->mo->momx, player->mo->momy));
K_trickPanelTimingVisual(player, momz);
// streaks:
if (momz*P_MobjFlip(player->mo) > 0) // only spawn those while you're going upwards relative to your current gravity
{
// these are all admittedly arbitrary numbers...
INT32 n;
INT32 maxlines = max(1, (momz/FRACUNIT)/16);
INT32 frequency = max(1, 5-(momz/FRACUNIT)/4);
fixed_t sx, sy, sz;
mobj_t *spdl;
if (!(leveltime % frequency))
{
for (n=0; n < maxlines; n++)
{
sx = player->mo->x + P_RandomRange(-24, 24)*player->mo->scale;
sy = player->mo->y + P_RandomRange(-24, 24)*player->mo->scale;
sz = player->mo->z + P_RandomRange(0, 48)*player->mo->scale;
spdl = P_SpawnMobj(sx, sy, sz, MT_FASTLINE);
P_SetTarget(&spdl->target, player->mo);
spdl->angle = R_PointToAngle2(spdl->x, spdl->y, player->mo->x, player->mo->y);
spdl->rollangle = -ANG1*90*P_MobjFlip(player->mo); // angle them downwards relative to the player's gravity...
spdl->spriteyscale = player->trickboostpower+FRACUNIT;
spdl->momx = player->mo->momx;
spdl->momy = player->mo->momy;
}
}
}
// We'll never need to go above that.
if (player->tricktime <= TRICKDELAY)
player->tricktime++;
// debug shit
//CONS_Printf("%d\n", player->mo->momz / mapobjectscale);
if (momz < -10*FRACUNIT) // :youfuckedup:
@ -9034,11 +9165,22 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
player->pflags &= ~PF_TUMBLESOUND;
player->tumbleHeight = 30; // Base tumble bounce height
player->trickpanel = 0;
K_trickPanelTimingVisual(player, momz); // fail trick visual
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
}
else if (!(player->pflags & PF_TRICKDELAY)) // don't allow tricking at the same frame you tumble obv
{
// "COOL" timing n shit.
if (cmd->turning || player->throwdir)
{
if (abs(momz) < FRACUNIT*99) // Let's use that as baseline for PERFECT trick.
{
player->karthud[khud_trickcool] = TICRATE;
}
}
// Uses cmd->turning over steering intentionally.
if (cmd->turning > 0)
{
@ -9052,6 +9194,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
player->trickpanel = 2;
player->mo->hitlag = TRICKLAG;
K_trickPanelTimingVisual(player, momz);
}
else if (cmd->turning < 0)
{
@ -9065,6 +9208,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
player->trickpanel = 3;
player->mo->hitlag = TRICKLAG;
K_trickPanelTimingVisual(player, momz);
}
else if (player->throwdir == 1)
{
@ -9083,6 +9227,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
player->trickpanel = 2;
player->mo->hitlag = TRICKLAG;
K_trickPanelTimingVisual(player, momz);
}
else if (player->throwdir == -1)
{
@ -9096,6 +9241,12 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
relative = false;
}
// Calculate speed boost decay:
// Base speed boost duration is 35 tics.
// At most, lose 3/4th of your boost.
player->trickboostdecay = min(TICRATE*3/4, abs(momz/FRACUNIT));
//CONS_Printf("decay: %d\n", player->trickboostdecay);
P_SetObjectMomZ(player->mo, 48*FRACUNIT, relative);
player->trickmomx = player->mo->momx;
@ -9104,8 +9255,9 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
P_InstaThrust(player->mo, 0, 0); // Sike, you have no speed :)
player->mo->momz = 0;
player->trickpanel = 3;
player->trickpanel = 4;
player->mo->hitlag = TRICKLAG;
K_trickPanelTimingVisual(player, momz);
}
}
}
@ -9120,8 +9272,19 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
}
else if (player->trickpanel == 4 && P_IsObjectOnGround(player->mo)) // Upwards trick landed!
{
//CONS_Printf("apply boost\n");
S_StartSound(player->mo, sfx_s23c);
K_SpawnDashDustRelease(player);
player->trickboost = TICRATE - player->trickboostdecay;
player->trickpanel = player->trickboostdecay = 0;
}
// Wait until we let go off the control stick to remove the delay
if ((player->pflags & PF_TRICKDELAY) && !player->throwdir && !cmd->turning)
// buttons must be neutral after the initial trick delay. This prevents weirdness where slight nudges after blast off would send you flying.
if ((player->pflags & PF_TRICKDELAY) && !player->throwdir && !cmd->turning && (player->tricktime >= TRICKDELAY))
{
player->pflags &= ~PF_TRICKDELAY;
}

View file

@ -2098,6 +2098,16 @@ static int lib_rPointToAngle(lua_State *L)
return 1;
}
static int lib_rPointToAnglePlayer(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
fixed_t x = luaL_checkfixed(L, 2);
fixed_t y = luaL_checkfixed(L, 3);
//HUDSAFE
lua_pushangle(L, R_PointToAnglePlayer(player, x, y));
return 1;
}
static int lib_rPointToAngle2(lua_State *L)
{
fixed_t px2 = luaL_checkfixed(L, 1);
@ -3874,6 +3884,7 @@ static luaL_Reg lib[] = {
// r_defs
{"R_PointToAngle",lib_rPointToAngle},
{"R_PointToAnglePlayer", lib_rPointToAnglePlayer},
{"R_PointToAngle2",lib_rPointToAngle2},
{"R_PointToDist",lib_rPointToDist},
{"R_PointToDist2",lib_rPointToDist2},

View file

@ -946,6 +946,24 @@ static int libd_drawString(lua_State *L)
return 0;
}
static int libd_drawTitleCardString(lua_State *L)
{
fixed_t x = luaL_checkinteger(L, 1);
fixed_t y = luaL_checkinteger(L, 2);
const char *str = luaL_checkstring(L, 3);
INT32 flags = luaL_optinteger(L, 4, V_ALLOWLOWERCASE);
boolean rightalign = lua_optboolean(L, 5);
INT32 timer = luaL_optinteger(L, 6, 0);
INT32 threshold = luaL_optinteger(L, 7, 0);
flags &= ~V_PARAMMASK; // Don't let crashes happen.
HUDONLY
V_DrawTitleCardString(x, y, str, flags, rightalign, timer, threshold);
return 0;
}
static int libd_drawKartString(lua_State *L)
{
fixed_t x = luaL_checkinteger(L, 1);
@ -960,6 +978,15 @@ static int libd_drawKartString(lua_State *L)
return 0;
}
static int libd_titleCardStringWidth(lua_State *L)
{
const char *str = luaL_checkstring(L, 1);
HUDONLY
lua_pushinteger(L, V_TitleCardStringWidth(str));
return 1;
}
static int libd_stringWidth(lua_State *L)
{
const char *str = luaL_checkstring(L, 1);
@ -1163,9 +1190,11 @@ static luaL_Reg lib_draw[] = {
{"drawFill", libd_drawFill},
{"fadeScreen", libd_fadeScreen},
{"drawString", libd_drawString},
{"drawTitleCardString", libd_drawTitleCardString},
{"drawKartString", libd_drawKartString},
// misc
{"stringWidth", libd_stringWidth},
{"titleCardStringWidth", libd_titleCardStringWidth},
// m_random
{"RandomFixed",libd_RandomFixed},
{"RandomByte",libd_RandomByte},

View file

@ -354,12 +354,20 @@ static int player_get(lua_State *L)
lua_pushinteger(L, plr->glanceDir);
else if (fastcmp(field,"trickpanel"))
lua_pushinteger(L, plr->trickpanel);
else if (fastcmp(field,"tricktime"))
lua_pushinteger(L, plr->tricktime);
else if (fastcmp(field,"trickmomx"))
lua_pushfixed(L, plr->trickmomx);
else if (fastcmp(field,"trickmomy"))
lua_pushfixed(L, plr->trickmomy);
else if (fastcmp(field,"trickmomz"))
lua_pushfixed(L, plr->trickmomz);
else if (fastcmp(field,"trickboostpower"))
lua_pushfixed(L, plr->trickboostpower);
else if (fastcmp(field,"trickboostdecay"))
lua_pushinteger(L, plr->trickboostdecay);
else if (fastcmp(field,"trickboost"))
lua_pushinteger(L, plr->trickboost);
else if (fastcmp(field,"roundscore"))
plr->roundscore = luaL_checkinteger(L, 3);
else if (fastcmp(field,"emeralds"))
@ -697,12 +705,20 @@ static int player_set(lua_State *L)
plr->glanceDir = luaL_checkinteger(L, 3);
else if (fastcmp(field,"trickpanel"))
plr->trickpanel = luaL_checkinteger(L, 3);
else if (fastcmp(field,"tricktime"))
plr->tricktime = luaL_checkinteger(L, 3);
else if (fastcmp(field,"trickmomx"))
plr->trickmomx = luaL_checkfixed(L, 3);
else if (fastcmp(field,"trickmomy"))
plr->trickmomy = luaL_checkfixed(L, 3);
else if (fastcmp(field,"trickmomz"))
plr->trickmomz = luaL_checkfixed(L, 3);
else if (fastcmp(field,"trickboostpower"))
plr->trickboostpower = luaL_checkfixed(L, 3);
else if (fastcmp(field,"trickboostdecay"))
plr->trickboostdecay = luaL_checkinteger(L, 3);
else if (fastcmp(field,"trickboost"))
plr->trickboost = luaL_checkinteger(L, 3);
else if (fastcmp(field,"roundscore"))
lua_pushinteger(L, plr->roundscore);
else if (fastcmp(field,"emeralds"))

View file

@ -11044,7 +11044,7 @@ void A_FadeOverlay(mobj_t *actor)
return;
fade = P_SpawnGhostMobj(actor);
fade->frame = actor->frame;
fade->renderflags = actor->renderflags;
if (!(locvar1 & 1))
{

View file

@ -1109,7 +1109,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
gravityadd = (4*gravityadd)/3;
}
if (mo->player->trickpanel == 2 || mo->player->trickpanel == 3)
if (mo->player->trickpanel >= 2)
{
gravityadd = (5*gravityadd)/2;
}
@ -8492,17 +8492,29 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->type == MT_GHOST && mobj->fuse > 0) // Not guaranteed to be MF_SCENERY or not MF_SCENERY!
{
if (mobj->flags2 & MF2_BOSSNOTRAP) // "fast" flag
if (mobj->extravalue1 > 0) // Sonic Advance 2 mode
{
if ((signed)((mobj->renderflags & RF_TRANSMASK) >> RF_TRANSSHIFT) < (NUMTRANSMAPS-1) - (2*mobj->fuse)/3)
// fade out when nearing the end of fuse...
mobj->renderflags = (mobj->renderflags & ~RF_TRANSMASK) | (((NUMTRANSMAPS-1) - (2*mobj->fuse)/3) << RF_TRANSSHIFT);
if (mobj->extravalue2 >= 2)
{
if (mobj->extravalue2 == 2) // I don't know why the normal logic doesn't work for this.
mobj->renderflags ^= RF_DONTDRAW;
else
{
if (mobj->fuse == mobj->extravalue2)
mobj->renderflags &= ~RF_DONTDRAW;
else
mobj->renderflags |= RF_DONTDRAW;
}
}
}
else
{
if ((signed)((mobj->renderflags & RF_TRANSMASK) >> RF_TRANSSHIFT) < (NUMTRANSMAPS-1) - mobj->fuse / 2)
INT32 dur = (mobj->flags2 & MF2_BOSSNOTRAP)
? (2*mobj->fuse)/3
: mobj->fuse/2;
if (((mobj->renderflags & RF_TRANSMASK) >> RF_TRANSSHIFT) < ((NUMTRANSMAPS-1) - dur))
// fade out when nearing the end of fuse...
mobj->renderflags = (mobj->frame & ~RF_TRANSMASK) | (((NUMTRANSMAPS-1) - mobj->fuse / 2) << RF_TRANSSHIFT);
mobj->renderflags = (mobj->renderflags & ~RF_TRANSMASK) | (((NUMTRANSMAPS-1) - dur) << RF_TRANSSHIFT);
}
}
@ -8830,21 +8842,6 @@ void P_SceneryThinker(mobj_t *mobj)
}
}
// Sonic Advance 2 flashing afterimages
if (mobj->type == MT_GHOST && mobj->fuse > 0
&& mobj->extravalue1 > 0 && mobj->extravalue2 >= 2)
{
if (mobj->extravalue2 == 2) // I don't know why the normal logic doesn't work for this.
mobj->renderflags ^= RF_DONTDRAW;
else
{
if (mobj->fuse == mobj->extravalue2)
mobj->renderflags &= ~RF_DONTDRAW;
else
mobj->renderflags |= RF_DONTDRAW;
}
}
// momentum movement
if (mobj->momx || mobj->momy)
{

View file

@ -305,9 +305,13 @@ static void P_NetArchivePlayers(void)
WRITEUINT8(save_p, players[i].jawztargetdelay);
WRITEUINT8(save_p, players[i].trickpanel);
WRITEUINT8(save_p, players[i].tricktime);
WRITEUINT32(save_p, players[i].trickmomx);
WRITEUINT32(save_p, players[i].trickmomy);
WRITEUINT32(save_p, players[i].trickmomz);
WRITEUINT32(save_p, players[i].trickboostpower);
WRITEUINT8(save_p, players[i].trickboostdecay);
WRITEUINT8(save_p, players[i].trickboost);
WRITEUINT32(save_p, players[i].roundscore);
WRITEUINT8(save_p, players[i].emeralds);
@ -557,9 +561,13 @@ static void P_NetUnArchivePlayers(void)
players[i].jawztargetdelay = READUINT8(save_p);
players[i].trickpanel = READUINT8(save_p);
players[i].tricktime = READUINT8(save_p);
players[i].trickmomx = READUINT32(save_p);
players[i].trickmomy = READUINT32(save_p);
players[i].trickmomz = READUINT32(save_p);
players[i].trickboostpower = READUINT32(save_p);
players[i].trickboostdecay = READUINT8(save_p);
players[i].trickboost = READUINT8(save_p);
players[i].roundscore = READUINT32(save_p);
players[i].emeralds = READUINT8(save_p);

View file

@ -659,9 +659,7 @@ flatfound:
levelflat->u.flat.baselumpnum = LUMPERROR;
}
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "flat #%03d: %s\n", atoi(sizeu1(numlevelflats)), levelflat->name);
#endif
return ( numlevelflats++ );
}
@ -3981,8 +3979,8 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
F_RunWipe(wipedefs[wipe_level_toblack], false, ((levelfadecol == 0) ? "FADEMAP1" : "FADEMAP0"), false, false);
}
if (!titlemapinaction)
wipegamestate = GS_LEVEL;
/*if (!titlemapinaction)
wipegamestate = GS_LEVEL;*/
// Close text prompt before freeing the old level
F_EndTextPrompt(false, true);

View file

@ -2040,7 +2040,7 @@ void P_MovePlayer(player_t *player)
{
player->drawangle += ANGLE_22h;
}
else if (player->trickpanel == 3)
else if (player->trickpanel >= 3)
{
player->drawangle -= ANGLE_22h;
}

View file

@ -318,18 +318,35 @@ INT32 R_PointOnSegSide(fixed_t x, fixed_t y, seg_t *line)
angle_t R_PointToAngle(fixed_t x, fixed_t y)
{
return (y -= viewy, (x -= viewx) || y) ?
x >= 0 ?
y >= 0 ?
(x > y) ? tantoangle[SlopeDiv(y,x)] : // octant 0
ANGLE_90-tantoangle[SlopeDiv(x,y)] : // octant 1
x > (y = -y) ? 0-tantoangle[SlopeDiv(y,x)] : // octant 8
ANGLE_270+tantoangle[SlopeDiv(x,y)] : // octant 7
y >= 0 ? (x = -x) > y ? ANGLE_180-tantoangle[SlopeDiv(y,x)] : // octant 3
ANGLE_90 + tantoangle[SlopeDiv(x,y)] : // octant 2
(x = -x) > (y = -y) ? ANGLE_180+tantoangle[SlopeDiv(y,x)] : // octant 4
ANGLE_270-tantoangle[SlopeDiv(x,y)] : // octant 5
0;
return R_PointToAngle2(viewx, viewy, x, y);
}
// Similar to R_PointToAngle, but requires an additional player_t argument.
// If this player is a local displayplayer, this will base off the calculations off of their camera instead, otherwise use viewx/viewy as usual.
// Yes this is kinda ghetto.
angle_t R_PointToAnglePlayer(player_t *player, fixed_t x, fixed_t y)
{
fixed_t refx = viewx, refy = viewy;
camera_t *cam = NULL;
UINT8 i;
for (i = 0; i < r_splitscreen; i++)
{
if (player == &players[displayplayers[i]])
{
cam = &camera[i];
break;
}
}
// use whatever cam we found's coordinates.
if (cam != NULL)
{
refx = cam->x;
refy = cam->y;
}
return R_PointToAngle2(refx, refy, x, y);
}
// This version uses 64-bit variables to avoid overflows with large values.

View file

@ -63,6 +63,7 @@ extern lighttable_t *zlight[LIGHTLEVELS][MAXLIGHTZ];
INT32 R_PointOnSide(fixed_t x, fixed_t y, node_t *node);
INT32 R_PointOnSegSide(fixed_t x, fixed_t y, seg_t *line);
angle_t R_PointToAngle(fixed_t x, fixed_t y);
angle_t R_PointToAnglePlayer(player_t *player, fixed_t x, fixed_t y);
angle_t R_PointToAngle64(INT64 x, INT64 y);
angle_t R_PointToAngle2(fixed_t px2, fixed_t py2, fixed_t px1, fixed_t py1);
angle_t R_PointToAngleEx(INT32 x2, INT32 y2, INT32 x1, INT32 y1);

View file

@ -1611,9 +1611,7 @@ INT32 R_CheckTextureNumForName(const char *name)
Z_Realloc(tidcache, tidcachelen * sizeof(*tidcache), PU_STATIC, &tidcache);
strncpy(tidcache[tidcachelen-1].name, name, 8);
tidcache[tidcachelen-1].name[8] = '\0';
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "texture #%s: %s\n", sizeu1(tidcachelen), tidcache[tidcachelen-1].name);
#endif
tidcache[tidcachelen-1].id = i;
return i;
}

View file

@ -484,9 +484,7 @@ void R_AddSpriteDefs(UINT16 wadnum)
#endif
// if a new sprite was added (not just replaced)
addsprites++;
#ifndef ZDEBUG
CONS_Debug(DBG_SETUP, "sprite %s set in pwad %d\n", sprnames[i], wadnum);
#endif
}
}

View file

@ -35,7 +35,7 @@
// 3D Sound Interface
#include "hardware/hw3sound.h"
#else
static INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *vol, INT32 *sep, INT32 *pitch, sfxinfo_t *sfxinfo);
static boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *vol, INT32 *sep, INT32 *pitch, sfxinfo_t *sfxinfo);
#endif
CV_PossibleValue_t soundvolume_cons_t[] = {{0, "MIN"}, {MAX_VOLUME, "MAX"}, {0, NULL}};
@ -183,8 +183,6 @@ static INT32 S_getChannel(const void *origin, sfxinfo_t *sfxinfo)
// channel number to use
INT32 cnum;
channel_t *c;
// Find an open channel
for (cnum = 0; cnum < numofchannels; cnum++)
{
@ -196,7 +194,6 @@ static INT32 S_getChannel(const void *origin, sfxinfo_t *sfxinfo)
else if (sfxinfo == channels[cnum].sfxinfo && (sfxinfo->pitch & SF_NOMULTIPLESOUND))
{
return -1;
break;
}
else if (sfxinfo == channels[cnum].sfxinfo && sfxinfo->singularity == true)
{
@ -240,12 +237,6 @@ static INT32 S_getChannel(const void *origin, sfxinfo_t *sfxinfo)
}
}
c = &channels[cnum];
// channel is decided to be cnum.
c->sfxinfo = sfxinfo;
c->origin = origin;
return cnum;
}
@ -501,24 +492,37 @@ void S_StartCaption(sfxenum_t sfx_id, INT32 cnum, UINT16 lifespan)
closedcaptions[set].b = 2; // bob
}
static INT32 S_ScaleVolumeWithSplitscreen(INT32 volume)
{
fixed_t root = INT32_MAX;
if (r_splitscreen == 0)
{
return volume;
}
root = FixedSqrt((r_splitscreen + 1) * (FRACUNIT/3));
return FixedDiv(
volume * FRACUNIT,
root
) / FRACUNIT;
}
void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
{
const INT32 initial_volume = volume;
INT32 sep, pitch, priority, cnum;
const sfxenum_t actual_id = sfx_id;
sfxinfo_t *sfx;
const boolean reverse = (stereoreverse.value ^ encoremode);
const mobj_t *origin = (const mobj_t *)origin_p;
const sfxenum_t actual_id = sfx_id;
const boolean reverse = (stereoreverse.value ^ encoremode);
const INT32 initial_volume = (origin ? S_ScaleVolumeWithSplitscreen(volume) : volume);
listener_t listener = {0,0,0,0};
listener_t listener2 = {0,0,0,0};
listener_t listener3 = {0,0,0,0};
listener_t listener4 = {0,0,0,0};
sfxinfo_t *sfx;
INT32 sep, pitch, priority, cnum;
boolean anyListeners = false;
INT32 i;
mobj_t *listenmobj = democam.soundmobj ? : players[displayplayers[0]].mo;
mobj_t *listenmobj2 = NULL;
mobj_t *listenmobj3 = NULL;
mobj_t *listenmobj4 = NULL;
listener_t listener[MAXSPLITSCREENPLAYERS];
mobj_t *listenmobj[MAXSPLITSCREENPLAYERS];
if (S_SoundDisabled() || !sound_started)
return;
@ -527,27 +531,30 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
if (sfx_id == sfx_None)
return;
if (players[displayplayers[0]].awayviewtics)
listenmobj = players[displayplayers[0]].awayviewmobj;
if (r_splitscreen)
for (i = 0; i <= r_splitscreen; i++)
{
listenmobj2 = players[displayplayers[1]].mo;
if (players[displayplayers[1]].awayviewtics)
listenmobj2 = players[displayplayers[1]].awayviewmobj;
player_t *player = &players[displayplayers[i]];
if (r_splitscreen > 1)
memset(&listener[i], 0, sizeof (listener[i]));
listenmobj[i] = NULL;
if (!player)
{
listenmobj3 = players[displayplayers[2]].mo;
if (players[displayplayers[2]].awayviewtics)
listenmobj3 = players[displayplayers[2]].awayviewmobj;
continue;
}
if (r_splitscreen > 2)
{
listenmobj4 = players[displayplayers[3]].mo;
if (players[displayplayers[3]].awayviewtics)
listenmobj4 = players[displayplayers[3]].awayviewmobj;
}
if (i == 0 && democam.soundmobj)
{
continue;
}
if (player->awayviewtics)
{
listenmobj[i] = player->awayviewmobj;
}
else
{
listenmobj[i] = player->mo;
}
}
@ -559,75 +566,37 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
};
#endif
if (camera[0].chase && !players[displayplayers[0]].awayviewtics)
for (i = 0; i <= r_splitscreen; i++)
{
listener.x = camera[0].x;
listener.y = camera[0].y;
listener.z = camera[0].z;
listener.angle = camera[0].angle;
player_t *player = &players[displayplayers[i]];
if (!player)
{
continue;
}
if (camera[i].chase && !player->awayviewtics)
{
listener[i].x = camera[i].x;
listener[i].y = camera[i].y;
listener[i].z = camera[i].z;
listener[i].angle = camera[i].angle;
anyListeners = true;
}
else if (listenmobj[i])
{
listener[i].x = listenmobj[i]->x;
listener[i].y = listenmobj[i]->y;
listener[i].z = listenmobj[i]->z;
listener[i].angle = listenmobj[i]->angle;
anyListeners = true;
}
}
else if (listenmobj)
if (origin && anyListeners == false)
{
listener.x = listenmobj->x;
listener.y = listenmobj->y;
listener.z = listenmobj->z;
listener.angle = listenmobj->angle;
}
else if (origin)
// If a mobj is trying to make a noise, and no one is around to hear it, does it make a sound?
return;
if (listenmobj2)
{
if (camera[1].chase && !players[displayplayers[1]].awayviewtics)
{
listener2.x = camera[1].x;
listener2.y = camera[1].y;
listener2.z = camera[1].z;
listener2.angle = camera[1].angle;
}
else
{
listener2.x = listenmobj2->x;
listener2.y = listenmobj2->y;
listener2.z = listenmobj2->z;
listener2.angle = listenmobj2->angle;
}
}
if (listenmobj3)
{
if (camera[2].chase && !players[displayplayers[2]].awayviewtics)
{
listener3.x = camera[2].x;
listener3.y = camera[2].y;
listener3.z = camera[2].z;
listener3.angle = camera[2].angle;
}
else
{
listener3.x = listenmobj3->x;
listener3.y = listenmobj3->y;
listener3.z = listenmobj3->z;
listener3.angle = listenmobj3->angle;
}
}
if (listenmobj4)
{
if (camera[3].chase && !players[displayplayers[3]].awayviewtics)
{
listener4.x = camera[3].x;
listener4.y = camera[3].y;
listener4.z = camera[3].z;
listener4.angle = camera[3].angle;
}
else
{
listener4.x = listenmobj4->x;
listener4.y = listenmobj4->y;
listener4.z = listenmobj4->z;
listener4.angle = listenmobj4->angle;
}
}
// check for bogus sound #
@ -647,36 +616,40 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
pitch = NORM_PITCH;
priority = NORM_PRIORITY;
if (r_splitscreen && origin)
volume = FixedDiv(volume<<FRACBITS, FixedSqrt((r_splitscreen+1)<<FRACBITS))>>FRACBITS;
if (r_splitscreen && listenmobj2) // Copy the sound for the split player
for (i = r_splitscreen; i >= 0; i--)
{
// Check to see if it is audible, and if not, modify the params
if (origin && origin != listenmobj2)
// Copy the sound for the splitscreen players!
if (listenmobj[i] == NULL && i != 0)
{
INT32 rc;
rc = S_AdjustSoundParams(listenmobj2, origin, &volume, &sep, &pitch, sfx);
continue;
}
// Check to see if it is audible, and if not, modify the params
if (origin && origin != listenmobj[i])
{
boolean rc = S_AdjustSoundParams(listenmobj[i], origin, &volume, &sep, &pitch, sfx);
if (!rc)
goto dontplay; // Maybe the other player can hear it...
{
continue; // Maybe the other player can hear it...
}
if (origin->x == listener2.x && origin->y == listener2.y)
if (origin->x == listener[i].x && origin->y == listener[i].y)
{
sep = NORM_SEP;
}
}
else if (!origin)
// Do not play origin-less sounds for the second player.
else if (i > 0 && !origin)
{
// Do not play origin-less sounds for the splitscreen players.
// The first player will be able to hear it just fine,
// we really don't want it playing twice.
goto dontplay;
continue;
}
else
{
sep = NORM_SEP;
// try to find a channel
cnum = S_getChannel(origin, sfx);
if (cnum < 0)
return; // If there's no free channels, it's not gonna be free for player 1, either.
}
// This is supposed to handle the loading/caching.
// For some odd reason, the caching is done nearly
@ -685,191 +658,43 @@ void S_StartSoundAtVolume(const void *origin_p, sfxenum_t sfx_id, INT32 volume)
// cache data if necessary
// NOTE: set sfx->data NULL sfx->lump -1 to force a reload
if (!sfx->data)
sfx->data = I_GetSfx(sfx);
// increase the usefulness
if (sfx->usefulness++ < 0)
sfx->usefulness = -1;
// Avoid channel reverse if surround
if (reverse
#ifdef SURROUND
&& sep != SURROUND_SEP
#endif
)
sep = (~sep) & 255;
// Assigns the handle to one of the channels in the
// mix/output buffer.
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority, cnum);
}
dontplay:
if (r_splitscreen > 1 && listenmobj3) // Copy the sound for the third player
{
// Check to see if it is audible, and if not, modify the params
if (origin && origin != listenmobj3)
{
INT32 rc;
rc = S_AdjustSoundParams(listenmobj3, origin, &volume, &sep, &pitch, sfx);
if (!rc)
goto dontplay3; // Maybe the other player can hear it...
if (origin->x == listener3.x && origin->y == listener3.y)
sep = NORM_SEP;
}
else if (!origin)
// Do not play origin-less sounds for the second player.
// The first player will be able to hear it just fine,
// we really don't want it playing twice.
goto dontplay3;
else
sep = NORM_SEP;
// try to find a channel
cnum = S_getChannel(origin, sfx);
if (cnum < 0)
return; // If there's no free channels, it's not gonna be free for player 1, either.
// This is supposed to handle the loading/caching.
// For some odd reason, the caching is done nearly
// each time the sound is needed?
// cache data if necessary
// NOTE: set sfx->data NULL sfx->lump -1 to force a reload
if (!sfx->data)
sfx->data = I_GetSfx(sfx);
}
// increase the usefulness
if (sfx->usefulness++ < 0)
sfx->usefulness = -1;
// Avoid channel reverse if surround
if (reverse
#ifdef SURROUND
&& sep != SURROUND_SEP
#endif
)
sep = (~sep) & 255;
// Assigns the handle to one of the channels in the
// mix/output buffer.
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority, cnum);
}
dontplay3:
if (r_splitscreen > 2 && listenmobj4) // Copy the sound for the split player
{
// Check to see if it is audible, and if not, modify the params
if (origin && origin != listenmobj4)
{
INT32 rc;
rc = S_AdjustSoundParams(listenmobj4, origin, &volume, &sep, &pitch, sfx);
if (!rc)
goto dontplay4; // Maybe the other player can hear it...
if (origin->x == listener4.x && origin->y == listener4.y)
sep = NORM_SEP;
}
else if (!origin)
// Do not play origin-less sounds for the second player.
// The first player will be able to hear it just fine,
// we really don't want it playing twice.
goto dontplay4;
else
sep = NORM_SEP;
// try to find a channel
cnum = S_getChannel(origin, sfx);
if (cnum < 0)
return; // If there's no free channels, it's not gonna be free for player 1, either.
// This is supposed to handle the loading/caching.
// For some odd reason, the caching is done nearly
// each time the sound is needed?
// cache data if necessary
// NOTE: set sfx->data NULL sfx->lump -1 to force a reload
if (!sfx->data)
sfx->data = I_GetSfx(sfx);
// increase the usefulness
if (sfx->usefulness++ < 0)
sfx->usefulness = -1;
}
// Avoid channel reverse if surround
if (reverse
#ifdef SURROUND
&& sep != SURROUND_SEP
#endif
)
)
{
sep = (~sep) & 255;
}
// Handle closed caption input.
S_StartCaption(actual_id, cnum, MAXCAPTIONTICS);
// Assigns the handle to one of the channels in the
// mix/output buffer.
// At this point it is determined that a sound can and should be played, so find a free channel to play it on
cnum = S_getChannel(origin, sfx);
if (cnum < 0)
{
return; // If there's no free channels, there won't be any for anymore players either
}
// Now that we know we are going to play a sound, fill out this info
channels[cnum].sfxinfo = sfx;
channels[cnum].origin = origin;
channels[cnum].volume = initial_volume;
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority, cnum);
}
dontplay4:
// Check to see if it is audible, and if not, modify the params
if (origin && origin != listenmobj)
{
INT32 rc;
rc = S_AdjustSoundParams(listenmobj, origin, &volume, &sep, &pitch, sfx);
if (!rc)
return;
if (origin->x == listener.x && origin->y == listener.y)
sep = NORM_SEP;
}
else
sep = NORM_SEP;
// try to find a channel
cnum = S_getChannel(origin, sfx);
if (cnum < 0)
return;
// This is supposed to handle the loading/caching.
// For some odd reason, the caching is done nearly
// each time the sound is needed?
// cache data if necessary
// NOTE: set sfx->data NULL sfx->lump -1 to force a reload
if (!sfx->data)
sfx->data = I_GetSfx(sfx);
// increase the usefulness
if (sfx->usefulness++ < 0)
sfx->usefulness = -1;
// Avoid channel reverse if surround
if (reverse
#ifdef SURROUND
&& sep != SURROUND_SEP
#endif
)
sep = (~sep) & 255;
// Handle closed caption input.
S_StartCaption(actual_id, cnum, MAXCAPTIONTICS);
// Assigns the handle to one of the channels in the
// mix/output buffer.
channels[cnum].volume = initial_volume;
channels[cnum].handle = I_StartSound(sfx_id, volume, sep, pitch, priority, cnum);
}
void S_StartSound(const void *origin, sfxenum_t sfx_id)
@ -920,23 +745,13 @@ static INT32 actualdigmusicvolume;
void S_UpdateSounds(void)
{
INT32 audible, cnum, volume, sep, pitch;
INT32 cnum, volume, sep, pitch;
boolean audible = false;
channel_t *c;
INT32 i;
listener_t listener;
listener_t listener2;
listener_t listener3;
listener_t listener4;
mobj_t *listenmobj = democam.soundmobj ? : players[displayplayers[0]].mo;
mobj_t *listenmobj2 = NULL;
mobj_t *listenmobj3 = NULL;
mobj_t *listenmobj4 = NULL;
memset(&listener, 0, sizeof(listener_t));
memset(&listener2, 0, sizeof(listener_t));
memset(&listener3, 0, sizeof(listener_t));
memset(&listener4, 0, sizeof(listener_t));
listener_t listener[MAXSPLITSCREENPLAYERS];
mobj_t *listenmobj[MAXSPLITSCREENPLAYERS];
// Update sound/music volumes, if changed manually at console
if (actualsfxvolume != cv_soundvolume.value * USER_VOLUME_SCALE)
@ -949,7 +764,7 @@ void S_UpdateSounds(void)
{
#ifndef NOMUMBLE
// Stop Mumble cutting out. I'm sick of it.
I_UpdateMumble(NULL, listener);
I_UpdateMumble(NULL, listener[0]);
#endif
goto notinlevel;
@ -958,47 +773,35 @@ void S_UpdateSounds(void)
if (dedicated || sound_disabled)
return;
if (players[displayplayers[0]].awayviewtics)
listenmobj = players[displayplayers[0]].awayviewmobj;
if (r_splitscreen)
for (i = 0; i <= r_splitscreen; i++)
{
listenmobj2 = players[displayplayers[1]].mo;
if (players[displayplayers[1]].awayviewtics)
listenmobj2 = players[displayplayers[1]].awayviewmobj;
player_t *player = &players[displayplayers[i]];
if (r_splitscreen > 1)
memset(&listener[i], 0, sizeof (listener[i]));
listenmobj[i] = NULL;
if (!player)
{
listenmobj3 = players[displayplayers[2]].mo;
if (players[displayplayers[2]].awayviewtics)
listenmobj3 = players[displayplayers[2]].awayviewmobj;
continue;
}
if (r_splitscreen > 2)
{
listenmobj4 = players[displayplayers[3]].mo;
if (players[displayplayers[3]].awayviewtics)
listenmobj4 = players[displayplayers[3]].awayviewmobj;
}
if (i == 0 && democam.soundmobj)
{
continue;
}
if (player->awayviewtics)
{
listenmobj[i] = player->awayviewmobj;
}
else
{
listenmobj[i] = player->mo;
}
}
if (camera[0].chase && !players[displayplayers[0]].awayviewtics)
{
listener.x = camera[0].x;
listener.y = camera[0].y;
listener.z = camera[0].z;
listener.angle = camera[0].angle;
}
else if (listenmobj)
{
listener.x = listenmobj->x;
listener.y = listenmobj->y;
listener.z = listenmobj->z;
listener.angle = listenmobj->angle;
}
#ifndef NOMUMBLE
I_UpdateMumble(players[consoleplayer].mo, listener);
I_UpdateMumble(players[consoleplayer].mo, listener[0]);
#endif
#ifdef HW3SOUND
@ -1009,57 +812,28 @@ void S_UpdateSounds(void)
}
#endif
if (listenmobj2)
for (i = 0; i <= r_splitscreen; i++)
{
if (camera[1].chase && !players[displayplayers[1]].awayviewtics)
{
listener2.x = camera[1].x;
listener2.y = camera[1].y;
listener2.z = camera[1].z;
listener2.angle = camera[1].angle;
}
else
{
listener2.x = listenmobj2->x;
listener2.y = listenmobj2->y;
listener2.z = listenmobj2->z;
listener2.angle = listenmobj2->angle;
}
}
player_t *player = &players[displayplayers[i]];
if (listenmobj3)
{
if (camera[2].chase && !players[displayplayers[2]].awayviewtics)
if (!player)
{
listener3.x = camera[2].x;
listener3.y = camera[2].y;
listener3.z = camera[2].z;
listener3.angle = camera[2].angle;
continue;
}
else
{
listener3.x = listenmobj3->x;
listener3.y = listenmobj3->y;
listener3.z = listenmobj3->z;
listener3.angle = listenmobj3->angle;
}
}
if (listenmobj4)
{
if (camera[3].chase && !players[displayplayers[3]].awayviewtics)
if (camera[i].chase && !player->awayviewtics)
{
listener4.x = camera[3].x;
listener4.y = camera[3].y;
listener4.z = camera[3].z;
listener4.angle = camera[3].angle;
listener[i].x = camera[i].x;
listener[i].y = camera[i].y;
listener[i].z = camera[i].z;
listener[i].angle = camera[i].angle;
}
else
else if (listenmobj[i])
{
listener4.x = listenmobj4->x;
listener4.y = listenmobj4->y;
listener4.z = listenmobj4->z;
listener4.angle = listenmobj4->angle;
listener[i].x = listenmobj[i]->x;
listener[i].y = listenmobj[i]->y;
listener[i].z = listenmobj[i]->z;
listener[i].angle = listenmobj[i]->angle;
}
}
@ -1076,83 +850,53 @@ void S_UpdateSounds(void)
pitch = NORM_PITCH;
sep = NORM_SEP;
if (r_splitscreen && c->origin)
volume = FixedDiv(volume<<FRACBITS, FixedSqrt((r_splitscreen+1)<<FRACBITS))>>FRACBITS;
// check non-local sounds for distance clipping
// or modify their params
if (c->origin && ((c->origin != players[displayplayers[0]].mo)
|| (r_splitscreen && c->origin != players[displayplayers[1]].mo)
|| (r_splitscreen > 1 && c->origin != players[displayplayers[2]].mo)
|| (r_splitscreen > 2 && c->origin != players[displayplayers[3]].mo)))
if (c->origin)
{
// Whomever is closer gets the sound, but only in splitscreen.
if (r_splitscreen)
boolean itsUs = false;
for (i = 0; i <= r_splitscreen; i++)
{
if (c->origin == players[displayplayers[i]].mo)
{
itsUs = true;
break;
}
}
if (itsUs == false)
{
const mobj_t *soundmobj = c->origin;
fixed_t recdist = -1;
INT32 i, p = -1;
fixed_t recdist = INT32_MAX;
UINT8 p = 0;
for (i = 0; i <= r_splitscreen; i++)
{
fixed_t thisdist = -1;
fixed_t thisdist = INT32_MAX;
if (i == 0 && listenmobj)
thisdist = P_AproxDistance(listener.x-soundmobj->x, listener.y-soundmobj->y);
else if (i == 1 && listenmobj2)
thisdist = P_AproxDistance(listener2.x-soundmobj->x, listener2.y-soundmobj->y);
else if (i == 2 && listenmobj3)
thisdist = P_AproxDistance(listener3.x-soundmobj->x, listener3.y-soundmobj->y);
else if (i == 3 && listenmobj4)
thisdist = P_AproxDistance(listener4.x-soundmobj->x, listener4.y-soundmobj->y);
else
if (!listenmobj[i])
{
continue;
}
if (recdist == -1 || (thisdist != -1 && thisdist < recdist))
thisdist = P_AproxDistance(listener[i].x - soundmobj->x, listener[i].y - soundmobj->y);
if (thisdist < recdist)
{
recdist = thisdist;
p = i;
}
}
if (p != -1)
if (listenmobj[p])
{
if (p == 1)
{
// Player 2 gets the sound
audible = S_AdjustSoundParams(listenmobj2, c->origin, &volume, &sep, &pitch,
c->sfxinfo);
}
else if (p == 2)
{
// Player 3 gets the sound
audible = S_AdjustSoundParams(listenmobj3, c->origin, &volume, &sep, &pitch,
c->sfxinfo);
}
else if (p == 3)
{
// Player 4 gets the sound
audible = S_AdjustSoundParams(listenmobj4, c->origin, &volume, &sep, &pitch,
c->sfxinfo);
}
else
{
// Player 1 gets the sound
audible = S_AdjustSoundParams(listenmobj, c->origin, &volume, &sep, &pitch,
c->sfxinfo);
}
if (audible)
I_UpdateSoundParams(c->handle, volume, sep, pitch);
else
S_StopChannel(cnum);
audible = S_AdjustSoundParams(
listenmobj[p], c->origin,
&volume, &sep, &pitch,
c->sfxinfo
);
}
}
else if (listenmobj && !r_splitscreen)
{
// In the case of a single player, he or she always should get updated sound.
audible = S_AdjustSoundParams(listenmobj, c->origin, &volume, &sep, &pitch,
c->sfxinfo);
if (audible)
I_UpdateSoundParams(c->handle, volume, sep, pitch);
@ -1273,54 +1017,39 @@ fixed_t S_CalculateSoundDistance(fixed_t sx1, fixed_t sy1, fixed_t sz1, fixed_t
// If the sound is not audible, returns a 0.
// Otherwise, modifies parameters and returns 1.
//
INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *vol, INT32 *sep, INT32 *pitch,
boolean S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *vol, INT32 *sep, INT32 *pitch,
sfxinfo_t *sfxinfo)
{
const boolean reverse = (stereoreverse.value ^ encoremode);
fixed_t approx_dist;
angle_t angle;
listener_t listensource;
const boolean reverse = (stereoreverse.value ^ encoremode);
INT32 i;
(void)pitch;
if (!listener)
return false;
if (listener == players[displayplayers[0]].mo && camera[0].chase)
// Init listensource with default listener
listensource.x = listener->x;
listensource.y = listener->y;
listensource.z = listener->z;
listensource.angle = listener->angle;
for (i = 0; i <= r_splitscreen; i++)
{
listensource.x = camera[0].x;
listensource.y = camera[0].y;
listensource.z = camera[0].z;
listensource.angle = camera[0].angle;
}
else if (r_splitscreen && listener == players[displayplayers[1]].mo && camera[1].chase)
{
listensource.x = camera[1].x;
listensource.y = camera[1].y;
listensource.z = camera[1].z;
listensource.angle = camera[1].angle;
}
else if (r_splitscreen > 1 && listener == players[displayplayers[2]].mo && camera[2].chase)
{
listensource.x = camera[2].x;
listensource.y = camera[2].y;
listensource.z = camera[2].z;
listensource.angle = camera[2].angle;
}
else if (r_splitscreen > 2 && listener == players[displayplayers[3]].mo && camera[3].chase)
{
listensource.x = camera[3].x;
listensource.y = camera[3].y;
listensource.z = camera[3].z;
listensource.angle = camera[3].angle;
}
else
{
listensource.x = listener->x;
listensource.y = listener->y;
listensource.z = listener->z;
listensource.angle = listener->angle;
// If listener is a chasecam player, use the camera instead
if (listener == players[displayplayers[i]].mo && camera[i].chase)
{
listensource.x = camera[i].x;
listensource.y = camera[i].y;
listensource.z = camera[i].z;
listensource.angle = camera[i].angle;
break;
}
}
if (sfxinfo->pitch & SF_OUTSIDESOUND) // Rain special case
@ -1370,7 +1099,7 @@ INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *v
approx_dist = FixedDiv(approx_dist,2*FRACUNIT);
if (approx_dist > S_CLIPPING_DIST)
return 0;
return false;
// angle of source to listener
angle = R_PointToAngle2(listensource.x, listensource.y, source->x, source->y);
@ -1405,9 +1134,6 @@ INT32 S_AdjustSoundParams(const mobj_t *listener, const mobj_t *source, INT32 *v
*vol = FixedMul(*vol * FRACUNIT / 255, n) / S_ATTENUATOR;
}
if (r_splitscreen)
*vol = FixedDiv((*vol)<<FRACBITS, FixedSqrt((r_splitscreen+1)<<FRACBITS))>>FRACBITS;
return (*vol > 0);
}

View file

@ -837,6 +837,77 @@ sfxinfo_t S_sfx[NUMSFX] =
{"kc6d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"kc6e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
// Mean Bean Machine sounds
{"mbs41", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs42", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs43", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs44", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs45", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs46", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs47", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs48", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs49", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs4a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs4b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs4c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs4d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs4e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs4f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs50", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs51", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs52", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs53", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs54", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs55", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs56", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs57", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs58", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs59", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs5a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs5b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs5c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs5d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs5e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs5f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs61", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs62", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs63", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs64", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs67", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs68", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs69", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs6a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs6b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs6d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs6e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs70", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs71", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbs72", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv81", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv82", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv83", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv84", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv85", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv86", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv87", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv88", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv89", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv8a", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv8b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv8c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv8d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv8e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv8f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv90", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv91", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv92", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv93", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv94", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv95", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv96", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"mbv97", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
// SRB2kart
{"slip", false, 96, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // Spinout
{"screec", false, 48, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""}, // Tight turning screech

View file

@ -901,6 +901,77 @@ typedef enum
sfx_kc6d,
sfx_kc6e,
// Mean Bean Machine sounds
sfx_mbs41,
sfx_mbs42,
sfx_mbs43,
sfx_mbs44,
sfx_mbs45,
sfx_mbs46,
sfx_mbs47,
sfx_mbs48,
sfx_mbs49,
sfx_mbs4a,
sfx_mbs4b,
sfx_mbs4c,
sfx_mbs4d,
sfx_mbs4e,
sfx_mbs4f,
sfx_mbs50,
sfx_mbs51,
sfx_mbs52,
sfx_mbs53,
sfx_mbs54,
sfx_mbs55,
sfx_mbs56,
sfx_mbs57,
sfx_mbs58,
sfx_mbs59,
sfx_mbs5a,
sfx_mbs5b,
sfx_mbs5c,
sfx_mbs5d,
sfx_mbs5e,
sfx_mbs5f,
sfx_mbs60,
sfx_mbs61,
sfx_mbs62,
sfx_mbs63,
sfx_mbs64,
sfx_mbs67,
sfx_mbs68,
sfx_mbs69,
sfx_mbs6a,
sfx_mbs6b,
sfx_mbs6d,
sfx_mbs6e,
sfx_mbs70,
sfx_mbs71,
sfx_mbs72,
sfx_mbv81,
sfx_mbv82,
sfx_mbv83,
sfx_mbv84,
sfx_mbv85,
sfx_mbv86,
sfx_mbv87,
sfx_mbv88,
sfx_mbv89,
sfx_mbv8a,
sfx_mbv8b,
sfx_mbv8c,
sfx_mbv8d,
sfx_mbv8e,
sfx_mbv8f,
sfx_mbv90,
sfx_mbv91,
sfx_mbv92,
sfx_mbv93,
sfx_mbv94,
sfx_mbv95,
sfx_mbv96,
sfx_mbv97,
// SRB2kart
sfx_slip,
sfx_screec,

View file

@ -31,6 +31,7 @@
#include "m_misc.h" // moviemode
#include "m_anigif.h" // cv_gif_downscale
#include "p_setup.h" // NiGHTS grading
#include "k_grandprix.h" // we need to know grandprix status for titlecards
//random index
#include "m_random.h"
@ -622,23 +623,97 @@ static void ST_drawDebugInfo(void)
V_DrawRightAlignedString(320, height, V_MONOSPACE, va("Heap used: %7sKB", sizeu1(Z_TagsUsage(0, INT32_MAX)>>10)));
}
static patch_t *lt_patches[3];
static INT32 lt_scroll = 0;
static INT32 lt_mom = 0;
static INT32 lt_zigzag = 0;
tic_t lt_ticker = 0, lt_lasttic = 0;
tic_t lt_exitticker = 0, lt_endtime = 0;
// SRB2KART: HUD shit for new titlecards:
static patch_t *tcchev1;
static patch_t *tcchev2;
static patch_t *tcol1;
static patch_t *tcol2;
static patch_t *tcroundbar;
static patch_t *tcround;
static patch_t *tccircletop;
static patch_t *tccirclebottom;
static patch_t *tccirclebg;
static patch_t *tcbanner;
static patch_t *tcbanner2;
static patch_t *tcroundnum[10];
static patch_t *tcactnum[10];
static patch_t *tcact;
// some coordinates define to make my life easier....
#define FINAL_ROUNDX (24)
#define FINAL_EGGY (160)
#define FINAL_ROUNDY (16)
#define FINAL_BANNERY (160)
INT32 chev1x, chev1y, chev2x, chev2y, chevtflag;
INT32 roundx, roundy;
INT32 bannerx, bannery;
INT32 roundnumx, roundnumy;
INT32 eggx1, eggx2, eggy1, eggy2;
// These are all arbitrary values found by trial and error trying to align the hud lmao.
// But they'll work.
#define BASE_CHEV1X (252)
#define BASE_CHEV1Y (60)
#define BASE_CHEV2X (65)
#define BASE_CHEV2Y (135)
#define TTANIMTHRESHOLD (TICRATE)
#define TTANIMSTART (TTANIMTHRESHOLD-16)
#define TTANIMENDTHRESHOLD (TICRATE*3)
#define TTANIMEND (TICRATE*4)
//
// Load the graphics for the title card.
// Don't let LJ see this
//
static void ST_cacheLevelTitle(void)
{
lt_patches[0] = (patch_t *)W_CachePatchName("LTACTBLU", PU_HUDGFX);
lt_patches[1] = (patch_t *)W_CachePatchName("LTZIGZAG", PU_HUDGFX);
lt_patches[2] = (patch_t *)W_CachePatchName("LTZZTEXT", PU_HUDGFX);
UINT8 i;
char buf[9];
// SRB2KART
tcchev1 = (patch_t *)W_CachePatchName("TCCHEV1W", PU_HUDGFX);
tcchev2 = (patch_t *)W_CachePatchName("TCCHEV2W", PU_HUDGFX);
tcol1 = (patch_t *)W_CachePatchName("TCCHOL1", PU_HUDGFX);
tcol2 = (patch_t *)W_CachePatchName("TCCHOL2", PU_HUDGFX);
tcroundbar = (patch_t *)W_CachePatchName("TCBB0", PU_HUDGFX);
tcround = (patch_t *)W_CachePatchName("TCROUND", PU_HUDGFX);
tccircletop = (patch_t *)W_CachePatchName("TCSN1", PU_HUDGFX);
tccirclebottom =(patch_t *)W_CachePatchName("TCSN2", PU_HUDGFX);
tccirclebg = (patch_t *)W_CachePatchName("TCEG3", PU_HUDGFX);
tcbanner = (patch_t *)W_CachePatchName("TCBSKA0", PU_HUDGFX);
tcbanner2 = (patch_t *)W_CachePatchName("TCBC0", PU_HUDGFX);
tcact = (patch_t *)W_CachePatchName("TT_ACT", PU_HUDGFX);
// Cache round #
for (i=1; i < 11; i++)
{
sprintf(buf, "TT_RND%d", i);
tcroundnum[i-1] = (patch_t *)W_CachePatchName(buf, PU_HUDGFX);
}
// Cache act #
for (i=0; i < 10; i++)
{
sprintf(buf, "TT_ACT%d", i);
tcactnum[i] = (patch_t *)W_CachePatchName(buf, PU_HUDGFX);
}
}
//
@ -649,12 +724,28 @@ void ST_startTitleCard(void)
// cache every HUD patch used
ST_cacheLevelTitle();
// Set most elements to start off-screen, ST_runTitleCard will have them slide in afterwards
chev1x = BASE_CHEV1X +350; // start off-screen
chev1y = BASE_CHEV1Y;
chev2x = BASE_CHEV2X -350; // start off-screen
chev2y = BASE_CHEV2Y;
chevtflag = 0;
roundx = -999;
roundy = -999;
roundnumx = -999;
roundnumy = -999;
eggx1 = -999;
eggx2 = -999;
eggy1 = -999;
eggy2 = -999;
bannery = 300;
// initialize HUD variables
lt_ticker = lt_exitticker = lt_lasttic = 0;
lt_endtime = 2*TICRATE + (10*NEWTICRATERATIO);
lt_scroll = BASEVIDWIDTH * FRACUNIT;
lt_zigzag = -((lt_patches[1])->width * FRACUNIT);
lt_mom = 0;
lt_endtime = 4*TICRATE; // + (10*NEWTICRATERATIO);
}
//
@ -679,6 +770,8 @@ void ST_preDrawTitleCard(void)
void ST_runTitleCard(void)
{
boolean run = !(paused || P_AutoPause());
INT32 auxticker;
boolean gp = (grandprixinfo.gp && grandprixinfo.roundnum); // check whether we're in grandprix
if (!G_IsTitleCardAvailable())
return;
@ -690,35 +783,137 @@ void ST_runTitleCard(void)
{
// tick
lt_ticker++;
// SRB2KART
// side Zig-Zag positions...
// TITLECARD START
if (lt_ticker < TTANIMSTART)
{
chev1x = max(BASE_CHEV1X, (BASE_CHEV1X +350) - (INT32)(lt_ticker)*50);
chev2x = min(BASE_CHEV2X, (BASE_CHEV2X -350) + (INT32)(lt_ticker)*50);
}
// OPEN ZIG-ZAGS 1 SECOND IN
if (lt_ticker > TTANIMTHRESHOLD)
{
auxticker = (INT32)(lt_ticker) - TTANIMTHRESHOLD;
chev1x = min(320, BASE_CHEV1X + auxticker*16);
chev1y = max(0, BASE_CHEV1Y - auxticker*16);
chev2x = max(0, BASE_CHEV2X - auxticker*16);
chev2y = min(200, BASE_CHEV2Y + auxticker*16);
// translucent fade after opening up.
chevtflag = min(5, ((auxticker)/5)) << V_ALPHASHIFT;
// OPEN ZIG-ZAG: END OF ANIMATION (they leave the screen borders)
if (lt_ticker > TTANIMENDTHRESHOLD)
{
auxticker = (INT32)lt_ticker - TTANIMENDTHRESHOLD;
chev1x += auxticker*16;
chev1y -= auxticker*16;
chev2x -= auxticker*16;
chev2y += auxticker*16;
}
}
// ROUND BAR + EGG
eggy1 = FINAL_EGGY; // Make sure to reset that each call so that Y position doesn't go bonkers
// SLIDE BAR IN, SLIDE "ROUND" DOWNWARDS
if (lt_ticker <= TTANIMTHRESHOLD)
{
INT32 interptimer = (INT32)lt_ticker - TTANIMSTART;
// INT32 because tic_t is unsigned and we want this to be potentially negative
if (interptimer >= 0)
{
INT32 interpdiff = ((TTANIMTHRESHOLD-TTANIMSTART) - interptimer);
interpdiff *= interpdiff; // interpdiff^2
roundx = FINAL_ROUNDX - interpdiff;
roundy = FINAL_ROUNDY - interpdiff;
eggy1 = FINAL_EGGY + interpdiff;
}
}
// SLIDE BAR OUT, SLIDE "ROUND" DOWNWARDS FASTER
else if (lt_ticker >= TTANIMENDTHRESHOLD)
{
auxticker = (INT32)lt_ticker - TTANIMENDTHRESHOLD;
roundx = FINAL_ROUNDX - auxticker*24;
roundy = FINAL_ROUNDY + auxticker*48;
eggy1 = FINAL_EGGY + auxticker*48;
}
// follow the round bar.
eggx1 = roundx + tcroundbar->width/2;
// initially, both halves are on the same coordinates.
eggx2 = eggx1;
eggy2 = eggy1;
// same for the background (duh)
roundnumx = eggx1;
roundnumy = eggy1;
// split both halves of the egg, but only do that in grand prix!
if (gp && lt_ticker > TTANIMTHRESHOLD + TICRATE/2)
{
auxticker = (INT32)lt_ticker - (TTANIMTHRESHOLD + TICRATE/2);
eggx1 -= auxticker*12;
eggy1 -= auxticker*12;
eggx2 += auxticker*12;
eggy2 += auxticker*12;
}
// SCROLLING BOTTOM BANNER
// SLIDE BANNER UPWARDS WITH A FUNNY BOUNCE (this requires trig :death:)
if (lt_ticker < TTANIMTHRESHOLD)
{
INT32 costimer = (INT32)lt_ticker - TTANIMSTART;
// INT32 because tic_t is unsigned and we want this to be potentially negative
if (costimer > 0)
{
// For this animation, we're going to do a tiny bit of stupid trigonometry.
// Admittedly all of this is going to look like magic numbers, and honestly? They are.
// start at angle 355 (where y = ~230 with our params)
// and go to angle 131 (where y = ~160 with our params)
UINT8 basey = 190;
UINT8 amplitude = 45;
fixed_t ang = (355 - costimer*14)*FRACUNIT;
bannery = basey + (amplitude * FINECOSINE(FixedAngle(ang)>>ANGLETOFINESHIFT)) / FRACUNIT;
}
}
// SLIDE BANNER DOWNWARDS OUT OF THE SCREEN AT THE END
else if (lt_ticker >= TTANIMENDTHRESHOLD)
{
auxticker = (INT32)lt_ticker - TTANIMENDTHRESHOLD;
bannery = FINAL_BANNERY + auxticker*16;
}
// No matter the circumstances, scroll the banner...
bannerx = -(lt_ticker%(tcbanner->width));
// used for hud slidein
if (lt_ticker >= lt_endtime)
lt_exitticker++;
// scroll to screen (level title)
if (!lt_exitticker)
{
if (abs(lt_scroll) > FRACUNIT)
lt_scroll -= (lt_scroll>>2);
else
lt_scroll = 0;
}
// scroll away from screen (level title)
else
{
lt_mom -= FRACUNIT*6;
lt_scroll += lt_mom;
}
// scroll to screen (zigzag)
if (!lt_exitticker)
{
if (abs(lt_zigzag) > FRACUNIT)
lt_zigzag -= (lt_zigzag>>2);
else
lt_zigzag = 0;
}
// scroll away from screen (zigzag)
else
lt_zigzag += lt_mom;
}
}
@ -729,25 +924,17 @@ void ST_runTitleCard(void)
void ST_drawTitleCard(void)
{
char *lvlttl = mapheaderinfo[gamemap-1]->lvlttl;
char *subttl = mapheaderinfo[gamemap-1]->subttl;
char *zonttl = mapheaderinfo[gamemap-1]->zonttl; // SRB2kart
UINT8 actnum = mapheaderinfo[gamemap-1]->actnum;
INT32 lvlttlxpos, ttlnumxpos, zonexpos;
INT32 subttlxpos = BASEVIDWIDTH/2;
INT32 ttlscroll = FixedInt(lt_scroll);
#ifdef TITLEPATCHES
INT32 zzticker;
patch_t *actpat, *zigzag, *zztext;
UINT8 colornum;
const UINT8 *colormap;
boolean gp = (grandprixinfo.gp && grandprixinfo.roundnum);
if (players[g_localplayers[0]].skincolor)
colornum = players[g_localplayers[0]].skincolor;
else
colornum = cv_playercolor[0].value;
INT32 acttimer;
fixed_t actscale;
angle_t fakeangle;
colormap = R_GetTranslationColormap(TC_DEFAULT, colornum, GTC_CACHE);
#endif
INT32 bx = bannerx; // We need to make a copy of that otherwise pausing will cause problems.
UINT8 i;
if (!G_IsTitleCardAvailable())
return;
@ -761,95 +948,118 @@ void ST_drawTitleCard(void)
if ((lt_ticker-lt_lasttic) > 1)
lt_ticker = lt_lasttic+1;
ST_cacheLevelTitle();
// Avoid HOMs while drawing the start of the titlecard
if (lt_ticker < TTANIMSTART)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
#ifdef TITLEPATCHES
actpat = lt_patches[0];
zigzag = lt_patches[1];
zztext = lt_patches[2];
#endif
// Background zig-zags
V_DrawFixedPatch((chev1x)*FRACUNIT, (chev1y)*FRACUNIT, FRACUNIT, chevtflag, tcchev1, NULL);
V_DrawFixedPatch((chev2x)*FRACUNIT, (chev2y)*FRACUNIT, FRACUNIT, chevtflag, tcchev2, NULL);
lvlttlxpos = ((BASEVIDWIDTH/2) - (V_LevelNameWidth(lvlttl)/2));
if (actnum > 0)
lvlttlxpos -= V_LevelNameWidth(va("%d", actnum));
// Draw ROUND bar, scroll it downwards.
V_DrawFixedPatch(roundx*FRACUNIT, ((-32) + (lt_ticker%32))*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT, tcroundbar, NULL);
// Draw ROUND text
if (gp)
V_DrawFixedPatch((roundx+10)*FRACUNIT, roundy*FRACUNIT, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT, tcround, NULL);
zonexpos = ttlnumxpos = lvlttlxpos + V_LevelNameWidth(lvlttl);
if (zonttl[0])
zonexpos -= V_LevelNameWidth(zonttl); // SRB2kart
else
zonexpos -= V_LevelNameWidth(M_GetText("Zone"));
// round num background
V_DrawFixedPatch(roundnumx*FRACUNIT, roundnumy*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tccirclebg, NULL);
ttlnumxpos++;
if (lvlttlxpos < 0)
lvlttlxpos = 0;
#ifdef TITLEPATCHES
if (!splitscreen || (splitscreen && stplyr == &players[displayplayers[0]]))
// Scrolling banner, we'll draw 3 of those back to back.
for (i=0; i < 3; i++)
{
zzticker = lt_ticker;
V_DrawMappedPatch(FixedInt(lt_zigzag), (-zzticker) % zigzag->height, V_SNAPTOTOP|V_SNAPTOLEFT, zigzag, colormap);
V_DrawMappedPatch(FixedInt(lt_zigzag), (zigzag->height-zzticker) % zigzag->height, V_SNAPTOTOP|V_SNAPTOLEFT, zigzag, colormap);
V_DrawMappedPatch(FixedInt(lt_zigzag), (-zigzag->height+zzticker) % zztext->height, V_SNAPTOTOP|V_SNAPTOLEFT, zztext, colormap);
V_DrawMappedPatch(FixedInt(lt_zigzag), (zzticker) % zztext->height, V_SNAPTOTOP|V_SNAPTOLEFT, zztext, colormap);
V_DrawFixedPatch((bannerx + bx)*FRACUNIT, (bannery)*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tcbanner, NULL);
bx += tcbanner->width;
}
#endif
if (actnum)
// If possible, draw round number
if (gp && grandprixinfo.roundnum > 0 && grandprixinfo.roundnum < 11) // Check boundaries JUST IN CASE.
V_DrawFixedPatch(roundnumx*FRACUNIT, roundnumy*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tcroundnum[grandprixinfo.roundnum-1], NULL);
// Draw both halves of the egg
V_DrawFixedPatch(eggx1*FRACUNIT, eggy1*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tccircletop, NULL);
V_DrawFixedPatch(eggx2*FRACUNIT, eggy2*FRACUNIT, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT, tccirclebottom, NULL);
// Now the level name.
V_DrawTitleCardString((actnum) ? 265 : 280, 60, lvlttl, V_SNAPTORIGHT, true, lt_ticker, TTANIMENDTHRESHOLD);
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
V_DrawTitleCardString((actnum) ? 265 : 280, 60+32, strlen(zonttl) ? zonttl : "ZONE", V_SNAPTORIGHT, true, lt_ticker - strlen(lvlttl), TTANIMENDTHRESHOLD);
// the act has a similar graphic animation, but we'll handle it here since it's only like 2 graphics lmfao.
if (actnum && actnum < 10)
{
#ifdef TITLEPATCHES
if (!splitscreen)
// compute delay before the act should appear.
acttimer = lt_ticker - strlen(lvlttl);
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
acttimer -= strlen((strlen(zonttl)) ? (zonttl) : ("ZONE"));
actscale = 0;
fakeangle = 0;
if (acttimer >= 0)
{
if (actnum > 9) // slightly offset the act diamond for two-digit act numbers
V_DrawMappedPatch(ttlnumxpos + (V_LevelNameWidth(va("%d", actnum))/4) + ttlscroll, 104 - ttlscroll, 0, actpat, colormap);
else
V_DrawMappedPatch(ttlnumxpos + ttlscroll, 104 - ttlscroll, 0, actpat, colormap);
}
#endif
V_DrawLevelTitle(ttlnumxpos + ttlscroll, 104, 0, va("%d", actnum));
}
V_DrawLevelTitle(lvlttlxpos - ttlscroll, 80, 0, lvlttl);
if (zonttl[0])
V_DrawLevelTitle(zonexpos + ttlscroll, 104, 0, zonttl);
else if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
V_DrawLevelTitle(zonexpos + ttlscroll, 104, 0, M_GetText("Zone"));
V_DrawCenteredString(subttlxpos - ttlscroll, 135, 0|V_ALLOWLOWERCASE, subttl);
if (acttimer < TTANIMENDTHRESHOLD) // spin in
{
fakeangle = min(360 + 90, acttimer*41) * ANG1;
actscale = FINESINE(fakeangle>>ANGLETOFINESHIFT);
}
else // spin out
{
// Make letters disappear...
acttimer -= TTANIMENDTHRESHOLD;
fakeangle = max(0, (360+90) - acttimer*41)*ANG1;
actscale = FINESINE(fakeangle>>ANGLETOFINESHIFT);
}
if (actscale)
{
// draw the top:
V_DrawStretchyFixedPatch(286*FRACUNIT, 76*FRACUNIT, abs(actscale), FRACUNIT, V_SNAPTORIGHT|(actscale < 0 ? V_FLIP : 0), tcact, NULL);
V_DrawStretchyFixedPatch(286*FRACUNIT, 123*FRACUNIT, abs(actscale), FRACUNIT, V_SNAPTORIGHT|(actscale < 0 ? V_FLIP : 0), tcactnum[actnum], NULL);
}
}
}
lt_lasttic = lt_ticker;
luahook:
LUAh_TitleCardHUD(stplyr);
}
// Clear defined coordinates, we don't need them anymore
#undef FINAL_ROUNDX
#undef FINAL_EGGY
#undef FINAL_ROUNDY
#undef FINAL_BANNERY
#undef BASE_CHEV1X
#undef BASE_CHEV1Y
#undef BASE_CHEV2X
#undef BASE_CHEV2Y
#undef TTANIMTHRESHOLD
#undef TTANIMSTART
#undef TTANIMENDTHRESHOLD
#undef TTANIMEND
//
// Drawer for G_PreLevelTitleCard.
//
void ST_preLevelTitleCardDrawer(void)
{
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
ST_drawWipeTitleCard();
ST_drawTitleCard();
I_OsPolling();
I_UpdateNoBlit();
}
//
// Draw the title card while on a wipe.
// Also used in G_PreLevelTitleCard.
//
void ST_drawWipeTitleCard(void)
{
UINT8 i;
for (i = 0; i <= r_splitscreen; i++)
{
stplyr = &players[displayplayers[i]];
ST_preDrawTitleCard();
ST_drawTitleCard();
}
}
//
// Draw the status bar overlay, customisable: the user chooses which
// kind of information to overlay

View file

@ -64,7 +64,6 @@ void ST_runTitleCard(void);
void ST_drawTitleCard(void);
void ST_preDrawTitleCard(void);
void ST_preLevelTitleCardDrawer(void);
void ST_drawWipeTitleCard(void);
extern tic_t lt_ticker, lt_lasttic;
extern tic_t lt_exitticker, lt_endtime;

View file

@ -1676,6 +1676,149 @@ void V_DrawChatCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed, UI
V_DrawFixedPatch(x*FRACUNIT, y*FRACUNIT, FRACUNIT/2, flags, fontv[HU_FONT].font[c], colormap);
}
// V_TitleCardStringWidth
// Get the string's width using the titlecard font.
INT32 V_TitleCardStringWidth(const char *str)
{
INT32 xoffs = 0;
const char *ch = str;
char c;
patch_t *pp;
for (;;ch++)
{
if (!*ch)
break;
if (*ch == '\n')
{
xoffs = 0;
continue;
}
c = *ch;
c = toupper(c);
c -= LT_FONTSTART;
// check if character exists, if not, it's a space.
if (c < 0 || c >= LT_FONTSIZE || !tc_font[0][(INT32)c])
{
xoffs += 10;
continue;
}
pp = tc_font[1][(INT32)c];
xoffs += pp->width-5;
}
return xoffs;
}
// V_DrawTitleCardScreen.
// see v_video.h's prototype for more information.
//
void V_DrawTitleCardString(INT32 x, INT32 y, const char *str, INT32 flags, boolean alignright, INT32 timer, INT32 threshold)
{
INT32 xoffs = 0;
INT32 yoffs = 0;
INT32 i = 0;
// per-letter variables
fixed_t scalex;
fixed_t offs;
INT32 let_time;
INT32 flipflag;
angle_t fakeang;
const char *ch = str;
char c;
patch_t *pp;
patch_t *ol;
x -= 2; // Account for patch width...
if (alignright)
x -= V_TitleCardStringWidth(str);
for (;;ch++, i++)
{
scalex = FRACUNIT;
offs = 0;
let_time = timer - i;
flipflag = 0;
if (!*ch)
break;
if (*ch == '\n')
{
xoffs = x;
yoffs += 32;
continue;
}
c = *ch;
c = toupper(c);
c -= LT_FONTSTART;
// check if character exists, if not, it's a space.
if (c < 0 || c >= LT_FONTSIZE || !tc_font[1][(INT32)c])
{
xoffs += 10;
continue;
}
ol = tc_font[0][(INT32)c];
pp = tc_font[1][(INT32)c];
if (timer)
{
// make letters appear
if (!threshold || let_time < threshold)
{
if (let_time <= 0)
return; // No reason to continue drawing, none of the next letters will be drawn either.
// otherwise; scalex must start at 0
// let's have each letter do 4 spins (360*4 + 90 = 1530 "degrees")
fakeang = min(360 + 90, let_time*41) * ANG1;
scalex = FINESINE(fakeang>>ANGLETOFINESHIFT);
}
else if (let_time > threshold)
{
// Make letters disappear...
let_time -= threshold;
fakeang = max(0, (360+90) - let_time*41)*ANG1;
scalex = FINESINE(fakeang>>ANGLETOFINESHIFT);
}
// Because of how our patches are offset, we need to counter the displacement caused by changing the scale with an offset of our own.
offs = ((FRACUNIT-scalex)*pp->width)/2;
}
// And now, we just need to draw the stuff.
flipflag = (scalex < 0) ? V_FLIP : 0;
if (scalex && ol && pp)
{
//CONS_Printf("%d\n", (INT32)c);
V_DrawStretchyFixedPatch((x + xoffs)*FRACUNIT + offs, (y+yoffs)*FRACUNIT, abs(scalex), FRACUNIT, flags|flipflag, ol, NULL);
V_DrawStretchyFixedPatch((x + xoffs)*FRACUNIT + offs, (y+yoffs)*FRACUNIT, abs(scalex), FRACUNIT, flags|flipflag, pp, NULL);
}
xoffs += pp->width -5;
}
}
// Precompile a wordwrapped string to any given width.
// This is a muuuch better method than V_WORDWRAP.
char *V_WordWrap(INT32 x, INT32 w, INT32 option, const char *string)

View file

@ -262,6 +262,16 @@ void V_DrawRightAlignedThinString(INT32 x, INT32 y, INT32 option, const char *st
#define V_DrawThinStringAtFixed( x,y,option,string ) \
V__DrawOneScaleString (x,y,FRACUNIT,option,TINY_FONT,string)
// Draws a titlecard font string.
// timer: when the letters start appearing (leave to 0 to disable)
// threshold: when the letters start disappearing (leave to 0 to disable) (both are INT32 in case you supply negative values...)
// NOTE: This function ignores most conventional string flags (V_RETURN8, V_ALLOWLOWERCASE ...)
// NOTE: This font only works with uppercase letters.
void V_DrawTitleCardString(INT32 x, INT32 y, const char *str, INT32 flags, boolean alignright, INT32 timer, INT32 threshold);
// returns thr width of a string drawn using the above function.
INT32 V_TitleCardStringWidth(const char *str);
// Draw tall nums, used for menu, HUD, intermission
void V_DrawTallNum(INT32 x, INT32 y, INT32 flags, INT32 num);
void V_DrawPaddedTallNum(INT32 x, INT32 y, INT32 flags, INT32 num, INT32 digits);

View file

@ -47,10 +47,6 @@ static boolean Z_calloc = false;
#define ZONEID 0xa441d13d
#ifdef ZDEBUG
//#define ZDEBUG2
#endif
struct memblock_s;
typedef struct
@ -76,10 +72,8 @@ typedef struct memblock_s
size_t size; // including the header and blocks
size_t realsize; // size of real data only
#ifdef ZDEBUG
const char *ownerfile;
INT32 ownerline;
#endif
struct memblock_s *next, *prev;
} ATTRPACK memblock_t;
@ -91,9 +85,7 @@ static memblock_t head;
// Function prototypes
//
static void Command_Memfree_f(void);
#ifdef ZDEBUG
static void Command_Memdump_f(void);
#endif
// --------------------------
// Zone memory initialisation
@ -117,10 +109,7 @@ void Z_Init(void)
// Note: This allocates memory. Watch out.
COM_AddCommand("memfree", Command_Memfree_f);
#ifdef ZDEBUG
COM_AddCommand("memdump", Command_Memdump_f);
#endif
}
@ -137,12 +126,8 @@ void Z_Init(void)
* \return A pointer to the memblock_t for the given memory.
* \sa Z_Free, Z_ReallocAlign
*/
#ifdef ZDEBUG
#define Ptr2Memblock(s, f) Ptr2Memblock2(s, f, __FILE__, __LINE__)
static memblock_t *Ptr2Memblock2(void *ptr, const char* func, const char *file, INT32 line)
#else
static memblock_t *Ptr2Memblock(void *ptr, const char* func)
#endif
{
memhdr_t *hdr;
memblock_t *block;
@ -150,8 +135,8 @@ static memblock_t *Ptr2Memblock(void *ptr, const char* func)
if (ptr == NULL)
return NULL;
#ifdef ZDEBUG2
CONS_Printf("%s %s:%d\n", func, file, line);
#ifdef ZDEBUG
CONS_Debug(DBG_MEMORY, "%s %s:%d\n", func, file, line);
#endif
hdr = (memhdr_t *)((UINT8 *)ptr - sizeof *hdr);
@ -163,20 +148,12 @@ static memblock_t *Ptr2Memblock(void *ptr, const char* func)
#ifdef VALGRIND_MEMPOOL_EXISTS
if (!VALGRIND_MEMPOOL_EXISTS(hdr->block))
{
#ifdef ZDEBUG
I_Error("%s: bad memblock from %s:%d", func, file, line);
#else
I_Error("%s: bad memblock", func);
#endif
}
#endif
if (hdr->id != ZONEID)
{
#ifdef ZDEBUG
I_Error("%s: wrong id from %s:%d", func, file, line);
#else
I_Error("%s: wrong id", func);
#endif
}
block = hdr->block;
#ifdef VALGRIND_MAKE_MEM_NOACCESS
@ -192,31 +169,24 @@ static memblock_t *Ptr2Memblock(void *ptr, const char* func)
* assumed to have been allocated with Z_Malloc/Z_Calloc.
* \sa Z_FreeTags
*/
#ifdef ZDEBUG
void Z_Free2(void *ptr, const char *file, INT32 line)
#else
void Z_Free(void *ptr)
#endif
{
memblock_t *block;
if (ptr == NULL)
return;
#ifdef ZDEBUG2
/*
// Sal: There's a print exactly like this just below?
#ifdef ZDEBUG
CONS_Debug(DBG_MEMORY, "Z_Free %s:%d\n", file, line);
#endif
*/
#ifdef ZDEBUG
block = Ptr2Memblock2(ptr, "Z_Free", file, line);
#else
block = Ptr2Memblock(ptr, "Z_Free");
#endif
#ifdef ZDEBUG
// Write every Z_Free call to a debug file.
CONS_Debug(DBG_MEMORY, "Z_Free at %s:%d\n", file, line);
#endif
// anything that isn't by lua gets passed to lua just in case.
if (block->tag != PU_LUA)
@ -280,12 +250,8 @@ static void *xm(size_t size)
* \note You can pass Z_Malloc() a NULL user if the tag is less than PU_PURGELEVEL.
* \sa Z_CallocAlign, Z_ReallocAlign
*/
#ifdef ZDEBUG
void *Z_Malloc2(size_t size, INT32 tag, void *user, INT32 alignbits,
const char *file, INT32 line)
#else
void *Z_MallocAlign(size_t size, INT32 tag, void *user, INT32 alignbits)
#endif
{
size_t extrabytes = (1<<alignbits) - 1;
size_t padsize = 0;
@ -295,7 +261,7 @@ void *Z_MallocAlign(size_t size, INT32 tag, void *user, INT32 alignbits)
void *given;
size_t blocksize = extrabytes + sizeof *hdr + size;
#ifdef ZDEBUG2
#ifdef ZDEBUG
CONS_Debug(DBG_MEMORY, "Z_Malloc %s:%d\n", file, line);
#endif
@ -329,10 +295,8 @@ void *Z_MallocAlign(size_t size, INT32 tag, void *user, INT32 alignbits)
block->hdr = hdr;
block->tag = tag;
block->user = NULL;
#ifdef ZDEBUG
block->ownerline = line;
block->ownerfile = file;
#endif
block->size = blocksize;
block->realsize = size;
@ -375,20 +339,12 @@ void *Z_MallocAlign(size_t size, INT32 tag, void *user, INT32 alignbits)
* \note You can pass Z_Calloc() a NULL user if the tag is less than PU_PURGELEVEL.
* \sa Z_MallocAlign, Z_ReallocAlign
*/
#ifdef ZDEBUG
void *Z_Calloc2(size_t size, INT32 tag, void *user, INT32 alignbits, const char *file, INT32 line)
#else
void *Z_CallocAlign(size_t size, INT32 tag, void *user, INT32 alignbits)
#endif
{
#ifdef VALGRIND_MEMPOOL_ALLOC
Z_calloc = true;
#endif
#ifdef ZDEBUG
return memset(Z_Malloc2 (size, tag, user, alignbits, file, line), 0, size);
#else
return memset(Z_MallocAlign(size, tag, user, alignbits ), 0, size);
#endif
}
/** The Z_ReallocAlign function.
@ -407,17 +363,13 @@ void *Z_CallocAlign(size_t size, INT32 tag, void *user, INT32 alignbits)
* \note You can pass Z_Realloc() a NULL user if the tag is less than PU_PURGELEVEL.
* \sa Z_MallocAlign, Z_CallocAlign
*/
#ifdef ZDEBUG
void *Z_Realloc2(void *ptr, size_t size, INT32 tag, void *user, INT32 alignbits, const char *file, INT32 line)
#else
void *Z_ReallocAlign(void *ptr, size_t size, INT32 tag, void *user, INT32 alignbits)
#endif
{
void *rez;
memblock_t *block;
size_t copysize;
#ifdef ZDEBUG2
#ifdef ZDEBUG
CONS_Debug(DBG_MEMORY, "Z_Realloc %s:%d\n", file, line);
#endif
@ -429,29 +381,17 @@ void *Z_ReallocAlign(void *ptr, size_t size, INT32 tag, void *user, INT32 alignb
if (!ptr)
{
#ifdef ZDEBUG
return Z_Calloc2(size, tag, user, alignbits, file , line);
#else
return Z_CallocAlign(size, tag, user, alignbits);
#endif
}
#ifdef ZDEBUG
block = Ptr2Memblock2(ptr, "Z_Realloc", file, line);
#else
block = Ptr2Memblock(ptr, "Z_Realloc");
#endif
if (block == NULL)
return NULL;
#ifdef ZDEBUG
// Write every Z_Realloc call to a debug file.
DEBFILE(va("Z_Realloc at %s:%d\n", file, line));
rez = Z_Malloc2(size, tag, user, alignbits, file, line);
#else
rez = Z_MallocAlign(size, tag, user, alignbits);
#endif
if (size < block->realsize)
copysize = size;
@ -460,11 +400,7 @@ void *Z_ReallocAlign(void *ptr, size_t size, INT32 tag, void *user, INT32 alignb
M_Memcpy(rez, ptr, copysize);
#ifdef ZDEBUG
Z_Free2(ptr, file, line);
#else
Z_Free(ptr);
#endif
// Need to set the user in case the old block had the same one, in
// which case the Z_Free will just have NULLed it out.
@ -569,7 +505,7 @@ void Z_CheckHeap(INT32 i)
blocknumon++;
hdr = block->hdr;
given = (UINT8 *)hdr + sizeof *hdr;
#ifdef ZDEBUG2
#ifdef ZDEBUG
CONS_Debug(DBG_MEMORY, "block %u owned by %s:%d\n",
blocknumon, block->ownerfile, block->ownerline);
#endif
@ -577,51 +513,35 @@ void Z_CheckHeap(INT32 i)
if (!VALGRIND_MEMPOOL_EXISTS(block))
{
I_Error("Z_CheckHeap %d: block %u"
#ifdef ZDEBUG
"(owned by %s:%d)"
#endif
" should not exist", i, blocknumon
#ifdef ZDEBUG
, block->ownerfile, block->ownerline
#endif
);
" should not exist", i, blocknumon,
block->ownerfile, block->ownerline
);
}
#endif
if (block->user != NULL && *(block->user) != given)
{
I_Error("Z_CheckHeap %d: block %u"
#ifdef ZDEBUG
"(owned by %s:%d)"
#endif
" doesn't have a proper user", i, blocknumon
#ifdef ZDEBUG
, block->ownerfile, block->ownerline
#endif
);
" doesn't have a proper user", i, blocknumon,
block->ownerfile, block->ownerline
);
}
if (block->next->prev != block)
{
I_Error("Z_CheckHeap %d: block %u"
#ifdef ZDEBUG
"(owned by %s:%d)"
#endif
" lacks proper backlink", i, blocknumon
#ifdef ZDEBUG
, block->ownerfile, block->ownerline
#endif
);
" lacks proper backlink", i, blocknumon,
block->ownerfile, block->ownerline
);
}
if (block->prev->next != block)
{
I_Error("Z_CheckHeap %d: block %u"
#ifdef ZDEBUG
"(owned by %s:%d)"
#endif
" lacks proper forward link", i, blocknumon
#ifdef ZDEBUG
, block->ownerfile, block->ownerline
#endif
);
" lacks proper forward link", i, blocknumon,
block->ownerfile, block->ownerline
);
}
#ifdef VALGRIND_MAKE_MEM_DEFINED
VALGRIND_MAKE_MEM_DEFINED(hdr, sizeof *hdr);
@ -629,27 +549,19 @@ void Z_CheckHeap(INT32 i)
if (hdr->block != block)
{
I_Error("Z_CheckHeap %d: block %u"
#ifdef ZDEBUG
"(owned by %s:%d)"
#endif
" doesn't have linkback from allocated memory",
i, blocknumon
#ifdef ZDEBUG
, block->ownerfile, block->ownerline
#endif
);
i, blocknumon,
block->ownerfile, block->ownerline
);
}
if (hdr->id != ZONEID)
{
I_Error("Z_CheckHeap %d: block %u"
#ifdef ZDEBUG
"(owned by %s:%d)"
#endif
" have the wrong ID", i, blocknumon
#ifdef ZDEBUG
, block->ownerfile, block->ownerline
#endif
);
" have the wrong ID", i, blocknumon,
block->ownerfile, block->ownerline
);
}
#ifdef VALGRIND_MAKE_MEM_NOACCESS
VALGRIND_MAKE_MEM_NOACCESS(hdr, sizeof *hdr);
@ -828,11 +740,9 @@ static void Command_Memfree_f(void)
CONS_Printf(M_GetText("Available physical memory: %7u KB\n"), freebytes>>10);
}
#ifdef ZDEBUG
/** The function called by the "memdump" console command.
* Prints zone memory debugging information (i.e. tag, size, location in code allocated).
* Can be all memory allocated in game, or between a set of tags (if -min/-max args used).
* This command is available only if ZDEBUG is enabled.
*/
static void Command_Memdump_f(void)
{
@ -853,7 +763,6 @@ static void Command_Memdump_f(void)
CONS_Printf("[%3d] %s (%s) bytes @ %s:%d\n", block->tag, sizeu1(block->size), sizeu2(block->realsize), filename ? filename + 1 : block->ownerfile, block->ownerline);
}
}
#endif
/** Creates a copy of a string.
*

View file

@ -79,12 +79,8 @@ void Z_Init(void);
//
// Zone memory allocation
//
// enable ZDEBUG to get the file + line the functions were called from
// for ZZ_Alloc, see doomdef.h
//
// Z_Free and alloc with alignment
#ifdef ZDEBUG
#define Z_Free(p) Z_Free2(p, __FILE__, __LINE__)
#define Z_MallocAlign(s,t,u,a) Z_Malloc2(s, t, u, a, __FILE__, __LINE__)
#define Z_CallocAlign(s,t,u,a) Z_Calloc2(s, t, u, a, __FILE__, __LINE__)
@ -93,12 +89,6 @@ void Z_Free2(void *ptr, const char *file, INT32 line);
void *Z_Malloc2(size_t size, INT32 tag, void *user, INT32 alignbits, const char *file, INT32 line) FUNCALLOC(1);
void *Z_Calloc2(size_t size, INT32 tag, void *user, INT32 alignbits, const char *file, INT32 line) FUNCALLOC(1);
void *Z_Realloc2(void *ptr, size_t size, INT32 tag, void *user, INT32 alignbits, const char *file, INT32 line) FUNCALLOC(2);
#else
void Z_Free(void *ptr);
void *Z_MallocAlign(size_t size, INT32 tag, void *user, INT32 alignbits) FUNCALLOC(1);
void *Z_CallocAlign(size_t size, INT32 tag, void *user, INT32 alignbits) FUNCALLOC(1);
void *Z_ReallocAlign(void *ptr, size_t size, INT32 tag, void *user, INT32 alignbits) FUNCALLOC(2);
#endif
// Alloc with no alignment
#define Z_Malloc(s,t,u) Z_MallocAlign(s, t, u, 0)
@ -106,7 +96,7 @@ void *Z_ReallocAlign(void *ptr, size_t size, INT32 tag, void *user, INT32 alignb
#define Z_Realloc(p,s,t,u) Z_ReallocAlign(p, s, t, u, 0)
// Free all memory by tag
// these don't give line numbers for ZDEBUG currently though
// these don't give line numbers currently though
// (perhaps this should be changed in future?)
#define Z_FreeTag(tagnum) Z_FreeTags(tagnum, tagnum)
void Z_FreeTags(INT32 lowtag, INT32 hightag);