From 1bdd4cf641a1116097c7081f365962c80b8bf3a3 Mon Sep 17 00:00:00 2001 From: Inuyasha Date: Tue, 9 Feb 2016 02:39:16 -0800 Subject: [PATCH 1/7] backport state-animations from internal master to public next most other code in the branch did not come along for the ride. --- src/dehacked.c | 614 +++-------------------------------- src/info.c | 802 ++++++++-------------------------------------- src/info.h | 613 +++-------------------------------- src/lua_mobjlib.c | 8 + src/p_local.h | 1 + src/p_mobj.c | 159 +++++---- src/p_mobj.h | 4 +- src/p_pspr.h | 6 +- src/p_saveg.c | 11 + src/p_tick.c | 2 + 10 files changed, 341 insertions(+), 1879 deletions(-) diff --git a/src/dehacked.c b/src/dehacked.c index 44ef998ac..a29f3875e 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -4588,30 +4588,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_MSSHIELD_F12", // Ring - "S_RING1", - "S_RING2", - "S_RING3", - "S_RING4", - "S_RING5", - "S_RING6", - "S_RING7", - "S_RING8", - "S_RING9", - "S_RING10", - "S_RING11", - "S_RING12", - "S_RING13", - "S_RING14", - "S_RING15", - "S_RING16", - "S_RING17", - "S_RING18", - "S_RING19", - "S_RING20", - "S_RING21", - "S_RING22", - "S_RING23", - "S_RING24", + "S_RING", // Blue Sphere for special stages "S_BLUEBALL", @@ -4627,39 +4604,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_GRAVWELLRED3", // Individual Team Rings - "S_TEAMRING1", - "S_TEAMRING2", - "S_TEAMRING3", - "S_TEAMRING4", - "S_TEAMRING5", - "S_TEAMRING6", - "S_TEAMRING7", - "S_TEAMRING8", - "S_TEAMRING9", - "S_TEAMRING10", - "S_TEAMRING11", - "S_TEAMRING12", - "S_TEAMRING13", - "S_TEAMRING14", - "S_TEAMRING15", - "S_TEAMRING16", - "S_TEAMRING17", - "S_TEAMRING18", - "S_TEAMRING19", - "S_TEAMRING20", - "S_TEAMRING21", - "S_TEAMRING22", - "S_TEAMRING23", - "S_TEAMRING24", + "S_TEAMRING", // Special Stage Token - "S_EMMY1", - "S_EMMY2", - "S_EMMY3", - "S_EMMY4", - "S_EMMY5", - "S_EMMY6", - "S_EMMY7", + "S_EMMY", // Special Stage Token "S_TOKEN", @@ -4813,40 +4761,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_SPIKED2", // Starpost - "S_STARPOST1", - "S_STARPOST2", - "S_STARPOST3", - "S_STARPOST4", - "S_STARPOST5", - "S_STARPOST6", - "S_STARPOST7", - "S_STARPOST8", - "S_STARPOST9", - "S_STARPOST10", - "S_STARPOST11", - "S_STARPOST12", - "S_STARPOST13", - "S_STARPOST14", - "S_STARPOST15", - "S_STARPOST16", - "S_STARPOST17", - "S_STARPOST18", - "S_STARPOST19", - "S_STARPOST20", - "S_STARPOST21", - "S_STARPOST22", - "S_STARPOST23", - "S_STARPOST24", - "S_STARPOST25", - "S_STARPOST26", - "S_STARPOST27", - "S_STARPOST28", - "S_STARPOST29", - "S_STARPOST30", - "S_STARPOST31", - "S_STARPOST32", - "S_STARPOST33", - "S_STARPOST34", + "S_STARPOST_IDLE", + "S_STARPOST_FLASH", + "S_STARPOST_SPIN", // Big floating mine "S_BIGMINE1", @@ -5454,38 +5371,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_PITY10", // Invincibility Sparkles - "S_IVSP1", - "S_IVSP2", - "S_IVSP3", - "S_IVSP4", - "S_IVSP5", - "S_IVSP6", - "S_IVSP7", - "S_IVSP8", - "S_IVSP9", - "S_IVSP10", - "S_IVSP11", - "S_IVSP12", - "S_IVSP13", - "S_IVSP14", - "S_IVSP15", - "S_IVSP16", - "S_IVSP17", - "S_IVSP18", - "S_IVSP19", - "S_IVSP20", - "S_IVSP21", - "S_IVSP22", - "S_IVSP23", - "S_IVSP24", - "S_IVSP25", - "S_IVSP26", - "S_IVSP27", - "S_IVSP28", - "S_IVSP29", - "S_IVSP30", - "S_IVSP31", - "S_IVSP32", + "S_IVSP", // Super Sonic Spark "S_SSPK1", @@ -5672,283 +5558,17 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_RRNG6", "S_RRNG7", - // Bounce Ring - "S_BOUNCERING1", - "S_BOUNCERING2", - "S_BOUNCERING3", - "S_BOUNCERING4", - "S_BOUNCERING5", - "S_BOUNCERING6", - "S_BOUNCERING7", - "S_BOUNCERING8", - "S_BOUNCERING9", - "S_BOUNCERING10", - "S_BOUNCERING11", - "S_BOUNCERING12", - "S_BOUNCERING13", - "S_BOUNCERING14", - "S_BOUNCERING15", - "S_BOUNCERING16", - "S_BOUNCERING17", - "S_BOUNCERING18", - "S_BOUNCERING19", - "S_BOUNCERING20", - "S_BOUNCERING21", - "S_BOUNCERING22", - "S_BOUNCERING23", - "S_BOUNCERING24", - "S_BOUNCERING25", - "S_BOUNCERING26", - "S_BOUNCERING27", - "S_BOUNCERING28", - "S_BOUNCERING29", - "S_BOUNCERING30", - "S_BOUNCERING31", - "S_BOUNCERING32", - "S_BOUNCERING33", - "S_BOUNCERING34", - "S_BOUNCERING35", - - // Rail Ring - "S_RAILRING1", - "S_RAILRING2", - "S_RAILRING3", - "S_RAILRING4", - "S_RAILRING5", - "S_RAILRING6", - "S_RAILRING7", - "S_RAILRING8", - "S_RAILRING9", - "S_RAILRING10", - "S_RAILRING11", - "S_RAILRING12", - "S_RAILRING13", - "S_RAILRING14", - "S_RAILRING15", - "S_RAILRING16", - "S_RAILRING17", - "S_RAILRING18", - "S_RAILRING19", - "S_RAILRING20", - "S_RAILRING21", - "S_RAILRING22", - "S_RAILRING23", - "S_RAILRING24", - "S_RAILRING25", - "S_RAILRING26", - "S_RAILRING27", - "S_RAILRING28", - "S_RAILRING29", - "S_RAILRING30", - "S_RAILRING31", - "S_RAILRING32", - "S_RAILRING33", - "S_RAILRING34", - "S_RAILRING35", - - // Infinity ring - "S_INFINITYRING1", - "S_INFINITYRING2", - "S_INFINITYRING3", - "S_INFINITYRING4", - "S_INFINITYRING5", - "S_INFINITYRING6", - "S_INFINITYRING7", - "S_INFINITYRING8", - "S_INFINITYRING9", - "S_INFINITYRING10", - "S_INFINITYRING11", - "S_INFINITYRING12", - "S_INFINITYRING13", - "S_INFINITYRING14", - "S_INFINITYRING15", - "S_INFINITYRING16", - "S_INFINITYRING17", - "S_INFINITYRING18", - "S_INFINITYRING19", - "S_INFINITYRING20", - "S_INFINITYRING21", - "S_INFINITYRING22", - "S_INFINITYRING23", - "S_INFINITYRING24", - "S_INFINITYRING25", - "S_INFINITYRING26", - "S_INFINITYRING27", - "S_INFINITYRING28", - "S_INFINITYRING29", - "S_INFINITYRING30", - "S_INFINITYRING31", - "S_INFINITYRING32", - "S_INFINITYRING33", - "S_INFINITYRING34", - "S_INFINITYRING35", - - // Automatic Ring - "S_AUTOMATICRING1", - "S_AUTOMATICRING2", - "S_AUTOMATICRING3", - "S_AUTOMATICRING4", - "S_AUTOMATICRING5", - "S_AUTOMATICRING6", - "S_AUTOMATICRING7", - "S_AUTOMATICRING8", - "S_AUTOMATICRING9", - "S_AUTOMATICRING10", - "S_AUTOMATICRING11", - "S_AUTOMATICRING12", - "S_AUTOMATICRING13", - "S_AUTOMATICRING14", - "S_AUTOMATICRING15", - "S_AUTOMATICRING16", - "S_AUTOMATICRING17", - "S_AUTOMATICRING18", - "S_AUTOMATICRING19", - "S_AUTOMATICRING20", - "S_AUTOMATICRING21", - "S_AUTOMATICRING22", - "S_AUTOMATICRING23", - "S_AUTOMATICRING24", - "S_AUTOMATICRING25", - "S_AUTOMATICRING26", - "S_AUTOMATICRING27", - "S_AUTOMATICRING28", - "S_AUTOMATICRING29", - "S_AUTOMATICRING30", - "S_AUTOMATICRING31", - "S_AUTOMATICRING32", - "S_AUTOMATICRING33", - "S_AUTOMATICRING34", - "S_AUTOMATICRING35", - - // Explosion Ring - "S_EXPLOSIONRING1", - "S_EXPLOSIONRING2", - "S_EXPLOSIONRING3", - "S_EXPLOSIONRING4", - "S_EXPLOSIONRING5", - "S_EXPLOSIONRING6", - "S_EXPLOSIONRING7", - "S_EXPLOSIONRING8", - "S_EXPLOSIONRING9", - "S_EXPLOSIONRING10", - "S_EXPLOSIONRING11", - "S_EXPLOSIONRING12", - "S_EXPLOSIONRING13", - "S_EXPLOSIONRING14", - "S_EXPLOSIONRING15", - "S_EXPLOSIONRING16", - "S_EXPLOSIONRING17", - "S_EXPLOSIONRING18", - "S_EXPLOSIONRING19", - "S_EXPLOSIONRING20", - "S_EXPLOSIONRING21", - "S_EXPLOSIONRING22", - "S_EXPLOSIONRING23", - "S_EXPLOSIONRING24", - "S_EXPLOSIONRING25", - "S_EXPLOSIONRING26", - "S_EXPLOSIONRING27", - "S_EXPLOSIONRING28", - "S_EXPLOSIONRING29", - "S_EXPLOSIONRING30", - "S_EXPLOSIONRING31", - "S_EXPLOSIONRING32", - "S_EXPLOSIONRING33", - "S_EXPLOSIONRING34", - "S_EXPLOSIONRING35", - - // Scatter Ring - "S_SCATTERRING1", - "S_SCATTERRING2", - "S_SCATTERRING3", - "S_SCATTERRING4", - "S_SCATTERRING5", - "S_SCATTERRING6", - "S_SCATTERRING7", - "S_SCATTERRING8", - "S_SCATTERRING9", - "S_SCATTERRING10", - "S_SCATTERRING11", - "S_SCATTERRING12", - "S_SCATTERRING13", - "S_SCATTERRING14", - "S_SCATTERRING15", - "S_SCATTERRING16", - "S_SCATTERRING17", - "S_SCATTERRING18", - "S_SCATTERRING19", - "S_SCATTERRING20", - "S_SCATTERRING21", - "S_SCATTERRING22", - "S_SCATTERRING23", - "S_SCATTERRING24", - "S_SCATTERRING25", - "S_SCATTERRING26", - "S_SCATTERRING27", - "S_SCATTERRING28", - "S_SCATTERRING29", - "S_SCATTERRING30", - "S_SCATTERRING31", - "S_SCATTERRING32", - "S_SCATTERRING33", - "S_SCATTERRING34", - "S_SCATTERRING35", - - // Grenade Ring - "S_GRENADERING1", - "S_GRENADERING2", - "S_GRENADERING3", - "S_GRENADERING4", - "S_GRENADERING5", - "S_GRENADERING6", - "S_GRENADERING7", - "S_GRENADERING8", - "S_GRENADERING9", - "S_GRENADERING10", - "S_GRENADERING11", - "S_GRENADERING12", - "S_GRENADERING13", - "S_GRENADERING14", - "S_GRENADERING15", - "S_GRENADERING16", - "S_GRENADERING17", - "S_GRENADERING18", - "S_GRENADERING19", - "S_GRENADERING20", - "S_GRENADERING21", - "S_GRENADERING22", - "S_GRENADERING23", - "S_GRENADERING24", - "S_GRENADERING25", - "S_GRENADERING26", - "S_GRENADERING27", - "S_GRENADERING28", - "S_GRENADERING29", - "S_GRENADERING30", - "S_GRENADERING31", - "S_GRENADERING32", - "S_GRENADERING33", - "S_GRENADERING34", - "S_GRENADERING35", + // Weapon Ring Ammo + "S_BOUNCERINGAMMO", + "S_RAILRINGAMMO", + "S_INFINITYRINGAMMO", + "S_AUTOMATICRINGAMMO", + "S_EXPLOSIONRINGAMMO", + "S_SCATTERRINGAMMO", + "S_GRENADERINGAMMO", // Weapon pickup - "S_BOUNCEPICKUP1", - "S_BOUNCEPICKUP2", - "S_BOUNCEPICKUP3", - "S_BOUNCEPICKUP4", - "S_BOUNCEPICKUP5", - "S_BOUNCEPICKUP6", - "S_BOUNCEPICKUP7", - "S_BOUNCEPICKUP8", - "S_BOUNCEPICKUP9", - "S_BOUNCEPICKUP10", - "S_BOUNCEPICKUP11", - "S_BOUNCEPICKUP12", - "S_BOUNCEPICKUP13", - "S_BOUNCEPICKUP14", - "S_BOUNCEPICKUP15", - "S_BOUNCEPICKUP16", - + "S_BOUNCEPICKUP", "S_BOUNCEPICKUPFADE1", "S_BOUNCEPICKUPFADE2", "S_BOUNCEPICKUPFADE3", @@ -5958,23 +5578,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_BOUNCEPICKUPFADE7", "S_BOUNCEPICKUPFADE8", - "S_RAILPICKUP1", - "S_RAILPICKUP2", - "S_RAILPICKUP3", - "S_RAILPICKUP4", - "S_RAILPICKUP5", - "S_RAILPICKUP6", - "S_RAILPICKUP7", - "S_RAILPICKUP8", - "S_RAILPICKUP9", - "S_RAILPICKUP10", - "S_RAILPICKUP11", - "S_RAILPICKUP12", - "S_RAILPICKUP13", - "S_RAILPICKUP14", - "S_RAILPICKUP15", - "S_RAILPICKUP16", - + "S_RAILPICKUP", "S_RAILPICKUPFADE1", "S_RAILPICKUPFADE2", "S_RAILPICKUPFADE3", @@ -5984,23 +5588,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_RAILPICKUPFADE7", "S_RAILPICKUPFADE8", - "S_AUTOPICKUP1", - "S_AUTOPICKUP2", - "S_AUTOPICKUP3", - "S_AUTOPICKUP4", - "S_AUTOPICKUP5", - "S_AUTOPICKUP6", - "S_AUTOPICKUP7", - "S_AUTOPICKUP8", - "S_AUTOPICKUP9", - "S_AUTOPICKUP10", - "S_AUTOPICKUP11", - "S_AUTOPICKUP12", - "S_AUTOPICKUP13", - "S_AUTOPICKUP14", - "S_AUTOPICKUP15", - "S_AUTOPICKUP16", - + "S_AUTOPICKUP", "S_AUTOPICKUPFADE1", "S_AUTOPICKUPFADE2", "S_AUTOPICKUPFADE3", @@ -6010,23 +5598,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_AUTOPICKUPFADE7", "S_AUTOPICKUPFADE8", - "S_EXPLODEPICKUP1", - "S_EXPLODEPICKUP2", - "S_EXPLODEPICKUP3", - "S_EXPLODEPICKUP4", - "S_EXPLODEPICKUP5", - "S_EXPLODEPICKUP6", - "S_EXPLODEPICKUP7", - "S_EXPLODEPICKUP8", - "S_EXPLODEPICKUP9", - "S_EXPLODEPICKUP10", - "S_EXPLODEPICKUP11", - "S_EXPLODEPICKUP12", - "S_EXPLODEPICKUP13", - "S_EXPLODEPICKUP14", - "S_EXPLODEPICKUP15", - "S_EXPLODEPICKUP16", - + "S_EXPLODEPICKUP", "S_EXPLODEPICKUPFADE1", "S_EXPLODEPICKUPFADE2", "S_EXPLODEPICKUPFADE3", @@ -6036,23 +5608,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_EXPLODEPICKUPFADE7", "S_EXPLODEPICKUPFADE8", - "S_SCATTERPICKUP1", - "S_SCATTERPICKUP2", - "S_SCATTERPICKUP3", - "S_SCATTERPICKUP4", - "S_SCATTERPICKUP5", - "S_SCATTERPICKUP6", - "S_SCATTERPICKUP7", - "S_SCATTERPICKUP8", - "S_SCATTERPICKUP9", - "S_SCATTERPICKUP10", - "S_SCATTERPICKUP11", - "S_SCATTERPICKUP12", - "S_SCATTERPICKUP13", - "S_SCATTERPICKUP14", - "S_SCATTERPICKUP15", - "S_SCATTERPICKUP16", - + "S_SCATTERPICKUP", "S_SCATTERPICKUPFADE1", "S_SCATTERPICKUPFADE2", "S_SCATTERPICKUPFADE3", @@ -6062,23 +5618,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_SCATTERPICKUPFADE7", "S_SCATTERPICKUPFADE8", - "S_GRENADEPICKUP1", - "S_GRENADEPICKUP2", - "S_GRENADEPICKUP3", - "S_GRENADEPICKUP4", - "S_GRENADEPICKUP5", - "S_GRENADEPICKUP6", - "S_GRENADEPICKUP7", - "S_GRENADEPICKUP8", - "S_GRENADEPICKUP9", - "S_GRENADEPICKUP10", - "S_GRENADEPICKUP11", - "S_GRENADEPICKUP12", - "S_GRENADEPICKUP13", - "S_GRENADEPICKUP14", - "S_GRENADEPICKUP15", - "S_GRENADEPICKUP16", - + "S_GRENADEPICKUP", "S_GRENADEPICKUPFADE1", "S_GRENADEPICKUPFADE2", "S_GRENADEPICKUPFADE3", @@ -6459,101 +5999,22 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_ROCKSPAWN", - "S_ROCKCRUMBLEA1", - "S_ROCKCRUMBLEA2", - "S_ROCKCRUMBLEA3", - "S_ROCKCRUMBLEA4", - "S_ROCKCRUMBLEA5", - - "S_ROCKCRUMBLEB1", - "S_ROCKCRUMBLEB2", - "S_ROCKCRUMBLEB3", - "S_ROCKCRUMBLEB4", - "S_ROCKCRUMBLEB5", - - "S_ROCKCRUMBLEC1", - "S_ROCKCRUMBLEC2", - "S_ROCKCRUMBLEC3", - "S_ROCKCRUMBLEC4", - "S_ROCKCRUMBLEC5", - - "S_ROCKCRUMBLED1", - "S_ROCKCRUMBLED2", - "S_ROCKCRUMBLED3", - "S_ROCKCRUMBLED4", - "S_ROCKCRUMBLED5", - - "S_ROCKCRUMBLEE1", - "S_ROCKCRUMBLEE2", - "S_ROCKCRUMBLEE3", - "S_ROCKCRUMBLEE4", - "S_ROCKCRUMBLEE5", - - "S_ROCKCRUMBLEF1", - "S_ROCKCRUMBLEF2", - "S_ROCKCRUMBLEF3", - "S_ROCKCRUMBLEF4", - "S_ROCKCRUMBLEF5", - - "S_ROCKCRUMBLEG1", - "S_ROCKCRUMBLEG2", - "S_ROCKCRUMBLEG3", - "S_ROCKCRUMBLEG4", - "S_ROCKCRUMBLEG5", - - "S_ROCKCRUMBLEH1", - "S_ROCKCRUMBLEH2", - "S_ROCKCRUMBLEH3", - "S_ROCKCRUMBLEH4", - "S_ROCKCRUMBLEH5", - - "S_ROCKCRUMBLEI1", - "S_ROCKCRUMBLEI2", - "S_ROCKCRUMBLEI3", - "S_ROCKCRUMBLEI4", - "S_ROCKCRUMBLEI5", - - "S_ROCKCRUMBLEJ1", - "S_ROCKCRUMBLEJ2", - "S_ROCKCRUMBLEJ3", - "S_ROCKCRUMBLEJ4", - "S_ROCKCRUMBLEJ5", - - "S_ROCKCRUMBLEK1", - "S_ROCKCRUMBLEK2", - "S_ROCKCRUMBLEK3", - "S_ROCKCRUMBLEK4", - "S_ROCKCRUMBLEK5", - - "S_ROCKCRUMBLEL1", - "S_ROCKCRUMBLEL2", - "S_ROCKCRUMBLEL3", - "S_ROCKCRUMBLEL4", - "S_ROCKCRUMBLEL5", - - "S_ROCKCRUMBLEM1", - "S_ROCKCRUMBLEM2", - "S_ROCKCRUMBLEM3", - "S_ROCKCRUMBLEM4", - "S_ROCKCRUMBLEM5", - - "S_ROCKCRUMBLEN1", - "S_ROCKCRUMBLEN2", - "S_ROCKCRUMBLEN3", - "S_ROCKCRUMBLEN4", - "S_ROCKCRUMBLEN5", - - "S_ROCKCRUMBLEO1", - "S_ROCKCRUMBLEO2", - "S_ROCKCRUMBLEO3", - "S_ROCKCRUMBLEO4", - "S_ROCKCRUMBLEO5", - - "S_ROCKCRUMBLEP1", - "S_ROCKCRUMBLEP2", - "S_ROCKCRUMBLEP3", - "S_ROCKCRUMBLEP4", - "S_ROCKCRUMBLEP5", + "S_ROCKCRUMBLEA", + "S_ROCKCRUMBLEB", + "S_ROCKCRUMBLEC", + "S_ROCKCRUMBLED", + "S_ROCKCRUMBLEE", + "S_ROCKCRUMBLEF", + "S_ROCKCRUMBLEG", + "S_ROCKCRUMBLEH", + "S_ROCKCRUMBLEI", + "S_ROCKCRUMBLEJ", + "S_ROCKCRUMBLEK", + "S_ROCKCRUMBLEL", + "S_ROCKCRUMBLEM", + "S_ROCKCRUMBLEN", + "S_ROCKCRUMBLEO", + "S_ROCKCRUMBLEP", "S_SRB1_CRAWLA1", "S_SRB1_CRAWLA2", @@ -7484,6 +6945,7 @@ struct { // Frame settings {"FF_FRAMEMASK",FF_FRAMEMASK}, + {"FF_ANIMATE",FF_ANIMATE}, {"FF_FULLBRIGHT",FF_FULLBRIGHT}, {"FF_TRANSMASK",FF_TRANSMASK}, {"FF_TRANSSHIFT",FF_TRANSSHIFT}, diff --git a/src/info.c b/src/info.c index 9e04b4e34..9f75f188d 100644 --- a/src/info.c +++ b/src/info.c @@ -60,6 +60,7 @@ char sprnames[NUMSPRITES + 1][5] = state_t states[NUMSTATES] = { // frame is masked through FF_FRAMEMASK + // FF_ANIMATE (0x4000) makes simple state animations (var1 #frames, var2 tic delay) // FF_FULLBRIGHT (0x8000) activates the fullbright colormap // use FF_TRANS10 - FF_TRANS90 for easy translucency // (or tr_trans10<frame); break; + case mobj_anim_duration: + lua_pushinteger(L, mo->anim_duration); + break; case mobj_touching_sectorlist: return UNIMPLEMENTED; case mobj_subsector: @@ -406,6 +411,9 @@ static int mobj_set(lua_State *L) case mobj_frame: mo->frame = (UINT32)luaL_checkinteger(L, 3); break; + case mobj_anim_duration: + mo->anim_duration = (UINT16)luaL_checkinteger(L, 3); + break; case mobj_touching_sectorlist: return UNIMPLEMENTED; case mobj_subsector: diff --git a/src/p_local.h b/src/p_local.h index 97b8865d4..d035925c8 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -212,6 +212,7 @@ void P_RemoveSavegameMobj(mobj_t *th); 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); void P_MobjThinker(mobj_t *mobj); boolean P_RailThinker(mobj_t *mobj); void P_PushableThinker(mobj_t *mobj); diff --git a/src/p_mobj.c b/src/p_mobj.c index 25ae8815a..323e5ce95 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -79,11 +79,33 @@ void P_AddCachedAction(mobj_t *mobj, INT32 statenum) actioncachehead.prev = newaction; } +// +// P_CycleStateAnimation +// +FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj) +{ + // var2 determines delay between animation frames + if (!(mobj->frame & FF_ANIMATE) || --mobj->anim_duration != 0) + return; + mobj->anim_duration = (UINT16)mobj->state->var2; + + // compare the current sprite frame to the one we started from + // if more than var1 away from it, swap back to the original + // else just advance by one + if ((mobj->frame & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) < (UINT32)mobj->state->var1) + ++mobj->frame; + else + mobj->frame = (mobj->state->frame & FF_FRAMEMASK) | (mobj->frame & ~FF_FRAMEMASK); +} + // // P_CycleMobjState // static void P_CycleMobjState(mobj_t *mobj) { + // state animations + P_CycleStateAnimation(mobj); + // cycle through states, // calling action functions at transitions if (mobj->tics != -1) @@ -102,6 +124,9 @@ static void P_CycleMobjState(mobj_t *mobj) // static void P_CyclePlayerMobjState(mobj_t *mobj) { + // state animations + P_CycleStateAnimation(mobj); + // cycle through states, // calling action functions at transitions if (mobj->tics != -1) @@ -279,6 +304,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) mobj->sprite = st->sprite; mobj->frame = st->frame; + mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set // Modified handling. // Call action functions when the state is set @@ -346,6 +372,7 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state) mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; + mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set // Modified handling. // Call action functions when the state is set @@ -399,6 +426,8 @@ boolean P_SetMobjStateNF(mobj_t *mobj, statenum_t state) mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; + mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set + return true; } @@ -416,6 +445,8 @@ static boolean P_SetPrecipMobjState(precipmobj_t *mobj, statenum_t state) mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; + mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set + return true; } @@ -3716,6 +3747,8 @@ void P_NullPrecipThinker(precipmobj_t *mobj) void P_SnowThinker(precipmobj_t *mobj) { + P_CycleStateAnimation((mobj_t *)mobj); + // adjust height if ((mobj->z += mobj->momz) <= mobj->floorz) mobj->z = mobj->ceilingz; @@ -3723,6 +3756,8 @@ void P_SnowThinker(precipmobj_t *mobj) void P_RainThinker(precipmobj_t *mobj) { + P_CycleStateAnimation((mobj_t *)mobj); + if (mobj->state != &states[S_RAIN1]) { // cycle through states, @@ -5833,8 +5868,6 @@ INT32 numshields = 0; void P_RunShields(void) { INT32 i; - mobj_t *mo, *next; - fixed_t destx,desty,zoffs; // run shields for (i = 0; i < numshields; i++) @@ -5843,60 +5876,6 @@ void P_RunShields(void) P_SetTarget(&shields[i], NULL); } numshields = 0; - - // run overlays - next = NULL; - for (mo = overlaycap; mo; mo = next) - { - I_Assert(!P_MobjWasRemoved(mo)); - - // grab next in chain, then unset the chain target - next = mo->hnext; - P_SetTarget(&mo->hnext, NULL); - - if (!mo->target) - continue; - if (!splitscreen /*&& rendermode != render_soft*/) - { - angle_t viewingangle; - - if (players[displayplayer].awayviewtics) - viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y); - else if (!camera.chase && players[displayplayer].mo) - viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y); - else - viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, camera.x, camera.y); - - if (mo->state->var1) - viewingangle += ANGLE_180; - destx = mo->target->x + P_ReturnThrustX(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale)); - desty = mo->target->y + P_ReturnThrustY(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale)); - } - else - { - destx = mo->target->x; - desty = mo->target->y; - } - - mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP) | (mo->target->eflags & MFE_VERTICALFLIP); - mo->scale = mo->destscale = mo->target->scale; - zoffs = FixedMul(((signed)mo->state->var2)*FRACUNIT, mo->scale); - mo->angle = mo->target->angle; - - P_UnsetThingPosition(mo); - mo->x = destx; - mo->y = desty; - if (mo->eflags & MFE_VERTICALFLIP) - mo->z = (mo->target->z + mo->target->height - mo->height) - zoffs; - else - mo->z = mo->target->z + zoffs; - if (mo->state->var1) - P_SetUnderlayPosition(mo); - else - P_SetThingPosition(mo); - P_CheckPosition(mo, mo->x, mo->y); - } - P_SetTarget(&overlaycap, NULL); } static boolean P_AddShield(mobj_t *thing) @@ -5933,6 +5912,71 @@ static boolean P_AddShield(mobj_t *thing) return true; } +void P_RunOverlays(void) +{ + // run overlays + mobj_t *mo, *next = NULL; + fixed_t destx,desty,zoffs; + + for (mo = overlaycap; mo; mo = next) + { + I_Assert(!P_MobjWasRemoved(mo)); + + // grab next in chain, then unset the chain target + next = mo->hnext; + P_SetTarget(&mo->hnext, NULL); + + if (!mo->target) + continue; + if (!splitscreen /*&& rendermode != render_soft*/) + { + angle_t viewingangle; + + if (players[displayplayer].awayviewtics) + viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].awayviewmobj->x, players[displayplayer].awayviewmobj->y); + else if (!camera.chase && players[displayplayer].mo) + viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, players[displayplayer].mo->x, players[displayplayer].mo->y); + else + viewingangle = R_PointToAngle2(mo->target->x, mo->target->y, camera.x, camera.y); + + if (!(mo->state->frame & FF_ANIMATE) && mo->state->var1) + viewingangle += ANGLE_180; + destx = mo->target->x + P_ReturnThrustX(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale)); + desty = mo->target->y + P_ReturnThrustY(mo->target, viewingangle, FixedMul(FRACUNIT/4, mo->scale)); + } + else + { + destx = mo->target->x; + desty = mo->target->y; + } + + mo->eflags = (mo->eflags & ~MFE_VERTICALFLIP) | (mo->target->eflags & MFE_VERTICALFLIP); + mo->scale = mo->destscale = mo->target->scale; + mo->angle = mo->target->angle; + + if (!(mo->state->frame & FF_ANIMATE)) + zoffs = FixedMul(((signed)mo->state->var2)*FRACUNIT, mo->scale); + // if you're using FF_ANIMATE on an overlay, + // then you're on your own. + else + zoffs = 0; + + P_UnsetThingPosition(mo); + mo->x = destx; + mo->y = desty; + if (mo->eflags & MFE_VERTICALFLIP) + mo->z = (mo->target->z + mo->target->height - mo->height) - zoffs; + else + mo->z = mo->target->z + zoffs; + if (mo->state->var1) + P_SetUnderlayPosition(mo); + else + P_SetThingPosition(mo); + P_CheckPosition(mo, mo->x, mo->y); + } + P_SetTarget(&overlaycap, NULL); +} + // Called only when MT_OVERLAY thinks. static void P_AddOverlay(mobj_t *thing) { @@ -7502,6 +7546,8 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits.. + mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set + mobj->friction = ORIG_FRICTION; mobj->movefactor = ORIG_FRICTION_FACTOR; @@ -7727,6 +7773,7 @@ static precipmobj_t *P_SpawnPrecipMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype mobj->tics = st->tics; mobj->sprite = st->sprite; mobj->frame = st->frame; // FF_FRAMEMASK for frame, and other bits.. + mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set // set subsector and/or block links P_SetPrecipitationThingPosition(mobj); diff --git a/src/p_mobj.h b/src/p_mobj.h index 224a8ca5b..6198f5bec 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -270,6 +270,7 @@ typedef struct mobj_s angle_t angle; // orientation spritenum_t sprite; // used to find patch_t and flip value UINT32 frame; // frame number, plus bits see p_pspr.h + UINT16 anim_duration; // for FF_ANIMATE states struct msecnode_s *touching_sectorlist; // a linked list of sectors where this object appears @@ -383,7 +384,8 @@ typedef struct precipmobj_s // More drawing info: to determine current sprite. angle_t angle; // orientation spritenum_t sprite; // used to find patch_t and flip value - INT32 frame; // frame number, plus bits see p_pspr.h + UINT32 frame; // frame number, plus bits see p_pspr.h + UINT16 anim_duration; // for FF_ANIMATE states struct mprecipsecnode_s *touching_sectorlist; // a linked list of sectors where this object appears diff --git a/src/p_pspr.h b/src/p_pspr.h index e0b57675c..53ad30abd 100644 --- a/src/p_pspr.h +++ b/src/p_pspr.h @@ -36,9 +36,11 @@ #endif /// \brief Frame flags: only the frame number -#define FF_FRAMEMASK 0x7fff +#define FF_FRAMEMASK 0x3fff +/// \brief Frame flags: Simple stateless animation +#define FF_ANIMATE 0x4000 /// \brief Frame flags: frame always appears full bright -#define FF_FULLBRIGHT 0x8000 // +#define FF_FULLBRIGHT 0x8000 /// \brief Frame flags: 0 = no trans(opaque), 1-15 = transl. table #define FF_TRANSMASK 0xf0000 /// \brief shift for FF_TRANSMASK diff --git a/src/p_saveg.c b/src/p_saveg.c index 61f51e497..565ff0bd0 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -1058,6 +1058,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) diff |= MD_SPRITE; if (mobj->frame != mobj->state->frame) diff |= MD_FRAME; + if (mobj->anim_duration != (UINT16)mobj->state->var2) + diff |= MD_FRAME; if (mobj->eflags) diff |= MD_EFLAGS; if (mobj->player) @@ -1178,7 +1180,10 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) if (diff & MD_SPRITE) WRITEUINT16(save_p, mobj->sprite); if (diff & MD_FRAME) + { WRITEUINT32(save_p, mobj->frame); + WRITEUINT16(save_p, mobj->anim_duration); + } if (diff & MD_EFLAGS) WRITEUINT16(save_p, mobj->eflags); if (diff & MD_PLAYER) @@ -2004,9 +2009,15 @@ static void LoadMobjThinker(actionf_p1 thinker) else mobj->sprite = mobj->state->sprite; if (diff & MD_FRAME) + { mobj->frame = READUINT32(save_p); + mobj->anim_duration = READUINT16(save_p); + } else + { mobj->frame = mobj->state->frame; + mobj->anim_duration = (UINT16)mobj->state->var2; + } if (diff & MD_EFLAGS) mobj->eflags = READUINT16(save_p); if (diff & MD_PLAYER) diff --git a/src/p_tick.c b/src/p_tick.c index 2973505f3..c72ab5b67 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -631,6 +631,7 @@ void P_Ticker(boolean run) // Run shield positioning P_RunShields(); + P_RunOverlays(); P_UpdateSpecials(); P_RespawnSpecials(); @@ -742,6 +743,7 @@ void P_PreTicker(INT32 frames) // Run shield positioning P_RunShields(); + P_RunOverlays(); P_UpdateSpecials(); P_RespawnSpecials(); From 58e685353a3575e71869f691de6a2e793cb1ec1e Mon Sep 17 00:00:00 2001 From: Inuyasha Date: Tue, 5 Jan 2016 05:03:00 -0800 Subject: [PATCH 2/7] Attempt 2 at special stage fades. More basic in execution. --- src/dehacked.c | 12 ++++++++++-- src/f_finale.h | 3 ++- src/f_wipe.c | 1 + src/p_setup.c | 51 +++++++++++++++++++++++++++++++++++++------------- 4 files changed, 51 insertions(+), 16 deletions(-) diff --git a/src/dehacked.c b/src/dehacked.c index 44ef998ac..f7ec8ed51 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -3187,6 +3187,12 @@ static void readwipes(MYFILE *f) else if (fastcmp(pword, "FINAL")) wipeoffset = wipe_gameend_final; } + else if (fastncmp(word, "SPECLEVEL_", 10)) + { + pword = word + 10; + if (fastcmp(pword, "TOWHITE")) + wipeoffset = wipe_speclevel_towhite; + } if (wipeoffset < 0) { @@ -3194,9 +3200,11 @@ static void readwipes(MYFILE *f) continue; } - if (value == UINT8_MAX // Cannot disable non-toblack wipes (or the level toblack wipe) - && (wipeoffset <= wipe_level_toblack || wipeoffset >= wipe_level_final)) + if (value == UINT8_MAX + && (wipeoffset <= wipe_level_toblack || wipeoffset >= wipe_speclevel_towhite)) { + // Cannot disable non-toblack wipes + // (or the level toblack wipe, or the special towhite wipe) deh_warning("Wipes: can't disable wipe of type '%s'", word); continue; } diff --git a/src/f_finale.h b/src/f_finale.h index 97a26f4c4..e263a3797 100644 --- a/src/f_finale.h +++ b/src/f_finale.h @@ -90,6 +90,7 @@ enum // custom intermissions wipe_specinter_toblack, wipe_multinter_toblack, + wipe_speclevel_towhite, wipe_level_final, wipe_intermission_final, @@ -108,7 +109,7 @@ enum NUMWIPEDEFS }; -#define WIPEFINALSHIFT 12 +#define WIPEFINALSHIFT 13 extern UINT8 wipedefs[NUMWIPEDEFS]; #endif diff --git a/src/f_wipe.c b/src/f_wipe.c index 6f14e577a..e0578949e 100644 --- a/src/f_wipe.c +++ b/src/f_wipe.c @@ -58,6 +58,7 @@ UINT8 wipedefs[NUMWIPEDEFS] = { 0, // wipe_specinter_toblack 0, // wipe_multinter_toblack + 0, // wipe_speclevel_towhite 0, // wipe_level_final 0, // wipe_intermission_final diff --git a/src/p_setup.c b/src/p_setup.c index 3491669c7..dc0e4ffd5 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -2369,7 +2369,7 @@ boolean P_SetupLevel(boolean skipprecip) // use gamemap to get map number. // 99% of the things already did, so. // Map header should always be in place at this point - INT32 i, loadprecip = 1; + INT32 i, loadprecip = 1, ranspecialwipe = 0; INT32 loademblems = 1; INT32 fromnetsave = 0; boolean loadedbm = false; @@ -2442,6 +2442,28 @@ boolean P_SetupLevel(boolean skipprecip) // will be set by player think. players[consoleplayer].viewz = 1; + // Special stage fade to white + // This is handled BEFORE sounds are stopped. + if (rendermode != render_none && G_IsSpecialStage(gamemap)) + { + tic_t starttime = I_GetTime(); + tic_t endtime = starttime + (3*TICRATE)/2; + + S_StartSound(NULL, sfx_s3kaf); + + F_WipeStartScreen(); + V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 0); + + F_WipeEndScreen(); + F_RunWipe(wipedefs[wipe_speclevel_towhite], false); + + // Hold on white for extra effect. + while (I_GetTime() < endtime) + I_Sleep(); + + ranspecialwipe = 1; + } + // Make sure all sounds are stopped before Z_FreeTags. S_StopSounds(); S_ClearSfx(); @@ -2451,25 +2473,28 @@ boolean P_SetupLevel(boolean skipprecip) S_Start(); // Let's fade to black here - if (rendermode != render_none) + // But only if we didn't do the special stage wipe + if (rendermode != render_none && !ranspecialwipe) { F_WipeStartScreen(); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); F_WipeEndScreen(); F_RunWipe(wipedefs[wipe_level_toblack], false); + } + // Print "SPEEDING OFF TO [ZONE] [ACT 1]..." + if (rendermode != render_none) + { // Don't include these in the fade! - { - char tx[64]; - V_DrawSmallString(1, 191, V_ALLOWLOWERCASE, M_GetText("Speeding off to...")); - snprintf(tx, 63, "%s%s%s", - mapheaderinfo[gamemap-1]->lvlttl, - (mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE) ? "" : " ZONE", - (mapheaderinfo[gamemap-1]->actnum > 0) ? va(", Act %d",mapheaderinfo[gamemap-1]->actnum) : ""); - V_DrawSmallString(1, 195, V_ALLOWLOWERCASE, tx); - I_UpdateNoVsync(); - } + char tx[64]; + V_DrawSmallString(1, 191, V_ALLOWLOWERCASE, M_GetText("Speeding off to...")); + snprintf(tx, 63, "%s%s%s", + mapheaderinfo[gamemap-1]->lvlttl, + (mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE) ? "" : " ZONE", + (mapheaderinfo[gamemap-1]->actnum > 0) ? va(", Act %d",mapheaderinfo[gamemap-1]->actnum) : ""); + V_DrawSmallString(1, 195, V_ALLOWLOWERCASE, tx); + I_UpdateNoVsync(); } #ifdef HAVE_BLUA @@ -2767,7 +2792,7 @@ boolean P_SetupLevel(boolean skipprecip) // Remove the loading shit from the screen if (rendermode != render_none) - V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); + V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, (ranspecialwipe) ? 0 : 31); if (precache || dedicated) R_PrecacheLevel(); From b7ebb8186d3555ef8f2cbd102d755e7dfba75147 Mon Sep 17 00:00:00 2001 From: Sean Ryder Date: Tue, 9 Feb 2016 16:20:18 +0000 Subject: [PATCH 3/7] Fix MD2 interpolation for FF_ANIMATE states --- src/hardware/hw_md2.c | 31 ++++++++++++++++++++++++++----- 1 file changed, 26 insertions(+), 5 deletions(-) diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 77795ccc0..b092ac32e 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1195,16 +1195,37 @@ void HWR_DrawMD2(gr_vissprite_t *spr) HWR_GetMappedPatch(gpatch, spr->colormap); } + if (spr->mobj->frame & FF_ANIMATE) + { + // set duration and tics to be the correct values for FF_ANIMATE states + durs = spr->mobj->state->var2; + tics = spr->mobj->anim_duration; + } + //FIXME: this is not yet correct frame = (spr->mobj->frame & FF_FRAMEMASK) % md2->model->header.numFrames; buff = md2->model->glCommandBuffer; curr = &md2->model->frames[frame]; - if (cv_grmd2.value == 1 - && spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL - && !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_TAP1 || spr->mobj->state->nextstate == S_PLAY_TAP2) && spr->mobj->state == &states[S_PLAY_STND])) + if (cv_grmd2.value == 1) { - const INT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames; - next = &md2->model->frames[nextframe]; + // frames are handled differently for states with FF_ANIMATE, so get the next frame differently for the interpolation + if (spr->mobj->frame & FF_ANIMATE) + { + UINT32 nextframe = (spr->mobj->frame & FF_FRAMEMASK) + 1; + if (nextframe >= (UINT32)spr->mobj->state->var1) + nextframe = (spr->mobj->state->frame & FF_FRAMEMASK); + nextframe %= md2->model->header.numFrames; + next = &md2->model->frames[nextframe]; + } + else + { + if (spr->mobj->state->nextstate != S_NULL && states[spr->mobj->state->nextstate].sprite != SPR_NULL + && !(spr->mobj->player && (spr->mobj->state->nextstate == S_PLAY_TAP1 || spr->mobj->state->nextstate == S_PLAY_TAP2) && spr->mobj->state == &states[S_PLAY_STND])) + { + const UINT32 nextframe = (states[spr->mobj->state->nextstate].frame & FF_FRAMEMASK) % md2->model->header.numFrames; + next = &md2->model->frames[nextframe]; + } + } } //Hurdler: it seems there is still a small problem with mobj angle From f10279d61bf2a79bcd031ab1f625368cd5bf6ebc Mon Sep 17 00:00:00 2001 From: Inuyasha Date: Thu, 25 Feb 2016 14:35:05 -0800 Subject: [PATCH 4/7] Very minor performance improvement. --- src/p_mobj.c | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 323e5ce95..d2454f267 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -92,9 +92,7 @@ FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj) // compare the current sprite frame to the one we started from // if more than var1 away from it, swap back to the original // else just advance by one - if ((mobj->frame & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) < (UINT32)mobj->state->var1) - ++mobj->frame; - else + if (((++mobj->frame) & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) > (UINT32)mobj->state->var1) mobj->frame = (mobj->state->frame & FF_FRAMEMASK) | (mobj->frame & ~FF_FRAMEMASK); } From c7ba1d15321531fe2d5ba01e6854760305e98f63 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Fri, 26 Feb 2016 18:11:12 +0000 Subject: [PATCH 5/7] Make sure target sector's lightlist is reset whenever FOF flags are changed. This fixes how removing certain flags (such as FF_EXISTS) from FOFs can cause HOMs on walls bordering their target sectors. Also fixes how the force-FOF-to-vanish linedef special can leave behind the FOF's shadow --- src/lua_maplib.c | 6 +++++- src/p_spec.c | 7 +++++++ 2 files changed, 12 insertions(+), 1 deletion(-) diff --git a/src/lua_maplib.c b/src/lua_maplib.c index 38920c223..16d05dacd 100644 --- a/src/lua_maplib.c +++ b/src/lua_maplib.c @@ -1111,9 +1111,13 @@ static int ffloor_set(lua_State *L) case ffloor_bottompic: *ffloor->bottompic = P_AddLevelFlatRuntime(luaL_checkstring(L, 3)); break; - case ffloor_flags: + case ffloor_flags: { + ffloortype_e oldflags = ffloor->flags; // store FOF's old flags ffloor->flags = luaL_checkinteger(L, 3); + if (ffloor->flags != oldflags) + ffloor->target->moved = true; // reset target sector's lightlist break; + } case ffloor_alpha: ffloor->alpha = (INT32)luaL_checkinteger(L, 3); break; diff --git a/src/p_spec.c b/src/p_spec.c index 81994d46c..2c471fa9e 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -3039,6 +3039,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible (or not visible) in ffloor_t *rover; // FOF to vanish/un-vanish + ffloortype_e oldflags; // store FOF's old flags for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;) { @@ -3062,11 +3063,17 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) return; } + oldflags = rover->flags; + // Abracadabra! if (line->flags & ML_NOCLIMB) rover->flags |= FF_EXISTS; else rover->flags &= ~FF_EXISTS; + + // if flags changed, reset sector's light list + if (rover->flags != oldflags) + sec->moved = true; } } break; From c3166e40b0010fa9c6748875c8e1bfc9551cbc2f Mon Sep 17 00:00:00 2001 From: wolfy852 Date: Sat, 27 Feb 2016 14:27:14 -0600 Subject: [PATCH 6/7] Update names in credits Same as the commit in internal, minus toaster's name (by request, of course.) --- src/f_finale.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/f_finale.c b/src/f_finale.c index 507616f3c..2a1e5cce2 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -977,6 +977,7 @@ static const char *credits[] = { "\"Monster\" Iestyn Jealous", "Ronald \"Furyhunter\" Kinard", // The SDL2 port "John \"JTE\" Muniz", + "Ehab \"Wolfy\" Saeed", "\"SSNTails\"", "Matthew \"Inuyasha\" Walsh", "", @@ -1020,7 +1021,7 @@ static const char *credits[] = { "\"Monster\" Iestyn Jealous", "Jarel \"Arrow\" Jones", "Stefan \"Stuf\" Rimalia", - "Shane Strife", + "Shane Mychal Sexton", "\"Spazzo\"", "David \"Big Wave Dave\" Spencer Sr.", "David \"Instant Sonic\" Spencer Jr.", @@ -1069,7 +1070,7 @@ static const char *credits[] = { "iD Software", "Alex \"MistaED\" Fuller", "FreeDoom Project", // Used some of the mancubus and rocket launcher sprites for Brak - "Randy Heit ()", // For his MSPaint sprite that we nicked + "Randi Heit ()", // For their MSPaint sprite that we nicked "", "\1Produced By", "Sonic Team Junior", From e2b3adc04f73663659afad9a8b42b87a9778055d Mon Sep 17 00:00:00 2001 From: Inuyasha Date: Sun, 28 Feb 2016 18:21:37 -0800 Subject: [PATCH 7/7] Randy Heit -> Randi Heit --- src/f_finale.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/f_finale.c b/src/f_finale.c index 466e208a5..9c3da5a68 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -1068,7 +1068,7 @@ static const char *credits[] = { "iD Software", "Alex \"MistaED\" Fuller", "FreeDoom Project", // Used some of the mancubus and rocket launcher sprites for Brak - "Randy Heit ()", // For his MSPaint sprite that we nicked + "Randi Heit ()", // For their MSPaint sprite that we nicked "", "\1Produced By", "Sonic Team Junior",