mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'master' into sal-waypoints
This commit is contained in:
commit
fa34e4eee4
31 changed files with 1554 additions and 1403 deletions
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@ -97,6 +97,8 @@ UINT16 pingmeasurecount = 1;
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UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone.
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UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values.
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tic_t servermaxping = 800; // server's max ping. Defaults to 800
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static tic_t lowest_lag;
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boolean server_lagless;
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SINT8 nodetoplayer[MAXNETNODES];
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SINT8 nodetoplayer2[MAXNETNODES]; // say the numplayer for this node if any (splitscreen)
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SINT8 nodetoplayer3[MAXNETNODES]; // say the numplayer for this node if any (splitscreen == 2)
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@ -4960,6 +4962,9 @@ static void CL_SendClientCmd(void)
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size_t packetsize = 0;
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boolean mis = false;
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if (lowest_lag && ( gametic % lowest_lag ))
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return;
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netbuffer->packettype = PT_CLIENTCMD;
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if (cl_packetmissed)
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@ -5428,16 +5433,65 @@ static tic_t gametime = 0;
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static void UpdatePingTable(void)
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{
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tic_t fastest;
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tic_t lag;
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INT32 i;
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if (server)
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{
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if (netgame && !(gametime % 35)) // update once per second.
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PingUpdate();
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fastest = 0;
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// update node latency values so we can take an average later.
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
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{
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if (playeringame[i] && playernode[i] > 0)
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{
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if (! server_lagless && playernode[i] > 0)
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{
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lag = GetLag(playernode[i]);
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realpingtable[i] += G_TicsToMilliseconds(lag);
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if (! fastest || lag < fastest)
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fastest = lag;
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}
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else
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realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
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}
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}
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pingmeasurecount++;
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if (server_lagless)
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lowest_lag = 0;
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else
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{
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lowest_lag = fastest;
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if (fastest)
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lag = fastest;
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else
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lag = GetLag(0);
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lag = ( realpingtable[0] + G_TicsToMilliseconds(lag) );
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switch (playerpernode[0])
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{
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case 4:
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realpingtable[nodetoplayer4[0]] = lag;
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/*FALLTHRU*/
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case 3:
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realpingtable[nodetoplayer3[0]] = lag;
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/*FALLTHRU*/
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case 2:
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realpingtable[nodetoplayer2[0]] = lag;
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/*FALLTHRU*/
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case 1:
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realpingtable[nodetoplayer[0]] = lag;
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}
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}
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}
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}
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@ -543,6 +543,8 @@ extern UINT32 realpingtable[MAXPLAYERS];
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extern UINT32 playerpingtable[MAXPLAYERS];
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extern tic_t servermaxping;
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extern boolean server_lagless;
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extern consvar_t
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#ifdef VANILLAJOINNEXTROUND
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cv_joinnextround,
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@ -93,6 +93,8 @@ static void TeamScramble_OnChange(void);
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static void NetTimeout_OnChange(void);
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static void JoinTimeout_OnChange(void);
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static void Lagless_OnChange (void);
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static void Ringslinger_OnChange(void);
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static void Gravity_OnChange(void);
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static void ForceSkin_OnChange(void);
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@ -449,6 +451,8 @@ consvar_t cv_jointimeout = {"jointimeout", "105", CV_CALL|CV_SAVE, nettimeout_co
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static CV_PossibleValue_t maxping_cons_t[] = {{0, "MIN"}, {1000, "MAX"}, {0, NULL}};
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consvar_t cv_maxping = {"maxping", "800", CV_SAVE, maxping_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_lagless = {"lagless", "Off", CV_SAVE|CV_NETVAR|CV_CALL, CV_OnOff, Lagless_OnChange, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t pingtimeout_cons_t[] = {{8, "MIN"}, {120, "MAX"}, {0, NULL}};
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consvar_t cv_pingtimeout = {"pingtimeout", "10", CV_SAVE, pingtimeout_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -713,6 +717,7 @@ void D_RegisterServerCommands(void)
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CV_RegisterVar(&cv_skipmapcheck);
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CV_RegisterVar(&cv_sleep);
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CV_RegisterVar(&cv_maxping);
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CV_RegisterVar(&cv_lagless);
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CV_RegisterVar(&cv_pingtimeout);
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CV_RegisterVar(&cv_showping);
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@ -4763,6 +4768,14 @@ static void JoinTimeout_OnChange(void)
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jointimeout = (tic_t)cv_jointimeout.value;
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}
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static void
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Lagless_OnChange (void)
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{
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/* don't back out of dishonesty, or go lagless after playing honestly */
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if (cv_lagless.value && gamestate == GS_LEVEL)
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server_lagless = true;
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}
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UINT32 timelimitintics = 0;
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/** Deals with a timelimit change by printing the change to the console.
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@ -145,6 +145,7 @@ extern consvar_t cv_ringslinger, cv_soundtest;
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extern consvar_t cv_specialrings, cv_powerstones, cv_matchboxes, cv_competitionboxes;
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extern consvar_t cv_maxping;
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extern consvar_t cv_lagless;
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extern consvar_t cv_pingtimeout;
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extern consvar_t cv_showping;
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@ -1774,7 +1774,6 @@ static actionpointer_t actionpointers[] =
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{{A_GrenadeRing}, "A_GRENADERING"}, // SRB2kart
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{{A_SetSolidSteam}, "A_SETSOLIDSTEAM"},
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{{A_UnsetSolidSteam}, "A_UNSETSOLIDSTEAM"},
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{{A_SignPlayer}, "A_SIGNPLAYER"},
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{{A_OverlayThink}, "A_OVERLAYTHINK"},
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{{A_JetChase}, "A_JETCHASE"},
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{{A_JetbThink}, "A_JETBTHINK"},
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@ -4887,27 +4886,10 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_BUBBLES2",
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// Level End Sign
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"S_SIGN1",
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"S_SIGN2",
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"S_SIGN3",
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"S_SIGN4",
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"S_SIGN5",
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"S_SIGN6",
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"S_SIGN7",
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"S_SIGN8",
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"S_SIGN9",
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"S_SIGN10",
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"S_SIGN11",
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"S_SIGN12",
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"S_SIGN13",
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"S_SIGN14",
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"S_SIGN15",
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"S_SIGN16",
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"S_SIGN17",
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"S_SIGN18",
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"S_SIGN19",
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"S_SIGN20",
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"S_SIGN_END",
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"S_SIGN_POLE",
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"S_SIGN_BACK",
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"S_SIGN_SIDE",
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"S_SIGN_FACE",
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// Steam Riser
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"S_STEAM1",
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@ -5690,6 +5672,11 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_SNOW2",
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"S_SNOW3",
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// Blizzard Snowball
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"S_BLIZZARDSNOW1",
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"S_BLIZZARDSNOW2",
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"S_BLIZZARDSNOW3",
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// Water Splish
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"S_SPLISH1",
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"S_SPLISH2",
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@ -6784,9 +6771,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_LAMPPOST",
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"S_MOSSYTREE",
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"S_SHADOW",
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"S_WHITESHADOW",
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"S_BUMP1",
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"S_BUMP2",
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"S_BUMP3",
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@ -7368,6 +7352,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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// Interactive Objects
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"MT_BUBBLES", // Bubble source
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"MT_SIGN", // Level end sign
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"MT_SIGN_PIECE",
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"MT_SPIKEBALL", // Spike Ball
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"MT_SPECIALSPIKEBALL",
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"MT_SPINFIRE",
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@ -7594,6 +7579,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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// Environmental Effects
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"MT_RAIN", // Rain
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"MT_SNOWFLAKE", // Snowflake
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"MT_BLIZZARDSNOW", // Blizzard Snowball
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"MT_SPLISH", // Water splish!
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"MT_SMOKE",
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"MT_SMALLBUBBLE", // small bubble
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@ -7854,8 +7840,6 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_LAMPPOST",
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"MT_MOSSYTREE",
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"MT_SHADOW",
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"MT_BUMP",
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"MT_FLINGENERGY",
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@ -8702,10 +8686,10 @@ struct {
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// Precipitation
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{"PRECIP_NONE",PRECIP_NONE},
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{"PRECIP_STORM",PRECIP_STORM},
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{"PRECIP_SNOW",PRECIP_SNOW},
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{"PRECIP_RAIN",PRECIP_RAIN},
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{"PRECIP_BLANK",PRECIP_BLANK},
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{"PRECIP_SNOW",PRECIP_SNOW},
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{"PRECIP_BLIZZARD",PRECIP_BLIZZARD},
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{"PRECIP_STORM",PRECIP_STORM},
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{"PRECIP_STORM_NORAIN",PRECIP_STORM_NORAIN},
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{"PRECIP_STORM_NOSTRIKES",PRECIP_STORM_NOSTRIKES},
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@ -41,18 +41,36 @@ extern UINT32 mapmusposition;
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extern INT16 maptol;
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extern UINT8 globalweather;
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extern INT32 curWeather;
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extern UINT8 curWeather;
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extern INT32 cursaveslot;
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extern INT16 lastmapsaved;
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extern boolean gamecomplete;
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#define PRECIP_NONE 0
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#define PRECIP_STORM 1
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#define PRECIP_SNOW 2
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#define PRECIP_RAIN 3
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#define PRECIP_BLANK 4
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#define PRECIP_STORM_NORAIN 5
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#define PRECIP_STORM_NOSTRIKES 6
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typedef enum
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{
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PRECIP_NONE = 0,
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PRECIP_RAIN,
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PRECIP_SNOW,
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PRECIP_BLIZZARD,
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PRECIP_STORM,
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PRECIP_STORM_NORAIN,
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PRECIP_STORM_NOSTRIKES,
|
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MAXPRECIP
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} preciptype_t;
|
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|
||||
typedef enum
|
||||
{
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PRECIPFX_THUNDER = 1,
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PRECIPFX_LIGHTNING = 1<<1
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} precipeffect_t;
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|
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typedef struct
|
||||
{
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mobjtype_t type;
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precipeffect_t effects;
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} precipprops_t;
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extern precipprops_t precipprops[MAXPRECIP];
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// Set if homebrew PWAD stuff has been added.
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extern boolean modifiedgame;
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17
src/g_game.c
17
src/g_game.c
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@ -83,8 +83,21 @@ UINT32 mapmusposition; // Position to jump to
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INT16 gamemap = 1;
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INT16 maptol;
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UINT8 globalweather = 0;
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INT32 curWeather = PRECIP_NONE;
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UINT8 curWeather = PRECIP_NONE;
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precipprops_t precipprops[MAXPRECIP] =
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{
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{MT_NULL, 0}, // PRECIP_NONE
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{MT_RAIN, 0}, // PRECIP_RAIN
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{MT_SNOWFLAKE, 0}, // PRECIP_SNOW
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{MT_BLIZZARDSNOW, 0}, // PRECIP_BLIZZARD
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{MT_RAIN, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM
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{MT_NULL, PRECIPFX_THUNDER|PRECIPFX_LIGHTNING}, // PRECIP_STORM_NORAIN
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{MT_RAIN, PRECIPFX_THUNDER} // PRECIP_STORM_NOSTRIKES
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};
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INT32 cursaveslot = -1; // Auto-save 1p savegame slot
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INT16 lastmapsaved = 0; // Last map we auto-saved at
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boolean gamecomplete = false;
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|
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@ -1781,6 +1794,8 @@ void G_DoLoadLevel(boolean resetplayer)
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|||
|
||||
// clear hud messages remains (usually from game startup)
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||||
CON_ClearHUD();
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server_lagless = cv_lagless.value;
|
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}
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|
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static INT32 pausedelay = 0;
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|
|
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|
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@ -39,6 +39,7 @@
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|||
#include "../st_stuff.h"
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#include "../i_system.h"
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#include "../m_cheat.h"
|
||||
#include "../r_things.h" // R_GetShadowZ
|
||||
#ifdef ESLOPE
|
||||
#include "../p_slopes.h"
|
||||
#endif
|
||||
|
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@ -3563,6 +3564,9 @@ static void HWR_Subsector(size_t num)
|
|||
|
||||
sub->sector->extra_colormap = gr_frontsector->extra_colormap;
|
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|
||||
//R_PlaneLightOverride(gr_frontsector, false, &floorlightlevel);
|
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//R_PlaneLightOverride(gr_frontsector, true, &ceilinglightlevel);
|
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|
||||
// render floor ?
|
||||
#ifdef DOPLANES
|
||||
// yeah, easy backface cull! :)
|
||||
|
|
@ -4058,37 +4062,6 @@ static gr_vissprite_t *HWR_NewVisSprite(void)
|
|||
return HWR_GetVisSprite(gr_visspritecount++);
|
||||
}
|
||||
|
||||
// Finds a floor through which light does not pass.
|
||||
static fixed_t HWR_OpaqueFloorAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
|
||||
{
|
||||
const sector_t *sec = R_PointInSubsector(x, y)->sector;
|
||||
fixed_t floorz = sec->floorheight;
|
||||
|
||||
if (sec->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t delta1, delta2;
|
||||
const fixed_t thingtop = z + height;
|
||||
|
||||
for (rover = sec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS)
|
||||
|| !(rover->flags & FF_RENDERPLANES)
|
||||
|| rover->flags & FF_TRANSLUCENT
|
||||
|| rover->flags & FF_FOG
|
||||
|| rover->flags & FF_INVERTPLANES)
|
||||
continue;
|
||||
|
||||
delta1 = z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
|
||||
delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
|
||||
if (*rover->topheight > floorz && abs(delta1) < abs(delta2))
|
||||
floorz = *rover->topheight;
|
||||
}
|
||||
}
|
||||
|
||||
return floorz;
|
||||
}
|
||||
|
||||
//
|
||||
// HWR_DoCulling
|
||||
// Hardware version of R_DoCulling
|
||||
|
|
@ -4129,185 +4102,116 @@ static boolean HWR_DoCulling(line_t *cullheight, line_t *viewcullheight, float v
|
|||
return false;
|
||||
}
|
||||
|
||||
static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float this_scale)
|
||||
static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale)
|
||||
{
|
||||
FOutVector swallVerts[4];
|
||||
GLPatch_t *gpatch;
|
||||
FOutVector shadowVerts[4];
|
||||
FSurfaceInfo sSurf;
|
||||
fixed_t floorheight, mobjfloor;
|
||||
float offset = 0;
|
||||
float fscale; float fx; float fy; float offset;
|
||||
UINT8 lightlevel = 0;
|
||||
extracolormap_t *colormap = NULL;
|
||||
UINT8 i;
|
||||
|
||||
mobjfloor = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x, spr->mobj->y,
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
if (cv_shadowoffs.value)
|
||||
INT32 light;
|
||||
fixed_t scalemul;
|
||||
UINT16 alpha;
|
||||
fixed_t floordiff;
|
||||
fixed_t floorz;
|
||||
fixed_t slopez;
|
||||
pslope_t *floorslope;
|
||||
|
||||
floorz = R_GetShadowZ(thing, &floorslope);
|
||||
floordiff = abs(thing->z - floorz);
|
||||
|
||||
alpha = floordiff / (4*FRACUNIT) + 75;
|
||||
if (alpha >= 255) return;
|
||||
alpha = 255 - alpha;
|
||||
|
||||
if (thing->whiteshadow)
|
||||
{
|
||||
angle_t shadowdir;
|
||||
|
||||
// Set direction
|
||||
if (splitscreen && stplyr == &players[displayplayers[1]])
|
||||
shadowdir = localangle[1] + FixedAngle(cv_cam2_rotate.value);
|
||||
else if (splitscreen > 1 && stplyr == &players[displayplayers[2]])
|
||||
shadowdir = localangle[2] + FixedAngle(cv_cam3_rotate.value);
|
||||
else if (splitscreen > 2 && stplyr == &players[displayplayers[3]])
|
||||
shadowdir = localangle[3] + FixedAngle(cv_cam4_rotate.value);
|
||||
else
|
||||
shadowdir = localangle[0] + FixedAngle(cv_cam_rotate.value);
|
||||
|
||||
// Find floorheight
|
||||
floorheight = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - mobjfloor),
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
|
||||
// The shadow is falling ABOVE it's mobj?
|
||||
// Don't draw it, then!
|
||||
if (spr->mobj->z < floorheight)
|
||||
return;
|
||||
else
|
||||
{
|
||||
fixed_t floorz;
|
||||
floorz = HWR_OpaqueFloorAtPos(
|
||||
spr->mobj->x + P_ReturnThrustX(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||||
spr->mobj->y + P_ReturnThrustY(spr->mobj, shadowdir, spr->mobj->z - floorheight),
|
||||
spr->mobj->z, spr->mobj->height);
|
||||
// The shadow would be falling on a wall? Don't draw it, then.
|
||||
// Would draw midair otherwise.
|
||||
if (floorz < floorheight)
|
||||
return;
|
||||
}
|
||||
|
||||
floorheight = FixedInt(spr->mobj->z - floorheight);
|
||||
|
||||
offset = floorheight;
|
||||
gpatch = (GLPatch_t *)W_CachePatchName("LSHADOW", PU_CACHE);
|
||||
lightlevel = 255;
|
||||
}
|
||||
else
|
||||
floorheight = FixedInt(spr->mobj->z - mobjfloor);
|
||||
{
|
||||
gpatch = (GLPatch_t *)W_CachePatchName("DSHADOW", PU_CACHE);
|
||||
lightlevel = 0;
|
||||
}
|
||||
|
||||
if (!(gpatch && gpatch->mipmap.grInfo.format)) return;
|
||||
HWR_GetPatch(gpatch);
|
||||
|
||||
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
|
||||
scalemul = FixedMul(scalemul, (thing->radius*2) / gpatch->height);
|
||||
|
||||
fscale = FIXED_TO_FLOAT(scalemul);
|
||||
fx = FIXED_TO_FLOAT(thing->x);
|
||||
fy = FIXED_TO_FLOAT(thing->y);
|
||||
|
||||
// create the sprite billboard
|
||||
//
|
||||
// 3--2
|
||||
// | /|
|
||||
// |/ |
|
||||
// 0--1
|
||||
|
||||
// x1/x2 were already scaled in HWR_ProjectSprite
|
||||
// First match the normal sprite
|
||||
swallVerts[0].x = swallVerts[3].x = spr->x1;
|
||||
swallVerts[2].x = swallVerts[1].x = spr->x2;
|
||||
swallVerts[0].z = swallVerts[3].z = spr->z1;
|
||||
swallVerts[2].z = swallVerts[1].z = spr->z2;
|
||||
|
||||
if (spr->mobj && fabsf(this_scale - 1.0f) > 1.0E-36f)
|
||||
{
|
||||
// Always a pixel above the floor, perfectly flat.
|
||||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset * this_scale - (floorheight+3);
|
||||
|
||||
// Now transform the TOP vertices along the floor in the direction of the camera
|
||||
swallVerts[3].x = spr->x1 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
|
||||
swallVerts[2].x = spr->x2 + ((gpatch->height * this_scale) + offset) * gr_viewcos;
|
||||
swallVerts[3].z = spr->z1 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
|
||||
swallVerts[2].z = spr->z2 + ((gpatch->height * this_scale) + offset) * gr_viewsin;
|
||||
}
|
||||
if (thing && fabsf(fscale - 1.0f) > 1.0E-36f)
|
||||
offset = (gpatch->height/2) * fscale;
|
||||
else
|
||||
{
|
||||
// Always a pixel above the floor, perfectly flat.
|
||||
swallVerts[0].y = swallVerts[1].y = swallVerts[2].y = swallVerts[3].y = spr->ty - gpatch->topoffset - (floorheight+3);
|
||||
offset = (float)(gpatch->height/2);
|
||||
|
||||
// Now transform the TOP vertices along the floor in the direction of the camera
|
||||
swallVerts[3].x = spr->x1 + (gpatch->height + offset) * gr_viewcos;
|
||||
swallVerts[2].x = spr->x2 + (gpatch->height + offset) * gr_viewcos;
|
||||
swallVerts[3].z = spr->z1 + (gpatch->height + offset) * gr_viewsin;
|
||||
swallVerts[2].z = spr->z2 + (gpatch->height + offset) * gr_viewsin;
|
||||
shadowVerts[2].x = shadowVerts[3].x = fx + offset;
|
||||
shadowVerts[1].x = shadowVerts[0].x = fx - offset;
|
||||
shadowVerts[1].z = shadowVerts[2].z = fy - offset;
|
||||
shadowVerts[0].z = shadowVerts[3].z = fy + offset;
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
float oldx = shadowVerts[i].x;
|
||||
float oldy = shadowVerts[i].z;
|
||||
shadowVerts[i].x = fx + ((oldx - fx) * gr_viewcos) - ((oldy - fy) * gr_viewsin);
|
||||
shadowVerts[i].z = fy + ((oldx - fx) * gr_viewsin) + ((oldy - fy) * gr_viewcos);
|
||||
}
|
||||
|
||||
// We also need to move the bottom ones away when shadowoffs is on
|
||||
if (cv_shadowoffs.value)
|
||||
if (floorslope)
|
||||
{
|
||||
swallVerts[0].x = spr->x1 + offset * gr_viewcos;
|
||||
swallVerts[1].x = spr->x2 + offset * gr_viewcos;
|
||||
swallVerts[0].z = spr->z1 + offset * gr_viewsin;
|
||||
swallVerts[1].z = spr->z2 + offset * gr_viewsin;
|
||||
}
|
||||
|
||||
if (spr->flip)
|
||||
{
|
||||
swallVerts[0].sow = swallVerts[3].sow = gpatch->max_s;
|
||||
swallVerts[2].sow = swallVerts[1].sow = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
swallVerts[0].sow = swallVerts[3].sow = 0;
|
||||
swallVerts[2].sow = swallVerts[1].sow = gpatch->max_s;
|
||||
}
|
||||
|
||||
// flip the texture coords (look familiar?)
|
||||
if (spr->vflip)
|
||||
{
|
||||
swallVerts[3].tow = swallVerts[2].tow = gpatch->max_t;
|
||||
swallVerts[0].tow = swallVerts[1].tow = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
swallVerts[3].tow = swallVerts[2].tow = 0;
|
||||
swallVerts[0].tow = swallVerts[1].tow = gpatch->max_t;
|
||||
}
|
||||
|
||||
sSurf.FlatColor.s.red = 0x00;
|
||||
sSurf.FlatColor.s.blue = 0x00;
|
||||
sSurf.FlatColor.s.green = 0x00;
|
||||
|
||||
/*if (spr->mobj->frame & FF_TRANSMASK || spr->mobj->flags2 & MF2_SHADOW)
|
||||
{
|
||||
sector_t *sector = spr->mobj->subsector->sector;
|
||||
UINT8 lightlevel = 255;
|
||||
extracolormap_t *colormap = sector->extra_colormap;
|
||||
|
||||
if (sector->numlights)
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
INT32 light = R_GetPlaneLight(sector, spr->mobj->floorz, false);
|
||||
|
||||
if (!(spr->mobj->frame & FF_FULLBRIGHT))
|
||||
{
|
||||
lightlevel = *sector->lightlist[light].lightlevel;
|
||||
if (spr->mobj->frame & FF_SEMIBRIGHT)
|
||||
lightlevel = 128 + (lightlevel>>1);
|
||||
}
|
||||
|
||||
if (sector->lightlist[light].extra_colormap)
|
||||
colormap = sector->lightlist[light].extra_colormap;
|
||||
slopez = P_GetZAt(floorslope, FLOAT_TO_FIXED(shadowVerts[i].x), FLOAT_TO_FIXED(shadowVerts[i].z));
|
||||
shadowVerts[i].y = FIXED_TO_FLOAT(slopez) + 0.05f;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightlevel = sector->lightlevel;
|
||||
|
||||
if (sector->extra_colormap)
|
||||
colormap = sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (colormap)
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, colormap->rgba, colormap->fadergba, false, true);
|
||||
else
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel/2, NORMALFOG, FADEFOG, false, true);
|
||||
}*/
|
||||
|
||||
// shadow is always half as translucent as the sprite itself
|
||||
if (!cv_translucency.value) // use default translucency (main sprite won't have any translucency)
|
||||
sSurf.FlatColor.s.alpha = 0x80; // default
|
||||
else if (spr->mobj->flags2 & MF2_SHADOW)
|
||||
sSurf.FlatColor.s.alpha = 0x20;
|
||||
else if (spr->mobj->frame & FF_TRANSMASK)
|
||||
{
|
||||
HWR_TranstableToAlpha((spr->mobj->frame & FF_TRANSMASK)>>FF_TRANSSHIFT, &sSurf);
|
||||
sSurf.FlatColor.s.alpha /= 2; //cut alpha in half!
|
||||
}
|
||||
else
|
||||
sSurf.FlatColor.s.alpha = 0x80; // default
|
||||
|
||||
if (sSurf.FlatColor.s.alpha > floorheight/4)
|
||||
{
|
||||
sSurf.FlatColor.s.alpha = (UINT8)(sSurf.FlatColor.s.alpha - floorheight/4);
|
||||
HWD.pfnDrawPolygon(&sSurf, swallVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
|
||||
for (i = 0; i < 4; i++)
|
||||
shadowVerts[i].y = FIXED_TO_FLOAT(floorz) + 0.05f;
|
||||
}
|
||||
|
||||
shadowVerts[0].sow = shadowVerts[3].sow = 0;
|
||||
shadowVerts[2].sow = shadowVerts[1].sow = gpatch->max_s;
|
||||
|
||||
shadowVerts[3].tow = shadowVerts[2].tow = 0;
|
||||
shadowVerts[0].tow = shadowVerts[1].tow = gpatch->max_t;
|
||||
|
||||
if (thing->subsector->sector->numlights)
|
||||
{
|
||||
light = R_GetPlaneLight(thing->subsector->sector, floorz, false); // Always use the light at the top instead of whatever I was doing before
|
||||
|
||||
if (thing->subsector->sector->lightlist[light].extra_colormap)
|
||||
colormap = thing->subsector->sector->lightlist[light].extra_colormap;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (thing->subsector->sector->extra_colormap)
|
||||
colormap = thing->subsector->sector->extra_colormap;
|
||||
}
|
||||
|
||||
if (colormap)
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, colormap->rgba, colormap->fadergba, false, false);
|
||||
else
|
||||
sSurf.FlatColor.rgba = HWR_Lighting(lightlevel, NORMALFOG, FADEFOG, false, false);
|
||||
|
||||
sSurf.FlatColor.s.alpha = alpha;
|
||||
|
||||
HWD.pfnDrawPolygon(&sSurf, shadowVerts, 4, PF_Translucent|PF_Modulated|PF_Clip);
|
||||
}
|
||||
|
||||
// This is expecting a pointer to an array containing 4 wallVerts for a sprite
|
||||
|
|
@ -4384,22 +4288,6 @@ static void HWR_SplitSprite(gr_vissprite_t *spr)
|
|||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||||
HWR_GetMappedPatch(gpatch, spr->colormap);
|
||||
|
||||
// Draw shadow BEFORE sprite
|
||||
if (cv_shadow.value // Shadows enabled
|
||||
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
|
||||
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
|
||||
#ifdef ALAM_LIGHTING
|
||||
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
|
||||
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
|
||||
#endif
|
||||
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
|
||||
{
|
||||
////////////////////
|
||||
// SHADOW SPRITE! //
|
||||
////////////////////
|
||||
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
|
||||
}
|
||||
|
||||
baseWallVerts[0].x = baseWallVerts[3].x = spr->x1;
|
||||
baseWallVerts[2].x = baseWallVerts[1].x = spr->x2;
|
||||
baseWallVerts[0].z = baseWallVerts[3].z = spr->z1;
|
||||
|
|
@ -4802,22 +4690,6 @@ static void HWR_DrawSprite(gr_vissprite_t *spr)
|
|||
//Hurdler: 25/04/2000: now support colormap in hardware mode
|
||||
HWR_GetMappedPatch(gpatch, spr->colormap);
|
||||
|
||||
// Draw shadow BEFORE sprite
|
||||
if (cv_shadow.value // Shadows enabled
|
||||
&& (spr->mobj->flags & (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY)) != (MF_SCENERY|MF_SPAWNCEILING|MF_NOGRAVITY) // Ceiling scenery have no shadow.
|
||||
&& !(spr->mobj->flags2 & MF2_DEBRIS) // Debris have no corona or shadow.
|
||||
#ifdef ALAM_LIGHTING
|
||||
&& !(t_lspr[spr->mobj->sprite]->type // Things with dynamic lights have no shadow.
|
||||
&& (!spr->mobj->player || spr->mobj->player->powers[pw_super])) // Except for non-super players.
|
||||
#endif
|
||||
&& (spr->mobj->z >= spr->mobj->floorz)) // Without this, your shadow shows on the floor, even after you die and fall through the ground.
|
||||
{
|
||||
////////////////////
|
||||
// SHADOW SPRITE! //
|
||||
////////////////////
|
||||
HWR_DrawSpriteShadow(spr, gpatch, this_scale);
|
||||
}
|
||||
|
||||
// if it has a dispoffset, push it a little towards the camera
|
||||
if (spr->dispoffset) {
|
||||
float co = -gr_viewcos*(0.05f*spr->dispoffset);
|
||||
|
|
@ -5430,6 +5302,12 @@ static void HWR_DrawSprites(void)
|
|||
HWR_DrawPrecipitationSprite(spr);
|
||||
else
|
||||
#endif
|
||||
{
|
||||
if (spr->mobj && spr->mobj->shadowscale && cv_shadow.value)
|
||||
{
|
||||
HWR_DrawDropShadow(spr->mobj, spr->mobj->shadowscale);
|
||||
}
|
||||
|
||||
if (spr->mobj && spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
|
||||
{
|
||||
// 8/1/19: Only don't display player models if no default SPR_PLAY is found.
|
||||
|
|
@ -5445,6 +5323,7 @@ static void HWR_DrawSprites(void)
|
|||
else
|
||||
HWR_DrawMD2(spr);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -5882,10 +5761,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|||
// okay, we can't return now... this is a hack, but weather isn't networked, so it should be ok
|
||||
if (!(thing->precipflags & PCF_THUNK))
|
||||
{
|
||||
if (thing->precipflags & PCF_RAIN)
|
||||
P_RainThinker(thing);
|
||||
else
|
||||
P_SnowThinker(thing);
|
||||
P_PrecipThinker(thing);
|
||||
thing->precipflags |= PCF_THUNK;
|
||||
}
|
||||
|
||||
|
|
|
|||
167
src/info.c
167
src/info.c
|
|
@ -44,23 +44,23 @@ char sprnames[NUMSPRITES + 1][5] =
|
|||
"BSZ7","BSZ8","STLG","DBAL","RCRY","ARMA","ARMF","ARMB","WIND","MAGN",
|
||||
"ELEM","FORC","PITY","IVSP","SSPK","GOAL","BIRD","BUNY","MOUS","CHIC",
|
||||
"COWZ","RBRD","SPVY","SPVR","SPVB","SPVG","SPDY","SPDR","SPDB","SPDG",
|
||||
"SPHY","SPHR","SPHB","SPHG","RAIN","SNO1","SPLH","SPLA","SMOK","BUBP",
|
||||
"BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL","SCOR","DRWN","TTAG",
|
||||
"GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE","RNGS","RNGG","PIKB",
|
||||
"PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE","TSCR","COIN","CPRK",
|
||||
"GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM","KOOP","BFLM","MAXE",
|
||||
"MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL","NSPK","NBMP","HOOP",
|
||||
"NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2","BOM3","BOM4","ROIA",
|
||||
"ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH","ROII","ROIJ","ROIK",
|
||||
"ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG","GWLR","SRBA","SRBB",
|
||||
"SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI","SRBJ","SRBK","SRBL",
|
||||
"SRBM","SRBN","SRBO",
|
||||
"SPHY","SPHR","SPHB","SPHG","RAIN","SNO1","SNO2","SPLH","SPLA","SMOK",
|
||||
"BUBP","BUBO","BUBN","BUBM","POPP","TFOG","SEED","PRTL","SCOR","DRWN",
|
||||
"TTAG","GFLG","RRNG","RNGB","RNGR","RNGI","RNGA","RNGE","RNGS","RNGG",
|
||||
"PIKB","PIKR","PIKA","PIKE","PIKS","PIKG","TAUT","TGRE","TSCR","COIN",
|
||||
"CPRK","GOOM","BGOM","FFWR","FBLL","SHLL","PUMA","HAMM","KOOP","BFLM",
|
||||
"MAXE","MUS1","MUS2","TOAD","NDRN","SUPE","SUPZ","NDRL","NSPK","NBMP",
|
||||
"HOOP","NSCR","NPRU","CAPS","SUPT","SPRK","BOM1","BOM2","BOM3","BOM4",
|
||||
"ROIA","ROIB","ROIC","ROID","ROIE","ROIF","ROIG","ROIH","ROII","ROIJ",
|
||||
"ROIK","ROIL","ROIM","ROIN","ROIO","ROIP","BBAL","GWLG","GWLR","SRBA",
|
||||
"SRBB","SRBC","SRBD","SRBE","SRBF","SRBG","SRBH","SRBI","SRBJ","SRBK",
|
||||
"SRBL","SRBM","SRBN","SRBO",
|
||||
//SRB2kart Sprites
|
||||
"RNDM","RPOP","SGNS","FAST","DSHR","BOST","BOSM","KFRE","KINV","KINF",
|
||||
"WIPD","DRIF","BDRF","DUST","RSHE","FITM","BANA","ORBN","JAWZ","SSMN",
|
||||
"KRBM","BHOG","BHBM","SPBM","THNS","SINK","SITR","KBLN","DEZL","POKE",
|
||||
"AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM","SACO","CRAB",
|
||||
"SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO","ITEM",
|
||||
"BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB","ARRO","ITEM",
|
||||
"ITMO","ITMI","ITMN","WANT","PBOM","HIT1","HIT2","HIT3","RETI","AIDU",
|
||||
"KSPK","LZI1","LZI2","KLIT","FZSM","FZBM","FPRT","SBUS","MARB","FUFO",
|
||||
"RUST","BLON","VAPE","HTZA","HTZB","SGVA","SGVB","SGVC","PGTR","PGF1",
|
||||
|
|
@ -193,7 +193,7 @@ state_t states[NUMSTATES] =
|
|||
{SPR_NULL, 0, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
|
||||
|
||||
// Level end sign (uses player sprite)
|
||||
{SPR_PLAY, 18, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN S
|
||||
{SPR_PLAY, 18|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_PLAY_SIGN}, // S_PLAY_SIGN
|
||||
|
||||
// Blue Crawla
|
||||
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
|
||||
|
|
@ -1063,27 +1063,10 @@ state_t states[NUMSTATES] =
|
|||
{SPR_BUBL, 1, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES1}, // S_BUBBLES2
|
||||
|
||||
// Level End Sign
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN2}, // S_SIGN1
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN3}, // S_SIGN2
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN4}, // S_SIGN3
|
||||
{SPR_SIGN, 3, 1, {NULL}, 0, 0, S_SIGN5}, // S_SIGN4
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN6}, // S_SIGN5
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN7}, // S_SIGN6
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN8}, // S_SIGN7
|
||||
{SPR_SIGN, 4, 1, {NULL}, 0, 0, S_SIGN9}, // S_SIGN8
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN10}, // S_SIGN9
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN11}, // S_SIGN10
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN12}, // S_SIGN11
|
||||
{SPR_SIGN, 5, 1, {NULL}, 0, 0, S_SIGN13}, // S_SIGN12
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN14}, // S_SIGN13
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN15}, // S_SIGN14
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN16}, // S_SIGN15
|
||||
{SPR_SIGN, 6, 1, {NULL}, 0, 0, S_SIGN17}, // S_SIGN16
|
||||
{SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN18}, // S_SIGN17
|
||||
{SPR_SIGN, 1, 1, {NULL}, 0, 0, S_SIGN19}, // S_SIGN18
|
||||
{SPR_SIGN, 2, 1, {NULL}, 0, 0, S_SIGN20}, // S_SIGN19
|
||||
{SPR_SIGN, 7, 1, {NULL}, 0, 0, S_SIGN1}, // S_SIGN20
|
||||
{SPR_SIGN, 8, -1, {A_SignPlayer}, 0, 0, S_NULL}, // S_SIGN_END
|
||||
{SPR_SIGN, 0, -1, {NULL}, 0, 0, S_SIGN_POLE}, // S_SIGN_POLE
|
||||
{SPR_SIGN, 1|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_BACK}, // S_SIGN_BACK
|
||||
{SPR_SIGN, 2|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_SIDE}, // S_SIGN_SIDE
|
||||
{SPR_SIGN, 3|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_SIGN_FACE}, // S_SIGN_FACE
|
||||
|
||||
// Steam Riser
|
||||
{SPR_STEM, 0, 2, {A_SetSolidSteam}, 0, 0, S_STEAM2}, // S_STEAM1
|
||||
|
|
@ -1869,13 +1852,18 @@ state_t states[NUMSTATES] =
|
|||
|
||||
// Rain
|
||||
{SPR_RAIN, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1
|
||||
{SPR_RAIN, FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN
|
||||
{SPR_NULL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_RAINRETURN
|
||||
|
||||
// Snowflake
|
||||
{SPR_SNO1, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW1
|
||||
{SPR_SNO1, 1, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW2
|
||||
{SPR_SNO1, 2, -1, {NULL}, 0, 0, S_NULL}, // S_SNOW3
|
||||
|
||||
// Blizzard Snowball
|
||||
{SPR_SNO2, 0, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW1
|
||||
{SPR_SNO2, 1, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW2
|
||||
{SPR_SNO2, 2, -1, {NULL}, 0, 0, S_NULL}, // S_BLIZZARDSNOW3
|
||||
|
||||
// Water Splish
|
||||
{SPR_SPLH, FF_TRANS50 , 2, {NULL}, 0, 0, S_SPLISH2}, // S_SPLISH1
|
||||
{SPR_SPLH, FF_TRANS50|1, 2, {NULL}, 0, 0, S_SPLISH3}, // S_SPLISH2
|
||||
|
|
@ -1888,9 +1876,9 @@ state_t states[NUMSTATES] =
|
|||
{SPR_SPLH, FF_TRANS50|8, 2, {NULL}, 0, 0, S_NULL}, // S_SPLISH9
|
||||
|
||||
// Water Splash
|
||||
{SPR_SPLA, FF_TRANS50 , 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1
|
||||
{SPR_SPLA, FF_TRANS70|1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2
|
||||
{SPR_SPLA, FF_TRANS90|2, 3, {NULL}, 0, 0, S_RAINRETURN}, // S_SPLASH3
|
||||
{SPR_SPLA, FF_TRANS50 , 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1
|
||||
{SPR_SPLA, FF_TRANS70|1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2
|
||||
{SPR_SPLA, FF_TRANS90|2, 3, {NULL}, 0, 0, S_NULL}, // S_SPLASH3
|
||||
|
||||
// Smoke
|
||||
{SPR_SMOK, FF_TRANS50 , 4, {NULL}, 0, 0, S_SMOKE2}, // S_SMOKE1
|
||||
|
|
@ -2993,10 +2981,6 @@ state_t states[NUMSTATES] =
|
|||
{SPR_CRAB, 10, -1, {NULL}, 0, 0, S_NULL}, // S_LAMPPOST
|
||||
{SPR_CRAB, 11, -1, {NULL}, 0, 0, S_NULL}, // S_MOSSYTREE
|
||||
|
||||
// Fake Shadow
|
||||
{SPR_SHAD, FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_SHADOW
|
||||
{SPR_SHAD, FF_FULLBRIGHT|FF_TRANS50|1, -1, {NULL}, 0, 0, S_NULL}, // S_WHITESHADOW
|
||||
|
||||
{SPR_BUMP, FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_BUMP2}, // S_BUMP1
|
||||
{SPR_BUMP, FF_FULLBRIGHT|1, 3, {NULL}, 0, 0, S_BUMP3}, // S_BUMP2
|
||||
{SPR_BUMP, FF_FULLBRIGHT|2, 3, {NULL}, 0, 0, S_NULL}, // S_BUMP3
|
||||
|
|
@ -6439,7 +6423,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
501, // doomednum
|
||||
S_INVISIBLE, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_PLAY_SIGN, // seestate
|
||||
S_NULL, // seestate
|
||||
sfx_s3kb8, // seesound
|
||||
8, // reactiontime
|
||||
sfx_s3k7e, // attacksound
|
||||
|
|
@ -6453,7 +6437,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
sfx_None, // deathsound
|
||||
8, // speed
|
||||
8*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
48*FRACUNIT, // height
|
||||
0, // display offset
|
||||
16, // mass
|
||||
0, // damage
|
||||
|
|
@ -6462,6 +6446,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_SIGN_PIECE
|
||||
-1, // doomednum
|
||||
S_INVISIBLE, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
8, // speed
|
||||
8*FRACUNIT, // radius
|
||||
48*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_NOTHINK|MF_DONTENCOREMAP, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_SPIKEBALL
|
||||
-1, // doomednum
|
||||
S_SPIKEBALL1, // spawnstate
|
||||
|
|
@ -11443,22 +11454,22 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_RAIN1, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_rainin, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_SPLASH1, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
-72*FRACUNIT, // speed -- -24*FRACUNIT originally, srb2kart x3 (nya)
|
||||
1*FRACUNIT, // radius
|
||||
8*FRACUNIT, // height
|
||||
0, // display offset
|
||||
4, // mass
|
||||
80, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP, // flags
|
||||
|
|
@ -11471,7 +11482,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
|
|
@ -11485,8 +11496,35 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
4*FRACUNIT, // radius
|
||||
4*FRACUNIT, // height
|
||||
0, // display offset
|
||||
4, // mass
|
||||
0, // damage
|
||||
0, // mass
|
||||
2, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BLIZZARDSNOW
|
||||
-1, // doomednum
|
||||
S_BLIZZARDSNOW1, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
-24*FRACUNIT, // speed
|
||||
4*FRACUNIT, // radius
|
||||
4*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
2, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOBLOCKMAP, // flags
|
||||
S_NULL // raisestate
|
||||
|
|
@ -17256,33 +17294,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_SHADOW
|
||||
-1, // doomednum
|
||||
S_SHADOW, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
8, // reactiontime
|
||||
sfx_None, // attacksound
|
||||
S_NULL, // painstate
|
||||
0, // painchance
|
||||
sfx_None, // painsound
|
||||
S_NULL, // meleestate
|
||||
S_NULL, // missilestate
|
||||
S_NULL, // deathstate
|
||||
S_NULL, // xdeathstate
|
||||
sfx_None, // deathsound
|
||||
60*FRACUNIT, // speed
|
||||
50*FRACUNIT, // radius
|
||||
1*FRACUNIT, // height
|
||||
-1, // display offset
|
||||
100, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_BUMP
|
||||
-1, // doomednum
|
||||
S_BUMP1, // spawnstate
|
||||
|
|
|
|||
40
src/info.h
40
src/info.h
|
|
@ -63,7 +63,6 @@ void A_ThrownRing(); // Sparkle trail for red ring
|
|||
void A_GrenadeRing(); // SRB2kart
|
||||
void A_SetSolidSteam();
|
||||
void A_UnsetSolidSteam();
|
||||
void A_SignPlayer();
|
||||
void A_OverlayThink();
|
||||
void A_JetChase();
|
||||
void A_JetbThink(); // Jetty-Syn Bomber Thinker
|
||||
|
|
@ -475,6 +474,7 @@ typedef enum sprite
|
|||
// Environmental Effects
|
||||
SPR_RAIN, // Rain
|
||||
SPR_SNO1, // Snowflake
|
||||
SPR_SNO2, // Blizzard Snowball
|
||||
SPR_SPLH, // Water Splish
|
||||
SPR_SPLA, // Water Splash
|
||||
SPR_SMOK,
|
||||
|
|
@ -639,7 +639,6 @@ typedef enum sprite
|
|||
SPR_CHOM, // Sapphire Coast Chomper
|
||||
SPR_SACO, // Sapphire Coast Fauna
|
||||
SPR_CRAB, // Crystal Abyss mobs
|
||||
SPR_SHAD, // TD shadows
|
||||
SPR_BRNG, // Chaotix Big Ring
|
||||
|
||||
SPR_BUMP, // Player/shell bump
|
||||
|
|
@ -1776,27 +1775,10 @@ typedef enum state
|
|||
S_BUBBLES2,
|
||||
|
||||
// Level End Sign
|
||||
S_SIGN1,
|
||||
S_SIGN2,
|
||||
S_SIGN3,
|
||||
S_SIGN4,
|
||||
S_SIGN5,
|
||||
S_SIGN6,
|
||||
S_SIGN7,
|
||||
S_SIGN8,
|
||||
S_SIGN9,
|
||||
S_SIGN10,
|
||||
S_SIGN11,
|
||||
S_SIGN12,
|
||||
S_SIGN13,
|
||||
S_SIGN14,
|
||||
S_SIGN15,
|
||||
S_SIGN16,
|
||||
S_SIGN17,
|
||||
S_SIGN18,
|
||||
S_SIGN19,
|
||||
S_SIGN20,
|
||||
S_SIGN_END,
|
||||
S_SIGN_POLE,
|
||||
S_SIGN_BACK,
|
||||
S_SIGN_SIDE,
|
||||
S_SIGN_FACE,
|
||||
|
||||
// Steam Riser
|
||||
S_STEAM1,
|
||||
|
|
@ -2579,6 +2561,11 @@ typedef enum state
|
|||
S_SNOW2,
|
||||
S_SNOW3,
|
||||
|
||||
// Blizzard Snowball
|
||||
S_BLIZZARDSNOW1,
|
||||
S_BLIZZARDSNOW2,
|
||||
S_BLIZZARDSNOW3,
|
||||
|
||||
// Water Splish
|
||||
S_SPLISH1,
|
||||
S_SPLISH2,
|
||||
|
|
@ -3673,9 +3660,6 @@ typedef enum state
|
|||
S_LAMPPOST,
|
||||
S_MOSSYTREE,
|
||||
|
||||
S_SHADOW,
|
||||
S_WHITESHADOW,
|
||||
|
||||
S_BUMP1,
|
||||
S_BUMP2,
|
||||
S_BUMP3,
|
||||
|
|
@ -4289,6 +4273,7 @@ typedef enum mobj_type
|
|||
// Interactive Objects
|
||||
MT_BUBBLES, // Bubble source
|
||||
MT_SIGN, // Level end sign
|
||||
MT_SIGN_PIECE,
|
||||
MT_SPIKEBALL, // Spike Ball
|
||||
MT_SPECIALSPIKEBALL,
|
||||
MT_SPINFIRE,
|
||||
|
|
@ -4515,6 +4500,7 @@ typedef enum mobj_type
|
|||
// Environmental Effects
|
||||
MT_RAIN, // Rain
|
||||
MT_SNOWFLAKE, // Snowflake
|
||||
MT_BLIZZARDSNOW, // Blizzard Snowball
|
||||
MT_SPLISH, // Water splish!
|
||||
MT_SMOKE,
|
||||
MT_SMALLBUBBLE, // small bubble
|
||||
|
|
@ -4775,8 +4761,6 @@ typedef enum mobj_type
|
|||
MT_LAMPPOST,
|
||||
MT_MOSSYTREE,
|
||||
|
||||
MT_SHADOW,
|
||||
|
||||
MT_BUMP,
|
||||
|
||||
MT_FLINGENERGY,
|
||||
|
|
|
|||
243
src/k_kart.c
243
src/k_kart.c
|
|
@ -1543,20 +1543,16 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
|
|||
|
||||
\return boolean
|
||||
*/
|
||||
static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec)
|
||||
static UINT8 K_CheckOffroadCollide(mobj_t *mo)
|
||||
{
|
||||
UINT8 i;
|
||||
sector_t *sec2;
|
||||
|
||||
I_Assert(mo != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(mo));
|
||||
|
||||
sec2 = P_ThingOnSpecial3DFloor(mo);
|
||||
|
||||
for (i = 2; i < 5; i++)
|
||||
{
|
||||
if ((sec2 && GETSECSPECIAL(sec2->special, 1) == i)
|
||||
|| (P_IsObjectOnRealGround(mo, sec) && GETSECSPECIAL(sec->special, 1) == i))
|
||||
if (P_MobjTouchingSectorSpecial(mo, 1, i, true))
|
||||
return i-1;
|
||||
}
|
||||
|
||||
|
|
@ -1571,25 +1567,16 @@ static UINT8 K_CheckOffroadCollide(mobj_t *mo, sector_t *sec)
|
|||
*/
|
||||
static void K_UpdateOffroad(player_t *player)
|
||||
{
|
||||
fixed_t offroad;
|
||||
sector_t *nextsector = R_PointInSubsector(
|
||||
player->mo->x + player->mo->momx*2, player->mo->y + player->mo->momy*2)->sector;
|
||||
UINT8 offroadstrength = K_CheckOffroadCollide(player->mo, nextsector);
|
||||
fixed_t offroadstrength = (K_CheckOffroadCollide(player->mo) << FRACBITS);
|
||||
|
||||
// If you are in offroad, a timer starts.
|
||||
if (offroadstrength)
|
||||
{
|
||||
if (K_CheckOffroadCollide(player->mo, player->mo->subsector->sector) && player->kartstuff[k_offroad] == 0)
|
||||
player->kartstuff[k_offroad] = TICRATE;
|
||||
if (player->kartstuff[k_offroad] < offroadstrength)
|
||||
player->kartstuff[k_offroad] += offroadstrength / TICRATE;
|
||||
|
||||
if (player->kartstuff[k_offroad] > 0)
|
||||
{
|
||||
offroad = (offroadstrength << FRACBITS) / TICRATE;
|
||||
player->kartstuff[k_offroad] += offroad;
|
||||
}
|
||||
|
||||
if (player->kartstuff[k_offroad] > (offroadstrength << FRACBITS))
|
||||
player->kartstuff[k_offroad] = (offroadstrength << FRACBITS);
|
||||
if (player->kartstuff[k_offroad] > offroadstrength)
|
||||
player->kartstuff[k_offroad] = offroadstrength;
|
||||
}
|
||||
else
|
||||
player->kartstuff[k_offroad] = 0;
|
||||
|
|
@ -4593,6 +4580,167 @@ void K_RepairOrbitChain(mobj_t *orbit)
|
|||
}
|
||||
}
|
||||
|
||||
// Simplified version of a code bit in P_MobjFloorZ
|
||||
static fixed_t K_BananaSlopeZ(pslope_t *slope, fixed_t x, fixed_t y, fixed_t radius, boolean ceiling)
|
||||
{
|
||||
fixed_t testx, testy;
|
||||
|
||||
if (slope->d.x < 0)
|
||||
testx = radius;
|
||||
else
|
||||
testx = -radius;
|
||||
|
||||
if (slope->d.y < 0)
|
||||
testy = radius;
|
||||
else
|
||||
testy = -radius;
|
||||
|
||||
if ((slope->zdelta > 0) ^ !!(ceiling))
|
||||
{
|
||||
testx = -testx;
|
||||
testy = -testy;
|
||||
}
|
||||
|
||||
testx += x;
|
||||
testy += y;
|
||||
|
||||
return P_GetZAt(slope, testx, testy);
|
||||
}
|
||||
|
||||
static void K_CalculateBananaSlope(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player)
|
||||
{
|
||||
fixed_t newz;
|
||||
sector_t *sec;
|
||||
#ifdef ESLOPE
|
||||
pslope_t *slope = NULL;
|
||||
#endif
|
||||
|
||||
sec = R_PointInSubsector(x, y)->sector;
|
||||
|
||||
if (flip)
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
if (sec->c_slope)
|
||||
{
|
||||
slope = sec->c_slope;
|
||||
newz = K_BananaSlopeZ(slope, x, y, radius, true);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
newz = sec->ceilingheight;
|
||||
}
|
||||
else
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
if (sec->f_slope)
|
||||
{
|
||||
slope = sec->f_slope;
|
||||
newz = K_BananaSlopeZ(slope, x, y, radius, false);
|
||||
}
|
||||
else
|
||||
#endif
|
||||
newz = sec->floorheight;
|
||||
}
|
||||
|
||||
// Check FOFs for a better suited slope
|
||||
if (sec->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
for (rover = sec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t top, bottom;
|
||||
fixed_t d1, d2;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if ((!(((rover->flags & FF_BLOCKPLAYER && player)
|
||||
|| (rover->flags & FF_BLOCKOTHERS && !player))
|
||||
|| (rover->flags & FF_QUICKSAND))
|
||||
|| (rover->flags & FF_SWIMMABLE)))
|
||||
continue;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
top = K_BananaSlopeZ(*rover->t_slope, x, y, radius, false);
|
||||
else
|
||||
#endif
|
||||
top = *rover->topheight;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (*rover->b_slope)
|
||||
bottom = K_BananaSlopeZ(*rover->b_slope, x, y, radius, true);
|
||||
else
|
||||
#endif
|
||||
bottom = *rover->bottomheight;
|
||||
|
||||
if (flip)
|
||||
{
|
||||
if (rover->flags & FF_QUICKSAND)
|
||||
{
|
||||
if (z < top && (z + height) > bottom)
|
||||
{
|
||||
if (newz > (z + height))
|
||||
{
|
||||
newz = (z + height);
|
||||
slope = NULL;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
d1 = (z + height) - (top + ((bottom - top)/2));
|
||||
d2 = z - (top + ((bottom - top)/2));
|
||||
|
||||
if (bottom < newz && abs(d1) < abs(d2))
|
||||
{
|
||||
newz = bottom;
|
||||
#ifdef ESLOPE
|
||||
if (*rover->b_slope)
|
||||
slope = *rover->b_slope;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (rover->flags & FF_QUICKSAND)
|
||||
{
|
||||
if (z < top && (z + height) > bottom)
|
||||
{
|
||||
if (newz < z)
|
||||
{
|
||||
newz = z;
|
||||
slope = NULL;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
d1 = z - (bottom + ((top - bottom)/2));
|
||||
d2 = (z + height) - (bottom + ((top - bottom)/2));
|
||||
|
||||
if (top > newz && abs(d1) < abs(d2))
|
||||
{
|
||||
newz = top;
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
slope = *rover->t_slope;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
mobj->standingslope = slope;
|
||||
#endif
|
||||
|
||||
#ifdef HWRENDER
|
||||
mobj->modeltilt = slope;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Move the hnext chain!
|
||||
static void K_MoveHeldObjects(player_t *player)
|
||||
{
|
||||
|
|
@ -4780,8 +4928,7 @@ static void K_MoveHeldObjects(player_t *player)
|
|||
#ifdef ESLOPE
|
||||
if (P_IsObjectOnGround(cur))
|
||||
{
|
||||
// Slope values are set in the function, but we DON'T want to use its return value.
|
||||
P_CalculateShadowFloor(cur, cur->x, cur->y, cur->z,
|
||||
K_CalculateBananaSlope(cur, cur->x, cur->y, cur->z,
|
||||
cur->radius, cur->height, (cur->eflags & MFE_VERTICALFLIP), false);
|
||||
}
|
||||
#endif
|
||||
|
|
@ -6602,6 +6749,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
|
|||
P_SetMobjState(ring, S_FASTRING1);
|
||||
ring->extravalue1 = 1; // Ring use animation timer
|
||||
ring->extravalue2 = 1; // Ring use animation flag
|
||||
ring->shadowscale = 0;
|
||||
P_SetTarget(&ring->target, player->mo); // user
|
||||
player->kartstuff[k_rings]--;
|
||||
player->kartstuff[k_ringdelay] = 3;
|
||||
|
|
@ -7159,7 +7307,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
|
|||
}
|
||||
}
|
||||
|
||||
K_KartDrift(player, onground);
|
||||
K_KartDrift(player, P_IsObjectOnGround(player->mo)); // Not using onground, since we don't want this affected by spring pads
|
||||
|
||||
// Quick Turning
|
||||
// You can't turn your kart when you're not moving.
|
||||
|
|
@ -7633,6 +7781,9 @@ static patch_t *kp_lapanim_hand[3];
|
|||
static patch_t *kp_yougotem;
|
||||
static patch_t *kp_itemminimap;
|
||||
|
||||
static patch_t *kp_alagles[10];
|
||||
static patch_t *kp_blagles[6];
|
||||
|
||||
void K_LoadKartHUDGraphics(void)
|
||||
{
|
||||
INT32 i, j;
|
||||
|
|
@ -7935,6 +8086,20 @@ void K_LoadKartHUDGraphics(void)
|
|||
|
||||
kp_yougotem = (patch_t *) W_CachePatchName("YOUGOTEM", PU_HUDGFX);
|
||||
kp_itemminimap = (patch_t *) W_CachePatchName("MMAPITEM", PU_HUDGFX);
|
||||
|
||||
sprintf(buffer, "ALAGLESx");
|
||||
for (i = 0; i < 10; ++i)
|
||||
{
|
||||
buffer[7] = '0'+i;
|
||||
kp_alagles[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
|
||||
}
|
||||
|
||||
sprintf(buffer, "BLAGLESx");
|
||||
for (i = 0; i < 6; ++i)
|
||||
{
|
||||
buffer[7] = '0'+i;
|
||||
kp_blagles[i] = (patch_t *) W_CachePatchName(buffer, PU_HUDGFX);
|
||||
}
|
||||
}
|
||||
|
||||
// For the item toggle menu
|
||||
|
|
@ -8907,9 +9072,11 @@ static boolean K_drawKartPositionFaces(void)
|
|||
//
|
||||
void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, INT32 whiteplayer, INT32 hilicol)
|
||||
{
|
||||
static tic_t alagles_timer = 9;
|
||||
INT32 i, rightoffset = 240;
|
||||
const UINT8 *colormap;
|
||||
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
|
||||
int y2;
|
||||
|
||||
//this function is designed for 9 or less score lines only
|
||||
//I_Assert(scorelines <= 9); -- not today bitch, kart fixed it up
|
||||
|
|
@ -8930,15 +9097,39 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
|
|||
continue; //ignore them.
|
||||
|
||||
if (netgame // don't draw it offline
|
||||
&& tab[i].num != serverplayer)
|
||||
&& ( tab[i].num != serverplayer || ! server_lagless ))
|
||||
HU_drawPing(x + ((i < 8) ? -17 : rightoffset + 11), y-4, playerpingtable[tab[i].num], 0);
|
||||
|
||||
STRBUFCPY(strtime, tab[i].name);
|
||||
|
||||
y2 = y;
|
||||
|
||||
if (tab[i].num == 0 && server_lagless)
|
||||
{
|
||||
y2 = ( y - 4 );
|
||||
|
||||
V_DrawScaledPatch(x + 20, y2, 0, kp_blagles[(leveltime / 3) % 6]);
|
||||
// every 70 tics
|
||||
if (( leveltime % 70 ) == 0)
|
||||
{
|
||||
alagles_timer = 9;
|
||||
}
|
||||
if (alagles_timer > 0)
|
||||
{
|
||||
V_DrawScaledPatch(x + 20, y2, 0, kp_alagles[alagles_timer]);
|
||||
if (( leveltime % 2 ) == 0)
|
||||
alagles_timer--;
|
||||
}
|
||||
else
|
||||
V_DrawScaledPatch(x + 20, y2, 0, kp_alagles[0]);
|
||||
|
||||
y2 += SHORT (kp_alagles[0]->height) + 1;
|
||||
}
|
||||
|
||||
if (scorelines > 8)
|
||||
V_DrawThinString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
|
||||
V_DrawThinString(x + 20, y2, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
|
||||
else
|
||||
V_DrawString(x + 20, y, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
|
||||
V_DrawString(x + 20, y2, ((tab[i].num == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
|
||||
|
||||
if (players[tab[i].num].mo->color)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -639,16 +639,6 @@ static int lib_pCheckSolidLava(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
static int lib_pSpawnShadowMobj(lua_State *L)
|
||||
{
|
||||
mobj_t *caster = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
|
||||
NOHUD
|
||||
if (!caster)
|
||||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
P_SpawnShadowMobj(caster);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// P_USER
|
||||
////////////
|
||||
|
||||
|
|
@ -1313,15 +1303,16 @@ static int lib_pExplodeMissile(lua_State *L)
|
|||
return 0;
|
||||
}
|
||||
|
||||
static int lib_pPlayerTouchingSectorSpecial(lua_State *L)
|
||||
static int lib_pMobjTouchingSectorSpecial(lua_State *L)
|
||||
{
|
||||
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
|
||||
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
|
||||
INT32 section = (INT32)luaL_checkinteger(L, 2);
|
||||
INT32 number = (INT32)luaL_checkinteger(L, 3);
|
||||
boolean touchground = lua_optboolean(L, 4);
|
||||
//HUDSAFE
|
||||
if (!player)
|
||||
return LUA_ErrInvalid(L, "player_t");
|
||||
LUA_PushUserdata(L, P_PlayerTouchingSectorSpecial(player, section, number), META_SECTOR);
|
||||
if (!mo)
|
||||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
LUA_PushUserdata(L, P_MobjTouchingSectorSpecial(mo, section, number, touchground), META_SECTOR);
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
@ -2672,7 +2663,6 @@ static luaL_Reg lib[] = {
|
|||
{"P_InsideANonSolidFFloor",lib_pInsideANonSolidFFloor},
|
||||
{"P_CheckDeathPitCollide",lib_pCheckDeathPitCollide},
|
||||
{"P_CheckSolidLava",lib_pCheckSolidLava},
|
||||
{"P_SpawnShadowMobj",lib_pSpawnShadowMobj},
|
||||
|
||||
// p_user
|
||||
{"P_GetPlayerHeight",lib_pGetPlayerHeight},
|
||||
|
|
@ -2736,7 +2726,7 @@ static luaL_Reg lib[] = {
|
|||
{"P_SetMobjStateNF",lib_pSetMobjStateNF},
|
||||
{"P_DoSuperTransformation",lib_pDoSuperTransformation},
|
||||
{"P_ExplodeMissile",lib_pExplodeMissile},
|
||||
{"P_PlayerTouchingSectorSpecial",lib_pPlayerTouchingSectorSpecial},
|
||||
{"P_MobjTouchingSectorSpecial",lib_pMobjTouchingSectorSpecial},
|
||||
{"P_FindSpecialLineFromTag",lib_pFindSpecialLineFromTag},
|
||||
{"P_SwitchWeather",lib_pSwitchWeather},
|
||||
{"P_LinedefExecute",lib_pLinedefExecute},
|
||||
|
|
|
|||
|
|
@ -85,7 +85,9 @@ enum mobj_e {
|
|||
#ifdef ESLOPE
|
||||
mobj_standingslope,
|
||||
#endif
|
||||
mobj_colorized
|
||||
mobj_colorized,
|
||||
mobj_shadowscale,
|
||||
mobj_whiteshadow
|
||||
};
|
||||
|
||||
static const char *const mobj_opt[] = {
|
||||
|
|
@ -149,6 +151,8 @@ static const char *const mobj_opt[] = {
|
|||
"standingslope",
|
||||
#endif
|
||||
"colorized",
|
||||
"shadowscale",
|
||||
"whiteshadow",
|
||||
NULL};
|
||||
|
||||
#define UNIMPLEMENTED luaL_error(L, LUA_QL("mobj_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", mobj_opt[field])
|
||||
|
|
@ -360,6 +364,12 @@ static int mobj_get(lua_State *L)
|
|||
case mobj_colorized:
|
||||
lua_pushboolean(L, mo->colorized);
|
||||
break;
|
||||
case mobj_shadowscale:
|
||||
lua_pushfixed(L, mo->shadowscale);
|
||||
break;
|
||||
case mobj_whiteshadow:
|
||||
lua_pushboolean(L, mo->whiteshadow);
|
||||
break;
|
||||
default: // extra custom variables in Lua memory
|
||||
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
|
||||
I_Assert(lua_istable(L, -1));
|
||||
|
|
@ -677,6 +687,12 @@ static int mobj_set(lua_State *L)
|
|||
case mobj_colorized:
|
||||
mo->colorized = luaL_checkboolean(L, 3);
|
||||
break;
|
||||
case mobj_shadowscale:
|
||||
mo->shadowscale = luaL_checkfixed(L, 3);
|
||||
break;
|
||||
case mobj_whiteshadow:
|
||||
mo->whiteshadow = luaL_checkboolean(L, 3);
|
||||
break;
|
||||
default:
|
||||
lua_getfield(L, LUA_REGISTRYINDEX, LREG_EXTVARS);
|
||||
I_Assert(lua_istable(L, -1));
|
||||
|
|
|
|||
|
|
@ -118,7 +118,6 @@ void A_ThrownRing(mobj_t *actor);
|
|||
void A_GrenadeRing(mobj_t *actor);
|
||||
void A_SetSolidSteam(mobj_t *actor);
|
||||
void A_UnsetSolidSteam(mobj_t *actor);
|
||||
void A_SignPlayer(mobj_t *actor);
|
||||
void A_OverlayThink(mobj_t *actor);
|
||||
void A_JetChase(mobj_t *actor);
|
||||
void A_JetbThink(mobj_t *actor);
|
||||
|
|
@ -4181,38 +4180,6 @@ void A_UnsetSolidSteam(mobj_t *actor)
|
|||
actor->flags |= MF_NOCLIP;
|
||||
}
|
||||
|
||||
// Function: A_SignPlayer
|
||||
//
|
||||
// Description: Changes the state of a level end sign to reflect the player that hit it.
|
||||
//
|
||||
// var1 = unused
|
||||
// var2 = unused
|
||||
//
|
||||
void A_SignPlayer(mobj_t *actor)
|
||||
{
|
||||
mobj_t *ov;
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUA_CallAction("A_SignPlayer", actor))
|
||||
return;
|
||||
#endif
|
||||
if (!actor->target)
|
||||
return;
|
||||
|
||||
if (!actor->target->player)
|
||||
return;
|
||||
|
||||
// Set the sign to be an appropriate background color for this player's skincolor.
|
||||
actor->color = KartColor_Opposite[actor->target->player->skincolor*2];
|
||||
actor->frame += KartColor_Opposite[actor->target->player->skincolor*2+1];
|
||||
|
||||
// spawn an overlay of the player's face.
|
||||
ov = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY);
|
||||
P_SetTarget(&ov->target, actor);
|
||||
ov->color = actor->target->player->skincolor;
|
||||
ov->skin = &skins[actor->target->player->skin];
|
||||
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
|
||||
}
|
||||
|
||||
// Function: A_OverlayThink
|
||||
//
|
||||
// Description: Moves the overlay to the position of its target.
|
||||
|
|
|
|||
|
|
@ -1769,6 +1769,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
|
|||
case MT_SUPERSPARK:
|
||||
case MT_RAIN:
|
||||
case MT_SNOWFLAKE:
|
||||
case MT_BLIZZARDSNOW:
|
||||
case MT_SPLISH:
|
||||
case MT_SMOKE:
|
||||
case MT_SMALLBUBBLE:
|
||||
|
|
@ -2275,7 +2276,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
|
|||
continue;
|
||||
|
||||
if (!(players[i].mo->subsector->sector == sec
|
||||
|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
|
||||
|| P_MobjTouchingSectorSpecial(players[i].mo, 2, (GETSECSPECIAL(sec->special, 2)), false) == sec))
|
||||
continue;
|
||||
|
||||
if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))
|
||||
|
|
|
|||
|
|
@ -925,7 +925,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
|
|||
special->fuse = 1;
|
||||
special->flags2 |= MF2_JUSTATTACKED;
|
||||
|
||||
if (!P_PlayerTouchingSectorSpecial(player, 4, 2 + flagteam))
|
||||
if (!P_MobjTouchingSectorSpecial(player->mo, 4, 2 + flagteam, false))
|
||||
{
|
||||
CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80);
|
||||
|
||||
|
|
@ -2145,6 +2145,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
|
|||
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SPECIAL);
|
||||
target->flags2 &= ~(MF2_SKULLFLY|MF2_NIGHTSPULL);
|
||||
target->health = 0; // This makes it easy to check if something's dead elsewhere.
|
||||
target->shadowscale = 0;
|
||||
|
||||
#ifdef HAVE_BLUA
|
||||
if (LUAh_MobjDeath(target, inflictor, source) || P_MobjWasRemoved(target))
|
||||
|
|
|
|||
|
|
@ -215,8 +215,6 @@ void P_RespawnSpecials(void);
|
|||
|
||||
mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
|
||||
|
||||
mobj_t *P_SpawnShadowMobj(mobj_t * caster);
|
||||
|
||||
void P_RecalcPrecipInSector(sector_t *sector);
|
||||
void P_PrecipitationEffects(void);
|
||||
|
||||
|
|
@ -227,8 +225,6 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
|
|||
boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
|
||||
//void P_RunShields(void);
|
||||
void P_RunOverlays(void);
|
||||
fixed_t P_CalculateShadowFloor(mobj_t *mobj, fixed_t x, fixed_t y, fixed_t z, fixed_t radius, fixed_t height, boolean flip, boolean player);
|
||||
void P_RunShadows(void);
|
||||
void P_RunBattleOvertime(void);
|
||||
void P_MobjThinker(mobj_t *mobj);
|
||||
boolean P_RailThinker(mobj_t *mobj);
|
||||
|
|
|
|||
36
src/p_map.c
36
src/p_map.c
|
|
@ -2933,28 +2933,15 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
|
|||
const fixed_t maxstepmove = FixedMul(MAXSTEPMOVE, mapobjectscale);
|
||||
fixed_t maxstep = maxstepmove;
|
||||
|
||||
if (thing->player)
|
||||
{
|
||||
if (thing->player->kartstuff[k_waterskip])
|
||||
maxstep += maxstepmove; // Force some stepmove when waterskipping
|
||||
if (thing->player && thing->player->kartstuff[k_waterskip])
|
||||
maxstep += maxstepmove; // Add some extra stepmove when waterskipping
|
||||
|
||||
// If using type Section1:13, double the maxstep.
|
||||
if (P_PlayerTouchingSectorSpecial(thing->player, 1, 13)
|
||||
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 13)
|
||||
maxstep += maxstepmove;
|
||||
// If using type Section1:12, no maxstep. For ledges you don't want the player to climb! (see: Egg Zeppelin & SMK port walls)
|
||||
else if (P_PlayerTouchingSectorSpecial(thing->player, 1, 12)
|
||||
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 12)
|
||||
maxstep -= maxstepmove;
|
||||
|
||||
// Don't 'step up' while springing,
|
||||
// Only step up "if needed".
|
||||
/* // SRB2kart - don't need
|
||||
if (thing->state == &states[S_PLAY_SPRING]
|
||||
&& P_MobjFlip(thing)*thing->momz > FixedMul(FRACUNIT, thing->scale))
|
||||
maxstep = 0;
|
||||
*/
|
||||
}
|
||||
// If using type Section1:13, double the maxstep.
|
||||
if (P_MobjTouchingSectorSpecial(thing, 1, 13, false))
|
||||
maxstep <<= 1;
|
||||
// If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin
|
||||
else if (P_MobjTouchingSectorSpecial(thing, 1, 12, false))
|
||||
maxstep = 0;
|
||||
|
||||
if (thing->type == MT_SKIM)
|
||||
maxstep = 0;
|
||||
|
|
@ -2977,12 +2964,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
|
|||
return false; // mobj must lower itself to fit
|
||||
|
||||
// Ramp test
|
||||
if (maxstep > 0 && !(
|
||||
thing->player && (
|
||||
P_PlayerTouchingSectorSpecial(thing->player, 1, 14)
|
||||
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 14)
|
||||
)
|
||||
)
|
||||
if ((maxstep > 0) && !(P_MobjTouchingSectorSpecial(thing, 1, 14, false)))
|
||||
{
|
||||
// If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS
|
||||
// step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more.
|
||||
|
|
|
|||
872
src/p_mobj.c
872
src/p_mobj.c
File diff suppressed because it is too large
Load diff
34
src/p_mobj.h
34
src/p_mobj.h
|
|
@ -253,25 +253,23 @@ typedef enum
|
|||
// PRECIPITATION flags ?! ?! ?!
|
||||
//
|
||||
typedef enum {
|
||||
// Don't draw.
|
||||
PCF_INVISIBLE = 1,
|
||||
// Above pit.
|
||||
PCF_PIT = 2,
|
||||
// Above FOF.
|
||||
PCF_FOF = 4,
|
||||
// Above MOVING FOF (this means we need to keep floorz up to date...)
|
||||
PCF_MOVINGFOF = 8,
|
||||
// Is rain.
|
||||
PCF_RAIN = 16,
|
||||
// Ran the thinker this tic.
|
||||
PCF_THUNK = 32,
|
||||
PCF_INVISIBLE = 1, // Don't draw.
|
||||
PCF_PIT = 1<<1, // Above pit.
|
||||
PCF_FOF = 1<<2, // Above FOF.
|
||||
PCF_MOVINGFOF = 1<<3, // Above MOVING FOF (this means we need to keep floorz up to date...)
|
||||
PCF_SPLASH = 1<<4, // Splashed on the ground, return to the ceiling after the animation's over
|
||||
PCF_THUNK = 1<<5, // Ran the thinker this tic.
|
||||
} precipflag_t;
|
||||
|
||||
// Map Object definition.
|
||||
typedef struct mobj_s
|
||||
{
|
||||
// List: thinker links.
|
||||
thinker_t thinker;
|
||||
|
||||
mobjtype_t type;
|
||||
const mobjinfo_t *info; // &mobjinfo[mobj->type]
|
||||
|
||||
// Info for drawing: position.
|
||||
fixed_t x, y, z;
|
||||
|
||||
|
|
@ -324,9 +322,6 @@ typedef struct mobj_s
|
|||
// One last pointer for kart item lists
|
||||
struct mobj_s *itnext;
|
||||
|
||||
mobjtype_t type;
|
||||
const mobjinfo_t *info; // &mobjinfo[mobj->type]
|
||||
|
||||
INT32 health; // for player this is rings + 1
|
||||
|
||||
// Movement direction, movement generation (zig-zagging).
|
||||
|
|
@ -380,6 +375,9 @@ typedef struct mobj_s
|
|||
|
||||
boolean colorized; // Whether the mobj uses the rainbow colormap
|
||||
|
||||
fixed_t shadowscale; // If this object casts a shadow, and the size relative to radius
|
||||
boolean whiteshadow; // Use white shadow, set to true by default for fullbright objects
|
||||
|
||||
// WARNING: New fields must be added separately to savegame and Lua.
|
||||
} mobj_t;
|
||||
|
||||
|
|
@ -395,6 +393,9 @@ typedef struct precipmobj_s
|
|||
// List: thinker links.
|
||||
thinker_t thinker;
|
||||
|
||||
mobjtype_t type;
|
||||
const mobjinfo_t *info; // &mobjinfo[mobj->type]
|
||||
|
||||
// Info for drawing: position.
|
||||
fixed_t x, y, z;
|
||||
|
||||
|
|
@ -468,8 +469,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb
|
|||
boolean P_BossTargetPlayer(mobj_t *actor, boolean closest);
|
||||
boolean P_SupermanLook4Players(mobj_t *actor);
|
||||
void P_DestroyRobots(void);
|
||||
void P_SnowThinker(precipmobj_t *mobj);
|
||||
void P_RainThinker(precipmobj_t *mobj);
|
||||
void P_PrecipThinker(precipmobj_t *mobj);
|
||||
void P_NullPrecipThinker(precipmobj_t *mobj);
|
||||
void P_RemovePrecipMobj(precipmobj_t *mobj);
|
||||
void P_SetScale(mobj_t *mobj, fixed_t newscale);
|
||||
|
|
|
|||
|
|
@ -182,6 +182,8 @@ FUNCNORETURN static ATTRNORETURN void CorruptMapError(const char *msg)
|
|||
static void P_ClearSingleMapHeaderInfo(INT16 i)
|
||||
{
|
||||
const INT16 num = (INT16)(i-1);
|
||||
INT32 exists = (mapheaderinfo[num]->menuflags & LF2_EXISTSHACK);
|
||||
|
||||
DEH_WriteUndoline("LEVELNAME", mapheaderinfo[num]->lvlttl, UNDO_NONE);
|
||||
mapheaderinfo[num]->lvlttl[0] = '\0';
|
||||
DEH_WriteUndoline("SUBTITLE", mapheaderinfo[num]->subttl, UNDO_NONE);
|
||||
|
|
@ -247,7 +249,7 @@ static void P_ClearSingleMapHeaderInfo(INT16 i)
|
|||
DEH_WriteUndoline("LEVELFLAGS", va("%d", mapheaderinfo[num]->levelflags), UNDO_NONE);
|
||||
mapheaderinfo[num]->levelflags = 0;
|
||||
DEH_WriteUndoline("MENUFLAGS", va("%d", mapheaderinfo[num]->menuflags), UNDO_NONE);
|
||||
mapheaderinfo[num]->menuflags = (mainwads ? 0 : LF2_EXISTSHACK); // see p_setup.c - prevents replacing maps in addons with easier versions
|
||||
mapheaderinfo[num]->menuflags = exists; // see p_setup.c - prevents replacing maps in addons with easier versions
|
||||
// TODO grades support for delfile (pfft yeah right)
|
||||
P_DeleteGrades(num);
|
||||
// SRB2Kart
|
||||
|
|
|
|||
432
src/p_spec.c
432
src/p_spec.c
|
|
@ -1971,57 +1971,28 @@ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller)
|
|||
//
|
||||
// Switches the weather!
|
||||
//
|
||||
void P_SwitchWeather(INT32 weathernum)
|
||||
void P_SwitchWeather(UINT8 newWeather)
|
||||
{
|
||||
boolean purge = false;
|
||||
INT32 swap = 0;
|
||||
mobjtype_t swap = MT_NULL;
|
||||
|
||||
switch (weathernum)
|
||||
if (precipprops[newWeather].type == MT_NULL)
|
||||
{
|
||||
case PRECIP_NONE: // None
|
||||
if (curWeather == PRECIP_NONE)
|
||||
return; // Nothing to do.
|
||||
purge = true;
|
||||
break;
|
||||
case PRECIP_STORM: // Storm
|
||||
case PRECIP_STORM_NOSTRIKES: // Storm w/ no lightning
|
||||
case PRECIP_RAIN: // Rain
|
||||
if (curWeather == PRECIP_SNOW || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
|
||||
swap = PRECIP_RAIN;
|
||||
break;
|
||||
case PRECIP_SNOW: // Snow
|
||||
if (curWeather == PRECIP_SNOW)
|
||||
return; // Nothing to do.
|
||||
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
|
||||
swap = PRECIP_SNOW; // Need to delete the other precips.
|
||||
break;
|
||||
case PRECIP_STORM_NORAIN: // Storm w/o rain
|
||||
if (curWeather == PRECIP_SNOW
|
||||
|| curWeather == PRECIP_STORM
|
||||
|| curWeather == PRECIP_STORM_NOSTRIKES
|
||||
|| curWeather == PRECIP_RAIN
|
||||
|| curWeather == PRECIP_BLANK)
|
||||
swap = PRECIP_STORM_NORAIN;
|
||||
else if (curWeather == PRECIP_STORM_NORAIN)
|
||||
return;
|
||||
break;
|
||||
case PRECIP_BLANK:
|
||||
if (curWeather == PRECIP_SNOW
|
||||
|| curWeather == PRECIP_STORM
|
||||
|| curWeather == PRECIP_STORM_NOSTRIKES
|
||||
|| curWeather == PRECIP_RAIN)
|
||||
swap = PRECIP_BLANK;
|
||||
else if (curWeather == PRECIP_STORM_NORAIN)
|
||||
swap = PRECIP_BLANK;
|
||||
else if (curWeather == PRECIP_BLANK)
|
||||
return;
|
||||
break;
|
||||
default:
|
||||
CONS_Debug(DBG_GAMELOGIC, "P_SwitchWeather: Unknown weather type %d.\n", weathernum);
|
||||
break;
|
||||
// New type is null, we want to purge the weather.
|
||||
if (precipprops[curWeather].type == MT_NULL)
|
||||
return; // Nothing to do.
|
||||
purge = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (precipprops[curWeather].type != MT_NULL)
|
||||
{
|
||||
// There are already existing weather particles to reuse.
|
||||
swap = precipprops[newWeather].type;
|
||||
}
|
||||
}
|
||||
|
||||
if (purge)
|
||||
if (purge == true)
|
||||
{
|
||||
thinker_t *think;
|
||||
precipmobj_t *precipmobj;
|
||||
|
|
@ -2036,136 +2007,54 @@ void P_SwitchWeather(INT32 weathernum)
|
|||
P_RemovePrecipMobj(precipmobj);
|
||||
}
|
||||
}
|
||||
else if (swap && !((swap == PRECIP_BLANK && curWeather == PRECIP_STORM_NORAIN) || (swap == PRECIP_STORM_NORAIN && curWeather == PRECIP_BLANK))) // Rather than respawn all that crap, reuse it!
|
||||
else if (swap != MT_NULL) // Rather than respawn all that crap, reuse it!
|
||||
{
|
||||
UINT8 randomstates = (UINT8)mobjinfo[swap].damage;
|
||||
thinker_t *think;
|
||||
precipmobj_t *precipmobj;
|
||||
state_t *st;
|
||||
statenum_t st;
|
||||
|
||||
for (think = thinkercap.next; think != &thinkercap; think = think->next)
|
||||
{
|
||||
if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker)
|
||||
continue; // not a precipmobj thinker
|
||||
|
||||
precipmobj = (precipmobj_t *)think;
|
||||
|
||||
if (swap == PRECIP_RAIN) // Snow To Rain
|
||||
precipmobj->flags = mobjinfo[swap].flags;
|
||||
|
||||
st = mobjinfo[swap].spawnstate;
|
||||
|
||||
if (randomstates > 0)
|
||||
{
|
||||
precipmobj->flags = mobjinfo[MT_RAIN].flags;
|
||||
st = &states[mobjinfo[MT_RAIN].spawnstate];
|
||||
precipmobj->state = st;
|
||||
precipmobj->tics = st->tics;
|
||||
precipmobj->sprite = st->sprite;
|
||||
precipmobj->frame = st->frame;
|
||||
precipmobj->momz = mobjinfo[MT_RAIN].speed;
|
||||
UINT8 mrand = M_RandomByte();
|
||||
UINT8 threshold = UINT8_MAX / (randomstates + 1);
|
||||
UINT8 i;
|
||||
|
||||
precipmobj->precipflags &= ~PCF_INVISIBLE;
|
||||
|
||||
precipmobj->precipflags |= PCF_RAIN;
|
||||
//think->function.acp1 = (actionf_p1)P_RainThinker;
|
||||
for (i = 0; i < randomstates; i++)
|
||||
{
|
||||
if (mrand < (threshold * (i+1)))
|
||||
{
|
||||
st += i+1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (swap == PRECIP_SNOW) // Rain To Snow
|
||||
{
|
||||
INT32 z;
|
||||
|
||||
precipmobj->flags = mobjinfo[MT_SNOWFLAKE].flags;
|
||||
z = M_RandomByte();
|
||||
precipmobj->state = &states[st];
|
||||
precipmobj->tics = precipmobj->state->tics;
|
||||
precipmobj->sprite = precipmobj->state->sprite;
|
||||
precipmobj->frame = precipmobj->state->frame;
|
||||
|
||||
if (z < 64)
|
||||
z = 2;
|
||||
else if (z < 144)
|
||||
z = 1;
|
||||
else
|
||||
z = 0;
|
||||
|
||||
st = &states[mobjinfo[MT_SNOWFLAKE].spawnstate+z];
|
||||
precipmobj->state = st;
|
||||
precipmobj->tics = st->tics;
|
||||
precipmobj->sprite = st->sprite;
|
||||
precipmobj->frame = st->frame;
|
||||
precipmobj->momz = mobjinfo[MT_SNOWFLAKE].speed;
|
||||
|
||||
precipmobj->precipflags &= ~(PCF_INVISIBLE|PCF_RAIN);
|
||||
|
||||
//think->function.acp1 = (actionf_p1)P_SnowThinker;
|
||||
}
|
||||
else if (swap == PRECIP_BLANK || swap == PRECIP_STORM_NORAIN) // Remove precip, but keep it around for reuse.
|
||||
{
|
||||
//think->function.acp1 = (actionf_p1)P_NullPrecipThinker;
|
||||
|
||||
precipmobj->precipflags |= PCF_INVISIBLE;
|
||||
}
|
||||
precipmobj->momz = mobjinfo[swap].speed;
|
||||
precipmobj->precipflags &= ~PCF_INVISIBLE;
|
||||
}
|
||||
}
|
||||
|
||||
switch (weathernum)
|
||||
{
|
||||
case PRECIP_SNOW: // snow
|
||||
curWeather = PRECIP_SNOW;
|
||||
curWeather = newWeather;
|
||||
|
||||
if (!swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
case PRECIP_RAIN: // rain
|
||||
{
|
||||
boolean dontspawn = false;
|
||||
|
||||
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
|
||||
dontspawn = true;
|
||||
|
||||
curWeather = PRECIP_RAIN;
|
||||
|
||||
if (!dontspawn && !swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
}
|
||||
case PRECIP_STORM: // storm
|
||||
{
|
||||
boolean dontspawn = false;
|
||||
|
||||
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
|
||||
dontspawn = true;
|
||||
|
||||
curWeather = PRECIP_STORM;
|
||||
|
||||
if (!dontspawn && !swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
}
|
||||
case PRECIP_STORM_NOSTRIKES: // storm w/o lightning
|
||||
{
|
||||
boolean dontspawn = false;
|
||||
|
||||
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
|
||||
dontspawn = true;
|
||||
|
||||
curWeather = PRECIP_STORM_NOSTRIKES;
|
||||
|
||||
if (!dontspawn && !swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
}
|
||||
case PRECIP_STORM_NORAIN: // storm w/o rain
|
||||
curWeather = PRECIP_STORM_NORAIN;
|
||||
|
||||
if (!swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
case PRECIP_BLANK:
|
||||
curWeather = PRECIP_BLANK;
|
||||
|
||||
if (!swap)
|
||||
P_SpawnPrecipitation();
|
||||
|
||||
break;
|
||||
default:
|
||||
curWeather = PRECIP_NONE;
|
||||
break;
|
||||
}
|
||||
if (swap == MT_NULL && precipprops[newWeather].type != MT_NULL)
|
||||
P_SpawnPrecipitation();
|
||||
}
|
||||
|
||||
// Passed over the finish line forwards
|
||||
|
|
@ -3382,6 +3271,76 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
}
|
||||
}
|
||||
|
||||
static void P_SetupSignObject(mobj_t *sign, mobj_t *pmo)
|
||||
{
|
||||
mobj_t *cur = sign, *prev = NULL;
|
||||
|
||||
// Setup the sign itself
|
||||
P_SetTarget(&sign->target, pmo);
|
||||
P_SetMobjState(sign, S_SIGN_POLE);
|
||||
|
||||
sign->movefactor = sign->z;
|
||||
sign->z += (768*sign->scale) * P_MobjFlip(sign);
|
||||
sign->movecount = 1;
|
||||
sign->extravalue1 = AngleFixed(sign->angle) >> FRACBITS;
|
||||
|
||||
// Setup the overlay pieces
|
||||
// Front
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
P_SetMobjState(cur->hnext, S_SIGN_FACE);
|
||||
cur->hnext->extravalue1 = 6;
|
||||
cur->hnext->extravalue2 = 0;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
|
||||
// Player icon
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
cur->hnext->skin = pmo->skin;
|
||||
P_SetMobjState(cur->hnext, S_PLAY_SIGN);
|
||||
cur->hnext->extravalue1 = 7;
|
||||
cur->hnext->extravalue2 = 0;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
|
||||
// Back
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
P_SetMobjState(cur->hnext, S_SIGN_BACK);
|
||||
cur->hnext->extravalue1 = 6;
|
||||
cur->hnext->extravalue2 = 2;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
|
||||
// Sides
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
P_SetMobjState(cur->hnext, S_SIGN_SIDE);
|
||||
cur->hnext->extravalue1 = 30;
|
||||
cur->hnext->extravalue2 = 1;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
|
||||
cur->hnext = P_SpawnMobj(sign->x, sign->y, sign->z, MT_SIGN_PIECE);
|
||||
P_SetTarget(&cur->hnext->target, sign);
|
||||
P_SetMobjState(cur->hnext, S_SIGN_SIDE);
|
||||
cur->hnext->extravalue1 = 30;
|
||||
cur->hnext->extravalue2 = 3;
|
||||
|
||||
prev = cur;
|
||||
cur = cur->hnext;
|
||||
cur->hprev = prev;
|
||||
}
|
||||
|
||||
//
|
||||
// P_SetupSignExit
|
||||
//
|
||||
|
|
@ -3407,13 +3366,7 @@ void P_SetupSignExit(player_t *player)
|
|||
if (thing->state != &states[thing->info->spawnstate])
|
||||
continue;
|
||||
|
||||
P_SetTarget(&thing->target, player->mo);
|
||||
P_SetMobjState(thing, S_SIGN1);
|
||||
|
||||
// SRB2Kart: Set sign spinning variables
|
||||
thing->movefactor = thing->z;
|
||||
thing->z += (768*thing->scale) * P_MobjFlip(thing);
|
||||
thing->movecount = 1;
|
||||
P_SetupSignObject(thing, player->mo);
|
||||
|
||||
++numfound;
|
||||
}
|
||||
|
|
@ -3435,14 +3388,7 @@ void P_SetupSignExit(player_t *player)
|
|||
if (thing->state != &states[thing->info->spawnstate])
|
||||
continue;
|
||||
|
||||
P_SetTarget(&thing->target, player->mo);
|
||||
P_SetMobjState(thing, S_SIGN1);
|
||||
|
||||
// SRB2Kart: Set sign spinning variables
|
||||
thing->movefactor = thing->z;
|
||||
thing->z += (768*thing->scale) * P_MobjFlip(thing);
|
||||
thing->movecount = 1;
|
||||
|
||||
P_SetupSignObject(thing, player->mo);
|
||||
++numfound;
|
||||
}
|
||||
|
||||
|
|
@ -3450,14 +3396,11 @@ void P_SetupSignExit(player_t *player)
|
|||
return;
|
||||
|
||||
// SRB2Kart: FINALLY, add in an alternative if no place is found
|
||||
if (player->mo)
|
||||
if (player->mo && !P_MobjWasRemoved(player->mo))
|
||||
{
|
||||
mobj_t *sign = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + (768*mapobjectscale), MT_SIGN);
|
||||
|
||||
P_SetTarget(&sign->target, player->mo);
|
||||
P_SetMobjState(sign, S_SIGN1);
|
||||
sign->movefactor = player->mo->floorz;
|
||||
sign->movecount = 1;
|
||||
thing = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->floorz, MT_SIGN);
|
||||
thing->angle = player->mo->angle;
|
||||
P_SetupSignObject(thing, player->mo);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3511,7 +3454,7 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
|
|||
}
|
||||
|
||||
//
|
||||
// P_PlayerTouchingSectorSpecial
|
||||
// P_MobjTouchingSectorSpecial
|
||||
//
|
||||
// Replaces the old player->specialsector.
|
||||
// This allows a player to touch more than
|
||||
|
|
@ -3521,60 +3464,86 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
|
|||
// the particular type that it finds.
|
||||
// Returns NULL if it doesn't find it.
|
||||
//
|
||||
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number)
|
||||
// Sal: Couldn't see a reason for this to
|
||||
// be a player_t only function.
|
||||
//
|
||||
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
msecnode_t *node;
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!player->mo)
|
||||
if (!mo)
|
||||
return NULL;
|
||||
|
||||
// Check default case first
|
||||
if (GETSECSPECIAL(player->mo->subsector->sector->special, section) == number)
|
||||
return player->mo->subsector->sector;
|
||||
if (GETSECSPECIAL(mo->subsector->sector->special, section) == number)
|
||||
{
|
||||
if (touchground)
|
||||
{
|
||||
topheight = P_GetSpecialTopZ(mo, mo->subsector->sector, mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, mo->subsector->sector, mo->subsector->sector);
|
||||
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
{
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
|
||||
return mo->subsector->sector;
|
||||
}
|
||||
|
||||
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
{
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
|
||||
return mo->subsector->sector;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return mo->subsector->sector;
|
||||
}
|
||||
}
|
||||
|
||||
// Hmm.. maybe there's a FOF that has it...
|
||||
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|
||||
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
|
||||
{
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
||||
|| player->mo->z + player->mo->height != bottomheight)
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP)
|
||||
|| mo->z + mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
||||
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
||||
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
|
@ -3582,64 +3551,86 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
return rover->master->frontsector;
|
||||
}
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (GETSECSPECIAL(node->m_sector->special, section) == number)
|
||||
{
|
||||
// This sector has the special we're looking for, but
|
||||
// are we allowed to touch it?
|
||||
if (node->m_sector == player->mo->subsector->sector
|
||||
if (node->m_sector == mo->subsector->sector
|
||||
|| (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
||||
return node->m_sector;
|
||||
{
|
||||
if (touchground)
|
||||
{
|
||||
topheight = P_GetSpecialTopZ(mo, node->m_sector, node->m_sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, node->m_sector, node->m_sector);
|
||||
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if (node->m_sector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
{
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
|
||||
return node->m_sector;
|
||||
}
|
||||
|
||||
if (node->m_sector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
{
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
|
||||
return node->m_sector;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return node->m_sector;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Hmm.. maybe there's a FOF that has it...
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|
||||
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
|
||||
{
|
||||
// Thing must be on top of the floor to be affected...
|
||||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
||||
|| player->mo->z + player->mo->height != bottomheight)
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP)
|
||||
|| mo->z + mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
||||
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
||||
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
// This FOF has the special we're looking for, but are we allowed to touch it?
|
||||
if (node->m_sector == player->mo->subsector->sector
|
||||
if (node->m_sector == mo->subsector->sector
|
||||
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
||||
return rover->master->frontsector;
|
||||
}
|
||||
|
|
@ -5717,25 +5708,10 @@ void P_InitSpecials(void)
|
|||
|
||||
CheckForBustableBlocks = CheckForBouncySector = CheckForQuicksand = CheckForMarioBlocks = CheckForFloatBob = CheckForReverseGravity = false;
|
||||
|
||||
// Set curWeather
|
||||
switch (mapheaderinfo[gamemap-1]->weather)
|
||||
{
|
||||
case PRECIP_SNOW: // snow
|
||||
case PRECIP_RAIN: // rain
|
||||
case PRECIP_STORM: // storm
|
||||
case PRECIP_STORM_NORAIN: // storm w/o rain
|
||||
case PRECIP_STORM_NOSTRIKES: // storm w/o lightning
|
||||
curWeather = mapheaderinfo[gamemap-1]->weather;
|
||||
break;
|
||||
default: // blank/none
|
||||
curWeather = PRECIP_NONE;
|
||||
break;
|
||||
}
|
||||
// Set weather
|
||||
curWeather = globalweather = mapheaderinfo[gamemap-1]->weather;
|
||||
|
||||
// Set globalweather
|
||||
globalweather = mapheaderinfo[gamemap-1]->weather;
|
||||
|
||||
P_InitTagLists(); // Create xref tables for tags
|
||||
P_InitTagLists(); // Create xref tables for tags
|
||||
}
|
||||
|
||||
/** After the map has loaded, scans for specials that spawn 3Dfloors and
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@ void P_SpawnSpecials(INT32 fromnetsave);
|
|||
|
||||
// every tic
|
||||
void P_UpdateSpecials(void);
|
||||
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
|
||||
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground);
|
||||
void P_PlayerInSpecialSector(player_t *player);
|
||||
void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector);
|
||||
|
||||
|
|
@ -61,7 +61,7 @@ void P_CrossSpecialLine(line_t *ld, INT32 side, mobj_t *thing);
|
|||
void P_SetupSignExit(player_t *player);
|
||||
boolean P_IsFlagAtBase(mobjtype_t flag);
|
||||
|
||||
void P_SwitchWeather(INT32 weathernum);
|
||||
void P_SwitchWeather(UINT8 newWeather);
|
||||
|
||||
boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller);
|
||||
void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller);
|
||||
|
|
|
|||
12
src/p_tick.c
12
src/p_tick.c
|
|
@ -59,8 +59,6 @@ void Command_Numthinkers_f(void)
|
|||
CONS_Printf(M_GetText("numthinkers <#>: Count number of thinkers\n"));
|
||||
CONS_Printf(
|
||||
"\t1: P_MobjThinker\n"
|
||||
/*"\t2: P_RainThinker\n"
|
||||
"\t3: P_SnowThinker\n"*/
|
||||
"\t2: P_NullPrecipThinker\n"
|
||||
"\t3: T_Friction\n"
|
||||
"\t4: T_Pusher\n"
|
||||
|
|
@ -76,14 +74,6 @@ void Command_Numthinkers_f(void)
|
|||
action = (actionf_p1)P_MobjThinker;
|
||||
CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker");
|
||||
break;
|
||||
/*case 2:
|
||||
action = (actionf_p1)P_RainThinker;
|
||||
CONS_Printf(M_GetText("Number of %s: "), "P_RainThinker");
|
||||
break;
|
||||
case 3:
|
||||
action = (actionf_p1)P_SnowThinker;
|
||||
CONS_Printf(M_GetText("Number of %s: "), "P_SnowThinker");
|
||||
break;*/
|
||||
case 2:
|
||||
action = (actionf_p1)P_NullPrecipThinker;
|
||||
CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker");
|
||||
|
|
@ -663,8 +653,6 @@ void P_Ticker(boolean run)
|
|||
//P_RunShields();
|
||||
P_RunOverlays();
|
||||
|
||||
P_RunShadows();
|
||||
|
||||
P_UpdateSpecials();
|
||||
P_RespawnSpecials();
|
||||
|
||||
|
|
|
|||
17
src/r_bsp.c
17
src/r_bsp.c
|
|
@ -57,6 +57,16 @@ static boolean R_NoEncore(sector_t *sector, boolean ceiling)
|
|||
return ((boolean)(sector->flags & SF_FLIPSPECIAL_FLOOR));
|
||||
}
|
||||
|
||||
static void R_PlaneLightOverride(sector_t *sector, boolean ceiling, INT32 *lightlevel)
|
||||
{
|
||||
if (GETSECSPECIAL(sector->special, 4) == 6) // Fullbright sneaker panels
|
||||
{
|
||||
if ((ceiling && (sector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
|| (!ceiling && (sector->flags & SF_FLIPSPECIAL_FLOOR)))
|
||||
*lightlevel = 255;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// R_ClearDrawSegs
|
||||
//
|
||||
|
|
@ -895,6 +905,9 @@ static void R_Subsector(size_t num)
|
|||
|
||||
sub->sector->extra_colormap = frontsector->extra_colormap;
|
||||
|
||||
R_PlaneLightOverride(frontsector, false, &floorlightlevel);
|
||||
R_PlaneLightOverride(frontsector, true, &ceilinglightlevel);
|
||||
|
||||
if (((
|
||||
#ifdef ESLOPE
|
||||
frontsector->f_slope ? P_GetZAt(frontsector->f_slope, viewx, viewy) :
|
||||
|
|
@ -923,8 +936,8 @@ static void R_Subsector(size_t num)
|
|||
|| (frontsector->heightsec != -1
|
||||
&& sectors[frontsector->heightsec].floorpic == skyflatnum)))
|
||||
{
|
||||
ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic,
|
||||
ceilinglightlevel, frontsector->ceiling_xoffs, frontsector->ceiling_yoffs, frontsector->ceilingpic_angle,
|
||||
ceilingplane = R_FindPlane(frontsector->ceilingheight, frontsector->ceilingpic, ceilinglightlevel,
|
||||
frontsector->ceiling_xoffs, frontsector->ceiling_yoffs, frontsector->ceilingpic_angle,
|
||||
ceilingcolormap, NULL
|
||||
#ifdef POLYOBJECTS_PLANES
|
||||
, NULL
|
||||
|
|
|
|||
|
|
@ -168,8 +168,7 @@ consvar_t cv_flipcam2 = {"flipcam2", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo,
|
|||
consvar_t cv_flipcam3 = {"flipcam3", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam3_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_flipcam4 = {"flipcam4", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, FlipCam4_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
consvar_t cv_shadow = {"shadow", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_shadowoffs = {"offsetshadows", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_shadow = {"shadow", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_skybox = {"skybox", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_soniccd = {"soniccd", "Off", CV_NETVAR|CV_NOSHOWHELP, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_allowmlook = {"allowmlook", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
|
@ -1505,7 +1504,6 @@ void R_RegisterEngineStuff(void)
|
|||
CV_RegisterVar(&cv_chasecam3);
|
||||
CV_RegisterVar(&cv_chasecam4);
|
||||
CV_RegisterVar(&cv_shadow);
|
||||
CV_RegisterVar(&cv_shadowoffs);
|
||||
CV_RegisterVar(&cv_skybox);
|
||||
|
||||
CV_RegisterVar(&cv_cam_dist);
|
||||
|
|
|
|||
|
|
@ -76,7 +76,7 @@ extern consvar_t cv_showhud, cv_translucenthud;
|
|||
extern consvar_t cv_homremoval;
|
||||
extern consvar_t cv_chasecam, cv_chasecam2, cv_chasecam3, cv_chasecam4;
|
||||
extern consvar_t cv_flipcam, cv_flipcam2, cv_flipcam3, cv_flipcam4;
|
||||
extern consvar_t cv_shadow, cv_shadowoffs;
|
||||
extern consvar_t cv_shadow;
|
||||
extern consvar_t cv_translucency;
|
||||
extern consvar_t /*cv_precipdensity,*/ cv_drawdist, /*cv_drawdist_nights,*/ cv_drawdist_precip;
|
||||
extern consvar_t cv_fov;
|
||||
|
|
|
|||
460
src/r_things.c
460
src/r_things.c
|
|
@ -802,9 +802,7 @@ static void R_DrawFlippedMaskedColumn(column_t *column, INT32 texheight)
|
|||
static void R_DrawVisSprite(vissprite_t *vis)
|
||||
{
|
||||
column_t *column;
|
||||
#ifdef RANGECHECK
|
||||
INT32 texturecolumn;
|
||||
#endif
|
||||
fixed_t frac;
|
||||
patch_t *patch = W_CacheLumpNum(vis->patch, PU_CACHE);
|
||||
fixed_t this_scale = vis->mobj->scale;
|
||||
|
|
@ -920,6 +918,7 @@ static void R_DrawVisSprite(vissprite_t *vis)
|
|||
if (!(vis->scalestep))
|
||||
{
|
||||
sprtopscreen = centeryfrac - FixedMul(dc_texturemid, spryscale);
|
||||
sprtopscreen += vis->shear.tan * vis->shear.offset;
|
||||
dc_iscale = FixedDiv(FRACUNIT, vis->scale);
|
||||
}
|
||||
|
||||
|
|
@ -942,31 +941,50 @@ static void R_DrawVisSprite(vissprite_t *vis)
|
|||
vis->x2--;
|
||||
#endif
|
||||
|
||||
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale)
|
||||
// Split drawing loops for paper and non-paper to reduce conditional checks per sprite
|
||||
if (vis->scalestep)
|
||||
{
|
||||
if (vis->scalestep) // currently papersprites only
|
||||
// Papersprite drawing loop
|
||||
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, spryscale += vis->scalestep)
|
||||
{
|
||||
#ifndef RANGECHECK
|
||||
if ((frac>>FRACBITS) < 0 || (frac>>FRACBITS) >= SHORT(patch->width)) // if this doesn't work i'm removing papersprites
|
||||
break;
|
||||
#endif
|
||||
angle_t angle = ((vis->centerangle + xtoviewangle[dc_x]) >> ANGLETOFINESHIFT) & 0xFFF;
|
||||
texturecolumn = (vis->paperoffset - FixedMul(FINETANGENT(angle), vis->paperdistance)) / this_scale;
|
||||
|
||||
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
|
||||
continue;
|
||||
|
||||
if (vis->xiscale < 0) // Flipped sprite
|
||||
texturecolumn = SHORT(patch->width) - 1 - texturecolumn;
|
||||
|
||||
sprtopscreen = (centeryfrac - FixedMul(dc_texturemid, spryscale));
|
||||
dc_iscale = (0xffffffffu / (unsigned)spryscale);
|
||||
spryscale += vis->scalestep;
|
||||
}
|
||||
#ifdef RANGECHECK
|
||||
texturecolumn = frac>>FRACBITS;
|
||||
|
||||
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
|
||||
I_Error("R_DrawSpriteRange: bad texturecolumn");
|
||||
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
|
||||
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
|
||||
|
||||
if (vis->cut & SC_VFLIP)
|
||||
R_DrawFlippedMaskedColumn(column, patch->height);
|
||||
else
|
||||
R_DrawMaskedColumn(column);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Non-paper drawing loop
|
||||
for (dc_x = vis->x1; dc_x <= vis->x2; dc_x++, frac += vis->xiscale, sprtopscreen += vis->shear.tan)
|
||||
{
|
||||
#ifdef RANGECHECK
|
||||
texturecolumn = frac>>FRACBITS;
|
||||
if (texturecolumn < 0 || texturecolumn >= SHORT(patch->width))
|
||||
I_Error("R_DrawSpriteRange: bad texturecolumn at %d from end", vis->x2 - dc_x);
|
||||
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[texturecolumn]));
|
||||
#else
|
||||
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
|
||||
column = (column_t *)((UINT8 *)patch + LONG(patch->columnofs[frac>>FRACBITS]));
|
||||
#endif
|
||||
if (vis->cut & SC_VFLIP)
|
||||
R_DrawFlippedMaskedColumn(column, patch->height);
|
||||
else
|
||||
R_DrawMaskedColumn(column);
|
||||
if (vis->cut & SC_VFLIP)
|
||||
R_DrawFlippedMaskedColumn(column, patch->height);
|
||||
else
|
||||
R_DrawMaskedColumn(column);
|
||||
}
|
||||
}
|
||||
|
||||
colfunc = basecolfunc;
|
||||
|
|
@ -1138,6 +1156,278 @@ static void R_SplitSprite(vissprite_t *sprite)
|
|||
}
|
||||
}
|
||||
|
||||
//
|
||||
// R_GetShadowZ(thing, shadowslope)
|
||||
// Get the first visible floor below the object for shadows
|
||||
// shadowslope is filled with the floor's slope, if provided
|
||||
//
|
||||
fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope)
|
||||
{
|
||||
fixed_t z, floorz = INT32_MIN;
|
||||
pslope_t *slope, *floorslope = NULL;
|
||||
msecnode_t *node;
|
||||
sector_t *sector;
|
||||
ffloor_t *rover;
|
||||
|
||||
for (node = thing->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector = node->m_sector;
|
||||
|
||||
slope = (sector->heightsec != -1) ? NULL : sector->f_slope;
|
||||
z = slope ? P_GetZAt(slope, thing->x, thing->y) : (
|
||||
(sector->heightsec != -1) ? sectors[sector->heightsec].floorheight : sector->floorheight
|
||||
);
|
||||
|
||||
if (z < thing->z+thing->height/2 && z > floorz)
|
||||
{
|
||||
floorz = z;
|
||||
floorslope = slope;
|
||||
}
|
||||
|
||||
if (sector->ffloors)
|
||||
for (rover = sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERPLANES) || (rover->alpha < 90 && !(rover->flags & FF_SWIMMABLE)))
|
||||
continue;
|
||||
|
||||
z = *rover->t_slope ? P_GetZAt(*rover->t_slope, thing->x, thing->y) : *rover->topheight;
|
||||
if (z < thing->z+thing->height/2 && z > floorz)
|
||||
{
|
||||
floorz = z;
|
||||
floorslope = *rover->t_slope;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (thing->floorz > floorz + (!floorslope ? 0 : FixedMul(abs(floorslope->zdelta), thing->radius*3/2)))
|
||||
{
|
||||
floorz = thing->floorz;
|
||||
floorslope = NULL;
|
||||
}
|
||||
|
||||
#if 0 // Unfortunately, this drops CEZ2 down to sub-17 FPS on my i7.
|
||||
//#ifdef POLYOBJECTS
|
||||
// Check polyobjects and see if floorz needs to be altered, for rings only because they don't update floorz
|
||||
if (thing->type == MT_RING)
|
||||
{
|
||||
INT32 xl, xh, yl, yh, bx, by;
|
||||
|
||||
xl = (unsigned)(thing->x - thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
xh = (unsigned)(thing->x + thing->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
||||
yl = (unsigned)(thing->y - thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
yh = (unsigned)(thing->y + thing->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
||||
|
||||
BMBOUNDFIX(xl, xh, yl, yh);
|
||||
|
||||
validcount++;
|
||||
|
||||
for (by = yl; by <= yh; by++)
|
||||
for (bx = xl; bx <= xh; bx++)
|
||||
{
|
||||
INT32 offset;
|
||||
polymaplink_t *plink; // haleyjd 02/22/06
|
||||
|
||||
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
|
||||
continue;
|
||||
|
||||
offset = by*bmapwidth + bx;
|
||||
|
||||
// haleyjd 02/22/06: consider polyobject lines
|
||||
plink = polyblocklinks[offset];
|
||||
|
||||
while (plink)
|
||||
{
|
||||
polyobj_t *po = plink->po;
|
||||
|
||||
if (po->validcount != validcount) // if polyobj hasn't been checked
|
||||
{
|
||||
po->validcount = validcount;
|
||||
|
||||
if (!P_MobjInsidePolyobj(po, thing) || !(po->flags & POF_RENDERPLANES))
|
||||
{
|
||||
plink = (polymaplink_t *)(plink->link.next);
|
||||
continue;
|
||||
}
|
||||
|
||||
// We're inside it! Yess...
|
||||
z = po->lines[0]->backsector->ceilingheight;
|
||||
|
||||
if (z < thing->z+thing->height/2 && z > floorz)
|
||||
{
|
||||
floorz = z;
|
||||
floorslope = NULL;
|
||||
}
|
||||
}
|
||||
plink = (polymaplink_t *)(plink->link.next);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (shadowslope != NULL)
|
||||
*shadowslope = floorslope;
|
||||
|
||||
return floorz;
|
||||
}
|
||||
|
||||
static void R_ProjectDropShadow(mobj_t *thing, vissprite_t *vis, fixed_t scale, fixed_t tx, fixed_t tz)
|
||||
{
|
||||
vissprite_t *shadow;
|
||||
patch_t *patch;
|
||||
fixed_t xscale, yscale, shadowxscale, shadowyscale, shadowskew, x1, x2;
|
||||
INT32 light = 0;
|
||||
fixed_t scalemul; UINT8 trans;
|
||||
fixed_t floordiff;
|
||||
fixed_t floorz;
|
||||
pslope_t *floorslope;
|
||||
|
||||
floorz = R_GetShadowZ(thing, &floorslope);
|
||||
|
||||
if (abs(floorz-viewz)/tz > 4) return; // Prevent stretchy shadows and possible crashes
|
||||
|
||||
floordiff = abs(thing->z - floorz);
|
||||
|
||||
trans = floordiff / (100*FRACUNIT) + 3;
|
||||
if (trans >= 9) return;
|
||||
|
||||
scalemul = FixedMul(FRACUNIT - floordiff/640, scale);
|
||||
|
||||
if (thing->whiteshadow)
|
||||
patch = W_CachePatchName("LSHADOW", PU_CACHE);
|
||||
else
|
||||
patch = W_CachePatchName("DSHADOW", PU_CACHE);
|
||||
|
||||
xscale = FixedDiv(projection, tz);
|
||||
yscale = FixedDiv(projectiony, tz);
|
||||
shadowxscale = FixedMul(thing->radius*2, scalemul);
|
||||
shadowyscale = FixedMul(FixedMul(thing->radius*2, scalemul), FixedDiv(abs(floorz - viewz), tz));
|
||||
shadowyscale = min(shadowyscale, shadowxscale) / patch->height;
|
||||
shadowxscale /= patch->width;
|
||||
shadowskew = 0;
|
||||
|
||||
if (floorslope)
|
||||
{
|
||||
// haha let's try some dumb stuff
|
||||
fixed_t xslope, zslope;
|
||||
angle_t sloperelang = (R_PointToAngle(thing->x, thing->y) - floorslope->xydirection) >> ANGLETOFINESHIFT;
|
||||
|
||||
xslope = FixedMul(FINESINE(sloperelang), floorslope->zdelta);
|
||||
zslope = FixedMul(FINECOSINE(sloperelang), floorslope->zdelta);
|
||||
|
||||
//CONS_Printf("Shadow is sloped by %d %d\n", xslope, zslope);
|
||||
|
||||
if (viewz < floorz)
|
||||
shadowyscale += FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope);
|
||||
else
|
||||
shadowyscale -= FixedMul(FixedMul(thing->radius*2 / patch->height, scalemul), zslope);
|
||||
|
||||
shadowyscale = abs(shadowyscale);
|
||||
|
||||
shadowskew = xslope;
|
||||
}
|
||||
|
||||
tx -= patch->width * shadowxscale/2;
|
||||
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
||||
if (x1 >= viewwidth) return;
|
||||
|
||||
tx += patch->width * shadowxscale;
|
||||
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
|
||||
if (x2 < 0 || x2 <= x1) return;
|
||||
|
||||
if (shadowyscale < FRACUNIT/patch->height) return; // fix some crashes?
|
||||
|
||||
shadow = R_NewVisSprite();
|
||||
|
||||
if (thing->whiteshadow)
|
||||
shadow->patch = W_CheckNumForName("LSHADOW");
|
||||
else
|
||||
shadow->patch = W_CheckNumForName("DSHADOW");
|
||||
|
||||
shadow->heightsec = vis->heightsec;
|
||||
|
||||
shadow->thingheight = FRACUNIT;
|
||||
shadow->pz = floorz;
|
||||
shadow->pzt = shadow->pz + shadow->thingheight;
|
||||
|
||||
shadow->mobjflags = 0;
|
||||
shadow->sortscale = vis->sortscale;
|
||||
shadow->dispoffset = vis->dispoffset - 5;
|
||||
shadow->gx = thing->x;
|
||||
shadow->gy = thing->y;
|
||||
shadow->gzt = shadow->pz + patch->height * shadowyscale / 2;
|
||||
shadow->gz = shadow->gzt - patch->height * shadowyscale;
|
||||
shadow->texturemid = FixedMul(thing->scale, FixedDiv(shadow->gzt - viewz, shadowyscale));
|
||||
if (thing->skin && ((skin_t *)thing->skin)->flags & SF_HIRES)
|
||||
shadow->texturemid = FixedMul(shadow->texturemid, ((skin_t *)thing->skin)->highresscale);
|
||||
shadow->scalestep = 0;
|
||||
shadow->shear.tan = shadowskew; // repurposed variable
|
||||
|
||||
shadow->mobj = thing; // Easy access! Tails 06-07-2002
|
||||
|
||||
shadow->x1 = x1 < 0 ? 0 : x1;
|
||||
shadow->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
|
||||
|
||||
// PORTAL SEMI-CLIPPING
|
||||
if (portalrender)
|
||||
{
|
||||
if (shadow->x1 < portalclipstart)
|
||||
shadow->x1 = portalclipstart;
|
||||
if (shadow->x2 >= portalclipend)
|
||||
shadow->x2 = portalclipend-1;
|
||||
}
|
||||
|
||||
shadow->xscale = FixedMul(xscale, shadowxscale); //SoM: 4/17/2000
|
||||
shadow->scale = FixedMul(yscale, shadowyscale);
|
||||
shadow->sector = vis->sector;
|
||||
shadow->szt = (INT16)((centeryfrac - FixedMul(shadow->gzt - viewz, yscale))>>FRACBITS);
|
||||
shadow->sz = (INT16)((centeryfrac - FixedMul(shadow->gz - viewz, yscale))>>FRACBITS);
|
||||
shadow->cut = SC_ISSCALED|SC_SHADOW; //check this
|
||||
|
||||
shadow->startfrac = 0;
|
||||
//shadow->xiscale = 0x7ffffff0 / (shadow->xscale/2);
|
||||
shadow->xiscale = (patch->width<<FRACBITS)/(x2-x1+1); // fuck it
|
||||
|
||||
if (shadow->x1 > x1)
|
||||
shadow->startfrac += shadow->xiscale*(shadow->x1-x1);
|
||||
|
||||
// reusing x1 variable
|
||||
x1 += (x2-x1)/2;
|
||||
shadow->shear.offset = shadow->x1-x1;
|
||||
|
||||
if (thing->subsector->sector->numlights)
|
||||
{
|
||||
INT32 lightnum;
|
||||
#ifdef ESLOPE // R_GetPlaneLight won't work on sloped lights!
|
||||
light = thing->subsector->sector->numlights - 1;
|
||||
|
||||
for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) {
|
||||
fixed_t h = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, thing->x, thing->y)
|
||||
: thing->subsector->sector->lightlist[lightnum].height;
|
||||
if (h <= shadow->gzt) {
|
||||
light = lightnum - 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
#else
|
||||
light = R_GetPlaneLight(thing->subsector->sector, shadow->gzt, false);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (thing->subsector->sector->numlights)
|
||||
shadow->extra_colormap = thing->subsector->sector->lightlist[light].extra_colormap;
|
||||
else
|
||||
shadow->extra_colormap = thing->subsector->sector->extra_colormap;
|
||||
|
||||
shadow->transmap = transtables + (trans<<FF_TRANSSHIFT);
|
||||
|
||||
if (thing->whiteshadow)
|
||||
shadow->colormap = scalelight[LIGHTLEVELS - 1][0]; // full bright!
|
||||
else
|
||||
shadow->colormap = scalelight[0][0]; // full dark!
|
||||
|
||||
objectsdrawn++;
|
||||
}
|
||||
|
||||
//
|
||||
// R_ProjectSprite
|
||||
// Generates a vissprite for a thing
|
||||
|
|
@ -1168,7 +1458,11 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
fixed_t iscale;
|
||||
fixed_t scalestep; // toast '16
|
||||
fixed_t offset, offset2;
|
||||
boolean papersprite = (thing->frame & FF_PAPERSPRITE);
|
||||
|
||||
fixed_t basetx; // drop shadows
|
||||
|
||||
boolean papersprite = !!(thing->frame & FF_PAPERSPRITE);
|
||||
fixed_t paperoffset = 0, paperdistance = 0; angle_t centerangle = 0;
|
||||
|
||||
//SoM: 3/17/2000
|
||||
fixed_t gz, gzt;
|
||||
|
|
@ -1176,8 +1470,6 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
INT32 light = 0;
|
||||
fixed_t this_scale = thing->scale;
|
||||
|
||||
fixed_t ang_scale = FRACUNIT;
|
||||
|
||||
// transform the origin point
|
||||
tr_x = thing->x - viewx;
|
||||
tr_y = thing->y - viewy;
|
||||
|
|
@ -1188,15 +1480,15 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
tz = gxt-gyt;
|
||||
|
||||
// thing is behind view plane?
|
||||
if (!(papersprite) && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later
|
||||
if (!papersprite && (tz < FixedMul(MINZ, this_scale))) // papersprite clipping is handled later
|
||||
return;
|
||||
|
||||
gxt = -FixedMul(tr_x, viewsin);
|
||||
gyt = FixedMul(tr_y, viewcos);
|
||||
tx = -(gyt + gxt);
|
||||
basetx = tx = -(gyt + gxt);
|
||||
|
||||
// too far off the side?
|
||||
if (abs(tx) > tz<<2)
|
||||
if (!papersprite && abs(tx) > tz<<2) // papersprite clipping is handled later
|
||||
return;
|
||||
|
||||
// aspect ratio stuff
|
||||
|
|
@ -1249,8 +1541,6 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
ang = R_PointToAngle (thing->x, thing->y) - thing->player->frameangle;
|
||||
else
|
||||
ang = R_PointToAngle (thing->x, thing->y) - thing->angle;
|
||||
if (papersprite)
|
||||
ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT));
|
||||
}
|
||||
|
||||
if (sprframe->rotate == SRF_SINGLE)
|
||||
|
|
@ -1288,27 +1578,12 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
else
|
||||
offset = -spritecachedinfo[lump].offset;
|
||||
offset = FixedMul(offset, this_scale);
|
||||
tx += FixedMul(offset, ang_scale);
|
||||
x1 = (centerxfrac + FixedMul (tx,xscale)) >>FRACBITS;
|
||||
|
||||
// off the right side?
|
||||
if (x1 > viewwidth)
|
||||
return;
|
||||
|
||||
offset2 = FixedMul(spritecachedinfo[lump].width, this_scale);
|
||||
tx += FixedMul(offset2, ang_scale);
|
||||
x2 = ((centerxfrac + FixedMul (tx,xscale)) >> FRACBITS) - 1;
|
||||
|
||||
// off the left side
|
||||
if (x2 < 0)
|
||||
return;
|
||||
|
||||
if (papersprite)
|
||||
{
|
||||
fixed_t yscale2, cosmul, sinmul, tz2;
|
||||
|
||||
if (x2 <= x1)
|
||||
return;
|
||||
fixed_t xscale2, yscale2, cosmul, sinmul, tx2, tz2;
|
||||
INT32 range;
|
||||
|
||||
if (ang >= ANGLE_180)
|
||||
{
|
||||
|
|
@ -1325,7 +1600,23 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
gyt = -FixedMul(tr_y, viewsin);
|
||||
tz = gxt-gyt;
|
||||
yscale = FixedDiv(projectiony, tz);
|
||||
if (yscale < 64) return; // Fix some funky visuals
|
||||
//if (yscale < 64) return; // Fix some funky visuals
|
||||
|
||||
gxt = -FixedMul(tr_x, viewsin);
|
||||
gyt = FixedMul(tr_y, viewcos);
|
||||
tx = -(gyt + gxt);
|
||||
xscale = FixedDiv(projection, tz);
|
||||
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
||||
|
||||
// Get paperoffset (offset) and paperoffset (distance)
|
||||
paperoffset = -FixedMul(tr_x, cosmul) - FixedMul(tr_y, sinmul);
|
||||
paperdistance = -FixedMul(tr_x, sinmul) + FixedMul(tr_y, cosmul);
|
||||
if (paperdistance < 0)
|
||||
{
|
||||
paperoffset = -paperoffset;
|
||||
paperdistance = -paperdistance;
|
||||
}
|
||||
centerangle = viewangle - thing->angle;
|
||||
|
||||
tr_x += FixedMul(offset2, cosmul);
|
||||
tr_y += FixedMul(offset2, sinmul);
|
||||
|
|
@ -1333,13 +1624,52 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
gyt = -FixedMul(tr_y, viewsin);
|
||||
tz2 = gxt-gyt;
|
||||
yscale2 = FixedDiv(projectiony, tz2);
|
||||
if (yscale2 < 64) return; // ditto
|
||||
//if (yscale2 < 64) return; // ditto
|
||||
|
||||
gxt = -FixedMul(tr_x, viewsin);
|
||||
gyt = FixedMul(tr_y, viewcos);
|
||||
tx2 = -(gyt + gxt);
|
||||
xscale2 = FixedDiv(projection, tz2);
|
||||
x2 = ((centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS);
|
||||
|
||||
if (max(tz, tz2) < FixedMul(MINZ, this_scale)) // non-papersprite clipping is handled earlier
|
||||
return;
|
||||
|
||||
scalestep = (yscale2 - yscale)/(x2 - x1);
|
||||
scalestep = scalestep ? scalestep : 1;
|
||||
// Needs partially clipped
|
||||
if (tz < FixedMul(MINZ, this_scale))
|
||||
{
|
||||
fixed_t div = FixedDiv(tz2-tz, FixedMul(MINZ, this_scale)-tz);
|
||||
tx += FixedDiv(tx2-tx, div);
|
||||
tz = FixedMul(MINZ, this_scale);
|
||||
yscale = FixedDiv(projectiony, tz);
|
||||
xscale = FixedDiv(projection, tz);
|
||||
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
||||
}
|
||||
else if (tz2 < FixedMul(MINZ, this_scale))
|
||||
{
|
||||
fixed_t div = FixedDiv(tz-tz2, FixedMul(MINZ, this_scale)-tz2);
|
||||
tx2 += FixedDiv(tx-tx2, div);
|
||||
tz2 = FixedMul(MINZ, this_scale);
|
||||
yscale2 = FixedDiv(projectiony, tz2);
|
||||
xscale2 = FixedDiv(projection, tz2);
|
||||
x2 = (centerxfrac + FixedMul(tx2,xscale2))>>FRACBITS;
|
||||
}
|
||||
|
||||
// off the right side?
|
||||
if (x1 > viewwidth)
|
||||
return;
|
||||
|
||||
// off the left side
|
||||
if (x2 < 0)
|
||||
return;
|
||||
|
||||
if ((range = x2 - x1) <= 0)
|
||||
return;
|
||||
|
||||
range++; // fencepost problem
|
||||
|
||||
scalestep = ((yscale2 - yscale)/range) ?: 1;
|
||||
xscale = FixedDiv(range<<FRACBITS, abs(offset2));
|
||||
|
||||
// The following two are alternate sorting methods which might be more applicable in some circumstances. TODO - maybe enable via MF2?
|
||||
// sortscale = max(yscale, yscale2);
|
||||
|
|
@ -1349,9 +1679,20 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
{
|
||||
scalestep = 0;
|
||||
yscale = sortscale;
|
||||
}
|
||||
tx += offset;
|
||||
x1 = (centerxfrac + FixedMul(tx,xscale))>>FRACBITS;
|
||||
|
||||
xscale = FixedMul(xscale, ang_scale);
|
||||
// off the right side?
|
||||
if (x1 > viewwidth)
|
||||
return;
|
||||
|
||||
tx += offset2;
|
||||
x2 = ((centerxfrac + FixedMul(tx,xscale))>>FRACBITS); x2--;
|
||||
|
||||
// off the left side
|
||||
if (x2 < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// PORTAL SPRITE CLIPPING
|
||||
if (portalrender)
|
||||
|
|
@ -1445,6 +1786,11 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
vis->pzt = vis->pz + vis->thingheight;
|
||||
vis->texturemid = vis->gzt - viewz;
|
||||
vis->scalestep = scalestep;
|
||||
vis->paperoffset = paperoffset;
|
||||
vis->paperdistance = paperdistance;
|
||||
vis->centerangle = centerangle;
|
||||
vis->shear.tan = 0;
|
||||
vis->shear.offset = 0;
|
||||
|
||||
vis->mobj = thing; // Easy access! Tails 06-07-2002
|
||||
|
||||
|
|
@ -1537,6 +1883,9 @@ static void R_ProjectSprite(mobj_t *thing)
|
|||
if (thing->subsector->sector->numlights)
|
||||
R_SplitSprite(vis);
|
||||
|
||||
if (thing->shadowscale && cv_shadow.value)
|
||||
R_ProjectDropShadow(thing, vis, thing->shadowscale, basetx, tz);
|
||||
|
||||
// Debug
|
||||
++objectsdrawn;
|
||||
}
|
||||
|
|
@ -1639,14 +1988,10 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|||
// okay, we can't return now except for vertical clipping... this is a hack, but weather isn't networked, so it should be ok
|
||||
if (!(thing->precipflags & PCF_THUNK))
|
||||
{
|
||||
if (thing->precipflags & PCF_RAIN)
|
||||
P_RainThinker(thing);
|
||||
else
|
||||
P_SnowThinker(thing);
|
||||
P_PrecipThinker(thing);
|
||||
thing->precipflags |= PCF_THUNK;
|
||||
}
|
||||
|
||||
|
||||
//SoM: 3/17/2000: Disregard sprites that are out of view..
|
||||
gzt = thing->z + spritecachedinfo[lump].topoffset;
|
||||
gz = gzt - spritecachedinfo[lump].height;
|
||||
|
|
@ -1670,6 +2015,9 @@ static void R_ProjectPrecipitationSprite(precipmobj_t *thing)
|
|||
vis->pzt = vis->pz + vis->thingheight;
|
||||
vis->texturemid = vis->gzt - viewz;
|
||||
vis->scalestep = 0;
|
||||
vis->paperdistance = 0;
|
||||
vis->shear.tan = 0;
|
||||
vis->shear.offset = 0;
|
||||
|
||||
vis->x1 = x1 < 0 ? 0 : x1;
|
||||
vis->x2 = x2 >= viewwidth ? viewwidth-1 : x2;
|
||||
|
|
|
|||
|
|
@ -50,6 +50,8 @@ void R_SortVisSprites(void);
|
|||
// (only sprites from namelist are added or replaced)
|
||||
void R_AddSpriteDefs(UINT16 wadnum);
|
||||
|
||||
fixed_t R_GetShadowZ(mobj_t *thing, pslope_t **shadowslope);
|
||||
|
||||
#ifdef DELFILE
|
||||
void R_DelSpriteDefs(UINT16 wadnum);
|
||||
#endif
|
||||
|
|
@ -114,7 +116,8 @@ typedef enum
|
|||
SC_FULLBRIGHT = 1<<4,
|
||||
SC_SEMIBRIGHT = 1<<5,
|
||||
SC_VFLIP = 1<<6,
|
||||
SC_ISSCALED = 1>>7,
|
||||
SC_ISSCALED = 1<<7,
|
||||
SC_SHADOW = 1<<8,
|
||||
// masks
|
||||
SC_CUTMASK = SC_TOP|SC_BOTTOM,
|
||||
SC_FLAGMASK = ~SC_CUTMASK
|
||||
|
|
@ -139,8 +142,16 @@ typedef struct vissprite_s
|
|||
fixed_t startfrac; // horizontal position of x1
|
||||
fixed_t scale, sortscale; // sortscale only differs from scale for flat sprites
|
||||
fixed_t scalestep; // only for flat sprites, 0 otherwise
|
||||
fixed_t paperoffset, paperdistance; // for paper sprites, offset/dist relative to the angle
|
||||
fixed_t xiscale; // negative if flipped
|
||||
|
||||
angle_t centerangle; // for paper sprites
|
||||
|
||||
struct {
|
||||
fixed_t tan; // The amount to shear the sprite vertically per row
|
||||
INT32 offset; // The center of the shearing location offset from x1
|
||||
} shear;
|
||||
|
||||
fixed_t texturemid;
|
||||
lumpnum_t patch;
|
||||
|
||||
|
|
|
|||
|
|
@ -1382,8 +1382,11 @@ void I_FinishUpdate(void)
|
|||
if (cv_ticrate.value)
|
||||
SCR_DisplayTicRate();
|
||||
|
||||
if (cv_showping.value && netgame && consoleplayer != serverplayer)
|
||||
if (cv_showping.value && netgame &&
|
||||
( consoleplayer != serverplayer || ! server_lagless ))
|
||||
{
|
||||
SCR_DisplayLocalPing();
|
||||
}
|
||||
}
|
||||
|
||||
if (rendermode == render_soft && screens[0])
|
||||
|
|
|
|||
|
|
@ -435,6 +435,7 @@ void Y_IntermissionDrawer(void)
|
|||
INT32 y = 41, gutter = ((data.match.numplayers > NUMFORNEWCOLUMN) ? 0 : (BASEVIDWIDTH/2));
|
||||
INT32 dupadjust = (vid.width/vid.dupx), duptweak = (dupadjust - BASEVIDWIDTH)/2;
|
||||
const char *timeheader;
|
||||
int y2;
|
||||
|
||||
if (data.match.rankingsmode)
|
||||
timeheader = "PWR.LV";
|
||||
|
|
@ -492,10 +493,41 @@ void Y_IntermissionDrawer(void)
|
|||
|
||||
STRBUFCPY(strtime, data.match.name[i]);
|
||||
|
||||
y2 = y;
|
||||
|
||||
if (data.match.num[i] == 0 && server_lagless)
|
||||
{
|
||||
static int alagles_timer = 0;
|
||||
patch_t *alagles;
|
||||
|
||||
y2 = ( y - 4 );
|
||||
|
||||
V_DrawScaledPatch(x + 36, y2, 0, W_CachePatchName(va("BLAGLES%d", (intertic / 3) % 6), PU_CACHE));
|
||||
// every 70 tics
|
||||
if (( leveltime % 70 ) == 0)
|
||||
{
|
||||
alagles_timer = 9;
|
||||
}
|
||||
if (alagles_timer > 0)
|
||||
{
|
||||
alagles = W_CachePatchName(va("ALAGLES%d", alagles_timer), PU_CACHE);
|
||||
V_DrawScaledPatch(x + 36, y2, 0, alagles);
|
||||
if (( leveltime % 2 ) == 0)
|
||||
alagles_timer--;
|
||||
}
|
||||
else
|
||||
{
|
||||
alagles = W_CachePatchName("ALAGLES0", PU_CACHE);
|
||||
V_DrawScaledPatch(x + 36, y2, 0, alagles);
|
||||
}
|
||||
|
||||
y2 += SHORT (alagles->height) + 1;
|
||||
}
|
||||
|
||||
if (data.match.numplayers > NUMFORNEWCOLUMN)
|
||||
V_DrawThinString(x+36, y-1, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
|
||||
V_DrawThinString(x+36, y2-1, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE|V_6WIDTHSPACE, strtime);
|
||||
else
|
||||
V_DrawString(x+36, y, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
|
||||
V_DrawString(x+36, y2, ((data.match.num[i] == whiteplayer) ? hilicol : 0)|V_ALLOWLOWERCASE, strtime);
|
||||
|
||||
if (data.match.rankingsmode)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue