diff --git a/src/info.c b/src/info.c index 9fb442883..b58d09d06 100644 --- a/src/info.c +++ b/src/info.c @@ -479,32 +479,32 @@ state_t states[NUMSTATES] = {SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK // Player - {SPR_PLAY, SPR2_STND, 105, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_STND - {SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT - {SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK - {SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN - {SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL - {SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN - {SPR_PLAY, SPR2_DEAD, 4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD - {SPR_PLAY, SPR2_DRWN, 4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN - {SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN - {SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH - {SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP - {SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP - {SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING - {SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL - {SPR_PLAY, SPR2_EDGE, 12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE - {SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE + {SPR_PLAY, SPR2_STND|FF_ANIMATE, 105, {NULL}, 0, 7, S_PLAY_WAIT}, // S_PLAY_STND + {SPR_PLAY, SPR2_WAIT|FF_ANIMATE, -1, {NULL}, 0, 16, S_NULL}, // S_PLAY_WAIT + {SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK + {SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN + {SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL + {SPR_PLAY, SPR2_PAIN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_FALL}, // S_PLAY_PAIN + {SPR_PLAY, SPR2_DEAD|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_DEAD + {SPR_PLAY, SPR2_DRWN|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_DRWN + {SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN + {SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH + {SPR_PLAY, SPR2_GASP|FF_ANIMATE, 14, {NULL}, 0, 4, S_PLAY_WALK}, // S_PLAY_GASP + {SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP + {SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING + {SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL + {SPR_PLAY, SPR2_EDGE|FF_ANIMATE, -1, {NULL}, 0, 12, S_NULL}, // S_PLAY_EDGE + {SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE // CA_FLY/CA_SWIM - {SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY - {SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM - {SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED + {SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY + {SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM + {SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED // CA_GLIDEANDCLIMB - {SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE - {SPR_PLAY, SPR2_CLNG, 6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING - {SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB + {SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE + {SPR_PLAY, SPR2_CLNG|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_CLING + {SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB // CA_TWINSPIN {SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN @@ -514,33 +514,33 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH // SF_SUPERANIMS - {SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND - {SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK - {SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN - {SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL - {SPR_PLAY, SPR2_SPAN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN - {SPR_PLAY, SPR2_SSTN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN - {SPR_PLAY, SPR2_SDTH, 4, {NULL}, 0, 0, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD - {SPR_PLAY, SPR2_SDRN, 4, {NULL}, 0, 0, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN - {SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN - {SPR_PLAY, SPR2_SGSP, 14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP - {SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP - {SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING - {SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL - {SPR_PLAY, SPR2_SEDG, 12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE - {SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE - {SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT + {SPR_PLAY, SPR2_SSTD|FF_ANIMATE, -1, {NULL}, 0, 7, S_NULL}, // S_PLAY_SUPER_STND + {SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK + {SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN + {SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL + {SPR_PLAY, SPR2_SPAN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_PAIN + {SPR_PLAY, SPR2_SSTN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_STUN + {SPR_PLAY, SPR2_SDTH|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_SUPER_DEAD + {SPR_PLAY, SPR2_SDRN|FF_ANIMATE, -1, {NULL}, 0, 4, S_NULL}, // S_PLAY_SUPER_DRWN + {SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN + {SPR_PLAY, SPR2_SGSP|FF_ANIMATE, 14, {NULL}, 0, 4, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP + {SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP + {SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING + {SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL + {SPR_PLAY, SPR2_SEDG|FF_ANIMATE, -1, {NULL}, 0, 12, S_NULL}, // S_PLAY_SUPER_EDGE + {SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE + {SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT // SF_SUPER - {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS - {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8 - {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9 + {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS + {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3}, // S_PLAY_SUPER_TRANS2 + {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4}, // S_PLAY_SUPER_TRANS3 + {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4 + {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5 + {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6 + {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7 + {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8 + {SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9 {SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY}, //S_OBJPLACE_DUMMY diff --git a/src/lua_baselib.c b/src/lua_baselib.c index 5d0eac718..6e0457ce8 100644 --- a/src/lua_baselib.c +++ b/src/lua_baselib.c @@ -309,6 +309,19 @@ static int lib_pRemoveMobj(lua_State *L) return 0; } +// P_IsValidSprite2 technically doesn't exist, and probably never should... but too much would need to be exposed to allow this to be checked by other methods. + +static int lib_pIsValidSprite2(lua_State *L) +{ + mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); + UINT8 spr2 = (UINT8)luaL_checkinteger(L, 2); + //HUDSAFE + if (!mobj) + return LUA_ErrInvalid(L, "mobj_t"); + lua_pushboolean(L, (mobj->skin && (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0))); + return 1; +} + static int lib_pSpawnMissile(lua_State *L) { mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ)); @@ -2036,6 +2049,7 @@ static luaL_Reg lib[] = { // don't add P_SetMobjState or P_SetPlayerMobjState, use "mobj.state = S_NEWSTATE" instead. {"P_SpawnMobj",lib_pSpawnMobj}, {"P_RemoveMobj",lib_pRemoveMobj}, + {"P_IsValidSprite2", lib_pIsValidSprite2}, {"P_SpawnMissile",lib_pSpawnMissile}, {"P_SpawnXYZMissile",lib_pSpawnXYZMissile}, {"P_SpawnPointMissile",lib_pSpawnPointMissile}, diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c index 6bb1388fc..9ebc38a61 100644 --- a/src/lua_mobjlib.c +++ b/src/lua_mobjlib.c @@ -34,6 +34,7 @@ enum mobj_e { mobj_angle, mobj_sprite, mobj_frame, + mobj_sprite2, mobj_anim_duration, mobj_touching_sectorlist, mobj_subsector, @@ -93,6 +94,7 @@ static const char *const mobj_opt[] = { "angle", "sprite", "frame", + "sprite2", "anim_duration", "touching_sectorlist", "subsector", @@ -189,6 +191,9 @@ static int mobj_get(lua_State *L) case mobj_frame: lua_pushinteger(L, mo->frame); break; + case mobj_sprite2: + lua_pushinteger(L, mo->sprite2); + break; case mobj_anim_duration: lua_pushinteger(L, mo->anim_duration); break; @@ -411,6 +416,9 @@ static int mobj_set(lua_State *L) case mobj_frame: mo->frame = (UINT32)luaL_checkinteger(L, 3); break; + case mobj_sprite2: + mo->sprite2 = P_GetMobjSprite2(mo, (UINT8)luaL_checkinteger(L, 3)); + break; case mobj_anim_duration: mo->anim_duration = (UINT16)luaL_checkinteger(L, 3); break; diff --git a/src/p_local.h b/src/p_local.h index 71f7fda5b..8c49e4f18 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -212,6 +212,7 @@ void P_PrecipitationEffects(void); void P_RemoveMobj(mobj_t *th); boolean P_MobjWasRemoved(mobj_t *th); void P_RemoveSavegameMobj(mobj_t *th); +UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2); boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state); boolean P_SetMobjState(mobj_t *mobj, statenum_t state); void P_RunShields(void); diff --git a/src/p_mobj.c b/src/p_mobj.c index a245ea063..02450f86a 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -86,9 +86,14 @@ void P_AddCachedAction(mobj_t *mobj, INT32 statenum) // FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *st) { + INT32 animlength = (mobj->skin && mobj->sprite == SPR_PLAY) + ? (INT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes) - 1 + : st->var1; + if (!(st->frame & FF_ANIMATE)) return; - if (st->var1 == 0 || st->var2 == 0) + + if (animlength <= 0 || st->var2 == 0) { mobj->frame &= ~FF_ANIMATE; return; // Crash/stupidity prevention @@ -102,11 +107,11 @@ FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *s if (!leveltime) return; mobj->anim_duration -= (leveltime + 2) % st->var2; // Duration synced to timer - mobj->frame += ((leveltime + 2) / st->var2) % (st->var1 + 1); // Frame synced to timer (duration taken into account) + mobj->frame += ((leveltime + 2) / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account) } else if (st->frame & FF_RANDOMANIM) { - mobj->frame += P_RandomKey(st->var1 + 1); // Random starting frame + mobj->frame += P_RandomKey(animlength + 1); // Random starting frame mobj->anim_duration -= P_RandomKey(st->var2); // Random duration for first frame } } @@ -119,13 +124,23 @@ FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj) // var2 determines delay between animation frames if (!(mobj->frame & FF_ANIMATE) || --mobj->anim_duration != 0) return; + mobj->anim_duration = (UINT16)mobj->state->var2; - // compare the current sprite frame to the one we started from - // if more than var1 away from it, swap back to the original - // else just advance by one - if (((++mobj->frame) & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) > (UINT32)mobj->state->var1) - mobj->frame = (mobj->state->frame & FF_FRAMEMASK) | (mobj->frame & ~FF_FRAMEMASK); + if (mobj->sprite != SPR_PLAY) + { + // compare the current sprite frame to the one we started from + // if more than var1 away from it, swap back to the original + // else just advance by one + if (((++mobj->frame) & FF_FRAMEMASK) - (mobj->state->frame & FF_FRAMEMASK) > (UINT32)mobj->state->var1) + mobj->frame = (mobj->state->frame & FF_FRAMEMASK) | (mobj->frame & ~FF_FRAMEMASK); + + return; + } + + // sprite2 version of above + if (mobj->skin && (((++mobj->frame) & FF_FRAMEMASK) >= (UINT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes))) + mobj->frame &= ~FF_FRAMEMASK; } // @@ -170,6 +185,225 @@ static void P_CyclePlayerMobjState(mobj_t *mobj) } } +// +// P_GetMobjSprite2 +// + +UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2) +{ + player_t *player = mobj->player; + skin_t *skin = ((skin_t *)mobj->skin); + boolean noalt = false; + + if (!skin) + return 0; + + while ((skin->sprites[spr2].numframes <= 0) + && spr2 != SPR2_STND) + { + switch(spr2) + { + case SPR2_PEEL: + spr2 = SPR2_RUN; + break; + case SPR2_RUN: + spr2 = SPR2_WALK; + break; + case SPR2_DRWN: + spr2 = SPR2_DEAD; + break; + case SPR2_DASH: + spr2 = SPR2_SPIN; + break; + case SPR2_GASP: + spr2 = SPR2_SPNG; + break; + case SPR2_JUMP: + spr2 = ((player + ? player->charflags + : skin->flags) + & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_SPIN; + break; + case SPR2_SPNG: // spring + spr2 = SPR2_FALL; + break; + case SPR2_FALL: + spr2 = SPR2_WALK; + break; + case SPR2_RIDE: + spr2 = SPR2_FALL; + break; + + case SPR2_FLY: + spr2 = SPR2_SPNG; + break; + case SPR2_SWIM: + spr2 = SPR2_FLY; + break; + case SPR2_TIRE: + spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY; + break; + + case SPR2_GLID: + spr2 = SPR2_FLY; + break; + case SPR2_CLMB: + spr2 = SPR2_SPIN; + break; + case SPR2_CLNG: + spr2 = SPR2_CLMB; + break; + + case SPR2_TWIN: + spr2 = SPR2_SPIN; + break; + + case SPR2_MLEE: + spr2 = SPR2_TWIN; + break; + + // Super sprites fallback to regular sprites + case SPR2_SWLK: + spr2 = SPR2_WALK; + break; + case SPR2_SRUN: + spr2 = SPR2_RUN; + break; + case SPR2_SPEE: + spr2 = SPR2_PEEL; + break; + case SPR2_SPAN: + spr2 = SPR2_PAIN; + break; + case SPR2_SSTN: + spr2 = SPR2_SPAN; + break; + case SPR2_SDTH: + spr2 = SPR2_DEAD; + break; + case SPR2_SDRN: + spr2 = SPR2_DRWN; + break; + case SPR2_SSPN: + spr2 = SPR2_SPIN; + break; + case SPR2_SGSP: + spr2 = SPR2_GASP; + break; + case SPR2_SJMP: + spr2 = ((player + ? player->charflags + : skin->flags) + & SF_NOJUMPSPIN) ? SPR2_SSPG : SPR2_SSPN; + break; + case SPR2_SSPG: + spr2 = SPR2_SPNG; + break; + case SPR2_SFAL: + spr2 = SPR2_FALL; + break; + case SPR2_SEDG: + spr2 = SPR2_EDGE; + break; + case SPR2_SRID: + spr2 = SPR2_RIDE; + break; + case SPR2_SFLT: + spr2 = SPR2_SWLK; + break; + + // NiGHTS sprites. + case SPR2_NTRN: + spr2 = SPR2_TRNS; + break; + case SPR2_NSTD: + spr2 = SPR2_SSTD; + break; + case SPR2_NFLT: + spr2 = (skin->flags & SF_SUPERANIMS) ? SPR2_SFLT : SPR2_FALL; // This is skin-exclusive so the default NiGHTS skin changing system plays nice. + break; + case SPR2_NPUL: + spr2 = SPR2_NFLT; + break; + case SPR2_NPAN: + spr2 = SPR2_NPUL; + break; + case SPR2_NATK: + spr2 = SPR2_SSPN; + break; + /*case SPR2_NGT0: + spr2 = SPR2_STND; + break;*/ + case SPR2_NGT1: + case SPR2_NGT7: + case SPR2_DRL0: + spr2 = SPR2_NGT0; + break; + case SPR2_NGT2: + case SPR2_DRL1: + spr2 = SPR2_NGT1; + break; + case SPR2_NGT3: + case SPR2_DRL2: + spr2 = SPR2_NGT2; + break; + case SPR2_NGT4: + case SPR2_DRL3: + spr2 = SPR2_NGT3; + break; + case SPR2_NGT5: + case SPR2_DRL4: + spr2 = SPR2_NGT4; + break; + case SPR2_NGT6: + case SPR2_DRL5: + spr2 = SPR2_NGT5; + break; + case SPR2_DRL6: + spr2 = SPR2_NGT6; + break; + case SPR2_NGT8: + case SPR2_DRL7: + spr2 = SPR2_NGT7; + break; + case SPR2_NGT9: + case SPR2_DRL8: + spr2 = SPR2_NGT8; + break; + case SPR2_NGTA: + case SPR2_DRL9: + spr2 = SPR2_NGT9; + break; + case SPR2_NGTB: + case SPR2_DRLA: + spr2 = SPR2_NGTA; + break; + case SPR2_NGTC: + case SPR2_DRLB: + spr2 = SPR2_NGTB; + break; + case SPR2_DRLC: + spr2 = SPR2_NGTC; + break; + + + // Sprites for non-player objects? There's nothing we can do. + case SPR2_SIGN: + case SPR2_LIFE: + noalt = true; + break; + + // Dunno? Just go to standing then. + default: + spr2 = SPR2_STND; + break; + } + if (noalt) + break; + } + return spr2; +} + // // P_SetPlayerMobjState // Returns true if the mobj is still present. @@ -396,216 +630,18 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) } } - mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set - // Player animations if (st->sprite == SPR_PLAY) { skin_t *skin = ((skin_t *)mobj->skin); - boolean noalt = false; - UINT8 spr2 = st->frame & FF_FRAMEMASK; UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1; UINT8 numframes; - while (skin && ((numframes = skin->sprites[spr2].numframes) <= 0) - && spr2 != SPR2_STND) - { - switch(spr2) - { - case SPR2_PEEL: - spr2 = SPR2_RUN; - break; - case SPR2_RUN: - spr2 = SPR2_WALK; - break; - case SPR2_DRWN: - spr2 = SPR2_DEAD; - break; - case SPR2_DASH: - spr2 = SPR2_SPIN; - break; - case SPR2_GASP: - spr2 = SPR2_SPNG; - break; - case SPR2_JUMP: - spr2 = (player->charflags & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_SPIN; - break; - case SPR2_SPNG: // spring - spr2 = SPR2_FALL; - break; - case SPR2_FALL: - spr2 = SPR2_WALK; - break; - case SPR2_RIDE: - spr2 = SPR2_FALL; - break; + UINT8 spr2 = P_GetMobjSprite2(mobj, st->frame & FF_FRAMEMASK); - case SPR2_FLY: - spr2 = SPR2_SPNG; - break; - case SPR2_SWIM: - spr2 = SPR2_FLY; - break; - case SPR2_TIRE: - spr2 = (player->charability == CA_FLY) ? SPR2_FLY : SPR2_SWIM; - break; - - case SPR2_GLID: - spr2 = SPR2_FLY; - break; - case SPR2_CLMB: - spr2 = SPR2_SPIN; - break; - case SPR2_CLNG: - spr2 = SPR2_CLMB; - break; - - case SPR2_TWIN: - spr2 = SPR2_SPIN; - break; - - case SPR2_MLEE: - spr2 = SPR2_TWIN; - break; - - // Super sprites fallback to regular sprites - case SPR2_SWLK: - spr2 = SPR2_WALK; - break; - case SPR2_SRUN: - spr2 = SPR2_RUN; - break; - case SPR2_SPEE: - spr2 = SPR2_PEEL; - break; - case SPR2_SPAN: - spr2 = SPR2_PAIN; - break; - case SPR2_SSTN: - spr2 = SPR2_SPAN; - break; - case SPR2_SDTH: - spr2 = SPR2_DEAD; - break; - case SPR2_SDRN: - spr2 = SPR2_DRWN; - break; - case SPR2_SSPN: - spr2 = SPR2_SPIN; - break; - case SPR2_SGSP: - spr2 = SPR2_GASP; - break; - case SPR2_SJMP: - spr2 = (player->charflags & SF_NOJUMPSPIN) ? SPR2_SSPG : SPR2_SSPN; - break; - case SPR2_SSPG: - spr2 = SPR2_SPNG; - break; - case SPR2_SFAL: - spr2 = SPR2_FALL; - break; - case SPR2_SEDG: - spr2 = SPR2_EDGE; - break; - case SPR2_SRID: - spr2 = SPR2_RIDE; - break; - case SPR2_SFLT: - spr2 = SPR2_SWLK; - break; - - // NiGHTS sprites. - case SPR2_NTRN: - spr2 = SPR2_TRNS; - break; - case SPR2_NSTD: - spr2 = SPR2_SSTD; - break; - case SPR2_NFLT: - spr2 = (skin->flags & SF_SUPERANIMS) ? SPR2_SFLT : SPR2_FALL; // This is skin-exclusive so the default NiGHTS skin changing system plays nice. - break; - case SPR2_NPUL: - spr2 = SPR2_NFLT; - break; - case SPR2_NPAN: - spr2 = SPR2_NPUL; - break; - case SPR2_NATK: - spr2 = SPR2_SSPN; - break; - /*case SPR2_NGT0: - spr2 = SPR2_STND; - break;*/ - case SPR2_NGT1: - case SPR2_NGT7: - case SPR2_DRL0: - spr2 = SPR2_NGT0; - break; - case SPR2_NGT2: - case SPR2_DRL1: - spr2 = SPR2_NGT1; - break; - case SPR2_NGT3: - case SPR2_DRL2: - spr2 = SPR2_NGT2; - break; - case SPR2_NGT4: - case SPR2_DRL3: - spr2 = SPR2_NGT3; - break; - case SPR2_NGT5: - case SPR2_DRL4: - spr2 = SPR2_NGT4; - break; - case SPR2_NGT6: - case SPR2_DRL5: - spr2 = SPR2_NGT5; - break; - case SPR2_DRL6: - spr2 = SPR2_NGT6; - break; - case SPR2_NGT8: - case SPR2_DRL7: - spr2 = SPR2_NGT7; - break; - case SPR2_NGT9: - case SPR2_DRL8: - spr2 = SPR2_NGT8; - break; - case SPR2_NGTA: - case SPR2_DRL9: - spr2 = SPR2_NGT9; - break; - case SPR2_NGTB: - case SPR2_DRLA: - spr2 = SPR2_NGTA; - break; - case SPR2_NGTC: - case SPR2_DRLB: - spr2 = SPR2_NGTB; - break; - case SPR2_DRLC: - spr2 = SPR2_NGTC; - break; - - - // Sprites for non-player objects? There's nothing we can do. - case SPR2_SIGN: - case SPR2_LIFE: - noalt = true; - break; - - // Dunno? Just go to standing then. - default: - spr2 = SPR2_STND; - break; - } - if (noalt) - break; - } - - if (!skin) + if (skin) + numframes = skin->sprites[spr2].numframes; + else { frame = 0; numframes = 0; @@ -628,7 +664,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) { if (st->frame & FF_SPR2ENDSTATE) // no frame advancement { - if (st->var1 == S_NULL) + if (st->var1 == mobj->state-states) frame--; else { @@ -651,9 +687,10 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) { mobj->sprite = st->sprite; mobj->frame = st->frame; - P_SetupStateAnimation(mobj, st); } + P_SetupStateAnimation(mobj, st); + // Modified handling. // Call action functions when the state is set @@ -723,10 +760,11 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state) if (st->sprite == SPR_PLAY) { skin_t *skin = ((skin_t *)mobj->skin); - UINT8 spr2 = st->frame & FF_FRAMEMASK; UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1; UINT8 numframes; + UINT8 spr2 = P_GetMobjSprite2(mobj, st->frame & FF_FRAMEMASK); + if (skin) numframes = skin->sprites[spr2].numframes; else @@ -750,8 +788,17 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state) if (frame >= numframes) { - if (st->frame & FF_SPR2ENDSTATE) - return P_SetPlayerMobjState(mobj, st->var1); // Differs from P_SetPlayerMobjState - allows object to be removed via S_NULL + if (st->frame & FF_SPR2ENDSTATE) // no frame advancement + { + if (st->var1 == mobj->state-states) + frame--; + else + { + if (mobj->frame & FF_FRAMEMASK) + mobj->frame--; + return P_SetMobjState(mobj, st->var1); + } + } else frame = 0; } @@ -764,9 +811,10 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state) { mobj->sprite = st->sprite; mobj->frame = st->frame; - P_SetupStateAnimation(mobj, st); } + P_SetupStateAnimation(mobj, st); + // Modified handling. // Call action functions when the state is set @@ -4154,17 +4202,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) } animonly: - // cycle through states, - // calling action functions at transitions - if (mobj->tics != -1) - { - mobj->tics--; - - // you can cycle through multiple states in a tic - if (!mobj->tics) - if (!P_SetPlayerMobjState(mobj, mobj->state->nextstate)) - return; // freed itself - } + P_CyclePlayerMobjState(mobj); } static void CalculatePrecipFloor(precipmobj_t *mobj) @@ -8818,6 +8856,7 @@ void P_SpawnPlayer(INT32 playernum) // (usefulness: when body mobj is detached from player (who respawns), // the dead body mobj retains the skin through the 'spritedef' override). mobj->skin = &skins[p->skin]; + P_SetupStateAnimation(mobj, mobj->state); mobj->health = 1; p->rings = 0;