Add Metal's jet fume

This commit is contained in:
lachwright 2019-10-23 12:35:17 +08:00
parent 441aceb116
commit c201879d69
4 changed files with 180 additions and 12 deletions

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@ -4292,6 +4292,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_TAILSOVERLAY_GASP",
"S_TAILSOVERLAY_EDGE",
// [:
"S_JETFUMEFLASH",
// Blue Crawla
"S_POSS_STND",
"S_POSS_RUN1",
@ -7294,6 +7297,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_THOK", // Thok! mobj
"MT_PLAYER",
"MT_TAILSOVERLAY", // c:
"MT_METALJETFUME", // [:
// Enemies
"MT_BLUECRAWLA", // Crawla (Blue)

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@ -858,6 +858,9 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_TALA|FF_SPR2MIDSTART, 35, {NULL}, 0, 0, S_TAILSOVERLAY_GASP}, // S_TAILSOVERLAY_GASP
{SPR_PLAY, SPR2_TALB , 35, {NULL}, 0, 0, S_TAILSOVERLAY_EDGE}, // S_TAILSOVERLAY_EDGE
// [:
{SPR_JETF, 3|FF_ANIMATE|FF_FULLBRIGHT, 2, {NULL}, 1, 1, S_JETFUME1}, // S_JETFUMEFLASH
// Blue Crawla
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
{SPR_POSS, 0, 3, {A_Chase}, 0, 0, S_POSS_RUN2}, // S_POSS_RUN1
@ -4089,6 +4092,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_METALJETFUME
-1, // doomednum
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_JETFUMEFLASH, // 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
16*FRACUNIT, // height
2, // display offset
16, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_JETFUME1 // raisestate
},
{ // MT_BLUECRAWLA
100, // doomednum
S_POSS_STND, // spawnstate

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@ -1016,6 +1016,9 @@ typedef enum state
S_TAILSOVERLAY_GASP,
S_TAILSOVERLAY_EDGE,
// [:
S_JETFUMEFLASH,
// Blue Crawla
S_POSS_STND,
S_POSS_RUN1,
@ -4040,6 +4043,7 @@ typedef enum mobj_type
MT_THOK, // Thok! mobj
MT_PLAYER,
MT_TAILSOVERLAY, // c:
MT_METALJETFUME,
// Enemies
MT_BLUECRAWLA, // Crawla (Blue)

View File

@ -1990,7 +1990,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj);
P_SetTarget(&ghost2->tracer, ghost);
P_SetTarget(&ghost->tracer, ghost2);
ghost2->flags2 |= MF2_LINKDRAW;
ghost2->flags2 |= (mobj->player->followmobj->flags2 & MF2_LINKDRAW);
}
return ghost;
@ -2204,6 +2204,9 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
return false; // No vacuum here, Captain!
}
#define DASHMODE_THRESHOLD (3*TICRATE)
#define DASHMODE_MAX (DASHMODE_THRESHOLD + 3)
//
// P_PlayerHitFloor
//
@ -2312,7 +2315,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
{
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
@ -2325,7 +2328,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH)
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
@ -2474,7 +2477,7 @@ static void P_CheckBustableBlocks(player_t *player)
&& !(player->powers[pw_super])
&& !(player->charability == CA_GLIDEANDCLIMB)
&& !(player->pflags & PF_BOUNCING)
&& !((player->charflags & SF_DASHMODE) && (player->dashmode >= 3*TICRATE))
&& !((player->charflags & SF_DASHMODE) && (player->dashmode >= DASHMODE_THRESHOLD))
&& !((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY))
&& !(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
&& !(player->pflags & PF_DRILLING)
@ -5291,7 +5294,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
case CA_SLOWFALL: // Slow descent hover
if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE)
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
@ -7936,7 +7939,7 @@ static void P_MovePlayer(player_t *player)
if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground))
{
// If the player is in dashmode, here's their peelout.
if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]))
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]))
P_SetPlayerMobjState (player->mo, S_PLAY_DASH);
// If the player is moving fast enough,
// break into a run!
@ -7960,7 +7963,7 @@ static void P_MovePlayer(player_t *player)
// If your peelout animation is playing, and you're
// going too slow, switch back to the run.
if (player->charflags & SF_DASHMODE && player->panim == PA_DASH && player->dashmode < 3*TICRATE)
if (player->charflags & SF_DASHMODE && player->panim == PA_DASH && player->dashmode < DASHMODE_THRESHOLD)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
// If your running animation is playing, and you're
@ -10883,6 +10886,122 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails)
P_SetThingPosition(tails);
}
// Metal Sonic's jet fume
static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
{
static const UINT8 FUME_SKINCOLORS[] =
{
SKINCOLOR_ICY,
SKINCOLOR_SKY,
SKINCOLOR_CYAN,
SKINCOLOR_WAVE,
SKINCOLOR_TEAL,
SKINCOLOR_AQUA,
SKINCOLOR_SEAFOAM,
SKINCOLOR_MINT,
SKINCOLOR_PERIDOT,
SKINCOLOR_LIME,
SKINCOLOR_YELLOW,
SKINCOLOR_SANDY,
SKINCOLOR_GOLD,
SKINCOLOR_APRICOT,
SKINCOLOR_SUNSET
};
mobj_t *mo = player->mo;
angle_t angle = player->drawangle;
fixed_t dist;
panim_t panim = player->panim;
tic_t dashmode = player->dashmode;
boolean underwater = mo->eflags & MFE_UNDERWATER;
if (panim != PA_WALK && panim != PA_RUN && panim != PA_DASH) // turn invisible when not in a coherent movement state
{
if (fume->state-states != fume->info->spawnstate)
P_SetMobjState(fume, S_SPAWNSTATE);
return;
}
if (underwater) // No fume underwater; spawn bubbles instead!
{
fume->movedir += FixedAngle(FixedDiv(2 * player->speed, 3 * mo->scale));
fume->movefactor += player->speed;
if (fume->movefactor > FixedDiv(2 * player->normalspeed, 3 * mo->scale))
{
INT16 i;
fixed_t radiusV = 4*FRACUNIT;
fixed_t radiusX = P_ReturnThrustX(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0));
fixed_t radiusY = P_ReturnThrustY(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0));
fixed_t factorX = P_ReturnThrustX(mo, angle + ANGLE_90, mo->scale);
fixed_t factorY = P_ReturnThrustY(mo, angle + ANGLE_90, mo->scale);
fixed_t offsetH, offsetV, x, y, z;
for (i = -1; i < 2; i += 2)
{
offsetH = i*P_ReturnThrustX(fume, fume->movedir, radiusV);
offsetV = i*P_ReturnThrustY(fume, fume->movedir, radiusV);
x = mo->x + radiusX + FixedMul(offsetH, factorX);
y = mo->y + radiusY + FixedMul(offsetH, factorY);
z = mo->z + (mo->height >> 1) + offsetV;
P_SpawnMobj(x, y, z, MT_SMALLBUBBLE)->scale = mo->scale >> 1;
}
fume->movefactor = 0;
}
if (panim == PA_WALK)
{
if (fume->state-states != fume->info->spawnstate)
P_SetMobjState(fume, S_SPAWNSTATE);
return;
}
}
if (fume->state-states == fume->info->spawnstate) // If currently inivisble, activate!
{
P_SetMobjState(fume, S_SEESTATE);
P_SetScale(fume, mo->scale);
}
if (dashmode > DASHMODE_THRESHOLD && fume->state-states != fume->info->seestate) // If in dashmode, grow really big and flash
{
fume->destscale = mo->scale;
fume->flags2 ^= MF2_DONTDRAW;
fume->flags2 |= mo->flags2 & MF2_DONTDRAW;
}
else // Otherwise, pick a size and color depending on speed and proximity to dashmode
{
if (dashmode == DASHMODE_THRESHOLD && dashmode > fume->movecount) // If just about to enter dashmode, play the startup animation again
{
P_SetMobjState(fume, S_SEESTATE);
P_SetScale(fume, mo->scale << 1);
}
fume->flags2 = (fume->flags2 & ~MF2_DONTDRAW) | (mo->flags2 & MF2_DONTDRAW);
fume->destscale = (mo->scale + FixedDiv(player->speed, player->normalspeed)) / (underwater ? 6 : 3);
fume->color = FUME_SKINCOLORS[(dashmode * sizeof(FUME_SKINCOLORS)) / (DASHMODE_MAX + 1)];
if (underwater)
{
fume->frame = (fume->frame & FF_FRAMEMASK) | FF_ANIMATE | (P_RandomRange(0, 9) * FF_TRANS10);
}
}
fume->movecount = dashmode; // keeps track of previous dashmode value so we know whether Metal is entering or leaving it
fume->eflags = (fume->eflags & ~MFE_VERTICALFLIP) | (mo->eflags & MFE_VERTICALFLIP); // Make sure to flip in reverse gravity!
// Finally, set its position
dist = -mo->radius - FixedMul(fume->info->radius, fume->destscale - mo->scale/3);
P_UnsetThingPosition(fume);
fume->x = mo->x + P_ReturnThrustX(fume, angle, dist);
fume->y = mo->y + P_ReturnThrustY(fume, angle, dist);
if (fume->eflags & MFE_VERTICALFLIP)
fume->z = mo->z + ((mo->height + fume->height) >> 1);
else
fume->z = mo->z + ((mo->height - fume->height) >> 1);
P_SetThingPosition(fume);
}
//
// P_PlayerThink
//
@ -11611,9 +11730,9 @@ void P_PlayerThink(player_t *player)
if ((totallyradical && !floating) || (player->pflags & PF_STARTDASH))
{
if (dashmode < 3*TICRATE + 3)
if (dashmode < DASHMODE_MAX)
dashmode++; // Counter. Adds 1 to dash mode per tic in top speed.
if (dashmode == 3*TICRATE) // This isn't in the ">=" equation because it'd cause the sound to play infinitely.
if (dashmode == DASHMODE_THRESHOLD) // This isn't in the ">=" equation because it'd cause the sound to play infinitely.
S_StartSound(player->mo, sfx_s3ka2); // If the player enters dashmode, play this sound on the the tic it starts.
}
else if ((!totallyradical || !floating) && !(player->pflags & PF_SPINNING))
@ -11624,7 +11743,7 @@ void P_PlayerThink(player_t *player)
dashmode = 0;
}
if (dashmode < 3*TICRATE) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair.
if (dashmode < DASHMODE_THRESHOLD) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair.
{
player->normalspeed = skins[player->skin].normalspeed; // Reset to default if not capable of entering dash mode.
player->jumpfactor = skins[player->skin].jumpfactor;
@ -11646,7 +11765,7 @@ void P_PlayerThink(player_t *player)
}
else if (dashmode)
{
if (dashmode >= 3*TICRATE) // catch getting the flag!
if (dashmode >= DASHMODE_THRESHOLD) // catch getting the flag!
{
player->normalspeed = skins[player->skin].normalspeed;
player->jumpfactor = skins[player->skin].jumpfactor;
@ -12192,7 +12311,15 @@ void P_PlayerAfterThink(player_t *player)
{
P_SetTarget(&player->followmobj, P_SpawnMobjFromMobj(player->mo, 0, 0, 0, player->followitem));
P_SetTarget(&player->followmobj->tracer, player->mo);
player->followmobj->flags2 |= MF2_LINKDRAW;
switch (player->followmobj->type)
{
case MT_METALJETFUME:
player->followmobj->colorized = true;
break;
default:
player->followmobj->flags2 |= MF2_LINKDRAW;
break;
}
}
if (player->followmobj)
@ -12208,6 +12335,9 @@ void P_PlayerAfterThink(player_t *player)
case MT_TAILSOVERLAY: // c:
P_DoTailsOverlay(player, player->followmobj);
break;
case MT_METALJETFUME:
P_DoMetalJetFume(player, player->followmobj);
break;
default:
var1 = 1;
var2 = 0;