Implemented lava splish. Feel free to suggest a different "splish" sound.
This commit is contained in:
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5c1fabfaae
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cabc4e0294
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@ -6598,6 +6598,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_SPLISH8",
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"S_SPLISH8",
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"S_SPLISH9",
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"S_SPLISH9",
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// Lava splish
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"S_LAVASPLISH",
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// added water splash
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// added water splash
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"S_SPLASH1",
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"S_SPLASH1",
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"S_SPLASH2",
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"S_SPLASH2",
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@ -7769,6 +7772,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_RAIN", // Rain
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"MT_RAIN", // Rain
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"MT_SNOWFLAKE", // Snowflake
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"MT_SNOWFLAKE", // Snowflake
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"MT_SPLISH", // Water splish!
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"MT_SPLISH", // Water splish!
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"MT_LAVASPLISH", // Lava splish!
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"MT_SMOKE",
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"MT_SMOKE",
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"MT_SMALLBUBBLE", // small bubble
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"MT_SMALLBUBBLE", // small bubble
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"MT_MEDIUMBUBBLE", // medium bubble
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"MT_MEDIUMBUBBLE", // medium bubble
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@ -477,6 +477,7 @@ light_t *t_lspr[NUMSPRITES] =
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&lspr[NOLIGHT], // SPR_RAIN
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&lspr[NOLIGHT], // SPR_RAIN
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&lspr[NOLIGHT], // SPR_SNO1
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&lspr[NOLIGHT], // SPR_SNO1
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&lspr[NOLIGHT], // SPR_SPLH
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&lspr[NOLIGHT], // SPR_SPLH
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&lspr[NOLIGHT], // SPR_LSPL
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&lspr[NOLIGHT], // SPR_SPLA
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&lspr[NOLIGHT], // SPR_SPLA
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&lspr[NOLIGHT], // SPR_SMOK
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&lspr[NOLIGHT], // SPR_SMOK
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&lspr[NOLIGHT], // SPR_BUBL
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&lspr[NOLIGHT], // SPR_BUBL
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31
src/info.c
31
src/info.c
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@ -372,6 +372,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"RAIN", // Rain
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"RAIN", // Rain
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"SNO1", // Snowflake
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"SNO1", // Snowflake
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"SPLH", // Water Splish
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"SPLH", // Water Splish
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"LSPL", // Lava Splish
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"SPLA", // Water Splash
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"SPLA", // Water Splash
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"SMOK",
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"SMOK",
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"BUBL", // Bubble
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"BUBL", // Bubble
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@ -3233,6 +3234,9 @@ state_t states[NUMSTATES] =
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{SPR_SPLH, FF_TRANS50|7, 2, {NULL}, 0, 0, S_SPLISH9}, // S_SPLISH8
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{SPR_SPLH, FF_TRANS50|7, 2, {NULL}, 0, 0, S_SPLISH9}, // S_SPLISH8
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{SPR_SPLH, FF_TRANS50|8, 2, {NULL}, 0, 0, S_NULL}, // S_SPLISH9
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{SPR_SPLH, FF_TRANS50|8, 2, {NULL}, 0, 0, S_NULL}, // S_SPLISH9
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// Lava splish
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{SPR_LSPL, FF_ANIMATE, 16, {NULL}, 7, 2, S_NULL}, // S_LAVASPLISH
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// Water Splash
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// Water Splash
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{SPR_SPLA, FF_TRANS50 , 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1
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{SPR_SPLA, FF_TRANS50 , 3, {NULL}, 0, 0, S_SPLASH2}, // S_SPLASH1
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{SPR_SPLA, FF_TRANS70|1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2
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{SPR_SPLA, FF_TRANS70|1, 3, {NULL}, 0, 0, S_SPLASH3}, // S_SPLASH2
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@ -16823,6 +16827,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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S_NULL // raisestate
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},
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},
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{ // MT_LAVASPLISH
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-1, // doomednum
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S_LAVASPLISH, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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6*FRACUNIT, // radius
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1*FRACUNIT, // height
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0, // display offset
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100, // mass
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1, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY, // flags
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S_NULL // raisestate
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},
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{ // MT_SMOKE
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{ // MT_SMOKE
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-1, // doomednum
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-1, // doomednum
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S_SMOKE1, // spawnstate
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S_SMOKE1, // spawnstate
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@ -626,6 +626,7 @@ typedef enum sprite
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SPR_RAIN, // Rain
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SPR_RAIN, // Rain
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SPR_SNO1, // Snowflake
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SPR_SNO1, // Snowflake
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SPR_SPLH, // Water Splish
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SPR_SPLH, // Water Splish
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SPR_LSPL, // Lava Splish
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SPR_SPLA, // Water Splash
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SPR_SPLA, // Water Splash
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SPR_SMOK,
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SPR_SMOK,
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SPR_BUBL, // Bubble
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SPR_BUBL, // Bubble
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@ -3353,6 +3354,9 @@ typedef enum state
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S_SPLISH8,
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S_SPLISH8,
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S_SPLISH9,
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S_SPLISH9,
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// Lava Splish
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S_LAVASPLISH,
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// added water splash
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// added water splash
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S_SPLASH1,
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S_SPLASH1,
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S_SPLASH2,
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S_SPLASH2,
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@ -4546,6 +4550,7 @@ typedef enum mobj_type
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MT_RAIN, // Rain
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MT_RAIN, // Rain
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MT_SNOWFLAKE, // Snowflake
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MT_SNOWFLAKE, // Snowflake
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MT_SPLISH, // Water splish!
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MT_SPLISH, // Water splish!
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MT_LAVASPLISH, // Lava splish!
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MT_SMOKE,
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MT_SMOKE,
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MT_SMALLBUBBLE, // small bubble
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MT_SMALLBUBBLE, // small bubble
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MT_MEDIUMBUBBLE, // medium bubble
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MT_MEDIUMBUBBLE, // medium bubble
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@ -12042,7 +12042,7 @@ void A_MineExplode(mobj_t *actor)
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#undef dist
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#undef dist
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if (actor->watertop != INT32_MAX)
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if (actor->watertop != INT32_MAX)
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P_SpawnMobj(actor->x, actor->y, actor->watertop, MT_SPLISH);
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P_SpawnMobj(actor->x, actor->y, actor->watertop, (actor->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH);
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}
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}
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}
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}
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@ -1778,6 +1778,7 @@ static mobj_t *SearchMarioNode(msecnode_t *node)
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case MT_RAIN:
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case MT_RAIN:
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case MT_SNOWFLAKE:
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case MT_SNOWFLAKE:
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case MT_SPLISH:
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case MT_SPLISH:
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case MT_LAVASPLISH:
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case MT_SMOKE:
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case MT_SMOKE:
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case MT_SMALLBUBBLE:
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case MT_SMALLBUBBLE:
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case MT_MEDIUMBUBBLE:
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case MT_MEDIUMBUBBLE:
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26
src/p_mobj.c
26
src/p_mobj.c
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@ -3318,7 +3318,7 @@ void P_MobjCheckWater(mobj_t *mobj)
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mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT;
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mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT;
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// Reset water state.
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// Reset water state.
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mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER|MFE_GOOWATER);
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mobj->eflags &= ~(MFE_UNDERWATER|MFE_TOUCHWATER|MFE_GOOWATER|MFE_TOUCHLAVA);
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for (rover = sector->ffloors; rover; rover = rover->next)
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for (rover = sector->ffloors; rover; rover = rover->next)
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{
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{
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@ -3359,16 +3359,18 @@ void P_MobjCheckWater(mobj_t *mobj)
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// Just touching the water?
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// Just touching the water?
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if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - height < bottomheight)
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if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - height < bottomheight)
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|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + height > topheight))
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|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + height > topheight))
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{
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mobj->eflags |= MFE_TOUCHWATER;
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mobj->eflags |= MFE_TOUCHWATER;
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if (rover->flags & FF_GOOWATER && !(mobj->flags & MF_NOGRAVITY))
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mobj->eflags |= MFE_GOOWATER;
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}
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// Actually in the water?
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// Actually in the water?
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if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - (height>>1) > bottomheight)
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if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - (height>>1) > bottomheight)
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|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + (height>>1) < topheight))
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|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + (height>>1) < topheight))
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{
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mobj->eflags |= MFE_UNDERWATER;
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mobj->eflags |= MFE_UNDERWATER;
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if (mobj->eflags & (MFE_TOUCHWATER|MFE_TOUCHLAVA))
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{
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if (GETSECSPECIAL(rover->master->frontsector->special, 1) == 3)
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mobj->eflags |= MFE_TOUCHLAVA;
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if (rover->flags & FF_GOOWATER && !(mobj->flags & MF_NOGRAVITY))
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if (rover->flags & FF_GOOWATER && !(mobj->flags & MF_NOGRAVITY))
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mobj->eflags |= MFE_GOOWATER;
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mobj->eflags |= MFE_GOOWATER;
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}
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}
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@ -3446,14 +3448,15 @@ void P_MobjCheckWater(mobj_t *mobj)
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{
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{
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// Spawn a splash
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// Spawn a splash
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mobj_t *splish;
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mobj_t *splish;
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mobjtype_t splishtype = (mobj->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH;
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if (mobj->eflags & MFE_VERTICALFLIP)
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if (mobj->eflags & MFE_VERTICALFLIP)
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{
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{
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splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[MT_SPLISH].height, mobj->scale), MT_SPLISH);
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splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[splishtype].height, mobj->scale), splishtype);
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splish->flags2 |= MF2_OBJECTFLIP;
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splish->flags2 |= MF2_OBJECTFLIP;
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splish->eflags |= MFE_VERTICALFLIP;
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splish->eflags |= MFE_VERTICALFLIP;
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}
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}
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else
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else
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splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, MT_SPLISH);
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splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, splishtype);
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splish->destscale = mobj->scale;
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splish->destscale = mobj->scale;
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P_SetScale(splish, mobj->scale);
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P_SetScale(splish, mobj->scale);
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}
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}
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@ -3481,14 +3484,15 @@ void P_MobjCheckWater(mobj_t *mobj)
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{
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{
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// Spawn a splash
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// Spawn a splash
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mobj_t *splish;
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mobj_t *splish;
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mobjtype_t splishtype = (mobj->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH;
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if (mobj->eflags & MFE_VERTICALFLIP)
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if (mobj->eflags & MFE_VERTICALFLIP)
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{
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{
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splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[MT_SPLISH].height, mobj->scale), MT_SPLISH);
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splish = P_SpawnMobj(mobj->x, mobj->y, mobj->waterbottom-FixedMul(mobjinfo[splishtype].height, mobj->scale), splishtype);
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splish->flags2 |= MF2_OBJECTFLIP;
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splish->flags2 |= MF2_OBJECTFLIP;
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splish->eflags |= MFE_VERTICALFLIP;
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splish->eflags |= MFE_VERTICALFLIP;
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}
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}
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else
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else
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splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, MT_SPLISH);
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splish = P_SpawnMobj(mobj->x, mobj->y, mobj->watertop, splishtype);
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splish->destscale = mobj->scale;
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splish->destscale = mobj->scale;
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P_SetScale(splish, mobj->scale);
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P_SetScale(splish, mobj->scale);
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}
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}
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@ -3504,6 +3508,8 @@ void P_MobjCheckWater(mobj_t *mobj)
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if (mobj->eflags & MFE_GOOWATER || wasingoo)
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if (mobj->eflags & MFE_GOOWATER || wasingoo)
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S_StartSound(mobj, sfx_ghit);
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S_StartSound(mobj, sfx_ghit);
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else if (mobj->eflags & MFE_TOUCHLAVA)
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S_StartSound(mobj, sfx_splash);
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else
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else
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S_StartSound(mobj, sfx_splish); // And make a sound!
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S_StartSound(mobj, sfx_splish); // And make a sound!
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@ -242,6 +242,8 @@ typedef enum
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// Compute and trigger on mobj angle relative to tracer
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// Compute and trigger on mobj angle relative to tracer
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// See Linedef Exec 457 (Track mobj angle to point)
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// See Linedef Exec 457 (Track mobj angle to point)
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MFE_TRACERANGLE = 1<<10,
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MFE_TRACERANGLE = 1<<10,
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// The mobj is touching a lava block
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MFE_TOUCHLAVA = 1<<11,
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// free: to and including 1<<15
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// free: to and including 1<<15
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} mobjeflag_t;
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} mobjeflag_t;
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10
src/p_user.c
10
src/p_user.c
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@ -7150,10 +7150,13 @@ static void P_NiGHTSMovement(player_t *player)
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&& player->mo->z + player->mo->height - P_GetPlayerHeight(player) <= player->mo->waterbottom && player->mo->z + player->mo->height >= player->mo->waterbottom))
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&& player->mo->z + player->mo->height - P_GetPlayerHeight(player) <= player->mo->waterbottom && player->mo->z + player->mo->height >= player->mo->waterbottom))
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&& player->speed > 9000 && leveltime % (TICRATE/7) == 0 && !player->spectator)
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&& player->speed > 9000 && leveltime % (TICRATE/7) == 0 && !player->spectator)
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{
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{
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mobjtype_t splishtype = (player->mo->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH;
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mobj_t *water = P_SpawnMobj(player->mo->x, player->mo->y,
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mobj_t *water = P_SpawnMobj(player->mo->x, player->mo->y,
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((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_SPLISH].height, player->mo->scale) : player->mo->watertop), MT_SPLISH);
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((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[splishtype].height, player->mo->scale) : player->mo->watertop), splishtype);
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if (player->mo->eflags & MFE_GOOWATER)
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if (player->mo->eflags & MFE_GOOWATER)
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S_StartSound(water, sfx_ghit);
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S_StartSound(water, sfx_ghit);
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else if (player->mo->eflags & MFE_TOUCHLAVA)
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S_StartSound(water, sfx_splash);
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else
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else
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S_StartSound(water, sfx_wslap);
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S_StartSound(water, sfx_wslap);
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if (player->mo->eflags & MFE_VERTICALFLIP)
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if (player->mo->eflags & MFE_VERTICALFLIP)
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@ -7915,10 +7918,13 @@ static void P_MovePlayer(player_t *player)
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&& (player->speed > runspd || (player->pflags & PF_STARTDASH))
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&& (player->speed > runspd || (player->pflags & PF_STARTDASH))
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&& leveltime % (TICRATE/7) == 0 && player->mo->momz == 0 && !(player->pflags & PF_SLIDING) && !player->spectator)
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&& leveltime % (TICRATE/7) == 0 && player->mo->momz == 0 && !(player->pflags & PF_SLIDING) && !player->spectator)
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{
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{
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mobjtype_t splishtype = (player->mo->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH;
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mobj_t *water = P_SpawnMobj(player->mo->x - P_ReturnThrustX(NULL, player->mo->angle, player->mo->radius), player->mo->y - P_ReturnThrustY(NULL, player->mo->angle, player->mo->radius),
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mobj_t *water = P_SpawnMobj(player->mo->x - P_ReturnThrustX(NULL, player->mo->angle, player->mo->radius), player->mo->y - P_ReturnThrustY(NULL, player->mo->angle, player->mo->radius),
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((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_SPLISH].height, player->mo->scale) : player->mo->watertop), MT_SPLISH);
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((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[splishtype].height, player->mo->scale) : player->mo->watertop), splishtype);
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if (player->mo->eflags & MFE_GOOWATER)
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if (player->mo->eflags & MFE_GOOWATER)
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S_StartSound(water, sfx_ghit);
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S_StartSound(water, sfx_ghit);
|
||||||
|
else if (player->mo->eflags & MFE_TOUCHLAVA)
|
||||||
|
S_StartSound(water, sfx_splash);
|
||||||
else
|
else
|
||||||
S_StartSound(water, sfx_wslap);
|
S_StartSound(water, sfx_wslap);
|
||||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||||
|
|
Loading…
Reference in a new issue