Added basic spindash dust

Also cleaned up some of the code in P_DoSpinAbility while I was at it
This commit is contained in:
Monster Iestyn 2016-11-10 17:51:10 +00:00
parent 1b6c1a02c9
commit ce97c1e986
5 changed files with 170 additions and 74 deletions

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@ -5566,6 +5566,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_WATERZAP",
// Spindash dust
"S_SPINDUST1",
"S_SPINDUST2",
"S_SPINDUST3",
"S_SPINDUST4",
"S_FOG1",
"S_FOG2",
"S_FOG3",
@ -6376,6 +6382,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_MEDIUMBUBBLE", // medium bubble
"MT_EXTRALARGEBUBBLE", // extra large bubble
"MT_WATERZAP",
"MT_SPINDUST", // Spindash dust
"MT_TFOG",
"MT_SEED",
"MT_PARTICLE",

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@ -274,6 +274,7 @@ char sprnames[NUMSPRITES + 1][5] =
"SMOK",
"BUBL", // Bubble
"WZAP",
"DUST", // Spindash dust
"TFOG", // Teleport Fog
"SEED", // Sonic CD flower seed
"PRTL", // Particle (for fans, etc.)
@ -2279,6 +2280,13 @@ state_t states[NUMSTATES] =
{SPR_WZAP, FF_TRANS10|FF_ANIMATE|FF_RANDOMANIM, 4, {NULL}, 3, 2, S_NULL}, // S_WATERZAP
// Spindash dust
// TODO: other spin dust types
{SPR_DUST, 0, 7, {NULL}, 0, 0, S_SPINDUST2}, // S_SPINDUST1
{SPR_DUST, 1, 6, {NULL}, 0, 0, S_SPINDUST3}, // S_SPINDUST2
{SPR_DUST, FF_TRANS30|2, 4, {NULL}, 0, 0, S_SPINDUST4}, // S_SPINDUST3
{SPR_DUST, FF_TRANS60|3, 3, {NULL}, 0, 0, S_NULL}, // S_SPINDUST4
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50, 2, {NULL}, 0, 0, S_FOG2}, // S_FOG1
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|1, 2, {NULL}, 0, 0, S_FOG3}, // S_FOG2
{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|2, 2, {NULL}, 0, 0, S_FOG4}, // S_FOG3
@ -10940,6 +10948,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SPINDUST
-1, // doomednum
S_SPINDUST1, // 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
4*FRACUNIT, // speed
4*FRACUNIT, // radius
4*FRACUNIT, // height
0, // display offset
4, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP, // flags
S_NULL // raisestate
},
{ // MT_TFOG
-1, // doomednum
S_FOG1, // spawnstate

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@ -466,6 +466,7 @@ typedef enum sprite
SPR_SMOK,
SPR_BUBL, // Bubble
SPR_WZAP,
SPR_DUST, // Spindash dust
SPR_TFOG, // Teleport Fog
SPR_SEED, // Sonic CD flower seed
SPR_PRTL, // Particle (for fans, etc.)
@ -2457,6 +2458,12 @@ typedef enum state
S_WATERZAP,
// Spindash dust
S_SPINDUST1,
S_SPINDUST2,
S_SPINDUST3,
S_SPINDUST4,
S_FOG1,
S_FOG2,
S_FOG3,
@ -3286,6 +3293,7 @@ typedef enum mobj_type
MT_MEDIUMBUBBLE, // medium bubble
MT_EXTRALARGEBUBBLE, // extra large bubble
MT_WATERZAP,
MT_SPINDUST, // Spindash dust
MT_TFOG,
MT_SEED,
MT_PARTICLE,

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@ -7537,6 +7537,11 @@ void P_MobjThinker(mobj_t *mobj)
mobj->tracer->y, mobj->tracer->floorz, SPLATDRAWMODE_SHADE);
#endif
break;
case MT_SPINDUST: // Spindash dust
mobj->momx = FixedMul(mobj->momx, (3*FRACUNIT)/4); // originally 50000
mobj->momy = FixedMul(mobj->momy, (3*FRACUNIT)/4); // same
//mobj->momz = mobj->momz+P_MobjFlip(mobj)/3; // no meaningful change in value to be frank
break;
case MT_SPINFIRE:
if (mobj->eflags & MFE_VERTICALFLIP)
mobj->z = mobj->ceilingz - mobj->height;

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@ -3667,6 +3667,40 @@ void P_DoJump(player_t *player, boolean soundandstate)
}
}
static void P_DoSpinDashDust(player_t *player)
{
UINT32 i;
mobj_t *particle;
UINT32 prandom[3];
for (i = 0; i <= (leveltime%7)/2; i++) { // 1, 2, 3 or 4 particles
particle = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SPINDUST);
if (player->powers[pw_shield] == SH_ELEMENTAL && !(player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER))) {
//P_SetMobjState(particle, S_FIREDUST1);
//particle->bubble = false;
} else if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) {
//P_SetMobjState(particle, S_BUBBLEDUST1);
//particle->bubble = true;
} else {
//P_SetMobjState(particle, S_SPINDUST1);
//particle->bubble = false;
}
P_SetTarget(&particle->target, player->mo);
particle->destscale = (2*player->mo->scale)/3;
P_SetScale(particle, particle->destscale);
if (player->mo->eflags & MFE_VERTICALFLIP) // readjust z position if needed
particle->z = player->mo->z + player->mo->height - particle->height;
prandom[0] = P_RandomFixed()<<2; // P_RandomByte()<<10
prandom[1] = P_RandomRange(-30, 30); // P_RandomRange(-ANG30/FRACUNIT, ANG30/FRACUNIT)*FRACUNIT
prandom[2] = P_RandomFixed()<<3; // P_RandomByte()<<11
P_SetObjectMomZ(particle, player->dashspeed/50 + prandom[0], false);
P_InstaThrust(particle,
player->mo->angle + (prandom[1]*ANG1),
-FixedMul(player->dashspeed/12 + FRACUNIT + prandom[2], player->mo->scale));
P_TryMove(particle, particle->x+particle->momx, particle->y+particle->momy, true);
}
}
//
// P_DoSpinAbility
//
@ -3674,6 +3708,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
//
static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
{
boolean canstand = true; // can we stand on the ground? (mostly relevant for slopes)
if (player->pflags & PF_STASIS)
return;
@ -3685,69 +3720,92 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
}
#endif
// Spinning and Spindashing
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SLIDING) && !player->exiting
&& !P_PlayerInPain(player)) // subsequent revs
{
if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)
#ifdef ESLOPE
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
canstand = (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2);
#endif
)
{
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
player->pflags |= PF_STARTDASH|PF_SPINNING;
player->dashspeed = player->mindash;
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
player->pflags |= PF_USEDOWN;
if (!player->spectator)
S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
}
else if ((cmd->buttons & BT_USE) && (player->pflags & PF_STARTDASH))
{
if (player->dashspeed < player->maxdash)
{
#define chargecalculation (6*(player->dashspeed - player->mindash))/(player->maxdash - player->mindash)
fixed_t soundcalculation = chargecalculation;
player->dashspeed += FRACUNIT;
if (!player->spectator && soundcalculation != chargecalculation)
S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
#undef chargecalculation
}
if (player->revitem && !(leveltime % 5)) // Now spawn the color thok circle.
{
P_SpawnSpinMobj(player, player->revitem);
if (demorecording)
G_GhostAddRev();
}
}
// If not moving up or down, and travelling faster than a speed of four while not holding
// down the spin button and not spinning.
// AKA Just go into a spin on the ground, you idiot. ;)
else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
#ifdef ESLOPE
|| (player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
#endif
) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING))
///////////////////////////////
// ability-specific behavior //
///////////////////////////////
if (!(player->pflags & PF_SLIDING) && !player->exiting && !P_PlayerInPain(player))
{
switch (player->charability2)
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
if (!player->spectator)
S_StartSound(player->mo, sfx_spin);
player->pflags |= PF_USEDOWN;
case CA2_SPINDASH: // Spinning and Spindashing
// Start revving
if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale)
&& !player->mo->momz && onground && !(player->pflags & (PF_USEDOWN|PF_SPINNING))
&& canstand)
{
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
player->pflags |= PF_STARTDASH|PF_SPINNING;
player->dashspeed = player->mindash;
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
player->pflags |= PF_USEDOWN;
if (!player->spectator)
S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
}
// Revving
else if ((cmd->buttons & BT_USE) && (player->pflags & PF_STARTDASH))
{
if (player->dashspeed < player->maxdash)
{
#define chargecalculation (6*(player->dashspeed - player->mindash))/(player->maxdash - player->mindash)
fixed_t soundcalculation = chargecalculation;
player->dashspeed += FRACUNIT;
if (!player->spectator && soundcalculation != chargecalculation)
S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
#undef chargecalculation
}
if (player->revitem && !(leveltime % 5)) // Now spawn the color thok circle.
{
P_SpawnSpinMobj(player, player->revitem);
if (demorecording)
G_GhostAddRev();
}
}
// If not moving up or down, and travelling faster than a speed of four while not holding
// down the spin button and not spinning.
// AKA Just go into a spin on the ground, you idiot. ;)
else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
|| !canstand) && !(player->pflags & (PF_USEDOWN|PF_SPINNING)))
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
if (!player->spectator)
S_StartSound(player->mo, sfx_spin);
player->pflags |= PF_USEDOWN;
}
break;
case CA2_MELEE: // Melee attack
if (!(player->panim == PA_ABILITY2) && (cmd->buttons & BT_USE) && player->speed < FixedMul(10<<FRACBITS, player->mo->scale)
&& !player->mo->momz && onground && !(player->pflags & PF_USEDOWN)
&& canstand)
{
P_ResetPlayer(player);
player->mo->z += P_MobjFlip(player->mo);
player->mo->momx = player->cmomx = 0;
player->mo->momy = player->cmomy = 0;
P_SetObjectMomZ(player->mo, player->mindash, false);
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
player->pflags |= PF_USEDOWN;
S_StartSound(player->mo, sfx_s3k8b);
}
break;
}
}
///////////////////////////////
// general spinning behavior //
///////////////////////////////
// Rolling normally
if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH)
&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale)
#ifdef ESLOPE
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
#endif
)
&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale) && canstand)
{
if (GETSECSPECIAL(player->mo->subsector->sector->special, 4) == 7 || (player->mo->ceilingz - player->mo->floorz < P_GetPlayerHeight(player)))
P_InstaThrust(player->mo, player->mo->angle, FixedMul(10*FRACUNIT, player->mo->scale));
@ -3792,29 +3850,12 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
{
if (player->mo->state-states != S_PLAY_DASH)
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
// Spawn spin dash dust
if (!(player->mo->eflags & MFE_GOOWATER))
P_DoSpinDashDust(player);
}
else if (onground && player->pflags & PF_SPINNING && !(player->panim == PA_ROLL))
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
// Melee attack
if ((player->charability2 == CA2_MELEE) && !(player->panim == PA_ABILITY2) && !player->exiting
&& !P_PlayerInPain(player) && (cmd->buttons & BT_USE) && player->speed < FixedMul(10<<FRACBITS, player->mo->scale)
&& !player->mo->momz && onground && !(player->pflags & PF_USEDOWN)
#ifdef ESLOPE
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
#endif
)
{
P_ResetPlayer(player);
player->mo->z += P_MobjFlip(player->mo);
player->mo->momx = player->cmomx = 0;
player->mo->momy = player->cmomy = 0;
P_SetObjectMomZ(player->mo, player->mindash, false);
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
player->pflags |= PF_USEDOWN;
S_StartSound(player->mo, sfx_s3k8b);
}
}
//