diff --git a/src/b_bot.c b/src/b_bot.c index c59c084e9..0f2c80d55 100644 --- a/src/b_bot.c +++ b/src/b_bot.c @@ -41,12 +41,13 @@ static inline void B_BuildTailsTiccmd(mobj_t *sonic, mobj_t *tails, ticcmd_t *cm return; #endif - if (tails->player->pflags & (PF_MACESPIN|PF_ITEMHANG)) + if (tails->player->powers[pw_carry] == CR_MACESPIN || tails->player->powers[pw_carry] == CR_GENERIC) { + boolean isrelevant = (sonic->player->powers[pw_carry] == CR_MACESPIN || sonic->player->powers[pw_carry] == CR_GENERIC); dist = P_AproxDistance(tails->x-sonic->x, tails->y-sonic->y); - if (sonic->player->cmd.buttons & BT_JUMP && sonic->player->pflags & (PF_JUMPED|PF_MACESPIN|PF_ITEMHANG)) + if (sonic->player->cmd.buttons & BT_JUMP && (sonic->player->pflags & PF_JUMPED) && isrelevant) cmd->buttons |= BT_JUMP; - if (sonic->player->pflags & (PF_MACESPIN|PF_ITEMHANG)) + if (isrelevant) { cmd->forwardmove = sonic->player->cmd.forwardmove; cmd->angleturn = abs((signed)(tails->angle - sonic->angle))>>16; @@ -211,8 +212,9 @@ boolean B_CheckRespawn(player_t *player) // Check if Sonic is busy first. // If he's doing any of these things, he probably doesn't want to see us. - if (sonic->player->pflags & (PF_ROPEHANG|PF_GLIDING|PF_CARRIED|PF_SLIDING|PF_ITEMHANG|PF_MACESPIN|PF_NIGHTSMODE) - || (sonic->player->panim != PA_IDLE && sonic->player->panim != PA_WALK)) + if (sonic->player->pflags & (PF_GLIDING|PF_SLIDING|PF_NIGHTSMODE) + || (sonic->player->panim != PA_IDLE && sonic->player->panim != PA_WALK) + || (sonic->player->powers[pw_carry])) return false; // Low ceiling, do not want! diff --git a/src/command.c b/src/command.c index a15471c83..6534fed3d 100644 --- a/src/command.c +++ b/src/command.c @@ -1161,7 +1161,16 @@ found: var->value = (INT32)(d * FRACUNIT); } else - var->value = atoi(var->string); + { + if (var == &cv_forceskin) + { + var->value = R_SkinAvailable(var->string); + if (!R_SkinUnlock(var->value)) + var->value = -1; + } + else + var->value = atoi(var->string); + } finish: // See the note above. @@ -1385,6 +1394,30 @@ void CV_StealthSet(consvar_t *var, const char *value) CV_SetCVar(var, value, true); } +/** Sets a numeric value to a variable, sometimes calling its callback + * function. + * + * \param var The variable. + * \param value The numeric value, converted to a string before setting. + * \param stealth Do we call the callback function or not? + */ +static void CV_SetValueMaybeStealth(consvar_t *var, INT32 value, boolean stealth) +{ + char val[32]; + + if (var == &cv_forceskin) // Special handling. + { + if ((value < 0) || (value >= numskins)) + sprintf(val, "None"); + else + sprintf(val, "%s", skins[value].name); + } + else + sprintf(val, "%d", value); + + CV_SetCVar(var, val, stealth); +} + /** Sets a numeric value to a variable without calling its callback * function. * @@ -1394,10 +1427,7 @@ void CV_StealthSet(consvar_t *var, const char *value) */ void CV_StealthSetValue(consvar_t *var, INT32 value) { - char val[32]; - - sprintf(val, "%d", value); - CV_SetCVar(var, val, true); + CV_SetValueMaybeStealth(var, value, true); } // New wrapper for what used to be CV_Set() @@ -1415,10 +1445,7 @@ void CV_Set(consvar_t *var, const char *value) */ void CV_SetValue(consvar_t *var, INT32 value) { - char val[32]; - - sprintf(val, "%d", value); - CV_SetCVar(var, val, false); + CV_SetValueMaybeStealth(var, value, false); } /** Adds a value to a console variable. @@ -1438,7 +1465,23 @@ void CV_AddValue(consvar_t *var, INT32 increment) // count pointlimit better if (var == &cv_pointlimit && (gametype == GT_MATCH)) increment *= 50; - newvalue = var->value + increment; + + if (var == &cv_forceskin) // Special handling. + { + INT32 oldvalue = var->value; + newvalue = oldvalue; + do + { + newvalue += increment; + if (newvalue < -1) + newvalue = (numskins - 1); + else if (newvalue >= numskins) + newvalue = -1; + } while ((oldvalue != newvalue) + && !(R_SkinUnlock(newvalue))); + } + else + newvalue = var->value + increment; if (var->PossibleValue) { diff --git a/src/d_clisrv.c b/src/d_clisrv.c index e49f37e2a..734173f8d 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -506,6 +506,8 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i) rsp->skin = LONG(players[i].skin); // Just in case Lua does something like // modify these at runtime + rsp->camerascale = (fixed_t)LONG(players[i].camerascale); + rsp->shieldscale = (fixed_t)LONG(players[i].shieldscale); rsp->normalspeed = (fixed_t)LONG(players[i].normalspeed); rsp->runspeed = (fixed_t)LONG(players[i].runspeed); rsp->thrustfactor = players[i].thrustfactor; @@ -521,6 +523,8 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i) rsp->mindash = (fixed_t)LONG(players[i].mindash); rsp->maxdash = (fixed_t)LONG(players[i].maxdash); rsp->jumpfactor = (fixed_t)LONG(players[i].jumpfactor); + rsp->playerheight = (fixed_t)LONG(players[i].height); + rsp->playerspinheight = (fixed_t)LONG(players[i].spinheight); rsp->speed = (fixed_t)LONG(players[i].speed); rsp->jumping = players[i].jumping; @@ -550,7 +554,6 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i) rsp->maxlink = LONG(players[i].maxlink); rsp->dashspeed = (fixed_t)LONG(players[i].dashspeed); - rsp->dashtime = LONG(players[i].dashtime); rsp->angle_pos = (angle_t)LONG(players[i].angle_pos); rsp->old_angle_pos = (angle_t)LONG(players[i].old_angle_pos); rsp->bumpertime = (tic_t)LONG(players[i].bumpertime); @@ -633,6 +636,8 @@ static void resynch_read_player(resynch_pak *rsp) players[i].skin = LONG(rsp->skin); // Just in case Lua does something like // modify these at runtime + players[i].camerascale = (fixed_t)LONG(rsp->camerascale); + players[i].shieldscale = (fixed_t)LONG(rsp->shieldscale); players[i].normalspeed = (fixed_t)LONG(rsp->normalspeed); players[i].runspeed = (fixed_t)LONG(rsp->runspeed); players[i].thrustfactor = rsp->thrustfactor; @@ -648,6 +653,8 @@ static void resynch_read_player(resynch_pak *rsp) players[i].mindash = (fixed_t)LONG(rsp->mindash); players[i].maxdash = (fixed_t)LONG(rsp->maxdash); players[i].jumpfactor = (fixed_t)LONG(rsp->jumpfactor); + players[i].height = (fixed_t)LONG(rsp->playerheight); + players[i].spinheight = (fixed_t)LONG(rsp->playerspinheight); players[i].speed = (fixed_t)LONG(rsp->speed); players[i].jumping = rsp->jumping; @@ -677,7 +684,6 @@ static void resynch_read_player(resynch_pak *rsp) players[i].maxlink = LONG(rsp->maxlink); players[i].dashspeed = (fixed_t)LONG(rsp->dashspeed); - players[i].dashtime = LONG(rsp->dashtime); players[i].angle_pos = (angle_t)LONG(rsp->angle_pos); players[i].old_angle_pos = (angle_t)LONG(rsp->old_angle_pos); players[i].bumpertime = (tic_t)LONG(rsp->bumpertime); diff --git a/src/d_clisrv.h b/src/d_clisrv.h index f9e33dc4c..f86c09b45 100644 --- a/src/d_clisrv.h +++ b/src/d_clisrv.h @@ -166,6 +166,8 @@ typedef struct INT32 skin; // Just in case Lua does something like // modify these at runtime + fixed_t camerascale; + fixed_t shieldscale; fixed_t normalspeed; fixed_t runspeed; UINT8 thrustfactor; @@ -181,6 +183,8 @@ typedef struct fixed_t mindash; fixed_t maxdash; fixed_t jumpfactor; + fixed_t playerheight; + fixed_t playerspinheight; fixed_t speed; UINT8 jumping; @@ -210,7 +214,6 @@ typedef struct INT32 maxlink; fixed_t dashspeed; - INT32 dashtime; angle_t angle_pos; angle_t old_angle_pos; tic_t bumpertime; diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 4b45ef1a7..65b415e65 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -332,7 +332,7 @@ consvar_t cv_usemapnumlaps = {"usemaplaps", "Yes", CV_NETVAR, CV_YesNo, NULL, 0, // log elemental hazards -- not a netvar, is local to current player consvar_t cv_hazardlog = {"hazardlog", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL}; -consvar_t cv_forceskin = {"forceskin", "-1", CV_NETVAR|CV_CALL|CV_CHEAT, NULL, ForceSkin_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_forceskin = {"forceskin", "None", CV_NETVAR|CV_CALL|CV_CHEAT, NULL, ForceSkin_OnChange, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_downloading = {"downloading", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_allowexitlevel = {"allowexitlevel", "No", CV_NETVAR, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL}; @@ -1092,7 +1092,7 @@ static void SendNameAndColor(void) SetPlayerSkinByNum(consoleplayer, 0); CV_StealthSet(&cv_skin, skins[0].name); } - else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1) + else if ((foundskin = R_SkinAvailable(cv_skin.string)) != -1 && R_SkinUnlock(foundskin)) { boolean notsame; @@ -1139,7 +1139,7 @@ static void SendNameAndColor(void) // check if player has the skin loaded (cv_skin may have // the name of a skin that was available in the previous game) cv_skin.value = R_SkinAvailable(cv_skin.string); - if (cv_skin.value < 0) + if ((cv_skin.value < 0) || !R_SkinUnlock(cv_skin.value)) { CV_StealthSet(&cv_skin, DEFAULTSKIN); cv_skin.value = 0; @@ -1217,7 +1217,7 @@ static void SendNameAndColor2(void) SetPlayerSkinByNum(secondplaya, forcedskin); CV_StealthSet(&cv_skin2, skins[forcedskin].name); } - else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1) + else if ((foundskin = R_SkinAvailable(cv_skin2.string)) != -1 && R_SkinUnlock(foundskin)) { boolean notsame; @@ -4002,17 +4002,10 @@ static void Command_Archivetest_f(void) */ static void ForceSkin_OnChange(void) { - if ((server || adminplayer == consoleplayer) && (cv_forceskin.value < -1 || cv_forceskin.value >= numskins)) + if ((server || adminplayer == consoleplayer) && ((cv_forceskin.value == -1 && stricmp(cv_forceskin.string, "None")) || !(R_SkinUnlock(cv_forceskin.value)))) { - if (cv_forceskin.value == -2) - CV_SetValue(&cv_forceskin, numskins-1); - else - { - // hack because I can't restrict this and still allow added skins to be used with forceskin. - if (!menuactive) - CONS_Printf(M_GetText("Valid skin numbers are 0 to %d (-1 disables)\n"), numskins - 1); - CV_SetValue(&cv_forceskin, -1); - } + CONS_Printf("Please provide a valid skin name (\"None\" disables).\n"); + CV_SetValue(&cv_forceskin, -1); return; } @@ -4024,7 +4017,7 @@ static void ForceSkin_OnChange(void) CONS_Printf("The server has lifted the forced skin restrictions.\n"); else { - CONS_Printf("The server is restricting all players to skin \"%s\".\n",skins[cv_forceskin.value].name); + CONS_Printf("The server is restricting all players to skin \"%s\".\n",skins[cv_forceskin.value].realname); ForceAllSkins(cv_forceskin.value); } } diff --git a/src/d_player.h b/src/d_player.h index 4a5d0e702..bd553d9fa 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -39,6 +39,12 @@ typedef enum SF_NOSKID = 1<<4, // No skid particles etc SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust SF_RUNONWATER = 1<<6, // Run on top of water FOFs? + SF_NOJUMPSPIN = 1<<7, // SPR2_JUMP defaults to SPR2_SPRG instead of SPR2_SPIN, falling states used, and player height is full when jumping? + SF_NOJUMPDAMAGE = 1<<8, // Don't damage enemies, etc whilst jumping? + SF_STOMPDAMAGE = 1<<9, // Always damage enemies, etc by landing on them, no matter your vunerability? + SF_MARIODAMAGE = SF_NOJUMPDAMAGE|SF_STOMPDAMAGE, // The Mario method of being able to damage enemies, etc. + SF_MACHINE = 1<<10, // Beep boop. Are you a robot? + // free up to and including 1<<31 } skinflags_t; //Primary and secondary skin abilities @@ -58,7 +64,8 @@ typedef enum CA_JUMPBOOST, CA_AIRDRILL, CA_JUMPTHOK, - CA_DASHMODE + CA_DASHMODE, + CA_TWINSPIN } charability_t; //Secondary skin abilities @@ -66,7 +73,8 @@ typedef enum { CA2_NONE=0, CA2_SPINDASH, - CA2_MULTIABILITY + CA2_MULTIABILITY, + CA2_MELEE } charability2_t; // @@ -121,40 +129,31 @@ typedef enum // Are you gliding? PF_GLIDING = 1<<16, - // Tails pickup! - PF_CARRIED = 1<<17, - // Sliding (usually in water) like Labyrinth/Oil Ocean - PF_SLIDING = 1<<18, - - // Hanging on a rope - PF_ROPEHANG = 1<<19, - - // Hanging on an item of some kind - zipline, chain, etc. (->tracer) - PF_ITEMHANG = 1<<20, - - // On the mace chain spinning around (->tracer) - PF_MACESPIN = 1<<21, + PF_SLIDING = 1<<17, /*** NIGHTS STUFF ***/ // Is the player in NiGHTS mode? - PF_NIGHTSMODE = 1<<22, - PF_TRANSFERTOCLOSEST = 1<<23, + PF_NIGHTSMODE = 1<<18, + PF_TRANSFERTOCLOSEST = 1<<19, // Spill rings after falling - PF_NIGHTSFALL = 1<<24, - PF_DRILLING = 1<<25, - PF_SKIDDOWN = 1<<26, + PF_NIGHTSFALL = 1<<20, + PF_DRILLING = 1<<21, + PF_SKIDDOWN = 1<<22, /*** TAG STUFF ***/ - PF_TAGGED = 1<<27, // Player has been tagged and awaits the next round in hide and seek. - PF_TAGIT = 1<<28, // The player is it! For Tag Mode + PF_TAGGED = 1<<23, // Player has been tagged and awaits the next round in hide and seek. + PF_TAGIT = 1<<24, // The player is it! For Tag Mode /*** misc ***/ - PF_FORCESTRAFE = 1<<29, // Turning inputs are translated into strafing inputs - PF_ANALOGMODE = 1<<30, // Analog mode? + PF_FORCESTRAFE = 1<<25, // Turning inputs are translated into strafing inputs + PF_ANALOGMODE = 1<<26, // Analog mode? - // free: 1<<30 and 1<<31 + // Can carry another player? + PF_CANCARRY = 1<<27 + + // free up to and including 1<<31 } pflags_t; typedef enum @@ -168,9 +167,11 @@ typedef enum PA_PEEL, PA_PAIN, PA_ROLL, + PA_JUMP, PA_SPRING, PA_FALL, PA_ABILITY, + PA_ABILITY2, PA_RIDE } panim_t; @@ -195,7 +196,20 @@ typedef enum SH_STACK = SH_FIREFLOWER, SH_NOSTACK = ~SH_STACK -} shieldtype_t; +} shieldtype_t; // pw_shield + +typedef enum +{ + CR_NONE = 0, + // The generic case is suitable for most objects. + CR_GENERIC, + // Tails carry. + CR_PLAYER, + // Specific level gimmicks. + CR_ZOOMTUBE, + CR_ROPEHANG, + CR_MACESPIN +} carrytype_t; // pw_carry // Player powers. (don't edit this comment) typedef enum @@ -204,6 +218,7 @@ typedef enum pw_sneakers, pw_flashing, pw_shield, + pw_carry, pw_tailsfly, // tails flying pw_underwater, // underwater timer pw_spacetime, // In space, no one can hear you spin! @@ -267,6 +282,8 @@ typedef struct player_s playerstate_t playerstate; // Determine POV, including viewpoint bobbing during movement. + fixed_t camerascale; + fixed_t shieldscale; // Focal origin above r.z fixed_t viewz; // Base height above floor for viewz. @@ -310,7 +327,6 @@ typedef struct player_s UINT32 score; // player score fixed_t dashspeed; // dashing speed - INT32 dashtime; // tics dashing, used for rev sound fixed_t normalspeed; // Normal ground fixed_t runspeed; // Speed you break into the run animation @@ -335,6 +351,9 @@ typedef struct player_s fixed_t jumpfactor; // How high can the player jump? + fixed_t height; // Bounding box changes. + fixed_t spinheight; + SINT8 lives; SINT8 continues; // continues that player has acquired diff --git a/src/dehacked.c b/src/dehacked.c index c148719c7..4d73ea41b 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -430,16 +430,20 @@ static void readAnimTex(MYFILE *f, INT32 num) } */ -static boolean findFreeSlot(INT32 *num) +static boolean findFreeSlot(INT32 *num, UINT16 wadnum) { // Send the character select entry to a free slot. - while (*num < 32 && PlayerMenu[*num].status != IT_DISABLED) + while (*num < 32 && (!(PlayerMenu[*num].status & IT_DISABLED) || description[*num].wadnum == wadnum)) // Will kill hidden characters from other files, but that's okay. *num = *num+1; // No more free slots. :( if (*num >= 32) return false; + PlayerMenu[*num].status = IT_CALL; + description[*num].wadnum = wadnum; + description[*num].picname[0] = '\0'; // Redesign your logo. (See M_DrawSetupChoosePlayerMenu in m_menu.c...) + // Found one! ^_^ return true; } @@ -473,9 +477,8 @@ static void readPlayer(MYFILE *f, INT32 num) { char *playertext = NULL; - if (!slotfound && (slotfound = findFreeSlot(&num)) == false) + if (!slotfound && (slotfound = findFreeSlot(&num, f->wad)) == false) goto done; - PlayerMenu[num].status = IT_CALL; for (i = 0; i < MAXLINELEN-3; i++) { @@ -521,34 +524,12 @@ static void readPlayer(MYFILE *f, INT32 num) word2[strlen(word2)-1] = '\0'; i = atoi(word2); - /*if (fastcmp(word, "PLAYERNAME")) + if (fastcmp(word, "PICNAME")) { - if (!slotfound && (slotfound = findFreeSlot(&num)) == false) - goto done; - DEH_WriteUndoline(word, description[num].text, UNDO_NONE); - strlcpy(description[num].text, word2, sizeof (description[num].text)); - for (word2 = description[num].text; *word2; word2++) - if (*word2 == '_') - *word2 = ' '; - PlayerMenu[num].text = description[num].text; - }*/ -/* else if (fastcmp(word, "MENUPOSITION")) - { // Make sure you make MENUPOSITION the first thing under CHARACTER if you're using it! - // This is to manually choose a slot and overwrite existing characters! It is NOT necessary for most individual character wads!! -#ifdef DELFILE - if (disableundo) -#endif - { - slotfound = true; - num = i; - } - } */ - /*else*/ if (fastcmp(word, "PICNAME")) - { - if (!slotfound && (slotfound = findFreeSlot(&num)) == false) + if (!slotfound && (slotfound = findFreeSlot(&num, f->wad)) == false) goto done; DEH_WriteUndoline(word, &description[num].picname[0], UNDO_NONE); - PlayerMenu[num].status = IT_CALL; + strncpy(description[num].picname, word2, 8); } else if (fastcmp(word, "STATUS")) @@ -563,13 +544,10 @@ static void readPlayer(MYFILE *f, INT32 num) You MAY disable previous entries if you so desire... But try to enable something that's already enabled and you will be sent to a free slot. - Because of this, you are allowed to edit any previous entrys you like, but only if you + Because of this, you are allowed to edit any previous entries you like, but only if you signal that you are purposely doing so by disabling and then reenabling the slot. - - ... Or use MENUPOSITION first, that works too. Hell, you could edit multiple character - slots in a single section that way, due to how SOC editing works. */ - if (i != IT_DISABLED && !slotfound && (slotfound = findFreeSlot(&num)) == false) + if (i != IT_DISABLED && !slotfound && (slotfound = findFreeSlot(&num, f->wad)) == false) goto done; DEH_WriteUndoline(word, va("%d", PlayerMenu[num].status), UNDO_NONE); PlayerMenu[num].status = (INT16)i; @@ -577,10 +555,9 @@ static void readPlayer(MYFILE *f, INT32 num) else if (fastcmp(word, "SKINNAME")) { // Send to free slot. - if (!slotfound && (slotfound = findFreeSlot(&num)) == false) + if (!slotfound && (slotfound = findFreeSlot(&num, f->wad)) == false) goto done; DEH_WriteUndoline(word, description[num].skinname, UNDO_NONE); - PlayerMenu[num].status = IT_CALL; strlcpy(description[num].skinname, word2, sizeof description[num].skinname); strlwr(description[num].skinname); @@ -3826,8 +3803,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_PLAY_EDGE", "S_PLAY_RIDE", - // CA_FLY + // CA_FLY/SWIM "S_PLAY_FLY", + "S_PLAY_SWIM", "S_PLAY_FLY_TIRED", // CA_GLIDEANDCLIMB @@ -3835,6 +3813,13 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_PLAY_CLING", "S_PLAY_CLIMB", + // CA_TWINSPIN + "S_PLAY_TWINSPIN", + + // CA2_MELEE + "S_PLAY_MELEE", + "S_PLAY_MELEE_FINISH", + // SF_SUPERANIMS "S_PLAY_SUPER_STND", "S_PLAY_SUPER_WALK", @@ -3877,6 +3862,50 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // Level end sign (uses player sprite) "S_PLAY_SIGN", + // NiGHTS character (uses player sprite) + "S_PLAY_NIGHTS_TRANS", + "S_PLAY_NIGHTS_TRANS2", + "S_PLAY_NIGHTS_TRANS3", + "S_PLAY_NIGHTS_TRANS4", + "S_PLAY_NIGHTS_TRANS5", + "S_PLAY_NIGHTS_TRANS6", + "S_PLAY_NIGHTS_TRANS7", + "S_PLAY_NIGHTS_TRANS8", + "S_PLAY_NIGHTS_TRANS9", + + "S_PLAY_NIGHTS_STAND", + "S_PLAY_NIGHTS_FLOAT", + "S_PLAY_NIGHTS_PAIN", + "S_PLAY_NIGHTS_PULL", + "S_PLAY_NIGHTS_ATTACK", + + "S_PLAY_NIGHTS_FLY0", + "S_PLAY_NIGHTS_DRILL0", + "S_PLAY_NIGHTS_FLY1", + "S_PLAY_NIGHTS_DRILL1", + "S_PLAY_NIGHTS_FLY2", + "S_PLAY_NIGHTS_DRILL2", + "S_PLAY_NIGHTS_FLY3", + "S_PLAY_NIGHTS_DRILL3", + "S_PLAY_NIGHTS_FLY4", + "S_PLAY_NIGHTS_DRILL4", + "S_PLAY_NIGHTS_FLY5", + "S_PLAY_NIGHTS_DRILL5", + "S_PLAY_NIGHTS_FLY6", + "S_PLAY_NIGHTS_DRILL6", + "S_PLAY_NIGHTS_FLY7", + "S_PLAY_NIGHTS_DRILL7", + "S_PLAY_NIGHTS_FLY8", + "S_PLAY_NIGHTS_DRILL8", + "S_PLAY_NIGHTS_FLY9", + "S_PLAY_NIGHTS_DRILL9", + "S_PLAY_NIGHTS_FLYA", + "S_PLAY_NIGHTS_DRILLA", + "S_PLAY_NIGHTS_FLYB", + "S_PLAY_NIGHTS_DRILLB", + "S_PLAY_NIGHTS_FLYC", + "S_PLAY_NIGHTS_DRILLC", + // Blue Crawla "S_POSS_STND", "S_POSS_RUN1", @@ -4727,6 +4756,8 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // Bubble Source "S_BUBBLES1", "S_BUBBLES2", + "S_BUBBLES3", + "S_BUBBLES4", // Level End Sign "S_SIGN1", @@ -5525,14 +5556,15 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit // Bubbles "S_SMALLBUBBLE", - "S_SMALLBUBBLE1", "S_MEDIUMBUBBLE", - "S_MEDIUMBUBBLE1", - "S_LARGEBUBBLE", + "S_LARGEBUBBLE1", + "S_LARGEBUBBLE2", "S_EXTRALARGEBUBBLE", // breathable "S_POP1", // Extra Large bubble goes POP! + "S_WATERZAP", + "S_FOG1", "S_FOG2", "S_FOG3", @@ -5574,6 +5606,13 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_FOUR1", "S_FIVE1", + "S_ZERO2", + "S_ONE2", + "S_TWO2", + "S_THREE2", + "S_FOUR2", + "S_FIVE2", + // Tag Sign "S_TTAG1", @@ -5806,93 +5845,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_NIGHTSGOAL3", "S_NIGHTSGOAL4", - "S_NIGHTSFLY1A", - "S_NIGHTSFLY1B", - "S_NIGHTSDRILL1A", - "S_NIGHTSDRILL1B", - "S_NIGHTSDRILL1C", - "S_NIGHTSDRILL1D", - "S_NIGHTSFLY2A", - "S_NIGHTSFLY2B", - "S_NIGHTSDRILL2A", - "S_NIGHTSDRILL2B", - "S_NIGHTSDRILL2C", - "S_NIGHTSDRILL2D", - "S_NIGHTSFLY3A", - "S_NIGHTSFLY3B", - "S_NIGHTSDRILL3A", - "S_NIGHTSDRILL3B", - "S_NIGHTSDRILL3C", - "S_NIGHTSDRILL3D", - "S_NIGHTSFLY4A", - "S_NIGHTSFLY4B", - "S_NIGHTSDRILL4A", - "S_NIGHTSDRILL4B", - "S_NIGHTSDRILL4C", - "S_NIGHTSDRILL4D", - "S_NIGHTSFLY5A", - "S_NIGHTSFLY5B", - "S_NIGHTSDRILL5A", - "S_NIGHTSDRILL5B", - "S_NIGHTSDRILL5C", - "S_NIGHTSDRILL5D", - "S_NIGHTSFLY6A", - "S_NIGHTSFLY6B", - "S_NIGHTSDRILL6A", - "S_NIGHTSDRILL6B", - "S_NIGHTSDRILL6C", - "S_NIGHTSDRILL6D", - "S_NIGHTSFLY7A", - "S_NIGHTSFLY7B", - "S_NIGHTSDRILL7A", - "S_NIGHTSDRILL7B", - "S_NIGHTSDRILL7C", - "S_NIGHTSDRILL7D", - "S_NIGHTSFLY8A", - "S_NIGHTSFLY8B", - "S_NIGHTSDRILL8A", - "S_NIGHTSDRILL8B", - "S_NIGHTSDRILL8C", - "S_NIGHTSDRILL8D", - "S_NIGHTSFLY9A", - "S_NIGHTSFLY9B", - "S_NIGHTSDRILL9A", - "S_NIGHTSDRILL9B", - "S_NIGHTSDRILL9C", - "S_NIGHTSDRILL9D", - "S_NIGHTSHURT1", - "S_NIGHTSHURT2", - "S_NIGHTSHURT3", - "S_NIGHTSHURT4", - "S_NIGHTSHURT5", - "S_NIGHTSHURT6", - "S_NIGHTSHURT7", - "S_NIGHTSHURT8", - "S_NIGHTSHURT9", - "S_NIGHTSHURT10", - "S_NIGHTSHURT11", - "S_NIGHTSHURT12", - "S_NIGHTSHURT13", - "S_NIGHTSHURT14", - "S_NIGHTSHURT15", - "S_NIGHTSHURT16", - "S_NIGHTSHURT17", - "S_NIGHTSHURT18", - "S_NIGHTSHURT19", - "S_NIGHTSHURT20", - "S_NIGHTSHURT21", - "S_NIGHTSHURT22", - "S_NIGHTSHURT23", - "S_NIGHTSHURT24", - "S_NIGHTSHURT25", - "S_NIGHTSHURT26", - "S_NIGHTSHURT27", - "S_NIGHTSHURT28", - "S_NIGHTSHURT29", - "S_NIGHTSHURT30", - "S_NIGHTSHURT31", - "S_NIGHTSHURT32", - "S_NIGHTSPARKLE1", "S_NIGHTSPARKLE2", "S_NIGHTSPARKLE3", @@ -5989,16 +5941,6 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_CRUMBLE1", "S_CRUMBLE2", - "S_SUPERTRANS1", - "S_SUPERTRANS2", - "S_SUPERTRANS3", - "S_SUPERTRANS4", - "S_SUPERTRANS5", - "S_SUPERTRANS6", - "S_SUPERTRANS7", - "S_SUPERTRANS8", - "S_SUPERTRANS9", - // Spark "S_SPRK1", "S_SPRK2", @@ -6495,6 +6437,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_SMALLBUBBLE", // small bubble "MT_MEDIUMBUBBLE", // medium bubble "MT_EXTRALARGEBUBBLE", // extra large bubble + "MT_WATERZAP", "MT_TFOG", "MT_SEED", "MT_PARTICLE", @@ -6567,7 +6510,6 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_AXISTRANSFERLINE", "MT_NIGHTSDRONE", "MT_NIGHTSGOAL", - "MT_NIGHTSCHAR", "MT_NIGHTSPARKLE", "MT_NIGHTSLOOPHELPER", "MT_NIGHTSBUMPER", // NiGHTS Bumper @@ -6768,21 +6710,9 @@ static const char *const PLAYERFLAG_LIST[] = { // Are you gliding? "GLIDING", - // Tails pickup! - "CARRIED", - // Sliding (usually in water) like Labyrinth/Oil Ocean "SLIDING", - // Hanging on a rope - "ROPEHANG", - - // Hanging on an item of some kind - zipline, chain, etc. (->tracer) - "ITEMHANG", - - // On the mace chain spinning around (->tracer) - "MACESPIN", - /*** NIGHTS STUFF ***/ // Is the player in NiGHTS mode? "NIGHTSMODE", @@ -6859,24 +6789,61 @@ static const char *COLOR_ENUMS[] = { "MAGENTA", // SKINCOLOR_MAGENTA "PINK", // SKINCOLOR_PINK "ROSY", // SKINCOLOR_ROSY + // Super special awesome Super flashing colors! - "SUPER1", // SKINCOLOR_SUPER1 - "SUPER2", // SKINCOLOR_SUPER2, - "SUPER3", // SKINCOLOR_SUPER3, - "SUPER4", // SKINCOLOR_SUPER4, - "SUPER5", // SKINCOLOR_SUPER5, - // Super Tails - "TSUPER1", // SKINCOLOR_TSUPER1, - "TSUPER2", // SKINCOLOR_TSUPER2, - "TSUPER3", // SKINCOLOR_TSUPER3, - "TSUPER4", // SKINCOLOR_TSUPER4, - "TSUPER5", // SKINCOLOR_TSUPER5, - // Super Knuckles - "KSUPER1", // SKINCOLOR_KSUPER1, - "KSUPER2", // SKINCOLOR_KSUPER2, - "KSUPER3", // SKINCOLOR_KSUPER3, - "KSUPER4", // SKINCOLOR_KSUPER4, - "KSUPER5" // SKINCOLOR_KSUPER5, + "SUPERSILVER1", // SKINCOLOR_SUPERSILVER1 + "SUPERSILVER2", // SKINCOLOR_SUPERSILVER2, + "SUPERSILVER3", // SKINCOLOR_SUPERSILVER3, + "SUPERSILVER4", // SKINCOLOR_SUPERSILVER4, + "SUPERSILVER5", // SKINCOLOR_SUPERSILVER5, + + "SUPERRED1", // SKINCOLOR_SUPERRED1 + "SUPERRED2", // SKINCOLOR_SUPERRED2, + "SUPERRED3", // SKINCOLOR_SUPERRED3, + "SUPERRED4", // SKINCOLOR_SUPERRED4, + "SUPERRED5", // SKINCOLOR_SUPERRED5, + + "SUPERORANGE1", // SKINCOLOR_SUPERORANGE1 + "SUPERORANGE2", // SKINCOLOR_SUPERORANGE2, + "SUPERORANGE3", // SKINCOLOR_SUPERORANGE3, + "SUPERORANGE4", // SKINCOLOR_SUPERORANGE4, + "SUPERORANGE5", // SKINCOLOR_SUPERORANGE5, + + "SUPERGOLD1", // SKINCOLOR_SUPERGOLD1 + "SUPERGOLD2", // SKINCOLOR_SUPERGOLD2, + "SUPERGOLD3", // SKINCOLOR_SUPERGOLD3, + "SUPERGOLD4", // SKINCOLOR_SUPERGOLD4, + "SUPERGOLD5", // SKINCOLOR_SUPERGOLD5, + + "SUPERPERIDOT1", // SKINCOLOR_SUPERPERIDOT1 + "SUPERPERIDOT2", // SKINCOLOR_SUPERPERIDOT2, + "SUPERPERIDOT3", // SKINCOLOR_SUPERPERIDOT3, + "SUPERPERIDOT4", // SKINCOLOR_SUPERPERIDOT4, + "SUPERPERIDOT5", // SKINCOLOR_SUPERPERIDOT5, + + "SUPERCYAN1", // SKINCOLOR_SUPERCYAN1 + "SUPERCYAN2", // SKINCOLOR_SUPERCYAN2, + "SUPERCYAN3", // SKINCOLOR_SUPERCYAN3, + "SUPERCYAN4", // SKINCOLOR_SUPERCYAN4, + "SUPERCYAN5", // SKINCOLOR_SUPERCYAN5, + + "SUPERPURPLE1", // SKINCOLOR_SUPERPURPLE1, + "SUPERPURPLE2", // SKINCOLOR_SUPERPURPLE2, + "SUPERPURPLE3", // SKINCOLOR_SUPERPURPLE3, + "SUPERPURPLE4", // SKINCOLOR_SUPERPURPLE4, + "SUPERPURPLE5", // SKINCOLOR_SUPERPURPLE5, + + "SUPERRUST1", // SKINCOLOR_SUPERRUST1 + "SUPERRUST2", // SKINCOLOR_SUPERRUST2, + "SUPERRUST3", // SKINCOLOR_SUPERRUST3, + "SUPERRUST4", // SKINCOLOR_SUPERRUST4, + "SUPERRUST5", // SKINCOLOR_SUPERRUST5, + + "SUPERTAN1", // SKINCOLOR_SUPERTAN1 + "SUPERTAN2", // SKINCOLOR_SUPERTAN2, + "SUPERTAN3", // SKINCOLOR_SUPERTAN3, + "SUPERTAN4", // SKINCOLOR_SUPERTAN4, + "SUPERTAN5" // SKINCOLOR_SUPERTAN5, }; static const char *const POWERS_LIST[] = { @@ -6884,6 +6851,7 @@ static const char *const POWERS_LIST[] = { "SNEAKERS", "FLASHING", "SHIELD", + "CARRY", "TAILSFLY", // tails flying "UNDERWATER", // underwater timer "SPACETIME", // In space, no one can hear you spin! @@ -7003,6 +6971,8 @@ struct { // Frame settings {"FF_FRAMEMASK",FF_FRAMEMASK}, + {"FF_SPR2ENDSTATE",FF_SPR2ENDSTATE}, + {"FF_MIDDLESTARTCHANCE",FF_MIDDLESTARTCHANCE}, {"FF_ANIMATE",FF_ANIMATE}, {"FF_FULLBRIGHT",FF_FULLBRIGHT}, {"FF_TRANSMASK",FF_TRANSMASK}, @@ -7117,6 +7087,14 @@ struct { {"SH_STACK",SH_STACK}, {"SH_NOSTACK",SH_NOSTACK}, + // Carrying + {"CR_NONE",CR_NONE}, + {"CR_GENERIC",CR_GENERIC}, + {"CR_PLAYER",CR_PLAYER}, + {"CR_ZOOMTUBE",CR_ZOOMTUBE}, + {"CR_ROPEHANG",CR_ROPEHANG}, + {"CR_MACESPIN",CR_MACESPIN}, + // Ring weapons (ringweapons_t) // Useful for A_GiveWeapon {"RW_AUTO",RW_AUTO}, @@ -7134,6 +7112,11 @@ struct { {"SF_NOSKID",SF_NOSKID}, {"SF_NOSPEEDADJUST",SF_NOSPEEDADJUST}, {"SF_RUNONWATER",SF_RUNONWATER}, + {"SF_NOJUMPSPIN",SF_NOJUMPSPIN}, + {"SF_NOJUMPDAMAGE",SF_NOJUMPDAMAGE}, + {"SF_STOMPDAMAGE",SF_STOMPDAMAGE}, + {"SF_MARIODAMAGE",SF_MARIODAMAGE}, + {"SF_MACHINE",SF_MACHINE}, // Character abilities! // Primary @@ -7152,10 +7135,12 @@ struct { {"CA_AIRDRILL",CA_AIRDRILL}, {"CA_JUMPTHOK",CA_JUMPTHOK}, {"CA_DASHMODE",CA_DASHMODE}, + {"CA_TWINSPIN",CA_TWINSPIN}, // Secondary {"CA2_NONE",CA2_NONE}, // now slot 0! {"CA2_SPINDASH",CA2_SPINDASH}, {"CA2_MULTIABILITY",CA2_MULTIABILITY}, + {"CA2_MELEE",CA2_MELEE}, // Sound flags {"SF_TOTALLYSINGLE",SF_TOTALLYSINGLE}, @@ -7205,9 +7190,11 @@ struct { {"PA_PEEL",PA_PEEL}, {"PA_PAIN",PA_PAIN}, {"PA_ROLL",PA_ROLL}, + {"PA_JUMP",PA_JUMP}, {"PA_SPRING",PA_SPRING}, {"PA_FALL",PA_FALL}, {"PA_ABILITY",PA_ABILITY}, + {"PA_ABILITY2",PA_ABILITY2}, {"PA_RIDE",PA_RIDE}, // Current weapon diff --git a/src/doomdata.h b/src/doomdata.h index e916a151f..033cc71b3 100644 --- a/src/doomdata.h +++ b/src/doomdata.h @@ -207,7 +207,7 @@ typedef struct #define ZSHIFT 4 -extern const char *Color_Names[MAXSKINCOLORS]; +extern const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS]; extern const UINT8 Color_Opposite[MAXSKINCOLORS*2]; #define NUMMAPS 1035 diff --git a/src/doomdef.h b/src/doomdef.h index aee6c85ed..3f504d25f 100644 --- a/src/doomdef.h +++ b/src/doomdef.h @@ -159,7 +159,7 @@ extern FILE *logstream; // Does this version require an added patch file? // Comment or uncomment this as necessary. -//#define USE_PATCH_DTA +#define USE_PATCH_DTA // Modification options // If you want to take advantage of the Master Server's ability to force clients to update @@ -258,32 +258,69 @@ typedef enum SKINCOLOR_MAGENTA, SKINCOLOR_PINK, SKINCOLOR_ROSY, + //SKINCOLOR_? + //SKINCOLOR_? - // Careful! MAXSKINCOLORS cannot be greater than 0x20! + // Careful! MAXSKINCOLORS cannot be greater than 0x20! Two slots left... MAXSKINCOLORS, // Super special awesome Super flashing colors! - SKINCOLOR_SUPER1 = MAXSKINCOLORS, - SKINCOLOR_SUPER2, - SKINCOLOR_SUPER3, - SKINCOLOR_SUPER4, - SKINCOLOR_SUPER5, + SKINCOLOR_SUPERSILVER1 = MAXSKINCOLORS, + SKINCOLOR_SUPERSILVER2, + SKINCOLOR_SUPERSILVER3, + SKINCOLOR_SUPERSILVER4, + SKINCOLOR_SUPERSILVER5, - // Super Tails - SKINCOLOR_TSUPER1, - SKINCOLOR_TSUPER2, - SKINCOLOR_TSUPER3, - SKINCOLOR_TSUPER4, - SKINCOLOR_TSUPER5, + SKINCOLOR_SUPERRED1, + SKINCOLOR_SUPERRED2, + SKINCOLOR_SUPERRED3, + SKINCOLOR_SUPERRED4, + SKINCOLOR_SUPERRED5, - // Super Knuckles - SKINCOLOR_KSUPER1, - SKINCOLOR_KSUPER2, - SKINCOLOR_KSUPER3, - SKINCOLOR_KSUPER4, - SKINCOLOR_KSUPER5, + SKINCOLOR_SUPERORANGE1, + SKINCOLOR_SUPERORANGE2, + SKINCOLOR_SUPERORANGE3, + SKINCOLOR_SUPERORANGE4, + SKINCOLOR_SUPERORANGE5, - MAXTRANSLATIONS + SKINCOLOR_SUPERGOLD1, + SKINCOLOR_SUPERGOLD2, + SKINCOLOR_SUPERGOLD3, + SKINCOLOR_SUPERGOLD4, + SKINCOLOR_SUPERGOLD5, + + SKINCOLOR_SUPERPERIDOT1, + SKINCOLOR_SUPERPERIDOT2, + SKINCOLOR_SUPERPERIDOT3, + SKINCOLOR_SUPERPERIDOT4, + SKINCOLOR_SUPERPERIDOT5, + + SKINCOLOR_SUPERCYAN1, + SKINCOLOR_SUPERCYAN2, + SKINCOLOR_SUPERCYAN3, + SKINCOLOR_SUPERCYAN4, + SKINCOLOR_SUPERCYAN5, + + SKINCOLOR_SUPERPURPLE1, + SKINCOLOR_SUPERPURPLE2, + SKINCOLOR_SUPERPURPLE3, + SKINCOLOR_SUPERPURPLE4, + SKINCOLOR_SUPERPURPLE5, + + SKINCOLOR_SUPERRUST1, + SKINCOLOR_SUPERRUST2, + SKINCOLOR_SUPERRUST3, + SKINCOLOR_SUPERRUST4, + SKINCOLOR_SUPERRUST5, + + SKINCOLOR_SUPERTAN1, + SKINCOLOR_SUPERTAN2, + SKINCOLOR_SUPERTAN3, + SKINCOLOR_SUPERTAN4, + SKINCOLOR_SUPERTAN5, + + MAXTRANSLATIONS, + NUMSUPERCOLORS = ((MAXTRANSLATIONS - MAXSKINCOLORS)/5) } skincolors_t; // State updates, number of tics / second. diff --git a/src/g_game.c b/src/g_game.c index 8855204a5..2f60b79c3 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -2047,6 +2047,8 @@ void G_PlayerReborn(INT32 player) INT32 score; INT32 lives; INT32 continues; + fixed_t camerascale; + fixed_t shieldscale; UINT8 charability; UINT8 charability2; fixed_t normalspeed; @@ -2070,6 +2072,8 @@ void G_PlayerReborn(INT32 player) INT32 starpostnum; INT32 starpostangle; fixed_t jumpfactor; + fixed_t height; + fixed_t spinheight; INT32 exiting; INT16 numboxes; INT16 totalring; @@ -2101,6 +2105,8 @@ void G_PlayerReborn(INT32 player) skincolor = players[player].skincolor; skin = players[player].skin; + camerascale = players[player].camerascale; + shieldscale = players[player].shieldscale; charability = players[player].charability; charability2 = players[player].charability2; normalspeed = players[player].normalspeed; @@ -2117,6 +2123,8 @@ void G_PlayerReborn(INT32 player) starpostnum = players[player].starpostnum; starpostangle = players[player].starpostangle; jumpfactor = players[player].jumpfactor; + height = players[player].height; + spinheight = players[player].spinheight; thokitem = players[player].thokitem; spinitem = players[player].spinitem; revitem = players[player].revitem; @@ -2142,6 +2150,8 @@ void G_PlayerReborn(INT32 player) // save player config truth reborn p->skincolor = skincolor; p->skin = skin; + p->camerascale = camerascale; + p->shieldscale = shieldscale; p->charability = charability; p->charability2 = charability2; p->normalspeed = normalspeed; @@ -2164,6 +2174,8 @@ void G_PlayerReborn(INT32 player) p->starpostnum = starpostnum; p->starpostangle = starpostangle; p->jumpfactor = jumpfactor; + p->height = height; + p->spinheight = spinheight; p->exiting = exiting; p->numboxes = numboxes; @@ -4349,12 +4361,18 @@ void G_GhostTicker(void) // Tick ghost colors (Super and Mario Invincibility flashing) switch(g->color) { - case GHC_SUPER: // Super Sonic (P_DoSuperStuff) - g->mo->color = SKINCOLOR_SUPER1; + case GHC_SUPER: // Super (P_DoSuperStuff) + if (g->mo->skin) + { + skin_t *skin = (skin_t *)g->mo->skin; + g->mo->color = skin->supercolor; + } + else + g->mo->color = SKINCOLOR_SUPERGOLD1; g->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4); break; case GHC_INVINCIBLE: // Mario invincibility (P_CheckInvincibilityTimer) - g->mo->color = (UINT8)(leveltime % MAXSKINCOLORS); + g->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours break; default: break; @@ -4690,6 +4708,8 @@ void G_BeginRecording(void) demo_p += 16; // Stats + WRITEUINT8(demo_p,player->camerascale>>FRACBITS); + WRITEUINT8(demo_p,player->shieldscale>>FRACBITS); WRITEUINT8(demo_p,player->charability); WRITEUINT8(demo_p,player->charability2); WRITEUINT8(demo_p,player->actionspd>>FRACBITS); @@ -4700,6 +4720,8 @@ void G_BeginRecording(void) WRITEUINT8(demo_p,player->thrustfactor); WRITEUINT8(demo_p,player->accelstart); WRITEUINT8(demo_p,player->acceleration); + WRITEUINT8(demo_p,player->height>>FRACBITS); + WRITEUINT8(demo_p,player->spinheight>>FRACBITS); // Trying to convert it back to % causes demo desync due to precision loss. // Don't do it. @@ -4930,7 +4952,7 @@ void G_DoPlayDemo(char *defdemoname) char skin[17],color[17],*n,*pdemoname; UINT8 version,subversion,charability,charability2,thrustfactor,accelstart,acceleration; UINT32 randseed; - fixed_t actionspd,mindash,maxdash,normalspeed,runspeed,jumpfactor; + fixed_t camerascale,shieldscale,actionspd,mindash,maxdash,normalspeed,runspeed,jumpfactor,height,spinheight; char msg[1024]; skin[16] = '\0'; @@ -5066,6 +5088,8 @@ void G_DoPlayDemo(char *defdemoname) M_Memcpy(color,demo_p,16); demo_p += 16; + camerascale = (fixed_t)READUINT8(demo_p)<width/256.0f); + dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f); v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply)); v[2].sow = v[1].sow = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply)); @@ -5359,7 +5359,7 @@ static void HWR_DrawSkyBackground(player_t *player) angle = aimingangle; aspectratio = (float)vid.width/(float)vid.height; - dimensionmultiply = ((float)textures[skytexture]->height/(128.0f*aspectratio)); + dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio)); angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply; // Middle of the sky should always be at angle 0 diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 6628d1317..fa4699810 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1035,32 +1035,151 @@ static void HWR_CreateBlendedTexture(GLPatch_t *gpatch, GLPatch_t *blendgpatch, case SKINCOLOR_ROSY: blendcolor = V_GetColor(202); break; - case SKINCOLOR_SUPER1: + + case SKINCOLOR_SUPERSILVER1: // Super silver + blendcolor = V_GetColor(0); + break; + case SKINCOLOR_SUPERSILVER2: + blendcolor = V_GetColor(2); + break; + case SKINCOLOR_SUPERSILVER3: + blendcolor = V_GetColor(4); + break; + case SKINCOLOR_SUPERSILVER4: + blendcolor = V_GetColor(7); + break; + case SKINCOLOR_SUPERSILVER5: + blendcolor = V_GetColor(10); + break; + + case SKINCOLOR_SUPERRED1: // Super red + blendcolor = V_GetColor(208); + break; + case SKINCOLOR_SUPERRED2: + blendcolor = V_GetColor(210); + break; + case SKINCOLOR_SUPERRED3: + blendcolor = V_GetColor(32); + break; + case SKINCOLOR_SUPERRED4: + blendcolor = V_GetColor(33); + break; + case SKINCOLOR_SUPERRED5: + blendcolor = V_GetColor(35); + break; + + case SKINCOLOR_SUPERORANGE1: // Super orange + blendcolor = V_GetColor(208); + break; + case SKINCOLOR_SUPERORANGE2: + blendcolor = V_GetColor(48); + break; + case SKINCOLOR_SUPERORANGE3: + blendcolor = V_GetColor(50); + break; + case SKINCOLOR_SUPERORANGE4: + blendcolor = V_GetColor(54); + break; + case SKINCOLOR_SUPERORANGE5: + blendcolor = V_GetColor(58); + break; + + case SKINCOLOR_SUPERGOLD1: // Super gold blendcolor = V_GetColor(80); break; - case SKINCOLOR_SUPER2: + case SKINCOLOR_SUPERGOLD2: blendcolor = V_GetColor(83); break; - case SKINCOLOR_SUPER3: + case SKINCOLOR_SUPERGOLD3: blendcolor = V_GetColor(73); break; - case SKINCOLOR_SUPER4: + case SKINCOLOR_SUPERGOLD4: blendcolor = V_GetColor(64); break; - case SKINCOLOR_SUPER5: + case SKINCOLOR_SUPERGOLD5: blendcolor = V_GetColor(67); break; - case SKINCOLOR_TSUPER1: - case SKINCOLOR_TSUPER2: - case SKINCOLOR_TSUPER3: - case SKINCOLOR_TSUPER4: - case SKINCOLOR_TSUPER5: - case SKINCOLOR_KSUPER1: - case SKINCOLOR_KSUPER2: - case SKINCOLOR_KSUPER3: - case SKINCOLOR_KSUPER4: - case SKINCOLOR_KSUPER5: + case SKINCOLOR_SUPERPERIDOT1: // Super peridot + blendcolor = V_GetColor(88); + break; + case SKINCOLOR_SUPERPERIDOT2: + blendcolor = V_GetColor(188); + break; + case SKINCOLOR_SUPERPERIDOT3: + blendcolor = V_GetColor(189); + break; + case SKINCOLOR_SUPERPERIDOT4: + blendcolor = V_GetColor(190); + break; + case SKINCOLOR_SUPERPERIDOT5: + blendcolor = V_GetColor(191); + break; + + case SKINCOLOR_SUPERCYAN1: // Super cyan + blendcolor = V_GetColor(128); + break; + case SKINCOLOR_SUPERCYAN2: + blendcolor = V_GetColor(131); + break; + case SKINCOLOR_SUPERCYAN3: + blendcolor = V_GetColor(133); + break; + case SKINCOLOR_SUPERCYAN4: + blendcolor = V_GetColor(134); + break; + case SKINCOLOR_SUPERCYAN5: + blendcolor = V_GetColor(136); + break; + + case SKINCOLOR_SUPERPURPLE1: // Super purple + blendcolor = V_GetColor(144); + break; + case SKINCOLOR_SUPERPURPLE2: + blendcolor = V_GetColor(162); + break; + case SKINCOLOR_SUPERPURPLE3: + blendcolor = V_GetColor(164); + break; + case SKINCOLOR_SUPERPURPLE4: + blendcolor = V_GetColor(166); + break; + case SKINCOLOR_SUPERPURPLE5: + blendcolor = V_GetColor(168); + break; + + case SKINCOLOR_SUPERRUST1: // Super rust + blendcolor = V_GetColor(51); + break; + case SKINCOLOR_SUPERRUST2: + blendcolor = V_GetColor(54); + break; + case SKINCOLOR_SUPERRUST3: + blendcolor = V_GetColor(68); + break; + case SKINCOLOR_SUPERRUST4: + blendcolor = V_GetColor(70); + break; + case SKINCOLOR_SUPERRUST5: + blendcolor = V_GetColor(234); + break; + + case SKINCOLOR_SUPERTAN1: // Super tan + blendcolor = V_GetColor(80); + break; + case SKINCOLOR_SUPERTAN2: + blendcolor = V_GetColor(82); + break; + case SKINCOLOR_SUPERTAN3: + blendcolor = V_GetColor(84); + break; + case SKINCOLOR_SUPERTAN4: + blendcolor = V_GetColor(87); + break; + case SKINCOLOR_SUPERTAN5: + blendcolor = V_GetColor(247); + break; + default: blendcolor = V_GetColor(255); break; diff --git a/src/info.c b/src/info.c index d48ecfa79..1817483f5 100644 --- a/src/info.c +++ b/src/info.c @@ -39,7 +39,7 @@ char sprnames[NUMSPRITES + 1][5] = "RING","TRNG","EMMY","TOKE","RFLG","BFLG","NWNG","EMBM","CEMG","EMER", - "FANS","BUBL","SIGN","STEM","SPIK","SFLM","USPK","STPT","BMNE", + "FANS","BBLS","SIGN","STEM","SPIK","SFLM","USPK","STPT","BMNE", "MSTV","XLTV","TRRI","TBRI","TVRI","TVPI","TVAT","TVFO","TVAR","TVWW", "TVEL","TVSS","TVIV","TV1U","TV1P","TVEG","TVMX","TVMY","TVGV","TVRC", @@ -60,8 +60,7 @@ char sprnames[NUMSPRITES + 1][5] = "SPRY","SPRR","SPRB","YSPR","RSPR","SSWY","SSWR","SSWB", - "RAIN","SNO1","SPLH","SPLA","SMOK","BUBP","BUBO","BUBN","BUBM","POPP", - "TFOG","SEED","PRTL", + "RAIN","SNO1","SPLH","SPLA","SMOK","BUBL","WZAP","TFOG","SEED","PRTL", "SCOR","DRWN","TTAG","GFLG", @@ -108,19 +107,24 @@ char spr2names[NUMPLAYERSPRITES][5] = "LIFE", "FLY_", + "SWIM", "TIRE", "GLID", "CLNG", "CLMB", + "TWIN", + + "MLEE", + "TRNS", "SSTD", "SWLK", "SRUN", "SPEE", "SPAN", - "SMSL", + "SSTN", "SDTH", "SDRN", "SSPN", @@ -130,7 +134,42 @@ char spr2names[NUMPLAYERSPRITES][5] = "SFAL", "SEDG", "SRID", - "SFLT" + "SFLT", + + "NTRN", + "NSTD", + "NFLT", + "NPAN", + "NPUL", + "NATK", + + "NGT0", + "NGT1", + "NGT2", + "NGT3", + "NGT4", + "NGT5", + "NGT6", + "NGT7", + "NGT8", + "NGT9", + "NGTA", + "NGTB", + "NGTC", + + "DRL0", + "DRL1", + "DRL2", + "DRL3", + "DRL4", + "DRL5", + "DRL6", + "DRL7", + "DRL8", + "DRL9", + "DRLA", + "DRLB", + "DRLC" }; enum playersprite free_spr2 = SPR2_FIRSTFREESLOT; @@ -177,22 +216,30 @@ state_t states[NUMSTATES] = {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 - // Tails abilities + // 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 - // Knuckles abilities + // 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 - // Super Sonic + // CA_TWINSPIN + {SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN + + // CA2_MELEE + {SPR_PLAY, SPR2_MLEE|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_MELEE_FINISH, 0, S_PLAY_MELEE}, // S_PLAY_MELEE + {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_SMSL, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN + {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 @@ -204,16 +251,16 @@ state_t states[NUMSTATES] = {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 - // Transforming into Super + // 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, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5}, // S_PLAY_SUPER_TRANS4 - {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6}, // S_PLAY_SUPER_TRANS5 - {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS7}, // S_PLAY_SUPER_TRANS6 - {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS8}, // S_PLAY_SUPER_TRANS7 - {SPR_PLAY, SPR2_TRNS, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS9}, // S_PLAY_SUPER_TRANS8 - {SPR_PLAY, SPR2_TRNS, 16, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_SUPER_TRANS9 + {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 @@ -227,6 +274,52 @@ state_t states[NUMSTATES] = // Level end sign (uses player sprite) {SPR_PLAY, SPR2_SIGN, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN + // NiGHTS Player, transforming + {SPR_PLAY, SPR2_NTRN, 4, {A_Scream}, 0, 0, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS + {SPR_PLAY, SPR2_NTRN, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS3}, // S_PLAY_NIGHTS_TRANS2 + {SPR_PLAY, SPR2_NTRN|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS4}, // S_PLAY_NIGHTS_TRANS3 + {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS5}, // S_PLAY_NIGHTS_TRANS4 + {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS6}, // S_PLAY_NIGHTS_TRANS5 + {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS7}, // S_PLAY_NIGHTS_TRANS6 + {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS8}, // S_PLAY_NIGHTS_TRANS7 + {SPR_PLAY, SPR2_NTRN, 3, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS9}, // S_PLAY_NIGHTS_TRANS8 + {SPR_PLAY, SPR2_NTRN, 16, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_TRANS9 + + // NiGHTS Player, Stand, Floating, Pain, Pull and Attack + {SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND + {SPR_PLAY, SPR2_NFLT, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_FLOAT + {SPR_PLAY, SPR2_NPAN, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_PAIN}, // S_PLAY_NIGHTS_PAIN + {SPR_PLAY, SPR2_NPUL, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL + {SPR_PLAY, SPR2_NATK, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_ATTACK}, // S_PLAY_NIGHTS_ATTACK + + // NiGHTS Player, Flying and Drilling + {SPR_PLAY, SPR2_NGT0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY0}, // S_PLAY_NIGHTS_FLY0 + {SPR_PLAY, SPR2_DRL0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL0}, // S_PLAY_NIGHTS_DRILL0 + {SPR_PLAY, SPR2_NGT1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY1}, // S_PLAY_NIGHTS_FLY1 + {SPR_PLAY, SPR2_DRL1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL1}, // S_PLAY_NIGHTS_DRILL1 + {SPR_PLAY, SPR2_NGT2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY2}, // S_PLAY_NIGHTS_FLY2 + {SPR_PLAY, SPR2_DRL2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL2}, // S_PLAY_NIGHTS_DRILL2 + {SPR_PLAY, SPR2_NGT3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY3}, // S_PLAY_NIGHTS_FLY3 + {SPR_PLAY, SPR2_DRL3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL3}, // S_PLAY_NIGHTS_DRILL3 + {SPR_PLAY, SPR2_NGT4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY4}, // S_PLAY_NIGHTS_FLY4 + {SPR_PLAY, SPR2_DRL4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL4}, // S_PLAY_NIGHTS_DRILL4 + {SPR_PLAY, SPR2_NGT5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY5}, // S_PLAY_NIGHTS_FLY5 + {SPR_PLAY, SPR2_DRL5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL5}, // S_PLAY_NIGHTS_DRILL5 + {SPR_PLAY, SPR2_NGT6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY6}, // S_PLAY_NIGHTS_FLY6 + {SPR_PLAY, SPR2_DRL6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL6}, // S_PLAY_NIGHTS_DRILL6 + {SPR_PLAY, SPR2_NGT7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY7}, // S_PLAY_NIGHTS_FLY7 + {SPR_PLAY, SPR2_DRL7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL7}, // S_PLAY_NIGHTS_DRILL7 + {SPR_PLAY, SPR2_NGT8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY8}, // S_PLAY_NIGHTS_FLY8 + {SPR_PLAY, SPR2_DRL8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL8}, // S_PLAY_NIGHTS_DRILL8 + {SPR_PLAY, SPR2_NGT9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY9}, // S_PLAY_NIGHTS_FLY9 + {SPR_PLAY, SPR2_DRL9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL9}, // S_PLAY_NIGHTS_DRILL9 + {SPR_PLAY, SPR2_NGTA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYA}, // S_PLAY_NIGHTS_FLYA + {SPR_PLAY, SPR2_DRLA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLA}, // S_PLAY_NIGHTS_DRILLA + {SPR_PLAY, SPR2_NGTB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYB}, // S_PLAY_NIGHTS_FLYB + {SPR_PLAY, SPR2_DRLB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLB}, // S_PLAY_NIGHTS_DRILLB + {SPR_PLAY, SPR2_NGTC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYC}, // S_PLAY_NIGHTS_FLYC + {SPR_PLAY, SPR2_DRLC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLC}, // S_PLAY_NIGHTS_DRILLC + // 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 @@ -1079,8 +1172,10 @@ state_t states[NUMSTATES] = {SPR_FANS, 4, 1, {A_FanBubbleSpawn}, 512, 0, S_FAN}, // S_FAN5 // Bubble Source - {SPR_BUBL, 0, 8, {A_BubbleSpawn}, 2048, 0, S_BUBBLES2}, // S_BUBBLES1 - {SPR_BUBL, 1, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES1}, // S_BUBBLES2 + {SPR_BBLS, 0, 8, {A_BubbleSpawn}, 2048, 0, S_BUBBLES2}, // S_BUBBLES1 + {SPR_BBLS, 1, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES3}, // S_BUBBLES2 + {SPR_BBLS, 2, 8, {A_BubbleSpawn}, 2048, 0, S_BUBBLES4}, // S_BUBBLES3 + {SPR_BBLS, 3, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES1}, // S_BUBBLES4 // Level End Sign {SPR_SIGN, 0, 1, {NULL}, 0, 0, S_SIGN2}, // S_SIGN1 @@ -1890,17 +1985,18 @@ state_t states[NUMSTATES] = {SPR_SMOK, FF_TRANS50|4, 8, {NULL}, 0, 0, S_NULL}, // S_SMOKE5 // Bubbles - {SPR_BUBP, FF_TRANS50, 1, {A_BubbleRise}, 0, 1024, S_SMALLBUBBLE1}, // S_SMALLBUBBLE - {SPR_BUBP, FF_TRANS50, 1, {A_BubbleRise}, 0, 1024, S_SMALLBUBBLE}, // S_SMALLBUBBLE1 - {SPR_BUBO, FF_TRANS50, 1, {A_BubbleRise}, 0, 1024, S_MEDIUMBUBBLE1}, // S_MEDIUMBUBBLE - {SPR_BUBO, FF_TRANS50, 1, {A_BubbleRise}, 0, 1024, S_MEDIUMBUBBLE}, // S_MEDIUMBUBBLE1 + {SPR_BUBL, FF_TRANS50, 1, {A_BubbleRise}, 0, 1024, S_SMALLBUBBLE}, // S_SMALLBUBBLE + {SPR_BUBL, FF_TRANS50|1, 1, {A_BubbleRise}, 0, 1024, S_MEDIUMBUBBLE}, // S_MEDIUMBUBBLE // Extra Large Bubble (breathable) - {SPR_BUBN, FF_TRANS50|FF_FULLBRIGHT, 16, {A_BubbleRise}, 0, 1024, S_EXTRALARGEBUBBLE}, // S_LARGEBUBBLE - {SPR_BUBM, FF_TRANS50|FF_FULLBRIGHT, 16, {A_BubbleRise}, 0, 1024, S_EXTRALARGEBUBBLE}, // S_EXTRALARGEBUBBLE + {SPR_BUBL, FF_TRANS50|FF_FULLBRIGHT|2, 8, {A_BubbleRise}, 0, 1024, S_LARGEBUBBLE2}, // S_LARGEBUBBLE1 + {SPR_BUBL, FF_TRANS50|FF_FULLBRIGHT|3, 8, {A_BubbleRise}, 0, 1024, S_EXTRALARGEBUBBLE}, // S_LARGEBUBBLE2 + {SPR_BUBL, FF_TRANS50|FF_FULLBRIGHT|4, 16, {A_BubbleRise}, 0, 1024, S_EXTRALARGEBUBBLE}, // S_EXTRALARGEBUBBLE // Extra Large Bubble goes POP! - {SPR_POPP, 0, 16, {NULL}, 0, 0, S_NULL}, // S_POP1 + {SPR_BUBL, 5, 16, {NULL}, 0, 0, S_NULL}, // S_POP1 + + {SPR_WZAP, FF_TRANS10|FF_ANIMATE|FF_MIDDLESTARTCHANCE, 4, {NULL}, 3, 2, S_NULL}, // S_WATERZAP {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 @@ -1944,6 +2040,13 @@ state_t states[NUMSTATES] = {SPR_DRWN, 4, 40, {NULL}, 0, 0, S_NULL}, // S_FOUR1 {SPR_DRWN, 5, 40, {NULL}, 0, 0, S_NULL}, // S_FIVE1 + {SPR_DRWN, 6, 40, {NULL}, 0, 0, S_NULL}, // S_ZERO2 + {SPR_DRWN, 7, 40, {NULL}, 0, 0, S_NULL}, // S_ONE2 + {SPR_DRWN, 8, 40, {NULL}, 0, 0, S_NULL}, // S_TWO2 + {SPR_DRWN, 9, 40, {NULL}, 0, 0, S_NULL}, // S_THREE2 + {SPR_DRWN, 10, 40, {NULL}, 0, 0, S_NULL}, // S_FOUR2 + {SPR_DRWN, 11, 40, {NULL}, 0, 0, S_NULL}, // S_FIVE2 + {SPR_TTAG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_TTAG1 // CTF Sign @@ -2216,96 +2319,6 @@ state_t states[NUMSTATES] = {SPR_GOAL, 2, 4, {NULL}, 0, 0, S_NIGHTSGOAL4}, // S_NIGHTSGOAL3 {SPR_GOAL, 3, 4, {NULL}, 0, 0, S_NIGHTSGOAL1}, // S_NIGHTSGOAL4 - // Nights Player, Flying and Drilling - {SPR_SUPE, 0, 1, {NULL}, 0, 0, S_NIGHTSFLY1B}, // S_NIGHTSFLY1A - {SPR_SUPE, 1, 1, {NULL}, 0, 0, S_NIGHTSFLY1A}, // S_NIGHTSFLY1B - {SPR_NDRL, 0, 2, {NULL}, 0, 0, S_NIGHTSDRILL1B}, // S_NIGHTSDRILL1A - {SPR_NDRL, 1, 2, {NULL}, 0, 0, S_NIGHTSDRILL1C}, // S_NIGHTSDRILL1B - {SPR_NDRL, 2, 2, {NULL}, 0, 0, S_NIGHTSDRILL1D}, // S_NIGHTSDRILL1C - {SPR_NDRL, 3, 2, {NULL}, 0, 0, S_NIGHTSDRILL1A}, // S_NIGHTSDRILL1D - {SPR_SUPE, 2, 1, {NULL}, 0, 0, S_NIGHTSFLY2B}, // S_NIGHTSFLY2A - {SPR_SUPE, 3, 1, {NULL}, 0, 0, S_NIGHTSFLY2A}, // S_NIGHTSFLY2B - {SPR_NDRL, 4, 2, {NULL}, 0, 0, S_NIGHTSDRILL2B}, // S_NIGHTSDRILL2A - {SPR_NDRL, 5, 2, {NULL}, 0, 0, S_NIGHTSDRILL2C}, // S_NIGHTSDRILL2B - {SPR_NDRL, 6, 2, {NULL}, 0, 0, S_NIGHTSDRILL2D}, // S_NIGHTSDRILL2C - {SPR_NDRL, 7, 2, {NULL}, 0, 0, S_NIGHTSDRILL2A}, // S_NIGHTSDRILL2D - {SPR_SUPE, 4, 1, {NULL}, 0, 0, S_NIGHTSFLY3B}, // S_NIGHTSFLY3A - {SPR_SUPE, 5, 1, {NULL}, 0, 0, S_NIGHTSFLY3A}, // S_NIGHTSFLY3B - {SPR_NDRL, 8, 2, {NULL}, 0, 0, S_NIGHTSDRILL3B}, // S_NIGHTSDRILL3A - {SPR_NDRL, 9, 2, {NULL}, 0, 0, S_NIGHTSDRILL3C}, // S_NIGHTSDRILL3B - {SPR_NDRL, 10, 2, {NULL}, 0, 0, S_NIGHTSDRILL3D}, // S_NIGHTSDRILL3C - {SPR_NDRL, 11, 2, {NULL}, 0, 0, S_NIGHTSDRILL3A}, // S_NIGHTSDRILL3D - {SPR_SUPE, 6, 1, {NULL}, 0, 0, S_NIGHTSFLY4B}, // S_NIGHTSFLY4A - {SPR_SUPE, 7, 1, {NULL}, 0, 0, S_NIGHTSFLY4A}, // S_NIGHTSFLY4B - {SPR_NDRL, 12, 2, {NULL}, 0, 0, S_NIGHTSDRILL4B}, // S_NIGHTSDRILL4A - {SPR_NDRL, 13, 2, {NULL}, 0, 0, S_NIGHTSDRILL4C}, // S_NIGHTSDRILL4B - {SPR_NDRL, 14, 2, {NULL}, 0, 0, S_NIGHTSDRILL4D}, // S_NIGHTSDRILL4C - {SPR_NDRL, 15, 2, {NULL}, 0, 0, S_NIGHTSDRILL4A}, // S_NIGHTSDRILL4D - {SPR_SUPE, 8, 1, {NULL}, 0, 0, S_NIGHTSFLY5B}, // S_NIGHTSFLY5A - {SPR_SUPE, 9, 1, {NULL}, 0, 0, S_NIGHTSFLY5A}, // S_NIGHTSFLY5B - {SPR_NDRL, 16, 2, {NULL}, 0, 0, S_NIGHTSDRILL5B}, // S_NIGHTSDRILL5A - {SPR_NDRL, 17, 2, {NULL}, 0, 0, S_NIGHTSDRILL5C}, // S_NIGHTSDRILL5B - {SPR_NDRL, 18, 2, {NULL}, 0, 0, S_NIGHTSDRILL5D}, // S_NIGHTSDRILL5C - {SPR_NDRL, 19, 2, {NULL}, 0, 0, S_NIGHTSDRILL5A}, // S_NIGHTSDRILL5D - {SPR_SUPE, 10, 1, {NULL}, 0, 0, S_NIGHTSFLY6B}, // S_NIGHTSFLY6A - {SPR_SUPE, 11, 1, {NULL}, 0, 0, S_NIGHTSFLY6A}, // S_NIGHTSFLY6B - {SPR_NDRL, 20, 2, {NULL}, 0, 0, S_NIGHTSDRILL6B}, // S_NIGHTSDRILL6A - {SPR_NDRL, 21, 2, {NULL}, 0, 0, S_NIGHTSDRILL6C}, // S_NIGHTSDRILL6B - {SPR_NDRL, 22, 2, {NULL}, 0, 0, S_NIGHTSDRILL6D}, // S_NIGHTSDRILL6C - {SPR_NDRL, 23, 2, {NULL}, 0, 0, S_NIGHTSDRILL6A}, // S_NIGHTSDRILL6D - {SPR_SUPE, 12, 1, {NULL}, 0, 0, S_NIGHTSFLY7B}, // S_NIGHTSFLY7A - {SPR_SUPE, 13, 1, {NULL}, 0, 0, S_NIGHTSFLY7A}, // S_NIGHTSFLY7B - {SPR_NDRL, 24, 2, {NULL}, 0, 0, S_NIGHTSDRILL7B}, // S_NIGHTSDRILL7A - {SPR_NDRL, 25, 2, {NULL}, 0, 0, S_NIGHTSDRILL7C}, // S_NIGHTSDRILL7B - {SPR_NDRL, 26, 2, {NULL}, 0, 0, S_NIGHTSDRILL7D}, // S_NIGHTSDRILL7C - {SPR_NDRL, 27, 2, {NULL}, 0, 0, S_NIGHTSDRILL7A}, // S_NIGHTSDRILL7D - {SPR_SUPE, 14, 1, {NULL}, 0, 0, S_NIGHTSFLY8B}, // S_NIGHTSFLY8A - {SPR_SUPE, 15, 1, {NULL}, 0, 0, S_NIGHTSFLY8A}, // S_NIGHTSFLY8B - {SPR_NDRL, 28, 2, {NULL}, 0, 0, S_NIGHTSDRILL8B}, // S_NIGHTSDRILL8A - {SPR_NDRL, 29, 2, {NULL}, 0, 0, S_NIGHTSDRILL8C}, // S_NIGHTSDRILL8B - {SPR_NDRL, 30, 2, {NULL}, 0, 0, S_NIGHTSDRILL8D}, // S_NIGHTSDRILL8C - {SPR_NDRL, 31, 2, {NULL}, 0, 0, S_NIGHTSDRILL8A}, // S_NIGHTSDRILL8D - {SPR_SUPE, 16, 1, {NULL}, 0, 0, S_NIGHTSFLY9B}, // S_NIGHTSFLY9A - {SPR_SUPE, 17, 1, {NULL}, 0, 0, S_NIGHTSFLY9A}, // S_NIGHTSFLY9B - {SPR_NDRL, 32, 2, {NULL}, 0, 0, S_NIGHTSDRILL9B}, // S_NIGHTSDRILL9A - {SPR_NDRL, 33, 2, {NULL}, 0, 0, S_NIGHTSDRILL9C}, // S_NIGHTSDRILL9B - {SPR_NDRL, 34, 2, {NULL}, 0, 0, S_NIGHTSDRILL9D}, // S_NIGHTSDRILL9C - {SPR_NDRL, 35, 2, {NULL}, 0, 0, S_NIGHTSDRILL9A}, // S_NIGHTSDRILL9D - - // Nights Player, Falling - {SPR_SUPZ, 0, 1, {NULL}, 0, 0, S_NIGHTSHURT2}, // S_NIGHTSHURT1 - {SPR_SUPZ, 1, 1, {NULL}, 0, 0, S_NIGHTSHURT3}, // S_NIGHTSHURT2 - {SPR_SUPZ, 2, 1, {NULL}, 0, 0, S_NIGHTSHURT4}, // S_NIGHTSHURT3 - {SPR_SUPZ, 3, 1, {NULL}, 0, 0, S_NIGHTSHURT5}, // S_NIGHTSHURT4 - {SPR_SUPZ, 4, 1, {NULL}, 0, 0, S_NIGHTSHURT6}, // S_NIGHTSHURT5 - {SPR_SUPZ, 5, 1, {NULL}, 0, 0, S_NIGHTSHURT7}, // S_NIGHTSHURT6 - {SPR_SUPZ, 6, 1, {NULL}, 0, 0, S_NIGHTSHURT8}, // S_NIGHTSHURT7 - {SPR_SUPZ, 7, 1, {NULL}, 0, 0, S_NIGHTSHURT9}, // S_NIGHTSHURT8 - {SPR_SUPZ, 8, 1, {NULL}, 0, 0, S_NIGHTSHURT10}, // S_NIGHTSHURT9 - {SPR_SUPZ, 9, 1, {NULL}, 0, 0, S_NIGHTSHURT11}, // S_NIGHTSHURT10 - {SPR_SUPZ, 10, 1, {NULL}, 0, 0, S_NIGHTSHURT12}, // S_NIGHTSHURT11 - {SPR_SUPZ, 11, 1, {NULL}, 0, 0, S_NIGHTSHURT13}, // S_NIGHTSHURT12 - {SPR_SUPZ, 12, 1, {NULL}, 0, 0, S_NIGHTSHURT14}, // S_NIGHTSHURT13 - {SPR_SUPZ, 13, 1, {NULL}, 0, 0, S_NIGHTSHURT15}, // S_NIGHTSHURT14 - {SPR_SUPZ, 14, 1, {NULL}, 0, 0, S_NIGHTSHURT16}, // S_NIGHTSHURT15 - {SPR_SUPZ, 15, 1, {NULL}, 0, 0, S_NIGHTSHURT17}, // S_NIGHTSHURT16 - {SPR_SUPZ, 0, 1, {NULL}, 0, 0, S_NIGHTSHURT18}, // S_NIGHTSHURT17 - {SPR_SUPZ, 1, 1, {NULL}, 0, 0, S_NIGHTSHURT19}, // S_NIGHTSHURT18 - {SPR_SUPZ, 2, 1, {NULL}, 0, 0, S_NIGHTSHURT20}, // S_NIGHTSHURT19 - {SPR_SUPZ, 3, 1, {NULL}, 0, 0, S_NIGHTSHURT21}, // S_NIGHTSHURT20 - {SPR_SUPZ, 4, 1, {NULL}, 0, 0, S_NIGHTSHURT22}, // S_NIGHTSHURT21 - {SPR_SUPZ, 5, 1, {NULL}, 0, 0, S_NIGHTSHURT23}, // S_NIGHTSHURT22 - {SPR_SUPZ, 6, 1, {NULL}, 0, 0, S_NIGHTSHURT24}, // S_NIGHTSHURT23 - {SPR_SUPZ, 7, 1, {NULL}, 0, 0, S_NIGHTSHURT25}, // S_NIGHTSHURT24 - {SPR_SUPZ, 8, 1, {NULL}, 0, 0, S_NIGHTSHURT26}, // S_NIGHTSHURT25 - {SPR_SUPZ, 9, 1, {NULL}, 0, 0, S_NIGHTSHURT27}, // S_NIGHTSHURT26 - {SPR_SUPZ, 10, 1, {NULL}, 0, 0, S_NIGHTSHURT28}, // S_NIGHTSHURT27 - {SPR_SUPZ, 11, 1, {NULL}, 0, 0, S_NIGHTSHURT29}, // S_NIGHTSHURT28 - {SPR_SUPZ, 12, 1, {NULL}, 0, 0, S_NIGHTSHURT30}, // S_NIGHTSHURT29 - {SPR_SUPZ, 13, 1, {NULL}, 0, 0, S_NIGHTSHURT31}, // S_NIGHTSHURT30 - {SPR_SUPZ, 14, 1, {NULL}, 0, 0, S_NIGHTSHURT32}, // S_NIGHTSHURT31 - {SPR_SUPZ, 15, 1, {NULL}, 0, 0, S_NIGHTSFLY1A}, // S_NIGHTSHURT32 - // Nights Sparkle {SPR_NSPK, FF_FULLBRIGHT, 140, {NULL}, 0, 0, S_NIGHTSPARKLE2}, // S_NIGHTSPARKLE1 {SPR_NSPK, FF_FULLBRIGHT|1, 7, {NULL}, 0, 0, S_NIGHTSPARKLE3}, // S_NIGHTSPARKLE2 @@ -2408,16 +2421,6 @@ state_t states[NUMSTATES] = {SPR_NULL, 0, 35, {NULL}, 0, 0, S_CRUMBLE2}, // S_CRUMBLE1 {SPR_NULL, 0, 105, {A_Scream}, 0, 0, S_NULL}, // S_CRUMBLE2 - {SPR_SUPT, 0, 4, {A_Scream}, 0, 0, S_SUPERTRANS2}, // S_SUPERTRANS1 - {SPR_SUPT, 1, 4, {NULL}, 0, 0, S_SUPERTRANS3}, // S_SUPERTRANS2 - {SPR_SUPT, FF_FULLBRIGHT|2, 4, {NULL}, 0, 0, S_SUPERTRANS4}, // S_SUPERTRANS3 - {SPR_SUPT, 3, 3, {NULL}, 0, 0, S_SUPERTRANS5}, // S_SUPERTRANS4 - {SPR_SUPT, 4, 3, {NULL}, 0, 0, S_SUPERTRANS6}, // S_SUPERTRANS5 - {SPR_SUPT, 5, 3, {NULL}, 0, 0, S_SUPERTRANS7}, // S_SUPERTRANS6 - {SPR_SUPT, 6, 3, {NULL}, 0, 0, S_SUPERTRANS8}, // S_SUPERTRANS7 - {SPR_SUPT, 7, 3, {NULL}, 0, 0, S_SUPERTRANS9}, // S_SUPERTRANS8 - {SPR_SUPT, 8, 16, {NULL}, 0, 0, S_NIGHTSDRONE1}, // S_SUPERTRANS9 - // Spark {SPR_SPRK, FF_TRANS40 , 1, {NULL}, 0, 0, S_SPRK2}, // S_SPRK1 {SPR_SPRK, FF_TRANS50|1, 1, {NULL}, 0, 0, S_SPRK3}, // S_SPRK2 @@ -2644,7 +2647,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = MT_THOK, // damage sfx_None, // activesound MF_SOLID|MF_SHOOTABLE, // flags - (statenum_t)MT_THOK // raisestate + (statenum_t)MT_NULL // raisestate }, { // MT_BLUECRAWLA @@ -10640,7 +10643,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = { // MT_EXTRALARGEBUBBLE -1, // doomednum - S_LARGEBUBBLE, // spawnstate + S_LARGEBUBBLE1, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound @@ -10655,8 +10658,8 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL, // xdeathstate sfx_gasp, // deathsound 8, // speed - 8*FRACUNIT, // radius - 12*FRACUNIT, // height + 23*FRACUNIT, // radius + 43*FRACUNIT, // height 0, // display offset 16, // mass 0, // damage @@ -10665,6 +10668,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, + { // MT_WATERZAP + -1, // doomednum + S_WATERZAP, // 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 + 4*FRACUNIT, // radius + 4*FRACUNIT, // height + 0, // display offset + 16, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY, // flags + S_NULL // raisestate + }, + { // MT_TFOG -1, // doomednum S_FOG1, // spawnstate @@ -12293,33 +12323,6 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, - { // MT_NIGHTSCHAR - -1, // doomednum - S_NIGHTSFLY1A, // spawnstate - 1000, // spawnhealth - S_NULL, // seestate - sfx_None, // seesound - 0, // reactiontime - sfx_None, // attacksound - S_NIGHTSFLY1A, // painstate - 255, // painchance - sfx_None, // painsound - S_NULL, // meleestate - S_NULL, // missilestate - S_NIGHTSFLY1A, // deathstate - S_NULL, // xdeathstate - sfx_None, // deathsound - 0, // speed - 16*FRACUNIT, // radius - 48*FRACUNIT, // height - 0, // display offset - 1000, // mass - 0, // damage - sfx_None, // activesound - MF_NOCLIP|MF_NOGRAVITY, // flags - S_NULL // raisestate - }, - { // MT_NIGHTSPARKLE -1, // doomednum S_NIGHTSPARKLE1,// spawnstate diff --git a/src/info.h b/src/info.h index 5f1b8c29b..df4883435 100644 --- a/src/info.h +++ b/src/info.h @@ -317,7 +317,7 @@ typedef enum sprite // Interactive Objects SPR_FANS, - SPR_BUBL, // water bubble source + SPR_BBLS, // water bubble source SPR_SIGN, // Level end sign SPR_STEM, // Steam riser SPR_SPIK, // Spike Ball @@ -464,11 +464,8 @@ typedef enum sprite SPR_SPLH, // Water Splish SPR_SPLA, // Water Splash SPR_SMOK, - SPR_BUBP, // Small bubble - SPR_BUBO, // Medium bubble - SPR_BUBN, // Large bubble - SPR_BUBM, // Extra Large (would you like fries with that?) bubble - SPR_POPP, // Extra Large bubble goes POP! + SPR_BUBL, // Bubble + SPR_WZAP, SPR_TFOG, // Teleport Fog SPR_SEED, // Sonic CD flower seed SPR_PRTL, // Particle (for fans, etc.) @@ -519,16 +516,12 @@ typedef enum sprite // NiGHTS Stuff SPR_NDRN, // NiGHTS drone - SPR_SUPE, // NiGHTS character flying - SPR_SUPZ, // NiGHTS hurt - SPR_NDRL, // NiGHTS character drilling SPR_NSPK, // NiGHTS sparkle SPR_NBMP, // NiGHTS Bumper SPR_HOOP, // NiGHTS hoop sprite SPR_NSCR, // NiGHTS score sprite SPR_NPRU, // Nights Powerups SPR_CAPS, // Capsule thingy for NiGHTS - SPR_SUPT, // Super Sonic Transformation (NiGHTS) // Debris SPR_SPRK, // spark @@ -584,6 +577,9 @@ typedef enum sprite NUMSPRITES } spritenum_t; +// Make sure to be conscious of FF_FRAMEMASK whenever you change this table. +// Currently, FF_FRAMEMASK is 0x1ff, or 511 - and NUMSPRITEFREESLOTS is 256. +// Since this is zero-based, there can be at most 256 different SPR2_'s without changing that. enum playersprite { SPR2_STND = 0, @@ -593,9 +589,9 @@ enum playersprite SPR2_PEEL, SPR2_PAIN, SPR2_DEAD, - SPR2_DRWN, + SPR2_DRWN, // drown SPR2_SPIN, - SPR2_DASH, + SPR2_DASH, // spindash charge SPR2_GASP, SPR2_JUMP, SPR2_SPNG, // spring @@ -603,33 +599,75 @@ enum playersprite SPR2_EDGE, SPR2_RIDE, - SPR2_SIGN, - SPR2_LIFE, + SPR2_SIGN, // end sign head + SPR2_LIFE, // life monitor icon SPR2_FLY , - SPR2_TIRE, + SPR2_SWIM, + SPR2_TIRE, // tired - SPR2_GLID, - SPR2_CLNG, - SPR2_CLMB, + SPR2_GLID, // glide + SPR2_CLNG, // cling + SPR2_CLMB, // climb - SPR2_TRNS, - SPR2_SSTD, - SPR2_SWLK, - SPR2_SRUN, - SPR2_SPEE, - SPR2_SPAN, - SPR2_SMSL, - SPR2_SDTH, - SPR2_SDRN, - SPR2_SSPN, - SPR2_SGSP, - SPR2_SJMP, - SPR2_SSPG, - SPR2_SFAL, - SPR2_SEDG, - SPR2_SRID, - SPR2_SFLT, + SPR2_TWIN, // twinspin + + SPR2_MLEE, // melee + + SPR2_TRNS, // super transformation + SPR2_SSTD, // super stand + SPR2_SWLK, // super walk + SPR2_SRUN, // super run + SPR2_SPEE, // super peelout + SPR2_SPAN, // super pain + SPR2_SSTN, // super stun + SPR2_SDTH, // super death + SPR2_SDRN, // super drown + SPR2_SSPN, // super spin + SPR2_SGSP, // super gasp + SPR2_SJMP, // super jump + SPR2_SSPG, // super spring + SPR2_SFAL, // super fall + SPR2_SEDG, // super edge + SPR2_SRID, // super ride + SPR2_SFLT, // super float + + SPR2_NTRN, // NiGHTS transformation + SPR2_NSTD, // NiGHTS stand + SPR2_NFLT, // NiGHTS float + SPR2_NPAN, // NiGHTS pain + SPR2_NPUL, // NiGHTS pull + SPR2_NATK, // NiGHTS attack + + // NiGHTS flight. + SPR2_NGT0, + SPR2_NGT1, + SPR2_NGT2, + SPR2_NGT3, + SPR2_NGT4, + SPR2_NGT5, + SPR2_NGT6, + SPR2_NGT7, + SPR2_NGT8, + SPR2_NGT9, + SPR2_NGTA, + SPR2_NGTB, + SPR2_NGTC, + + // NiGHTS drill. + SPR2_DRL0, + SPR2_DRL1, + SPR2_DRL2, + SPR2_DRL3, + SPR2_DRL4, + SPR2_DRL5, + SPR2_DRL6, + SPR2_DRL7, + SPR2_DRL8, + SPR2_DRL9, + SPR2_DRLA, + SPR2_DRLB, + SPR2_DRLC, SPR2_FIRSTFREESLOT, SPR2_LASTFREESLOT = SPR2_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1, @@ -665,14 +703,15 @@ typedef enum state S_PLAY_SPIN, S_PLAY_DASH, S_PLAY_GASP, - S_PLAY_JUMP, // spin jump (todo: make jump separate from spring up for non-spin chars too?) + S_PLAY_JUMP, // spin jump S_PLAY_SPRING, S_PLAY_FALL, S_PLAY_EDGE, S_PLAY_RIDE, - // CA_FLY + // CA_FLY/SWIM S_PLAY_FLY, + S_PLAY_SWIM, S_PLAY_FLY_TIRED, // CA_GLIDEANDCLIMB @@ -680,6 +719,13 @@ typedef enum state S_PLAY_CLING, S_PLAY_CLIMB, + // CA_TWINSPIN + S_PLAY_TWINSPIN, + + // CA2_MELEE + S_PLAY_MELEE, + S_PLAY_MELEE_FINISH, + // SF_SUPERANIMS S_PLAY_SUPER_STND, S_PLAY_SUPER_WALK, @@ -722,6 +768,50 @@ typedef enum state // Level end sign overlay (uses player sprite) S_PLAY_SIGN, + // NiGHTS character (uses player sprite) + S_PLAY_NIGHTS_TRANS, + S_PLAY_NIGHTS_TRANS2, + S_PLAY_NIGHTS_TRANS3, + S_PLAY_NIGHTS_TRANS4, + S_PLAY_NIGHTS_TRANS5, + S_PLAY_NIGHTS_TRANS6, + S_PLAY_NIGHTS_TRANS7, + S_PLAY_NIGHTS_TRANS8, + S_PLAY_NIGHTS_TRANS9, + + S_PLAY_NIGHTS_STAND, + S_PLAY_NIGHTS_FLOAT, + S_PLAY_NIGHTS_PAIN, + S_PLAY_NIGHTS_PULL, + S_PLAY_NIGHTS_ATTACK, + + S_PLAY_NIGHTS_FLY0, + S_PLAY_NIGHTS_DRILL0, + S_PLAY_NIGHTS_FLY1, + S_PLAY_NIGHTS_DRILL1, + S_PLAY_NIGHTS_FLY2, + S_PLAY_NIGHTS_DRILL2, + S_PLAY_NIGHTS_FLY3, + S_PLAY_NIGHTS_DRILL3, + S_PLAY_NIGHTS_FLY4, + S_PLAY_NIGHTS_DRILL4, + S_PLAY_NIGHTS_FLY5, + S_PLAY_NIGHTS_DRILL5, + S_PLAY_NIGHTS_FLY6, + S_PLAY_NIGHTS_DRILL6, + S_PLAY_NIGHTS_FLY7, + S_PLAY_NIGHTS_DRILL7, + S_PLAY_NIGHTS_FLY8, + S_PLAY_NIGHTS_DRILL8, + S_PLAY_NIGHTS_FLY9, + S_PLAY_NIGHTS_DRILL9, + S_PLAY_NIGHTS_FLYA, + S_PLAY_NIGHTS_DRILLA, + S_PLAY_NIGHTS_FLYB, + S_PLAY_NIGHTS_DRILLB, + S_PLAY_NIGHTS_FLYC, + S_PLAY_NIGHTS_DRILLC, + // Blue Crawla S_POSS_STND, S_POSS_RUN1, @@ -1572,6 +1662,8 @@ typedef enum state // Bubble Source S_BUBBLES1, S_BUBBLES2, + S_BUBBLES3, + S_BUBBLES4, // Level End Sign S_SIGN1, @@ -2372,14 +2464,15 @@ typedef enum state // Bubbles S_SMALLBUBBLE, - S_SMALLBUBBLE1, S_MEDIUMBUBBLE, - S_MEDIUMBUBBLE1, - S_LARGEBUBBLE, + S_LARGEBUBBLE1, + S_LARGEBUBBLE2, S_EXTRALARGEBUBBLE, // breathable S_POP1, // Extra Large bubble goes POP! + S_WATERZAP, + S_FOG1, S_FOG2, S_FOG3, @@ -2421,6 +2514,13 @@ typedef enum state S_FOUR1, S_FIVE1, + S_ZERO2, + S_ONE2, + S_TWO2, + S_THREE2, + S_FOUR2, + S_FIVE2, + // Tag Sign S_TTAG1, @@ -2653,93 +2753,6 @@ typedef enum state S_NIGHTSGOAL3, S_NIGHTSGOAL4, - S_NIGHTSFLY1A, - S_NIGHTSFLY1B, - S_NIGHTSDRILL1A, - S_NIGHTSDRILL1B, - S_NIGHTSDRILL1C, - S_NIGHTSDRILL1D, - S_NIGHTSFLY2A, - S_NIGHTSFLY2B, - S_NIGHTSDRILL2A, - S_NIGHTSDRILL2B, - S_NIGHTSDRILL2C, - S_NIGHTSDRILL2D, - S_NIGHTSFLY3A, - S_NIGHTSFLY3B, - S_NIGHTSDRILL3A, - S_NIGHTSDRILL3B, - S_NIGHTSDRILL3C, - S_NIGHTSDRILL3D, - S_NIGHTSFLY4A, - S_NIGHTSFLY4B, - S_NIGHTSDRILL4A, - S_NIGHTSDRILL4B, - S_NIGHTSDRILL4C, - S_NIGHTSDRILL4D, - S_NIGHTSFLY5A, - S_NIGHTSFLY5B, - S_NIGHTSDRILL5A, - S_NIGHTSDRILL5B, - S_NIGHTSDRILL5C, - S_NIGHTSDRILL5D, - S_NIGHTSFLY6A, - S_NIGHTSFLY6B, - S_NIGHTSDRILL6A, - S_NIGHTSDRILL6B, - S_NIGHTSDRILL6C, - S_NIGHTSDRILL6D, - S_NIGHTSFLY7A, - S_NIGHTSFLY7B, - S_NIGHTSDRILL7A, - S_NIGHTSDRILL7B, - S_NIGHTSDRILL7C, - S_NIGHTSDRILL7D, - S_NIGHTSFLY8A, - S_NIGHTSFLY8B, - S_NIGHTSDRILL8A, - S_NIGHTSDRILL8B, - S_NIGHTSDRILL8C, - S_NIGHTSDRILL8D, - S_NIGHTSFLY9A, - S_NIGHTSFLY9B, - S_NIGHTSDRILL9A, - S_NIGHTSDRILL9B, - S_NIGHTSDRILL9C, - S_NIGHTSDRILL9D, - S_NIGHTSHURT1, - S_NIGHTSHURT2, - S_NIGHTSHURT3, - S_NIGHTSHURT4, - S_NIGHTSHURT5, - S_NIGHTSHURT6, - S_NIGHTSHURT7, - S_NIGHTSHURT8, - S_NIGHTSHURT9, - S_NIGHTSHURT10, - S_NIGHTSHURT11, - S_NIGHTSHURT12, - S_NIGHTSHURT13, - S_NIGHTSHURT14, - S_NIGHTSHURT15, - S_NIGHTSHURT16, - S_NIGHTSHURT17, - S_NIGHTSHURT18, - S_NIGHTSHURT19, - S_NIGHTSHURT20, - S_NIGHTSHURT21, - S_NIGHTSHURT22, - S_NIGHTSHURT23, - S_NIGHTSHURT24, - S_NIGHTSHURT25, - S_NIGHTSHURT26, - S_NIGHTSHURT27, - S_NIGHTSHURT28, - S_NIGHTSHURT29, - S_NIGHTSHURT30, - S_NIGHTSHURT31, - S_NIGHTSHURT32, - S_NIGHTSPARKLE1, S_NIGHTSPARKLE2, S_NIGHTSPARKLE3, @@ -2836,16 +2849,6 @@ typedef enum state S_CRUMBLE1, S_CRUMBLE2, - S_SUPERTRANS1, - S_SUPERTRANS2, - S_SUPERTRANS3, - S_SUPERTRANS4, - S_SUPERTRANS5, - S_SUPERTRANS6, - S_SUPERTRANS7, - S_SUPERTRANS8, - S_SUPERTRANS9, - // Spark S_SPRK1, S_SPRK2, @@ -3361,6 +3364,7 @@ typedef enum mobj_type MT_SMALLBUBBLE, // small bubble MT_MEDIUMBUBBLE, // medium bubble MT_EXTRALARGEBUBBLE, // extra large bubble + MT_WATERZAP, MT_TFOG, MT_SEED, MT_PARTICLE, @@ -3433,7 +3437,6 @@ typedef enum mobj_type MT_AXISTRANSFERLINE, MT_NIGHTSDRONE, MT_NIGHTSGOAL, - MT_NIGHTSCHAR, MT_NIGHTSPARKLE, MT_NIGHTSLOOPHELPER, MT_NIGHTSBUMPER, // NiGHTS Bumper diff --git a/src/locale/en.po b/src/locale/en.po index 2665082a2..069930b81 100644 --- a/src/locale/en.po +++ b/src/locale/en.po @@ -1377,11 +1377,6 @@ msgstr "" msgid "modifiedgame is false, you can unlock secrets\n" msgstr "" -#: d_netcmd.c:4599 -#, c-format -msgid "Valid skin numbers are 0 to %d (-1 disables)\n" -msgstr "" - #: d_netcmd.c:4617 d_netcmd.c:4629 msgid "You may not change your name when chat is muted.\n" msgstr "" diff --git a/src/locale/srb2.pot b/src/locale/srb2.pot index 37d14f8b7..ced13bbe6 100644 --- a/src/locale/srb2.pot +++ b/src/locale/srb2.pot @@ -1362,11 +1362,6 @@ msgstr "" msgid "No CHEAT-marked variables are changed -- Cheats are disabled.\n" msgstr "" -#: d_netcmd.c:4439 -#, c-format -msgid "Valid skin numbers are 0 to %d (-1 disables)\n" -msgstr "" - #: d_netcmd.c:4457 d_netcmd.c:4469 msgid "You may not change your name when chat is muted.\n" msgstr "" diff --git a/src/lua_hook.h b/src/lua_hook.h index 804d99e12..bed32edac 100644 --- a/src/lua_hook.h +++ b/src/lua_hook.h @@ -69,7 +69,7 @@ boolean LUAh_MobjDeath(mobj_t *target, mobj_t *inflictor, mobj_t *source); // Ho #define LUAh_MobjRemoved(mo) LUAh_MobjHook(mo, hook_MobjRemoved) // Hook for P_RemoveMobj by mobj type #define LUAh_JumpSpecial(player) LUAh_PlayerHook(player, hook_JumpSpecial) // Hook for P_DoJumpStuff (Any-jumping) #define LUAh_AbilitySpecial(player) LUAh_PlayerHook(player, hook_AbilitySpecial) // Hook for P_DoJumpStuff (Double-jumping) -#define LUAh_SpinSpecial(player) LUAh_PlayerHook(player, hook_SpinSpecial) // Hook for P_DoSpinDash (Spin button effect) +#define LUAh_SpinSpecial(player) LUAh_PlayerHook(player, hook_SpinSpecial) // Hook for P_DoSpinAbility (Spin button effect) #define LUAh_JumpSpinSpecial(player) LUAh_PlayerHook(player, hook_JumpSpinSpecial) // Hook for P_DoJumpStuff (Spin button effect (mid-air)) boolean LUAh_BotTiccmd(player_t *bot, ticcmd_t *cmd); // Hook for B_BuildTiccmd boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_BuildTailsTiccmd by skin name diff --git a/src/lua_playerlib.c b/src/lua_playerlib.c index 60119deae..d3e01a430 100644 --- a/src/lua_playerlib.c +++ b/src/lua_playerlib.c @@ -108,6 +108,10 @@ static int player_get(lua_State *L) LUA_PushUserdata(L, &plr->cmd, META_TICCMD); else if (fastcmp(field,"playerstate")) lua_pushinteger(L, plr->playerstate); + else if (fastcmp(field,"camerascale")) + lua_pushfixed(L, plr->camerascale); + else if (fastcmp(field,"shieldscale")) + lua_pushfixed(L, plr->shieldscale); else if (fastcmp(field,"viewz")) lua_pushfixed(L, plr->viewz); else if (fastcmp(field,"viewheight")) @@ -142,8 +146,6 @@ static int player_get(lua_State *L) lua_pushinteger(L, plr->score); else if (fastcmp(field,"dashspeed")) lua_pushfixed(L, plr->dashspeed); - else if (fastcmp(field,"dashtime")) - lua_pushinteger(L, plr->dashtime); else if (fastcmp(field,"normalspeed")) lua_pushfixed(L, plr->normalspeed); else if (fastcmp(field,"runspeed")) @@ -174,6 +176,10 @@ static int player_get(lua_State *L) lua_pushfixed(L, plr->maxdash); else if (fastcmp(field,"jumpfactor")) lua_pushfixed(L, plr->jumpfactor); + else if (fastcmp(field,"height")) + lua_pushfixed(L, plr->height); + else if (fastcmp(field,"spinheight")) + lua_pushfixed(L, plr->spinheight); else if (fastcmp(field,"lives")) lua_pushinteger(L, plr->lives); else if (fastcmp(field,"continues")) @@ -357,6 +363,10 @@ static int player_set(lua_State *L) return NOSET; else if (fastcmp(field,"playerstate")) plr->playerstate = luaL_checkinteger(L, 3); + else if (fastcmp(field,"camerascale")) + plr->camerascale = luaL_checkfixed(L, 3); + else if (fastcmp(field,"shieldscale")) + plr->shieldscale = luaL_checkfixed(L, 3); else if (fastcmp(field,"viewz")) plr->viewz = luaL_checkfixed(L, 3); else if (fastcmp(field,"viewheight")) @@ -401,8 +411,6 @@ static int player_set(lua_State *L) plr->score = (UINT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"dashspeed")) plr->dashspeed = luaL_checkfixed(L, 3); - else if (fastcmp(field,"dashtime")) - plr->dashtime = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"normalspeed")) plr->normalspeed = luaL_checkfixed(L, 3); else if (fastcmp(field,"runspeed")) @@ -433,6 +441,10 @@ static int player_set(lua_State *L) plr->maxdash = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"jumpfactor")) plr->jumpfactor = (INT32)luaL_checkinteger(L, 3); + else if (fastcmp(field,"height")) + plr->height = luaL_checkfixed(L, 3); + else if (fastcmp(field,"spinheight")) + plr->spinheight = luaL_checkfixed(L, 3); else if (fastcmp(field,"lives")) plr->lives = (SINT8)luaL_checkinteger(L, 3); else if (fastcmp(field,"continues")) diff --git a/src/lua_skinlib.c b/src/lua_skinlib.c index 28d5fed23..f93513c49 100644 --- a/src/lua_skinlib.c +++ b/src/lua_skinlib.c @@ -44,10 +44,18 @@ enum skin { skin_accelstart, skin_acceleration, skin_jumpfactor, + skin_radius, + skin_height, + skin_spinheight, + skin_shieldscale, + skin_camerascale, skin_starttranscolor, skin_prefcolor, + skin_supercolor, + skin_prefoppositecolor, skin_highresscale, - skin_soundsid + skin_soundsid, + skin_availability }; static const char *const skin_opt[] = { "valid", @@ -74,10 +82,18 @@ static const char *const skin_opt[] = { "accelstart", "acceleration", "jumpfactor", + "radius", + "height", + "spinheight", + "shieldscale", + "camerascale", "starttranscolor", "prefcolor", + "supercolor", + "prefoppositecolor", "highresscale", "soundsid", + "availability", NULL}; #define UNIMPLEMENTED luaL_error(L, LUA_QL("skin_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", skin_opt[field]) @@ -173,18 +189,42 @@ static int skin_get(lua_State *L) case skin_jumpfactor: lua_pushfixed(L, skin->jumpfactor); break; + case skin_radius: + lua_pushfixed(L, skin->radius); + break; + case skin_height: + lua_pushfixed(L, skin->height); + break; + case skin_spinheight: + lua_pushfixed(L, skin->spinheight); + break; + case skin_shieldscale: + lua_pushfixed(L, skin->shieldscale); + break; + case skin_camerascale: + lua_pushfixed(L, skin->camerascale); + break; case skin_starttranscolor: lua_pushinteger(L, skin->starttranscolor); break; case skin_prefcolor: lua_pushinteger(L, skin->prefcolor); break; + case skin_supercolor: + lua_pushinteger(L, skin->supercolor); + break; + case skin_prefoppositecolor: + lua_pushinteger(L, skin->prefoppositecolor); + break; case skin_highresscale: lua_pushinteger(L, skin->highresscale); break; case skin_soundsid: LUA_PushUserdata(L, skin->soundsid, META_SOUNDSID); break; + case skin_availability: + lua_pushinteger(L, skin->availability); + break; } return 1; } diff --git a/src/m_menu.c b/src/m_menu.c index 2a01ee564..d2c730504 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -110,38 +110,38 @@ const char *quitmsg[NUM_QUITMESSAGES]; // Stuff for customizing the player select screen Tails 09-22-2003 description_t description[32] = { - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""}, - {"???", "", ""} + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0}, + {"???", "", "", 0, 0, 0} }; static char *char_notes = NULL; static fixed_t char_scroll = 0; @@ -170,6 +170,7 @@ static saveinfo_t savegameinfo[MAXSAVEGAMES]; // Extra info about the save games INT16 startmap; // Mario, NiGHTS, or just a plain old normal game? static INT16 itemOn = 1; // menu item skull is on, Hack by Tails 09-18-2002 +static boolean lastdirection = true; // toaster - Only You Can Prevent Hacks - true is for forward, false is for backwards static INT16 skullAnimCounter = 10; // skull animation counter static boolean setupcontrols_secondaryplayer; @@ -1342,7 +1343,7 @@ static menuitem_t OP_NetgameOptionsMenu[] = {IT_STRING | IT_CVAR, NULL, "Sudden Death", &cv_suddendeath, 90}, {IT_STRING | IT_CVAR, NULL, "Player respawn delay", &cv_respawntime, 98}, - {IT_STRING | IT_CVAR, NULL, "Force Skin #", &cv_forceskin, 114}, + {IT_STRING | IT_CVAR, NULL, "Force Skin", &cv_forceskin, 114}, {IT_STRING | IT_CVAR, NULL, "Restrict skin changes", &cv_restrictskinchange, 122}, {IT_STRING | IT_CVAR, NULL, "Autobalance Teams", &cv_autobalance, 138}, @@ -2036,6 +2037,7 @@ static boolean M_ChangeStringCvar(INT32 choice) static void M_NextOpt(void) { INT16 oldItemOn = itemOn; // prevent infinite loop + lastdirection = true; do { @@ -2049,6 +2051,7 @@ static void M_NextOpt(void) static void M_PrevOpt(void) { INT16 oldItemOn = itemOn; // prevent infinite loop + lastdirection = false; do { @@ -3426,9 +3429,9 @@ static void M_PatchSkinNameTable(void) for (j = 0; j < MAXSKINS; j++) { - if (skins[j].name[0] != '\0') + if (skins[j].name[0] != '\0' && R_SkinUnlock(j)) { - skins_cons_t[j].strvalue = skins[j].name; + skins_cons_t[j].strvalue = skins[j].realname; skins_cons_t[j].value = j+1; } else @@ -4773,14 +4776,63 @@ void M_ForceSaveSlotSelected(INT32 sslot) static void M_SetupChoosePlayer(INT32 choice) { + INT32 skinnum; + UINT8 i; + UINT8 firstvalid = 255; + UINT8 lastvalid = 0; + char *name; (void)choice; - if (mapheaderinfo[startmap-1] && mapheaderinfo[startmap-1]->forcecharacter[0] != '\0') + if (PlayerMenu[0].status & (IT_DYBIGSPACE)) // Correcting a hack that may be made below. + PlayerMenu[0].status = (IT_DISABLED|(PlayerMenu[0].status & IT_CENTER)); + + for (i = 0; i < 32; i++) // Handle charsels, availability, and unlocks. { - M_ChoosePlayer(0); //oh for crying out loud just get STARTED, it doesn't matter! + if (PlayerMenu[i].status != IT_DISABLED) // If the character's disabled through SOC, there's nothing we can do for it. + { + name = strtok(Z_StrDup(description[i].skinname), "&"); + skinnum = R_SkinAvailable(name); + if ((skinnum != -1) && (R_SkinUnlock(skinnum))) + { + // Handling order. + if (firstvalid == 255) + firstvalid = i; + else + { + description[i].prev = lastvalid; + description[lastvalid].next = i; + } + lastvalid = i; + + // Handling visibility. + if (PlayerMenu[i].status & (IT_DISABLED|IT_CENTER)) + PlayerMenu[i].status = IT_CALL; + if (description[i].picname[0] == '\0') + strncpy(description[i].picname, skins[skinnum].charsel, 8); + } + else // Technically, character select icons without corresponding skins get bundled away behind this too. Sucks to be them. + PlayerMenu[i].status = (IT_DISABLED|IT_CENTER); + Z_Free(name); + } + } + + if ((firstvalid != 255) + && !(mapheaderinfo[startmap-1] + && (mapheaderinfo[startmap-1]->forcecharacter[0] != '\0') + ) + ) + { // One last bit of order we can't do in the iteration above. + description[firstvalid].prev = lastvalid; + description[lastvalid].next = firstvalid; + } + else // We're being forced into a specific character, so might as well. + { + PlayerMenu[0].status = (IT_CALL|IT_DYBIGSPACE|(PlayerMenu[0].status & IT_CENTER)); // This is a hack to make a non-IT_CALL character in slot 0 not softlock the game. IT_DYBIGSPACE is a dummy flag, whilst IT_CENTER is preserved. + M_ChoosePlayer(0); return; } + if (Playing() == false) { S_StopMusic(); @@ -4799,8 +4851,9 @@ static void M_DrawSetupChoosePlayerMenu(void) { const INT32 my = 24; patch_t *patch; - INT32 i, o, j; - char *picname; + INT32 i, o; + UINT8 prev, next; + boolean loophack = false; // Black BG V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); @@ -4809,91 +4862,76 @@ static void M_DrawSetupChoosePlayerMenu(void) // Character select profile images!1 M_DrawTextBox(0, my, 16, 20); - if (abs(itemOn*128*FRACUNIT - char_scroll) > 256*FRACUNIT) - char_scroll = itemOn*128*FRACUNIT; - else if (itemOn*128*FRACUNIT - char_scroll > 128*FRACUNIT) - char_scroll += 48*FRACUNIT; - else if (itemOn*128*FRACUNIT - char_scroll < -128*FRACUNIT) - char_scroll -= 48*FRACUNIT; - else if (itemOn*128*FRACUNIT > char_scroll+16*FRACUNIT) - char_scroll += 16*FRACUNIT; - else if (itemOn*128*FRACUNIT < char_scroll-16*FRACUNIT) - char_scroll -= 16*FRACUNIT; + i = (itemOn*128 - (char_scroll / FRACUNIT)); + + if (!char_notes) + { + if (i) // turns out this and the preceding check is better then (abs(i) > 128) + { + o = (lastdirection) ? -1 : 1; + char_scroll = (itemOn + o)*128*FRACUNIT; + i = -o*128; + } + char_notes = V_WordWrap(0, 21*8, V_ALLOWLOWERCASE, description[itemOn].notes); + } + + if (abs(i) > 1) + char_scroll += i*FRACUNIT>>2; else // close enough. char_scroll = itemOn*128*FRACUNIT; // just be exact now. - i = (char_scroll+16*FRACUNIT)/(128*FRACUNIT); - o = ((char_scroll/FRACUNIT)+16)%128; - // prev character - if (i-1 >= 0 && PlayerMenu[i-1].status != IT_DISABLED - && o < 32) + o = ((char_scroll / FRACUNIT) + 16); + + if (o < 0) // This hack is to prevent visual glitches when looping from the last character to the 1st character. + loophack = true; + + if (loophack) + o += 128; + + i = (o / 128); + o = (o % 128); + + if (loophack) + i = description[i].prev; + + // Get prev character... + prev = description[i].prev; + + if (prev != i) // If there's more than one character available... { - picname = description[i-1].picname; - if (picname[0] == '\0') + // Let's get the next character now. + next = description[i].next; + + // Draw prev character if it's visible and its number isn't greater than the current one or there's more than two + if (o < 32) // (prev != i) was previously a part of this, but we don't need to check again after above. { - picname = strtok(Z_StrDup(description[i-1].skinname), "&"); - for (j = 0; j < numskins; j++) - if (stricmp(skins[j].name, picname) == 0) - { - Z_Free(picname); - picname = skins[j].charsel; - break; - } - if (j == numskins) // AAAAAAAAAA - picname = skins[0].charsel; + patch = W_CachePatchName(description[prev].picname, PU_CACHE); + if (SHORT(patch->width) >= 256) + V_DrawCroppedPatch(8<height) - 64 + o*2, SHORT(patch->width), SHORT(patch->height)); + else + V_DrawCroppedPatch(8<height) - 32 + o, SHORT(patch->width), SHORT(patch->height)); + W_UnlockCachedPatch(patch); } - patch = W_CachePatchName(picname, PU_CACHE); - if (SHORT(patch->width) >= 256) - V_DrawCroppedPatch(8<height) - 64 + o*2, SHORT(patch->width), SHORT(patch->height)); - else - V_DrawCroppedPatch(8<height) - 32 + o, SHORT(patch->width), SHORT(patch->height)); - W_UnlockCachedPatch(patch); + + // Draw next character if it's visible and its number isn't less than the current one or there's more than two + if (o < 128) // (next != i) was previously a part of this, but it's implicitly true if (prev != i) is true. + { + patch = W_CachePatchName(description[next].picname, PU_CACHE); + if (SHORT(patch->width) >= 256) + V_DrawCroppedPatch(8<width), o*2); + else + V_DrawCroppedPatch(8<width), o); + W_UnlockCachedPatch(patch); + } + + // current character + if (PlayerMenu[i].status & IT_DISABLED) // Prevent flickering. + i = (lastdirection) ? prev : next; // This actually causes duplication at slow scroll speeds (<16FU per tic), but thankfully we always go quickly. } - // next character - if (i+1 < currentMenu->numitems && PlayerMenu[i+1].status != IT_DISABLED - && o < 128) + if (!(PlayerMenu[i].status & IT_DISABLED)) { - picname = description[i+1].picname; - if (picname[0] == '\0') - { - picname = strtok(Z_StrDup(description[i+1].skinname), "&"); - for (j = 0; j < numskins; j++) - if (stricmp(skins[j].name, picname) == 0) - { - Z_Free(picname); - picname = skins[j].charsel; - break; - } - if (j == numskins) // AAAAAAAAAA - picname = skins[0].charsel; - } - patch = W_CachePatchName(picname, PU_CACHE); - if (SHORT(patch->width) >= 256) - V_DrawCroppedPatch(8<width), o*2); - else - V_DrawCroppedPatch(8<width), o); - W_UnlockCachedPatch(patch); - } - - // current character - if (i < currentMenu->numitems && PlayerMenu[i].status != IT_DISABLED) - { - picname = description[i].picname; - if (picname[0] == '\0') - { - picname = strtok(Z_StrDup(description[i].skinname), "&"); - for (j = 0; j < numskins; j++) - if (stricmp(skins[j].name, picname) == 0) - { - Z_Free(picname); - picname = skins[j].charsel; - break; - } - if (j == numskins) // AAAAAAAAAA - picname = skins[0].charsel; - } - patch = W_CachePatchName(picname, PU_CACHE); + patch = W_CachePatchName(description[i].picname, PU_CACHE); if (o >= 0 && o <= 32) { if (SHORT(patch->width) >= 256) @@ -4916,8 +4954,6 @@ static void M_DrawSetupChoosePlayerMenu(void) // Character description M_DrawTextBox(136, my, 21, 20); - if (!char_notes) - char_notes = V_WordWrap(0, 21*8, V_ALLOWLOWERCASE, description[itemOn].notes); V_DrawString(146, my + 9, V_RETURN8|V_ALLOWLOWERCASE, char_notes); } @@ -4928,8 +4964,8 @@ static void M_ChoosePlayer(INT32 choice) INT32 skinnum; boolean ultmode = (ultimate_selectable && SP_PlayerDef.prevMenu == &SP_LoadDef && saveSlotSelected == NOSAVESLOT); - // skip this if forcecharacter - if (mapheaderinfo[startmap-1] && mapheaderinfo[startmap-1]->forcecharacter[0] == '\0') + // skip this if forcecharacter or no characters available + if (!(PlayerMenu[choice].status & IT_DYBIGSPACE)) { // M_SetupChoosePlayer didn't call us directly, that means we've been properly set up. char_scroll = itemOn*128*FRACUNIT; // finish scrolling the menu @@ -6475,6 +6511,7 @@ static void M_DrawSetupMultiPlayerMenu(void) static void M_HandleSetupMultiPlayer(INT32 choice) { size_t l; + INT32 prev_setupm_fakeskin; boolean exitmenu = false; // exit to previous menu and send name change switch (choice) @@ -6493,7 +6530,14 @@ static void M_HandleSetupMultiPlayer(INT32 choice) if (itemOn == 2) //player skin { S_StartSound(NULL,sfx_menu1); // Tails - setupm_fakeskin--; + prev_setupm_fakeskin = setupm_fakeskin; + do + { + setupm_fakeskin--; + if (setupm_fakeskin < 0) + setupm_fakeskin = numskins-1; + } + while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(setupm_fakeskin))); } else if (itemOn == 1) // player color { @@ -6506,7 +6550,14 @@ static void M_HandleSetupMultiPlayer(INT32 choice) if (itemOn == 2) //player skin { S_StartSound(NULL,sfx_menu1); // Tails - setupm_fakeskin++; + prev_setupm_fakeskin = setupm_fakeskin; + do + { + setupm_fakeskin++; + if (setupm_fakeskin > numskins-1) + setupm_fakeskin = 0; + } + while ((prev_setupm_fakeskin != setupm_fakeskin) && !(R_SkinUnlock(setupm_fakeskin))); } else if (itemOn == 1) // player color { @@ -6540,12 +6591,6 @@ static void M_HandleSetupMultiPlayer(INT32 choice) break; } - // check skin - if (setupm_fakeskin < 0) - setupm_fakeskin = numskins-1; - if (setupm_fakeskin > numskins-1) - setupm_fakeskin = 0; - // check color if (setupm_fakecolor < 1) setupm_fakecolor = MAXSKINCOLORS-1; diff --git a/src/m_menu.h b/src/m_menu.h index 2ff1cea90..9cac52ed5 100644 --- a/src/m_menu.h +++ b/src/m_menu.h @@ -79,7 +79,7 @@ boolean M_CanShowLevelInList(INT32 mapnum, INT32 gt); #define IT_SUBMENU 6 // go to sub menu #define IT_CVAR 8 // handle as a cvar #define IT_SPACE 10 // no handling -#define IT_MSGHANDLER 12 // same as key but with event and sometime can handle y/n key (special for message +#define IT_MSGHANDLER 12 // same as key but with event and sometime can handle y/n key (special for message) #define IT_DISPLAY (48+64+128) // 16+32+64+128 #define IT_NOTHING 0 // space @@ -177,6 +177,9 @@ typedef struct char notes[441]; char picname[8]; char skinname[SKINNAMESIZE*2+2]; // skin&skin\0 + UINT16 wadnum; // for duplicate characters + UINT8 prev; + UINT8 next; } description_t; // mode descriptions for video mode menu diff --git a/src/p_enemy.c b/src/p_enemy.c index fff31a7ac..3b598fb8b 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -4046,6 +4046,7 @@ void A_UnsetSolidSteam(mobj_t *actor) void A_SignPlayer(mobj_t *actor) { mobj_t *ov; + skin_t *skin; #ifdef HAVE_BLUA if (LUA_CallAction("A_SignPlayer", actor)) return; @@ -4056,15 +4057,35 @@ void A_SignPlayer(mobj_t *actor) if (!actor->target->player) return; - // Set the sign to be an appropriate background color for this player's skincolor. - actor->color = Color_Opposite[actor->target->player->skincolor*2]; - actor->frame += Color_Opposite[actor->target->player->skincolor*2+1]; + skin = &skins[actor->target->player->skin]; + + if ((actor->target->player->skincolor == skin->prefcolor) && (skin->prefoppositecolor)) // Set it as the skin's preferred oppositecolor? + { + actor->color = skin->prefoppositecolor; + /* + If you're here from the comment above Color_Opposite, + the following line is the one which is dependent on the + array being symmetrical. It gets the opposite of the + opposite of your desired colour just so it can get the + brightness frame for the End Sign. It's not a great + design choice, but it's constant time array access and + the idea that the colours should be OPPOSITES is kind + of in the name. If you have a better idea, feel free + to let me know. ~toast 2016/07/20 + */ + actor->frame += Color_Opposite[Color_Opposite[skin->prefoppositecolor*2]*2+1]; + } + else // Set the sign to be an appropriate background color for this player's skincolor. + { + actor->color = Color_Opposite[actor->target->player->skincolor*2]; + actor->frame += Color_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]; + ov->skin = skin; P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN } @@ -5504,8 +5525,8 @@ void A_MixUp(mobj_t *actor) // Zoom tube stuff mobj_t *tempthing = NULL; //tracer - pflags_t flags1,flags2; //player pflags - INT32 transspeed; //player speed + UINT16 carry1,carry2; //carry + INT32 transspeed; //player speed // Starpost stuff INT16 starpostx, starposty, starpostz; @@ -5542,8 +5563,8 @@ void A_MixUp(mobj_t *actor) players[two].speed = transspeed; //set flags variables now but DON'T set them. - flags1 = (players[one].pflags & (PF_ITEMHANG|PF_MACESPIN|PF_ROPEHANG)); - flags2 = (players[two].pflags & (PF_ITEMHANG|PF_MACESPIN|PF_ROPEHANG)); + carry1 = (players[one].powers[pw_carry] == CR_PLAYER ? CR_NONE : players[one].powers[pw_carry]); + carry2 = (players[two].powers[pw_carry] == CR_PLAYER ? CR_NONE : players[two].powers[pw_carry]); x = players[one].mo->x; y = players[one].mo->y; @@ -5568,12 +5589,10 @@ void A_MixUp(mobj_t *actor) starpostnum, starposttime, starpostangle, mflags2); - //flags set after mixup. Stupid P_ResetPlayer() takes away some of the flags we look for... - //but not all of them! So we need to make sure they aren't set wrong or anything. - players[one].pflags &= ~(PF_ITEMHANG|PF_MACESPIN|PF_ROPEHANG); - players[one].pflags |= flags2; - players[two].pflags &= ~(PF_ITEMHANG|PF_MACESPIN|PF_ROPEHANG); - players[two].pflags |= flags1; + //carry set after mixup. Stupid P_ResetPlayer() takes away some of the stuff we look for... + //but not all of it! So we need to make sure they aren't set wrong or anything. + players[one].powers[pw_carry] = carry2; + players[two].powers[pw_carry] = carry1; teleported[one] = true; teleported[two] = true; @@ -5585,8 +5604,9 @@ void A_MixUp(mobj_t *actor) INT32 pindex[MAXPLAYERS], counter = 0, teleportfrom = 0; // Zoom tube stuff - mobj_t *transtracer[MAXPLAYERS]; //tracer - pflags_t transflag[MAXPLAYERS]; //player pflags + mobj_t *transtracer[MAXPLAYERS]; //tracer + //pflags_t transflag[MAXPLAYERS]; //cyan pink white pink cyan + UINT16 transcarry[MAXPLAYERS]; //player carry INT32 transspeed[MAXPLAYERS]; //player speed // Star post stuff @@ -5620,7 +5640,7 @@ void A_MixUp(mobj_t *actor) players[i].rmomx = players[i].rmomy = 1; players[i].cmomx = players[i].cmomy = 0; - transflag[counter] = (players[i].pflags & (PF_ITEMHANG|PF_MACESPIN|PF_ROPEHANG)); + transcarry[counter] = (players[i].powers[pw_carry] == CR_PLAYER ? CR_NONE : players[i].powers[pw_carry]); transspeed[counter] = players[i].speed; transtracer[counter] = players[i].mo->tracer; @@ -5672,9 +5692,8 @@ void A_MixUp(mobj_t *actor) starpostnum[teleportfrom], starposttime[teleportfrom], starpostangle[teleportfrom], flags2[teleportfrom]); - //...flags after. same reasoning. - players[i].pflags &= ~(PF_ITEMHANG|PF_MACESPIN|PF_ROPEHANG); - players[i].pflags |= transflag[teleportfrom]; + //...carry after. same reasoning. + players[i].powers[pw_carry] = transcarry[teleportfrom]; teleported[i] = true; counter++; @@ -6241,7 +6260,7 @@ void A_Boss7Chase(mobj_t *actor) if (actor->health <= actor->info->damage && actor->target && actor->target->player - && (actor->target->player->pflags & PF_ITEMHANG)) + && (actor->target->player->powers[pw_carry] == CR_GENERIC)) { A_FaceTarget(actor); P_SetMobjState(actor, S_BLACKEGG_SHOOT1); @@ -8115,7 +8134,7 @@ void A_OrbitNights(mobj_t* actor) #endif if (!actor->target || !actor->target->player || - !actor->target->tracer || !actor->target->player->nightstime + !(actor->target->player->pflags & PF_NIGHTSMODE) || !actor->target->player->nightstime // Also remove this object if they no longer have a NiGHTS helper || (ishelper && !actor->target->player->powers[pw_nights_helper])) { @@ -8134,14 +8153,23 @@ void A_OrbitNights(mobj_t* actor) const fixed_t fh = FixedMul(FINECOSINE(ofa),FixedMul(20*FRACUNIT, actor->scale)); const fixed_t fs = FixedMul(FINESINE(fa),FixedMul(32*FRACUNIT, actor->scale)); - actor->x = actor->target->tracer->x + fc; - actor->y = actor->target->tracer->y + fs; - actor->z = actor->target->tracer->z + fh + FixedMul(16*FRACUNIT, actor->scale); + actor->x = actor->target->x + fc; + actor->y = actor->target->y + fs; + actor->z = actor->target->z + fh + FixedMul(16*FRACUNIT, actor->scale); // Semi-lazy hack actor->angle = (angle_t)actor->extravalue1 + ANGLE_90; } P_SetThingPosition(actor); + + if (ishelper) // Flash a helper that's about to be removed. + { + if ((actor->target->player->powers[pw_nights_helper] < TICRATE) + && (actor->target->player->powers[pw_nights_helper] & 1)) + actor->flags2 |= MF2_DONTDRAW; + else + actor->flags2 &= ~MF2_DONTDRAW; + } } } diff --git a/src/p_inter.c b/src/p_inter.c index 3f4484e8f..12885f08e 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -300,7 +300,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) - || (player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)) + || ((player->pflags & PF_JUMPED) && !(player->charflags & SF_NOJUMPDAMAGE && !(player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) + || (player->pflags & (PF_SPINNING|PF_GLIDING)) + || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) + || ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) || player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object? { if (P_MobjFlip(toucher)*toucher->momz < 0) @@ -343,7 +346,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) P_DamageMobj(toucher, special, special, 1, 0); } else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) - || (player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)) + || ((player->pflags & PF_JUMPED) && !(player->charflags & SF_NOJUMPDAMAGE && !(player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) + || (player->pflags & (PF_SPINNING|PF_GLIDING)) + || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) + || ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) || player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object? { if (P_MobjFlip(toucher)*toucher->momz < 0) @@ -646,16 +652,16 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (G_IsSpecialStage(gamemap)) //After-mare bonus time/emerald reward in special stages. { // only allow the player with the emerald in-hand to leave. - if (toucher->tracer && toucher->tracer->target - && toucher->tracer->target->type == MT_GOTEMERALD) + if (toucher->tracer + && toucher->tracer->type == MT_GOTEMERALD) { } else // Make sure that SOMEONE has the emerald, at least! { for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && players[i].playerstate == PST_LIVE - && players[i].mo->tracer && players[i].mo->tracer->target - && players[i].mo->tracer->target->type == MT_GOTEMERALD) + && players[i].mo->tracer + && players[i].mo->tracer->type == MT_GOTEMERALD) return; // Well no one has an emerald, so exit anyway! } @@ -1243,10 +1249,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) player->powers[pw_ingoop] = 2; - if (player->pflags & PF_ITEMHANG) + if (player->powers[pw_carry] == CR_GENERIC) { P_SetTarget(&toucher->tracer, NULL); - player->pflags &= ~PF_ITEMHANG; + player->powers[pw_carry] = CR_NONE; } P_ResetPlayer(player); @@ -1298,7 +1304,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) S_StartSound(toucher, special->info->painsound); return; } - else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) || (player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)) + else if (((player->pflags & PF_NIGHTSMODE) && (player->pflags & PF_DRILLING)) + || ((player->pflags & PF_JUMPED) && !(player->charflags & SF_NOJUMPDAMAGE)) + || ((player->charflags & SF_STOMPDAMAGE) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) + || (player->pflags & (PF_SPINNING|PF_GLIDING)) || player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object? { // Shatter the shield! @@ -1328,7 +1337,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) case MT_BIGMACECHAIN: // Is this the last link in the chain? if (toucher->momz > 0 || !(special->flags & MF_AMBUSH) - || (player->pflags & PF_ITEMHANG) || (player->pflags & PF_MACESPIN)) + || (player->powers[pw_carry])) return; if (toucher->z > special->z + special->height/2) @@ -1345,12 +1354,12 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (special->target && (special->target->type == MT_SPINMACEPOINT || special->target->type == MT_HIDDEN_SLING)) { - player->pflags |= PF_MACESPIN; + player->powers[pw_carry] = CR_MACESPIN; S_StartSound(toucher, sfx_spin); P_SetPlayerMobjState(toucher, S_PLAY_SPIN); } else - player->pflags |= PF_ITEMHANG; + player->powers[pw_carry] = CR_GENERIC; // Can't jump first frame player->pflags |= PF_JUMPSTASIS; @@ -2253,7 +2262,11 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget target->momx = target->momy = target->momz = 0; if (damagetype == DMG_DROWNED) // drowned { - S_StartSound(target, sfx_drown); + target->movedir = damagetype; // we're MOVING the Damage Into anotheR function... Okay, this is a bit of a hack. + if (target->player->charflags & SF_MACHINE) + S_StartSound(target, sfx_fizzle); + else + S_StartSound(target, sfx_drown); // Don't jump up when drowning } else @@ -2473,7 +2486,7 @@ static inline void P_NiGHTSDamage(mobj_t *target, mobj_t *source) } player->powers[pw_flashing] = flashingtics; - P_SetMobjState(target->tracer, S_NIGHTSHURT1); + P_SetPlayerMobjState(target, S_PLAY_NIGHTS_PAIN); S_StartSound(target, sfx_nghurt); if (oldnightstime > 10*TICRATE @@ -2609,7 +2622,9 @@ static inline boolean P_PlayerHitsPlayer(mobj_t *target, mobj_t *inflictor, mobj static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage) { - player->pflags &= ~(PF_CARRIED|PF_SLIDING|PF_ITEMHANG|PF_MACESPIN|PF_ROPEHANG|PF_NIGHTSMODE); + player->pflags &= ~(PF_SLIDING|PF_NIGHTSMODE); + + player->powers[pw_carry] = CR_NONE; // Burst weapons and emeralds in Match/CTF only if (source && (gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF)) diff --git a/src/p_local.h b/src/p_local.h index d917fbe34..de717801e 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -62,6 +62,9 @@ #define mariomode (maptol & TOL_MARIO) #define twodlevel (maptol & TOL_2D) +#define P_GetPlayerHeight(player) FixedMul(player->height, player->mo->scale) +#define P_GetPlayerSpinHeight(player) FixedMul(player->spinheight, player->mo->scale) + // // P_TICK // @@ -119,8 +122,6 @@ extern consvar_t cv_cam2_speed, cv_cam2_rotate, cv_cam2_rotspeed; extern fixed_t t_cam_dist, t_cam_height, t_cam_rotate; extern fixed_t t_cam2_dist, t_cam2_height, t_cam2_rotate; -fixed_t P_GetPlayerHeight(player_t *player); -fixed_t P_GetPlayerSpinHeight(player_t *player); INT32 P_GetPlayerControlDirection(player_t *player); void P_AddPlayerScore(player_t *player, UINT32 amount); void P_ResetCamera(player_t *player, camera_t *thiscam); diff --git a/src/p_map.c b/src/p_map.c index 1e1f98aac..f00cacef6 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -211,7 +211,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) P_SetPlayerMobjState(object, S_PLAY_FALL); else // horizontal spring { - if (pflags & (PF_JUMPED|PF_SPINNING) && object->player->panim == PA_ROLL) + if (pflags & (PF_JUMPED|PF_SPINNING) && (object->player->panim == PA_ROLL || object->player->panim == PA_JUMP || object->player->panim == PA_FALL)) object->player->pflags = pflags; else P_SetPlayerMobjState(object, S_PLAY_WALK); @@ -302,12 +302,17 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails) INT32 p; fixed_t zdist; // z distance between the two players' bottoms - if ((tails->pflags & PF_CARRIED) && tails->mo->tracer == sonic->mo) + if (tails->powers[pw_carry]) return; - if ((sonic->pflags & PF_CARRIED) && sonic->mo->tracer == tails->mo) + if (sonic->powers[pw_carry]) return; - if (!tails->powers[pw_tailsfly] && !(tails->charability == CA_FLY && tails->mo->state-states == S_PLAY_FLY_TIRED)) + if (tails->spectator) + return; + if (sonic->spectator) + return; + + if (!(tails->pflags & PF_CANCARRY)) return; if (tails->bot == 1) @@ -316,10 +321,6 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails) if (sonic->pflags & PF_NIGHTSMODE) return; - if (sonic->mo->tracer && sonic->mo->tracer->type == MT_TUBEWAYPOINT - && !(sonic->pflags & PF_ROPEHANG)) - return; // don't steal players from zoomtubes! - if ((sonic->mo->eflags & MFE_VERTICALFLIP) != (tails->mo->eflags & MFE_VERTICALFLIP)) return; // Both should be in same gravity @@ -334,47 +335,43 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails) // Search in case another player is already being carried by this fox. for (p = 0; p < MAXPLAYERS; p++) if (playeringame[p] && players[p].mo - && players[p].pflags & PF_CARRIED && players[p].mo->tracer == tails->mo) + && players[p].powers[pw_carry] == CR_PLAYER && players[p].mo->tracer == tails->mo) return; + // Why block opposing teams from tailsflying each other? + // Sneaking into the hands of a flying tails player in Race might be a viable strategy, who knows. + /* + if (gametype == GT_RACE || gametype == GT_COMPETITION + || (netgame && (tails->spectator || sonic->spectator)) + || (G_TagGametype() && (!(tails->pflags & PF_TAGIT) != !(sonic->pflags & PF_TAGIT))) + || (gametype == GT_MATCH) + || (G_GametypeHasTeams() && tails->ctfteam != sonic->ctfteam)) + return; */ + if (tails->mo->eflags & MFE_VERTICALFLIP) zdist = (sonic->mo->z + sonic->mo->height) - (tails->mo->z + tails->mo->height); else zdist = tails->mo->z - sonic->mo->z; - if (zdist <= sonic->mo->height + FixedMul(FRACUNIT, sonic->mo->scale) + if (zdist <= sonic->mo->height + sonic->mo->scale // FixedMul(FRACUNIT, sonic->mo->scale), but scale == FRACUNIT by default && zdist > sonic->mo->height*2/3 && P_MobjFlip(tails->mo)*sonic->mo->momz <= 0) { - // Why block opposing teams from tailsflying each other? - // Sneaking into the hands of a flying tails player in Race might be a viable strategy, who knows. - /* - if (gametype == GT_RACE || gametype == GT_COMPETITION - || (netgame && (tails->spectator || sonic->spectator)) - || (G_TagGametype() && (!(tails->pflags & PF_TAGIT) != !(sonic->pflags & PF_TAGIT))) - || (gametype == GT_MATCH) - || (G_GametypeHasTeams() && tails->ctfteam != sonic->ctfteam)) - sonic->pflags &= ~PF_CARRIED; */ - if (tails->spectator || sonic->spectator) - sonic->pflags &= ~PF_CARRIED; - else - { - if (sonic-players == consoleplayer && botingame) - CV_SetValue(&cv_analog2, false); - P_ResetPlayer(sonic); - P_SetTarget(&sonic->mo->tracer, tails->mo); - sonic->pflags |= PF_CARRIED; - S_StartSound(sonic->mo, sfx_s3k4a); - P_UnsetThingPosition(sonic->mo); - sonic->mo->x = tails->mo->x; - sonic->mo->y = tails->mo->y; - P_SetThingPosition(sonic->mo); - } + if (sonic-players == consoleplayer && botingame) + CV_SetValue(&cv_analog2, false); + P_ResetPlayer(sonic); + P_SetTarget(&sonic->mo->tracer, tails->mo); + sonic->powers[pw_carry] = CR_PLAYER; + S_StartSound(sonic->mo, sfx_s3k4a); + P_UnsetThingPosition(sonic->mo); + sonic->mo->x = tails->mo->x; + sonic->mo->y = tails->mo->y; + P_SetThingPosition(sonic->mo); } else { if (sonic-players == consoleplayer && botingame) CV_SetValue(&cv_analog2, true); - sonic->pflags &= ~PF_CARRIED; + sonic->powers[pw_carry] = CR_NONE; } } @@ -443,7 +440,8 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; // underneath if (thing->type == MT_SPIKE) { - S_StartSound(tmthing, thing->info->deathsound); + if (thing->flags & MF_SOLID) + S_StartSound(tmthing, thing->info->deathsound); for (thing = thing->subsector->sector->thinglist; thing; thing = thing->snext) if (thing->type == MT_SPIKE && thing->health > 0 && thing->flags & MF_SOLID && P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < FixedMul(56*FRACUNIT, thing->scale)) P_KillMobj(thing, tmthing, tmthing, 0); @@ -456,9 +454,13 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; } - // Dashmode users destroy spikes and monitors. - if ((tmthing->player) && (tmthing->player->charability == CA_DASHMODE) && (tmthing->player->dashmode >= 3*TICRATE) - && (thing->flags & (MF_MONITOR) || thing->type == MT_SPIKE)) + // CA_DASHMODE users destroy spikes and monitors, CA_TWINSPIN users and CA2_MELEE users destroy spikes. + if ((tmthing->player) + && (((tmthing->player->charability == CA_DASHMODE) && (tmthing->player->dashmode >= 3*TICRATE) + && (thing->flags & (MF_MONITOR) || thing->type == MT_SPIKE)) + || ((((tmthing->player->charability == CA_TWINSPIN) && (tmthing->player->panim == PA_ABILITY)) + || (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2)) + && (thing->type == MT_SPIKE)))) { if ((thing->flags & (MF_MONITOR)) && (thing->health <= 0 || !(thing->flags & MF_SHOOTABLE))) return true; @@ -472,7 +474,8 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; // underneath if (thing->type == MT_SPIKE) { - S_StartSound(tmthing, thing->info->deathsound); + if (thing->flags & MF_SOLID) + S_StartSound(tmthing, thing->info->deathsound); for (thing = thing->subsector->sector->thinglist; thing; thing = thing->snext) if (thing->type == MT_SPIKE && thing->health > 0 && thing->flags & MF_SOLID && P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < FixedMul(56*FRACUNIT, thing->scale)) P_KillMobj(thing, tmthing, tmthing, 0); @@ -660,7 +663,7 @@ static boolean PIT_CheckThing(mobj_t *thing) if (tmthing->flags & MF_MISSILE && thing->player && tmthing->target && tmthing->target->player && thing->player->ctfteam == tmthing->target->player->ctfteam - && thing->player->pflags & PF_CARRIED && thing->tracer == tmthing->target) + && thing->player->powers[pw_carry] == CR_PLAYER && thing->tracer == tmthing->target) return true; // Don't give rings to your carry player by accident. if (thing->type == MT_EGGSHIELD) @@ -703,7 +706,7 @@ static boolean PIT_CheckThing(mobj_t *thing) && tmthing->target != thing) { // Hop on the missile for a ride! - thing->player->pflags |= PF_ITEMHANG; + thing->player->powers[pw_carry] = CR_GENERIC; thing->player->pflags &= ~PF_JUMPED; P_SetTarget(&thing->tracer, tmthing); P_SetTarget(&tmthing->target, thing); // Set owner to the player @@ -722,7 +725,7 @@ static boolean PIT_CheckThing(mobj_t *thing) return true; } - else if (tmthing->type == MT_BLACKEGGMAN_MISSILE && thing->player && ((thing->player->pflags & PF_ITEMHANG) || (thing->player->pflags & PF_JUMPED))) + else if (tmthing->type == MT_BLACKEGGMAN_MISSILE && thing->player && ((thing->player->powers[pw_carry] == CR_GENERIC) || (thing->player->pflags & PF_JUMPED))) { // Ignore } @@ -923,7 +926,8 @@ static boolean PIT_CheckThing(mobj_t *thing) else if (thing->player) { if (thing->player-players == consoleplayer && botingame) CV_SetValue(&cv_analog2, true); - thing->player->pflags &= ~PF_CARRIED; + if (thing->player->powers[pw_carry] == CR_PLAYER) + thing->player->powers[pw_carry] = CR_NONE; } if (thing->player) @@ -975,7 +979,13 @@ static boolean PIT_CheckThing(mobj_t *thing) && thing->z + thing->height + FixedMul(FRACUNIT, thing->scale) >= tmthing->z) { if (thing->flags & MF_MONITOR - && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)) + && (tmthing->player->pflags & (PF_SPINNING|PF_GLIDING) + || ((tmthing->player->pflags & PF_JUMPED) + && !(tmthing->player->charflags & SF_NOJUMPDAMAGE + && !(tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY))) + || (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2) + || ((tmthing->player->charflags & SF_STOMPDAMAGE) + && (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0)))) { SINT8 flipval = P_MobjFlip(thing); // Save this value in case monitor gets removed. fixed_t *momz = &tmthing->momz; // tmthing gets changed by P_DamageMobj, so we need a new pointer?! X_x;; @@ -997,7 +1007,14 @@ static boolean PIT_CheckThing(mobj_t *thing) } // Monitors are not treated as solid to players who are jumping, spinning or gliding, // unless it's a CTF team monitor and you're on the wrong team - else if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING) + else if (thing->flags & MF_MONITOR && tmthing->player + && (tmthing->player->pflags & (PF_SPINNING|PF_GLIDING) + || ((tmthing->player->pflags & PF_JUMPED) + && !(tmthing->player->charflags & SF_NOJUMPDAMAGE + && !(tmthing->player->charability == CA_TWINSPIN && tmthing->player->panim == PA_ABILITY))) + || (tmthing->player->charability2 == CA2_MELEE && tmthing->player->panim == PA_ABILITY2) + || ((tmthing->player->charflags & SF_STOMPDAMAGE) + && (P_MobjFlip(tmthing)*(tmthing->z - (thing->z + thing->height/2)) > 0) && (P_MobjFlip(tmthing)*tmthing->momz < 0))) && !((thing->type == MT_RING_REDBOX && tmthing->player->ctfteam != 1) || (thing->type == MT_RING_BLUEBOX && tmthing->player->ctfteam != 2))) ; // z checking at last diff --git a/src/p_mobj.c b/src/p_mobj.c index 700edcd3e..6f655c15a 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -163,6 +163,16 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) I_Error("P_SetPlayerMobjState used for non-player mobj. Use P_SetMobjState instead!\n(Mobj type: %d, State: %d)", mobj->type, state); #endif + // Catch falling for nojumpspin + if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0)) + return P_SetPlayerMobjState(mobj, S_PLAY_FALL); + + // Catch swimming versus flying + if (state == S_PLAY_FLY && player->mo->eflags & MFE_UNDERWATER) + return P_SetPlayerMobjState(player->mo, S_PLAY_SWIM); + else if (state == S_PLAY_SWIM && !(player->mo->eflags & MFE_UNDERWATER)) + return P_SetPlayerMobjState(player->mo, S_PLAY_FLY); + // Catch state changes for Super Sonic if (player->powers[pw_super] && (player->charflags & SF_SUPERANIMS)) { @@ -243,12 +253,14 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) player->panim = PA_PAIN; break; case S_PLAY_SPIN: - case S_PLAY_DASH: - case S_PLAY_JUMP: + //case S_PLAY_DASH: -- everyone can ROLL thanks to zoom tubes... case S_PLAY_SUPER_SPIN: - case S_PLAY_SUPER_JUMP: player->panim = PA_ROLL; break; + case S_PLAY_JUMP: + case S_PLAY_SUPER_JUMP: + player->panim = PA_JUMP; + break; case S_PLAY_SPRING: case S_PLAY_SUPER_SPRING: player->panim = PA_SPRING; @@ -258,9 +270,16 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) player->panim = PA_FALL; break; case S_PLAY_FLY: + case S_PLAY_SWIM: case S_PLAY_GLIDE: + case S_PLAY_TWINSPIN: player->panim = PA_ABILITY; break; + case S_PLAY_DASH: // ...but the act of SPINDASHING is charability2 specific. + case S_PLAY_MELEE: + case S_PLAY_MELEE_FINISH: + player->panim = PA_ABILITY2; + break; case S_PLAY_RIDE: case S_PLAY_SUPER_RIDE: player->panim = PA_RIDE; @@ -291,15 +310,8 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) // Adjust the player's animation speed to match their velocity. if (!(disableSpeedAdjust || player->charflags & SF_NOSPEEDADJUST)) { - fixed_t speed = FixedDiv(player->speed, mobj->scale); - if (player->panim == PA_ROLL) - { - if (speed > 16<tics = 1; - else - mobj->tics = 2; - } - else if (player->panim == PA_FALL) + fixed_t speed;// = FixedDiv(player->speed, mobj->scale); + if (player->panim == PA_FALL) { speed = FixedDiv(abs(mobj->momz), mobj->scale); if (speed < 10<tics = 1; } - else if (P_IsObjectOnGround(mobj) || player->powers[pw_super]) // Only if on the ground or superflying. + else if (player->panim == PA_ABILITY2 && player->charability2 == CA2_SPINDASH) { - if (player->panim == PA_WALK) + fixed_t step = (player->maxdash - player->mindash)/4; + speed = (player->dashspeed - player->mindash); + if (speed > 3*step) + mobj->tics = 1; + else if (speed > step) + mobj->tics = 2; + else + mobj->tics = 3; + } + else + { + speed = FixedDiv(player->speed, mobj->scale); + if (player->panim == PA_ROLL || player->panim == PA_JUMP) { - if (speed > 12<tics = 2; - else if (speed > 6<tics = 3; - else - mobj->tics = 4; - } - else if ((player->panim == PA_RUN) || (player->panim == PA_PEEL)) - { - if (speed > 52< 16<tics = 1; else mobj->tics = 2; } + else if (P_IsObjectOnGround(mobj) || player->powers[pw_super]) // Only if on the ground or superflying. + { + if (player->panim == PA_WALK) + { + if (speed > 12<tics = 2; + else if (speed > 6<tics = 3; + else + mobj->tics = 4; + } + else if ((player->panim == PA_RUN) || (player->panim == PA_PEEL)) + { + if (speed > 52<tics = 1; + else + mobj->tics = 2; + } + } } } + 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; - mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set + UINT8 numframes; - while (((skin_t *)mobj->skin)->sprites[spr2].numframes <= 0 + while (skin && ((numframes = skin->sprites[spr2].numframes) <= 0) && spr2 != SPR2_STND) { switch(spr2) @@ -361,7 +398,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) spr2 = SPR2_SPNG; break; case SPR2_JUMP: - spr2 = SPR2_SPIN; + spr2 = (player->charflags & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_SPIN; break; case SPR2_SPNG: // spring spr2 = SPR2_FALL; @@ -376,23 +413,29 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) case SPR2_FLY: spr2 = SPR2_SPNG; break; - case SPR2_TIRE: + 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_WALK; + spr2 = SPR2_SPIN; break; case SPR2_CLNG: spr2 = SPR2_CLMB; break; - case SPR2_SIGN: - case SPR2_LIFE: - noalt = true; + case SPR2_TWIN: + spr2 = SPR2_SPIN; + break; + + case SPR2_MLEE: + spr2 = SPR2_TWIN; break; // Super sprites fallback to regular sprites @@ -408,7 +451,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) case SPR2_SPAN: spr2 = SPR2_PAIN; break; - case SPR2_SMSL: + case SPR2_SSTN: spr2 = SPR2_SPAN; break; case SPR2_SDTH: @@ -424,7 +467,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) spr2 = SPR2_GASP; break; case SPR2_SJMP: - spr2 = SPR2_JUMP; + spr2 = (player->charflags & SF_NOJUMPSPIN) ? SPR2_SSPG : SPR2_SSPN; break; case SPR2_SSPG: spr2 = SPR2_SPNG; @@ -442,6 +485,87 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) 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; @@ -451,24 +575,54 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) break; } + if (!skin) + { + frame = 0; + numframes = 0; + } + if (mobj->sprite != SPR_PLAY) { mobj->sprite = SPR_PLAY; frame = 0; } else if (mobj->sprite2 != spr2) - frame = 0; + { + if ((st->frame & FF_MIDDLESTARTCHANCE) && numframes && P_RandomChance(FRACUNIT/2)) + frame = numframes/2; + else + frame = 0; + } + + if (frame >= numframes) + { + if (st->frame & FF_SPR2ENDSTATE) // no frame advancement + { + if (st->var1 == S_NULL) + frame--; + else + { + if (mobj->frame & FF_FRAMEMASK) + mobj->frame--; + return P_SetPlayerMobjState(mobj, st->var1); + } + } + else + frame = 0; + } mobj->sprite2 = spr2; - if (!mobj->skin || frame >= ((skin_t *)mobj->skin)->sprites[spr2].numframes) - frame = 0; mobj->frame = frame|(st->frame&~FF_FRAMEMASK); + if (mobj->color >= MAXSKINCOLORS && mobj->color < MAXTRANSLATIONS) // Super colours? Super bright! + mobj->frame |= FF_FULLBRIGHT; } // Regular sprites else { mobj->sprite = st->sprite; mobj->frame = st->frame; + if ((st->frame & (FF_ANIMATE|FF_MIDDLESTARTCHANCE)) == (FF_ANIMATE|FF_MIDDLESTARTCHANCE)) + mobj->frame += P_RandomKey(st->var1+1); } // Modified handling. @@ -540,18 +694,41 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state) // Player animations 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; + + if (skin) + numframes = skin->sprites[spr2].numframes; + else + { + frame = 0; + numframes = 0; + } + if (mobj->sprite != SPR_PLAY) { mobj->sprite = SPR_PLAY; frame = 0; } else if (mobj->sprite2 != spr2) - frame = 0; + { + if ((st->frame & FF_MIDDLESTARTCHANCE) && numframes && P_RandomChance(FRACUNIT/2)) + frame = numframes/2; + else + frame = 0; + } + + 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 + else + frame = 0; + } + mobj->sprite2 = spr2; - if (!mobj->skin || frame >= ((skin_t *)mobj->skin)->sprites[spr2].numframes) - frame = 0; mobj->frame = frame|(st->frame&~FF_FRAMEMASK); } // Regular sprites @@ -559,6 +736,8 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state) { mobj->sprite = st->sprite; mobj->frame = st->frame; + if ((st->frame & (FF_ANIMATE|FF_MIDDLESTARTCHANCE)) == (FF_ANIMATE|FF_MIDDLESTARTCHANCE)) + mobj->frame += P_RandomKey(st->var1+1); } // Modified handling. @@ -2970,12 +3149,17 @@ static void P_PlayerZMovement(mobj_t *mo) mo->player->skidtime = TICRATE; mo->tics = -1; } + else if (mo->player->charability2 == CA2_MELEE && mo->player->panim == PA_ABILITY2) + { + P_InstaThrust(mo, mo->angle, 0); + P_SetPlayerMobjState(mo, S_PLAY_STND); + } else if (mo->player->pflags & PF_JUMPED || (mo->player->pflags & (PF_SPINNING|PF_USEDOWN)) != (PF_SPINNING|PF_USEDOWN) || mo->player->powers[pw_tailsfly] || mo->state-states == S_PLAY_FLY_TIRED) { if (mo->player->cmomx || mo->player->cmomy) { - if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL) + if (mo->player->charability == CA_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL) P_SetPlayerMobjState(mo, S_PLAY_PEEL); else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN) P_SetPlayerMobjState(mo, S_PLAY_RUN); @@ -2986,7 +3170,7 @@ static void P_PlayerZMovement(mobj_t *mo) } else { - if (mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL) + if (mo->player->charability == CA_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_PEEL) P_SetPlayerMobjState(mo, S_PLAY_PEEL); if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) && mo->player->panim != PA_RUN) P_SetPlayerMobjState(mo, S_PLAY_RUN); @@ -3004,8 +3188,7 @@ static void P_PlayerZMovement(mobj_t *mo) if (!(mo->player->pflags & PF_GLIDING)) mo->player->pflags &= ~PF_JUMPED; - mo->player->pflags &= ~PF_THOKKED; - //mo->player->pflags &= ~PF_GLIDING; + mo->player->pflags &= ~(PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/); mo->player->jumping = 0; mo->player->secondjump = 0; mo->player->glidetime = 0; @@ -3268,7 +3451,7 @@ static boolean P_SceneryZMovement(mobj_t *mo) boolean P_CanRunOnWater(player_t *player, ffloor_t *rover) { if (!(player->pflags & PF_NIGHTSMODE) && !player->homing - && (((player->charability == CA_SWIM) || player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-*rover->topheight >= player->mo->height) + && ((player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-*rover->topheight >= player->mo->height) && (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale) && !(player->pflags & PF_SLIDING) && abs(player->mo->z - *rover->topheight) < FixedMul(30*FRACUNIT, player->mo->scale)) @@ -3287,10 +3470,11 @@ void P_MobjCheckWater(mobj_t *mobj) boolean waterwasnotset = (mobj->watertop == INT32_MAX); boolean wasinwater = (mobj->eflags & MFE_UNDERWATER) == MFE_UNDERWATER; boolean wasingoo = (mobj->eflags & MFE_GOOWATER) == MFE_GOOWATER; - fixed_t thingtop = mobj->z + mobj->height; // especially for players, infotable height does not neccessarily match actual height + fixed_t thingtop = mobj->z + mobj->height; sector_t *sector = mobj->subsector->sector; ffloor_t *rover; player_t *p = mobj->player; // Will just be null if not a player. + fixed_t height = (p ? P_GetPlayerHeight(p) : mobj->height); // for players, calculation height does not necessarily match actual height for gameplay reasons (spin, etc) // Default if no water exists. mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT; @@ -3319,14 +3503,14 @@ void P_MobjCheckWater(mobj_t *mobj) if (mobj->eflags & MFE_VERTICALFLIP) { - if (topheight < (thingtop - FixedMul(mobj->info->height/2, mobj->scale)) + if (topheight < (thingtop - (height>>1)) || bottomheight > thingtop) continue; } else { if (topheight < mobj->z - || bottomheight > (mobj->z + FixedMul(mobj->info->height/2, mobj->scale))) + || bottomheight > (mobj->z + (height>>1))) continue; } @@ -3335,16 +3519,16 @@ void P_MobjCheckWater(mobj_t *mobj) mobj->waterbottom = bottomheight; // Just touching the water? - if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - FixedMul(mobj->info->height, mobj->scale) < bottomheight) - || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + FixedMul(mobj->info->height, mobj->scale) > topheight)) + if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - height < bottomheight) + || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + height > topheight)) { mobj->eflags |= MFE_TOUCHWATER; if (rover->flags & FF_GOOWATER && !(mobj->flags & MF_NOGRAVITY)) mobj->eflags |= MFE_GOOWATER; } // Actually in the water? - if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - FixedMul(mobj->info->height/2, mobj->scale) > bottomheight) - || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + FixedMul(mobj->info->height/2, mobj->scale) < topheight)) + if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - (height>>1) > bottomheight) + || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + (height>>1) < topheight)) { mobj->eflags |= MFE_UNDERWATER; if (rover->flags & FF_GOOWATER && !(mobj->flags & MF_NOGRAVITY)) @@ -3352,6 +3536,10 @@ void P_MobjCheckWater(mobj_t *mobj) } } + // Spectators and dead players don't get to do any of the things after this. + if (p && (p->spectator || p->playerstate != PST_LIVE)) + return; + // Specific things for underwater players if (p && (mobj->eflags & MFE_UNDERWATER) == MFE_UNDERWATER) { @@ -3384,10 +3572,6 @@ void P_MobjCheckWater(mobj_t *mobj) if (waterwasnotset || !!(mobj->eflags & MFE_UNDERWATER) == wasinwater) return; - // Spectators and dead players also don't count. - if (p && (p->spectator || p->playerstate != PST_LIVE)) - return; - if ((p) // Players || (mobj->flags & MF_PUSHABLE) // Pushables || ((mobj->info->flags & MF_PUSHABLE) && mobj->fuse) // Previously pushable, might be moving still @@ -3395,10 +3579,8 @@ void P_MobjCheckWater(mobj_t *mobj) { // Check to make sure you didn't just cross into a sector to jump out of // that has shallower water than the block you were originally in. - if (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->watertop-mobj->floorz <= FixedMul(mobj->info->height, mobj->scale)>>1) - return; - - if ((mobj->eflags & MFE_VERTICALFLIP) && mobj->ceilingz-mobj->waterbottom <= FixedMul(mobj->info->height, mobj->scale)>>1) + if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->watertop-mobj->floorz <= height>>1) + || ((mobj->eflags & MFE_VERTICALFLIP) && mobj->ceilingz-mobj->waterbottom <= height>>1)) return; if ((mobj->eflags & MFE_GOOWATER || wasingoo)) { // Decide what happens to your momentum when you enter/leave goopy water. @@ -3410,8 +3592,8 @@ void P_MobjCheckWater(mobj_t *mobj) if (P_MobjFlip(mobj)*mobj->momz < 0) { - if ((mobj->eflags & MFE_VERTICALFLIP && thingtop-(FixedMul(mobj->info->height, mobj->scale)>>1)-mobj->momz <= mobj->waterbottom) - || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(FixedMul(mobj->info->height, mobj->scale)>>1)-mobj->momz >= mobj->watertop)) + if ((mobj->eflags & MFE_VERTICALFLIP && thingtop-(height>>1)-mobj->momz <= mobj->waterbottom) + || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(height>>1)-mobj->momz >= mobj->watertop)) { // Spawn a splash mobj_t *splish; @@ -3444,8 +3626,8 @@ void P_MobjCheckWater(mobj_t *mobj) } else if (P_MobjFlip(mobj)*mobj->momz > 0) { - if (((mobj->eflags & MFE_VERTICALFLIP && thingtop-(FixedMul(mobj->info->height, mobj->scale)>>1)-mobj->momz > mobj->waterbottom) - || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(FixedMul(mobj->info->height, mobj->scale)>>1)-mobj->momz < mobj->watertop)) + if (((mobj->eflags & MFE_VERTICALFLIP && thingtop-(height>>1)-mobj->momz > mobj->waterbottom) + || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z+(height>>1)-mobj->momz < mobj->watertop)) && !(mobj->eflags & MFE_UNDERWATER)) // underwater check to prevent splashes on opposite side { // Spawn a splash @@ -3550,10 +3732,10 @@ static void P_SceneryCheckWater(mobj_t *mobj) #endif if (topheight <= mobj->z - || bottomheight > (mobj->z + FixedMul(mobj->info->height >> 1, mobj->scale))) + || bottomheight > (mobj->z + (mobj->height>>1))) continue; - if (mobj->z + FixedMul(mobj->info->height, mobj->scale) > topheight) + if (mobj->z + mobj->height > topheight) mobj->eflags |= MFE_TOUCHWATER; else mobj->eflags &= ~MFE_TOUCHWATER; @@ -3562,7 +3744,7 @@ static void P_SceneryCheckWater(mobj_t *mobj) mobj->watertop = topheight; mobj->waterbottom = bottomheight; - if (mobj->z + FixedMul(mobj->info->height >> 1, mobj->scale) < topheight) + if (mobj->z + (mobj->height>>1) < topheight) mobj->eflags |= MFE_UNDERWATER; else mobj->eflags &= ~MFE_UNDERWATER; @@ -3815,20 +3997,23 @@ static void P_PlayerMobjThinker(mobj_t *mobj) mobj->eflags &= ~MFE_JUSTSTEPPEDDOWN; // Zoom tube - if (mobj->tracer && mobj->tracer->type == MT_TUBEWAYPOINT) + if (mobj->tracer) { - P_UnsetThingPosition(mobj); - mobj->x += mobj->momx; - mobj->y += mobj->momy; - mobj->z += mobj->momz; - P_SetThingPosition(mobj); - P_CheckPosition(mobj, mobj->x, mobj->y); - goto animonly; - } - else if (mobj->player->pflags & PF_MACESPIN && mobj->tracer) - { - P_CheckPosition(mobj, mobj->x, mobj->y); - goto animonly; + if (mobj->player->powers[pw_carry] == CR_ZOOMTUBE || mobj->player->powers[pw_carry] == CR_ROPEHANG) + { + P_UnsetThingPosition(mobj); + mobj->x += mobj->momx; + mobj->y += mobj->momy; + mobj->z += mobj->momz; + P_SetThingPosition(mobj); + P_CheckPosition(mobj, mobj->x, mobj->y); + goto animonly; + } + else if (mobj->player->powers[pw_carry] == CR_MACESPIN) + { + P_CheckPosition(mobj, mobj->x, mobj->y); + goto animonly; + } } // Needed for gravity boots @@ -5996,8 +6181,8 @@ void P_SetScale(mobj_t *mobj, fixed_t newscale) mobj->scale = newscale; - mobj->radius = FixedMul(mobj->info->radius, newscale); - mobj->height = FixedMul(mobj->info->height, newscale); + mobj->radius = FixedMul(FixedDiv(mobj->radius, oldscale), newscale); + mobj->height = FixedMul(FixedDiv(mobj->height, oldscale), newscale); player = mobj->player; @@ -6005,7 +6190,6 @@ void P_SetScale(mobj_t *mobj, fixed_t newscale) { G_GhostAddScale(newscale); player->viewheight = FixedMul(FixedDiv(player->viewheight, oldscale), newscale); // Nonono don't calculate viewheight elsewhere, this is the best place for it! - player->dashspeed = FixedMul(FixedDiv(player->dashspeed, oldscale), newscale); // Prevents the player from having to re-charge up spindash if the player grew in size } } @@ -6117,7 +6301,7 @@ static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield) thing->flags |= MF_NOCLIPHEIGHT; thing->eflags = (thing->eflags & ~MFE_VERTICALFLIP)|(thing->target->eflags & MFE_VERTICALFLIP); - P_SetScale(thing, thing->target->scale); + P_SetScale(thing, FixedMul(thing->target->scale, thing->target->player->shieldscale)); P_UnsetThingPosition(thing); thing->x = thing->target->x; thing->y = thing->target->y; @@ -6828,7 +7012,22 @@ void P_MobjThinker(mobj_t *mobj) } } else // Apply gravity to fall downwards. - P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true); + { + if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE)) + { + fixed_t r = mobj->radius>>FRACBITS; + mobj_t *explosion = P_SpawnMobj( + mobj->x + (P_RandomRange(r, -r)<y + (P_RandomRange(r, -r)<z + (P_RandomKey(mobj->height>>FRACBITS)<movedir == DMG_DROWNED) + P_SetObjectMomZ(mobj, -FRACUNIT/2, true); // slower fall from drowning + else + P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true); + } } break; default: @@ -8616,6 +8815,10 @@ void P_SpawnPlayer(INT32 playernum) P_SetScale(mobj, mobj->destscale); P_FlashPal(p, 0, 0); // Resets + // Set bounds accurately. + mobj->radius = FixedMul(skins[p->skin].radius, mobj->scale); + mobj->height = P_GetPlayerHeight(p); + // Spawn with a pity shield if necessary. P_DoPityCheck(p); } diff --git a/src/p_pspr.h b/src/p_pspr.h index 2fb232e73..9420796ff 100644 --- a/src/p_pspr.h +++ b/src/p_pspr.h @@ -35,8 +35,12 @@ #pragma interface #endif -/// \brief Frame flags: only the frame number -#define FF_FRAMEMASK 0x3fff +/// \brief Frame flags: only the frame number - 0 to 511 (Frames from 0 to 63, Sprite2 number uses full range) +#define FF_FRAMEMASK 0x1ff +/// \brief Frame flags: A change of state at the end of Sprite2 animation +#define FF_SPR2ENDSTATE 0x1000 +/// \brief Frame flags: 50% of starting in middle of animation (Sprite2 and FF_ANIMATE) +#define FF_MIDDLESTARTCHANCE 0x2000 /// \brief Frame flags: Simple stateless animation #define FF_ANIMATE 0x4000 /// \brief Frame flags: frame always appears full bright diff --git a/src/p_saveg.c b/src/p_saveg.c index 964e8b774..b086b076e 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -147,7 +147,6 @@ static void P_NetArchivePlayers(void) WRITEUINT32(save_p, players[i].score); WRITEFIXED(save_p, players[i].dashspeed); - WRITEINT32(save_p, players[i].dashtime); WRITESINT8(save_p, players[i].lives); WRITESINT8(save_p, players[i].continues); WRITESINT8(save_p, players[i].xtralife); @@ -260,6 +259,9 @@ static void P_NetArchivePlayers(void) if (flags & AWAYVIEW) WRITEUINT32(save_p, players[i].awayviewmobj->mobjnum); + WRITEFIXED(save_p, players[i].camerascale); + WRITEFIXED(save_p, players[i].shieldscale); + WRITEUINT8(save_p, players[i].charability); WRITEUINT8(save_p, players[i].charability2); WRITEUINT32(save_p, players[i].charflags); @@ -275,6 +277,8 @@ static void P_NetArchivePlayers(void) WRITEUINT8(save_p, players[i].accelstart); WRITEUINT8(save_p, players[i].acceleration); WRITEFIXED(save_p, players[i].jumpfactor); + WRITEFIXED(save_p, players[i].height); + WRITEFIXED(save_p, players[i].spinheight); } } @@ -323,7 +327,6 @@ static void P_NetUnArchivePlayers(void) players[i].score = READUINT32(save_p); players[i].dashspeed = READFIXED(save_p); // dashing speed - players[i].dashtime = READINT32(save_p); // dashing speed players[i].lives = READSINT8(save_p); players[i].continues = READSINT8(save_p); // continues that player has acquired players[i].xtralife = READSINT8(save_p); // Ring Extra Life counter @@ -426,6 +429,9 @@ static void P_NetUnArchivePlayers(void) players[i].viewheight = cv_viewheight.value<mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT) + if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ZOOMTUBE) break; // Find line #3 tagged to this sector @@ -3938,10 +3938,10 @@ DoneSection2: break; // behind back P_SetTarget(&player->mo->tracer, waypoint); + player->powers[pw_carry] = CR_ZOOMTUBE; player->speed = speed; player->pflags |= PF_SPINNING; - player->pflags &= ~PF_JUMPED; - player->pflags &= ~PF_GLIDING; + player->pflags &= ~(PF_JUMPED|PF_GLIDING|PF_SLIDING|PF_CANCARRY); player->climbing = 0; if (player->mo->state-states != S_PLAY_SPIN) @@ -3962,7 +3962,7 @@ DoneSection2: mobj_t *mo2; angle_t an; - if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT) + if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ZOOMTUBE) break; // Find line #3 tagged to this sector @@ -4012,9 +4012,10 @@ DoneSection2: break; // behind back P_SetTarget(&player->mo->tracer, waypoint); + player->powers[pw_carry] = CR_ZOOMTUBE; player->speed = speed; player->pflags |= PF_SPINNING; - player->pflags &= ~PF_JUMPED; + player->pflags &= ~(PF_JUMPED|PF_GLIDING|PF_SLIDING|PF_CANCARRY); if (player->mo->state-states != S_PLAY_SPIN) { @@ -4084,7 +4085,7 @@ DoneSection2: vertex_t v1, v2, resulthigh, resultlow; mobj_t *highest = NULL; - if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT) + if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ROPEHANG) break; if (player->mo->momz > 0) @@ -4305,6 +4306,7 @@ DoneSection2: } P_SetTarget(&player->mo->tracer, closest); + player->powers[pw_carry] = CR_ROPEHANG; // Option for static ropes. if (lines[lineindex].flags & ML_NOCLIMB) @@ -4312,13 +4314,9 @@ DoneSection2: else player->speed = speed; - player->pflags |= PF_ROPEHANG; - S_StartSound(player->mo, sfx_s3k4a); - player->pflags &= ~PF_JUMPED; - player->pflags &= ~PF_GLIDING; - player->pflags &= ~PF_SLIDING; + player->pflags &= ~(PF_JUMPED|PF_GLIDING|PF_SLIDING|PF_CANCARRY); player->climbing = 0; P_SetThingPosition(player->mo); P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); @@ -7165,7 +7163,7 @@ static inline boolean PIT_PushThing(mobj_t *thing) if (thing->eflags & MFE_PUSHED) return false; - if (thing->player && thing->player->pflags & PF_ROPEHANG) + if (thing->player && thing->player->powers[pw_carry] == CR_ROPEHANG) return false; // Allow this to affect pushable objects at some point? @@ -7398,7 +7396,7 @@ void T_Pusher(pusher_t *p) if (thing->eflags & MFE_PUSHED) continue; - if (thing->player && thing->player->pflags & PF_ROPEHANG) + if (thing->player && thing->player->powers[pw_carry] == CR_ROPEHANG) continue; if (thing->player && (thing->state == &states[thing->info->painstate]) && (thing->player->powers[pw_flashing] > (flashingtics/4)*3 && thing->player->powers[pw_flashing] <= flashingtics)) diff --git a/src/p_telept.c b/src/p_telept.c index 4921040b4..671accb0f 100644 --- a/src/p_telept.c +++ b/src/p_telept.c @@ -160,9 +160,9 @@ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle INT32 p; // Search for any players you might be carrying, so you can get them off before they end up being taken with you! for (p = 0; p < MAXPLAYERS; p++) - if (playeringame[p] && players[p].mo && players[p].pflags & PF_CARRIED && players[p].mo->tracer == thing) + if (playeringame[p] && players[p].mo && players[p].powers[pw_carry] == CR_PLAYER && players[p].mo->tracer == thing) { - players[p].pflags &= ~PF_CARRIED; + players[p].powers[pw_carry] = CR_NONE; break; } thing->player->cmomx = thing->player->cmomy = 0; diff --git a/src/p_user.c b/src/p_user.c index a14498d24..8483f0428 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -576,9 +576,6 @@ static void P_DeNightserizePlayer(player_t *player) player->pflags &= ~PF_NIGHTSMODE; - //if (player->mo->tracer) - //P_RemoveMobj(player->mo->tracer); - player->powers[pw_underwater] = 0; player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST); player->secondjump = 0; @@ -592,7 +589,8 @@ static void P_DeNightserizePlayer(player_t *player) player->mo->flags &= ~MF_NOGRAVITY; - player->mo->flags2 &= ~MF2_DONTDRAW; + player->mo->skin = &skins[player->skin]; + player->mo->color = player->skincolor; // Restore aiming angle if (player == &players[consoleplayer]) @@ -603,8 +601,6 @@ static void P_DeNightserizePlayer(player_t *player) // If you screwed up, kiss your score goodbye. player->marescore = 0; - if (player->mo->tracer) - P_RemoveMobj(player->mo->tracer); P_SetPlayerMobjState(player->mo, S_PLAY_FALL); player->pflags |= PF_NIGHTSFALL; @@ -638,6 +634,7 @@ static void P_DeNightserizePlayer(player_t *player) // Restore from drowning music P_RestoreMusic(player); } + // // P_NightserizePlayer // @@ -651,13 +648,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime) return; if (!(player->pflags & PF_NIGHTSMODE)) - { - P_SetTarget(&player->mo->tracer, P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_NIGHTSCHAR)); - player->mo->tracer->destscale = player->mo->scale; - P_SetScale(player->mo->tracer, player->mo->scale); - player->mo->tracer->eflags = (player->mo->tracer->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP); - player->mo->height = player->mo->tracer->height; - } + player->mo->height = P_GetPlayerHeight(player); // Just to make sure jumping into the drone doesn't result in a squashed hitbox. player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_THOKKED|PF_SPINNING|PF_DRILLING); player->homing = 0; @@ -670,13 +661,17 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime) player->mo->flags |= MF_NOGRAVITY; - player->mo->flags2 |= MF2_DONTDRAW; + if (skins[player->skin].sprites[SPR2_NGT0].numframes == 0) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin. + { + player->mo->skin = &skins[DEFAULTNIGHTSSKIN]; + player->mo->color = ((skin_t *)(player->mo->skin))->prefcolor; + } player->nightstime = player->startedtime = nighttime*TICRATE; player->bonustime = false; P_RestoreMusic(player); - P_SetMobjState(player->mo->tracer, S_SUPERTRANS1); + P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_TRANS); if (gametype == GT_RACE || gametype == GT_COMPETITION) { @@ -845,7 +840,7 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor) P_InstaThrust(player->mo, ang, fallbackspeed); - if (player->pflags & PF_ROPEHANG) + if (player->powers[pw_carry] == CR_ROPEHANG) P_SetTarget(&player->mo->tracer, NULL); // Point penalty for hitting a hazard during tag. @@ -872,7 +867,8 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor) // Useful when you want to kill everything the player is doing. void P_ResetPlayer(player_t *player) { - player->pflags &= ~(PF_ROPEHANG|PF_ITEMHANG|PF_MACESPIN|PF_SPINNING|PF_JUMPED|PF_GLIDING|PF_THOKKED|PF_CARRIED); + player->pflags &= ~(PF_SPINNING|PF_STARTDASH|PF_JUMPED|PF_GLIDING|PF_THOKKED|PF_CANCARRY); + player->powers[pw_carry] = CR_NONE; player->jumping = 0; player->secondjump = 0; player->glidetime = 0; @@ -1296,28 +1292,6 @@ void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative) mo->momz = value; } -// -// P_GetPlayerHeight -// -// Returns the height -// of the player. -// -fixed_t P_GetPlayerHeight(player_t *player) -{ - return FixedMul(player->mo->info->height, player->mo->scale); -} - -// -// P_GetPlayerSpinHeight -// -// Returns the 'spin height' -// of the player. -// -fixed_t P_GetPlayerSpinHeight(player_t *player) -{ - return FixedMul(FixedMul(player->mo->info->height, player->mo->scale),2*FRACUNIT/3); -} - // // P_IsLocalPlayer // @@ -1707,16 +1681,29 @@ static void P_CheckBustableBlocks(player_t *player) continue; // if it's not an FF_SHATTER, you must be spinning (and not jumping) - // or have Knuckles's abilities (or Super Sonic) - // ...or are drilling in NiGHTS (or Metal Sonic) + // or be super + // or have CA_GLIDEANDCLIMB + // or be in dashmode with CA_DASHMODE + // or be using CA_TWINSPIN + // or be using CA2_MELEE + // or are drilling in NiGHTS + // or are recording for Metal Sonic if (!(rover->flags & FF_SHATTER) && !(rover->flags & FF_SPINBUST) && !((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED)) - && (player->charability != CA_GLIDEANDCLIMB && !player->powers[pw_super]) - && !(player->pflags & PF_DRILLING) && !metalrecording) + && !(player->powers[pw_super]) + && !(player->charability == CA_GLIDEANDCLIMB) + && !((player->charability == CA_DASHMODE) && (player->dashmode >= 3*TICRATE)) + && !((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY)) + && !(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) + && !(player->pflags & PF_DRILLING) + && !metalrecording) continue; - // Only Knuckles can break this rock... - if (!(rover->flags & FF_SHATTER) && (rover->flags & FF_ONLYKNUX) && !(player->charability == CA_GLIDEANDCLIMB)) + // Only players with CA_GLIDEANDCLIMB, or CA_TWINSPIN/CA2_MELEE users can break this rock... + if (!(rover->flags & FF_SHATTER) && (rover->flags & FF_ONLYKNUX) + && !(player->charability == CA_GLIDEANDCLIMB + || ((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY)) + || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))) continue; topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL); @@ -1996,66 +1983,50 @@ static void P_CheckSneakerAndLivesTimer(player_t *player) // static void P_CheckUnderwaterAndSpaceTimer(player_t *player) { - fixed_t height; - mobj_t *numbermobj = NULL; + tic_t timeleft = (player->powers[pw_spacetime]) ? player->powers[pw_spacetime] : player->powers[pw_underwater]; - if (player->mo->eflags & MFE_VERTICALFLIP) - height = player->mo->z - FixedMul(8*FRACUNIT - mobjinfo[MT_DROWNNUMBERS].height, player->mo->scale); - else - height = player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale); + if ((timeleft == 11*TICRATE + 1) // 5 + || (timeleft == 9*TICRATE + 1) // 4 + || (timeleft == 7*TICRATE + 1) // 3 + || (timeleft == 5*TICRATE + 1) // 2 + || (timeleft == 3*TICRATE + 1) // 1 + || (timeleft == 1*TICRATE + 1) // 0 + ) { + fixed_t height = (player->mo->eflags & MFE_VERTICALFLIP) + ? player->mo->z - FixedMul(8*FRACUNIT - mobjinfo[MT_DROWNNUMBERS].height, player->mo->scale) + : player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale); - if (player->powers[pw_underwater] == 11*TICRATE + 1 || player->powers[pw_spacetime] == 11*TICRATE + 1) - { - numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS); - P_SetMobjState(numbermobj, numbermobj->info->spawnstate+5); - } - else if (player->powers[pw_underwater] == 9*TICRATE + 1 || player->powers[pw_spacetime] == 9*TICRATE + 1) - { - numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS); - P_SetMobjState(numbermobj, numbermobj->info->spawnstate+4); - } - else if (player->powers[pw_underwater] == 7*TICRATE + 1 || player->powers[pw_spacetime] == 7*TICRATE + 1) - { - numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS); - P_SetMobjState(numbermobj, numbermobj->info->spawnstate+3); - } - else if (player->powers[pw_underwater] == 5*TICRATE + 1 || player->powers[pw_spacetime] == 5*TICRATE + 1) - { - numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS); - P_SetMobjState(numbermobj, numbermobj->info->spawnstate+2); - } - else if (player->powers[pw_underwater] == 3*TICRATE + 1 || player->powers[pw_spacetime] == 3*TICRATE + 1) - { - numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS); - P_SetMobjState(numbermobj, numbermobj->info->spawnstate+1); - } - else if (player->powers[pw_underwater] == 1*TICRATE + 1 || player->powers[pw_spacetime] == 1*TICRATE + 1) - { - numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS); - //P_SetMobjState(numbermobj, numbermobj->info->spawnstate+0); - } - // Underwater timer runs out - else if (player->powers[pw_underwater] == 1) - { - if ((netgame || multiplayer) && P_IsLocalPlayer(player)) - S_ChangeMusic(mapmusname, mapmusflags, true); - P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DROWNED); - } - else if (player->powers[pw_spacetime] == 1) - { - if ((netgame || multiplayer) && P_IsLocalPlayer(player)) - S_ChangeMusic(mapmusname, mapmusflags, true); - P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPACEDROWN); - } + mobj_t *numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS); + + timeleft /= (2*TICRATE); // To be strictly accurate it'd need to be (((timeleft - 1)/TICRATE) - 1)/2, but integer division rounds down for us + + if (player->charflags & SF_MACHINE) + { + S_StartSound(player->mo, sfx_buzz1); + timeleft += 6; + } + else + S_StartSound(player->mo, sfx_dwnind); + + if (timeleft) // Don't waste time setting the state if the time is 0. + P_SetMobjState(numbermobj, numbermobj->info->spawnstate+timeleft); - if (numbermobj) - { P_SetTarget(&numbermobj->target, player->mo); numbermobj->threshold = 40; - S_StartSound(player->mo, sfx_dwnind); numbermobj->destscale = player->mo->scale; P_SetScale(numbermobj, player->mo->scale); } + // Underwater timer runs out + else if (timeleft == 1) + { + if ((netgame || multiplayer) && P_IsLocalPlayer(player)) + S_ChangeMusic(mapmusname, mapmusflags, true); + + if (player->powers[pw_spacetime] == 1) + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPACEDROWN); + else + P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DROWNED); + } if (!(player->mo->eflags & MFE_UNDERWATER) && player->powers[pw_underwater]) { @@ -2074,19 +2045,17 @@ static void P_CheckUnderwaterAndSpaceTimer(player_t *player) // Underwater audio cues if (P_IsLocalPlayer(player) && !player->bot) { + if ((player->powers[pw_underwater] == 25*TICRATE + 1) + || (player->powers[pw_underwater] == 20*TICRATE + 1) + || (player->powers[pw_underwater] == 15*TICRATE + 1)) + S_StartSound(NULL, sfx_wtrdng); + if (player->powers[pw_underwater] == 11*TICRATE + 1 && player == &players[consoleplayer]) { S_StopMusic(); S_ChangeMusicInternal("drown", false); } - - if (player->powers[pw_underwater] == 25*TICRATE + 1) - S_StartSound(NULL, sfx_wtrdng); - else if (player->powers[pw_underwater] == 20*TICRATE + 1) - S_StartSound(NULL, sfx_wtrdng); - else if (player->powers[pw_underwater] == 15*TICRATE + 1) - S_StartSound(NULL, sfx_wtrdng); } if (player->exiting) @@ -2109,7 +2078,7 @@ static void P_CheckInvincibilityTimer(player_t *player) return; if (mariomode && !player->powers[pw_super]) - player->mo->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1))); + player->mo->color = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours else if (leveltime % (TICRATE/7) == 0) { mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP); @@ -2156,21 +2125,39 @@ static void P_CheckInvincibilityTimer(player_t *player) // static void P_DoBubbleBreath(player_t *player) { - fixed_t zh; + fixed_t x = player->mo->x; + fixed_t y = player->mo->y; + fixed_t z = player->mo->z; mobj_t *bubble = NULL; - if (player->mo->eflags & MFE_VERTICALFLIP) - zh = player->mo->z + player->mo->height - FixedDiv(player->mo->height,5*(FRACUNIT/4)); - else - zh = player->mo->z + FixedDiv(player->mo->height,5*(FRACUNIT/4)); - if (!(player->mo->eflags & MFE_UNDERWATER) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && !(player->pflags & PF_NIGHTSMODE)) || player->spectator) return; - if (P_RandomChance(FRACUNIT/16)) - bubble = P_SpawnMobj(player->mo->x, player->mo->y, zh, MT_SMALLBUBBLE); - else if (P_RandomChance(3*FRACUNIT/256)) - bubble = P_SpawnMobj(player->mo->x, player->mo->y, zh, MT_MEDIUMBUBBLE); + if (player->charflags & SF_MACHINE) + { + if (P_RandomChance((128-(player->powers[pw_underwater]/4))*FRACUNIT/256)) + { + fixed_t r = player->mo->radius>>FRACBITS; + x += (P_RandomRange(r, -r)<mo->height>>FRACBITS)<mo->eflags & MFE_VERTICALFLIP) + z += player->mo->height - FixedDiv(player->mo->height,5*(FRACUNIT/4)); + else + z += FixedDiv(player->mo->height,5*(FRACUNIT/4)); + + if (P_RandomChance(FRACUNIT/16)) + bubble = P_SpawnMobj(x, y, z, MT_SMALLBUBBLE); + else if (P_RandomChance(3*FRACUNIT/256)) + bubble = P_SpawnMobj(x, y, z, MT_MEDIUMBUBBLE); + } + if (bubble) { bubble->threshold = 42; @@ -3392,16 +3379,11 @@ static void P_DoSuperStuff(player_t *player) player->mo->health--; } - // future todo: a skin option for this, and possibly more colors - switch (player->skin) - { - case 1: /* Tails */ player->mo->color = SKINCOLOR_TSUPER1; break; - case 2: /* Knux */ player->mo->color = SKINCOLOR_KSUPER1; break; - default: /* everyone */ player->mo->color = SKINCOLOR_SUPER1; break; - } - player->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4); + player->mo->color = (player->pflags & PF_GODMODE && cv_debug == 0) + ? (SKINCOLOR_SUPERSILVER1 + 5*((leveltime >> 1) % 7)) // A wholesome easter egg. + : skins[player->skin].supercolor + (unsigned)abs( ( (signed)(leveltime >> 1) % 9) - 4); // This is where super flashing is handled. - if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->pflags & (PF_CARRIED|PF_ROPEHANG|PF_ITEMHANG|PF_MACESPIN)) + if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->powers[pw_carry]) && !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy)) { spark = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK); @@ -3569,22 +3551,22 @@ void P_DoJump(player_t *player, boolean soundandstate) return; // Jump this high. - if (player->pflags & PF_CARRIED) + if (player->powers[pw_carry] == CR_PLAYER) { player->mo->momz = 9*FRACUNIT; - player->pflags &= ~PF_CARRIED; + player->powers[pw_carry] = CR_NONE; if (player-players == consoleplayer && botingame) CV_SetValue(&cv_analog2, true); } - else if (player->pflags & PF_ITEMHANG) + else if (player->powers[pw_carry] == CR_GENERIC) { player->mo->momz = 9*FRACUNIT; - player->pflags &= ~PF_ITEMHANG; + player->powers[pw_carry] = CR_NONE; } - else if (player->pflags & PF_ROPEHANG) + else if (player->powers[pw_carry] == CR_ROPEHANG) { player->mo->momz = 12*FRACUNIT; - player->pflags &= ~PF_ROPEHANG; + player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); } else if (player->mo->eflags & MFE_GOOWATER) @@ -3622,13 +3604,10 @@ void P_DoJump(player_t *player, boolean soundandstate) } } else if (player->charability2 == CA2_MULTIABILITY && - (player->charability == CA_DOUBLEJUMP || player->charability == CA_FLOAT || player->charability == CA_SLOWFALL)) + (player->charability == CA_FLOAT || player->charability == CA_SLOWFALL)) { // Multiability exceptions, since some abilities cannot effectively use it and need a boost. - if (player->charability == CA_DOUBLEJUMP) - player->mo->momz = 23*(FRACUNIT/2); // Increased jump height instead of infinite jumps. - else if (player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) - player->mo->momz = 12*FRACUNIT; // Increased jump height due to ineffective repeat. + player->mo->momz = 12*FRACUNIT; // Increased jump height due to ineffective repeat. } else { @@ -3654,6 +3633,9 @@ void P_DoJump(player_t *player, boolean soundandstate) if (twodlevel || (player->mo->flags2 & MF2_TWOD)) factor += player->jumpfactor / 10; + if (player->charability2 == CA2_MULTIABILITY && player->charability == CA_DOUBLEJUMP) + factor -= max(0, player->secondjump * player->jumpfactor / ((player->actionspd >> FRACBITS) + 1)); // Reduce the jump height each time + P_SetObjectMomZ(player->mo, FixedMul(factor, player->mo->momz), false); // Custom height // set just an eensy above the ground @@ -3682,19 +3664,16 @@ void P_DoJump(player_t *player, boolean soundandstate) if (!player->spectator) S_StartSound(player->mo, sfx_jump); // Play jump sound! - if (!(player->charability2 == CA2_SPINDASH)) - P_SetPlayerMobjState(player->mo, S_PLAY_SPRING); - else - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } } // -// P_DoSpinDash +// P_DoSpinAbility // // Player spindash handling // -static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) +static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) { if (player->pflags & PF_STASIS) return; @@ -3720,29 +3699,31 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) player->mo->momx = player->cmomx; player->mo->momy = player->cmomy; player->pflags |= PF_STARTDASH|PF_SPINNING; - player->dashspeed = FixedMul(FRACUNIT, player->mo->scale); - player->dashtime = 0; + 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)) { - player->dashspeed += FixedMul(FRACUNIT, player->mo->scale); - - if (!(player->dashtime++ % 5)) + if (player->dashspeed < player->maxdash) { - if (!player->spectator && player->dashspeed < FixedMul(player->maxdash, player->mo->scale)) - S_StartSound(player->mo, sfx_spndsh); // Make the rev sound! - - // Now spawn the color thok circle. - if (player->mo->sprite2 != SPR2_DASH) - { - P_SpawnSpinMobj(player, player->revitem); - if (demorecording) - G_GhostAddRev(); - } +#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. ;) @@ -3782,26 +3763,59 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd) } // Catapult the player from a spindash rev! - if (onground && !(player->pflags & PF_USEDOWN) && player->dashspeed && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING)) + if (onground && !(player->pflags & PF_USEDOWN) && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING)) { + player->pflags &= ~PF_STARTDASH; if (player->powers[pw_ingoop]) player->dashspeed = 0; - player->pflags &= ~PF_STARTDASH; if (!((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE)) { - P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); - P_InstaThrust(player->mo, player->mo->angle, player->dashspeed); // catapult forward ho!! + if (player->dashspeed) + { + P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); + P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->dashspeed, player->mo->scale)); // catapult forward ho!! + } + else + { + P_SetPlayerMobjState(player->mo, S_PLAY_STND); + player->pflags &= ~PF_SPINNING; + } + if (!player->spectator) S_StartSound(player->mo, sfx_zoom); } + player->dashspeed = 0; } - if (onground && player->pflags & PF_STARTDASH && player->mo->state-states != S_PLAY_DASH) - P_SetPlayerMobjState(player->mo, S_PLAY_DASH); + if (onground && player->pflags & PF_STARTDASH) + { + if (player->mo->state-states != S_PLAY_DASH) + P_SetPlayerMobjState(player->mo, S_PLAY_DASH); + } 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<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); + } } // @@ -3889,9 +3903,9 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) if (cmd->buttons & BT_USE && !(player->pflags & PF_JUMPDOWN) && !player->exiting && !P_PlayerInPain(player)) { - if (onground || player->climbing || player->pflags & (PF_CARRIED|PF_ITEMHANG|PF_ROPEHANG)) + if (player->mo->tracer && player->powers[pw_carry] == CR_MACESPIN) {} - else if (player->pflags & PF_MACESPIN && player->mo->tracer) + else if (onground || player->climbing || (player->mo->tracer && player->powers[pw_carry])) {} else if (!(player->pflags & PF_SLIDING) && ((gametype != GT_CTF) || (!player->gotflag))) { @@ -3964,19 +3978,19 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) player->secondjump = 0; player->pflags &= ~PF_THOKKED; } + else if (player->powers[pw_carry] == CR_MACESPIN && player->mo->tracer) + { + player->powers[pw_carry] = CR_NONE; + player->powers[pw_flashing] = TICRATE/4; + } else // can't jump while in air, can't jump while jumping - if (onground || player->climbing || player->pflags & (PF_CARRIED|PF_ITEMHANG|PF_ROPEHANG)) + if (onground || player->climbing || player->powers[pw_carry]) { P_DoJump(player, true); player->secondjump = 0; player->pflags &= ~PF_THOKKED; } - else if (player->pflags & PF_MACESPIN && player->mo->tracer) - { - player->pflags &= ~PF_MACESPIN; - player->powers[pw_flashing] = TICRATE/4; - } else if (player->pflags & PF_SLIDING || (gametype == GT_CTF && player->gotflag)) ; else if (P_SuperReady(player)) @@ -4048,7 +4062,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) break; case CA_FLY: - case CA_SWIM: // Swim + case CA_SWIM: // If currently in the air from a jump, and you pressed the // button again and have the ability to fly, do so! if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER)) @@ -4060,13 +4074,11 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer player->pflags &= ~(PF_JUMPED|PF_SPINNING|PF_STARTDASH); - player->pflags |= PF_THOKKED; + player->pflags |= (PF_THOKKED|PF_CANCARRY); } break; case CA_GLIDEANDCLIMB: // Now Knuckles-type abilities are checked. - // If you can turn super and aren't already, - // and you don't have a shield, do it! if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY) { INT32 glidespeed = player->actionspd; @@ -4087,14 +4099,17 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) } break; case CA_DOUBLEJUMP: // Double-Jump - if (!(player->pflags & PF_THOKKED)) + if (!(player->pflags & PF_THOKKED) || ((player->charability2 == CA2_MULTIABILITY) && (player->secondjump < (player->actionspd >> FRACBITS)))) { - player->pflags &= ~PF_JUMPED; - P_DoJump(player, true); - // Allow infinite double jumping if super. if (!player->powers[pw_super]) player->pflags |= PF_THOKKED; + else + player->secondjump = 0; + + player->pflags &= ~PF_JUMPED; + P_DoJump(player, true); + player->secondjump++; } break; case CA_FLOAT: // Float @@ -4118,7 +4133,6 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) player->pflags |= PF_THOKKED; } break; - case CA_AIRDRILL: if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY) { @@ -4127,6 +4141,15 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) S_StartSound(player->mo, sfx_spndsh); } break; + case CA_TWINSPIN: + if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY) + { + player->pflags |= PF_THOKKED; + S_StartSound(player->mo, sfx_s3k42); + player->mo->frame = 0; + P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN); + } + break; default: break; } @@ -4945,14 +4968,29 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad if (player->exiting) return; - // You're welcome, Rob. (Now with slightly less horrendous hacking -Red - player->mo->tracer->flags &= ~MF_NOCLIP; - player->mo->tracer->z = player->mo->z; - if (!P_TryMove(player->mo->tracer, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, true)) { - player->mo->tracer->flags |= MF_NOCLIP; - return; + /* + In some ways worse, in some ways better. + I did the following this way because the player object has to deal with touchspecials too, not just solids. + There were all sorts of fun bugs when the player got to touch the goal a frame earlier than it should've. + Technically, we lose out on being blocked by MF_SOLID objects, but official stages don't use them on the track. + I know we probably could've kept around MT_NIGHTSCHAR in some fashion, having an invisible hitbox following the + player around... but I'd already removed all its references, restructured the way the chaos emerald follows + the player around to fill the player->mo->tracer gap left behind, and NiGHTS is a lag magnet (lagnet?) + enough as it is... so whatever. + ~toast + */ + { + fixed_t prevx = player->mo->x; + fixed_t prevy = player->mo->y; + boolean notallowed; + player->mo->flags |= MF_NOCLIPTHING; // player = NULL; // YIKES + notallowed = (!(P_TryMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, true))); + P_TeleportMove(player->mo, prevx, prevy, player->mo->z); + player->mo->flags &= ~MF_NOCLIPTHING; // player = player; // unyikes + if (notallowed) + return; } - player->mo->tracer->flags |= MF_NOCLIP; + { const INT32 sequence = player->mo->target->threshold; mobj_t *transfer1 = NULL; @@ -5342,10 +5380,6 @@ static void P_DoNiGHTSCapsule(player_t *player) { INT32 i; - if ((player->pflags & PF_NIGHTSMODE) && (player->mo->tracer->state < &states[S_NIGHTSHURT1] - || player->mo->tracer->state > &states[S_NIGHTSHURT32])) - P_SetMobjState(player->mo->tracer, S_NIGHTSHURT1); - if (abs(player->mo->x-player->capsule->x) <= 2*FRACUNIT) { P_UnsetThingPosition(player->mo); @@ -5383,6 +5417,20 @@ static void P_DoNiGHTSCapsule(player_t *player) else if (player->mo->z < player->capsule->z+(player->capsule->height/3)) player->mo->momz = 2*FRACUNIT; + if (player->pflags & PF_NIGHTSMODE) + { + if (player->mo->momx || player->mo->momy || player->mo->momz) + { + if (player->mo->state != &states[S_PLAY_NIGHTS_PULL]) + P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_PULL); + } + else if (player->mo->state != &states[S_PLAY_NIGHTS_ATTACK]) + { + S_StartSound(player->mo, sfx_spin); + P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_ATTACK); + } + } + if (G_IsSpecialStage(gamemap)) { // In special stages, share rings. Everyone gives up theirs to the capsule player always, because we can't have any individualism here! for (i = 0; i < MAXPLAYERS; i++) @@ -5412,7 +5460,7 @@ static void P_DoNiGHTSCapsule(player_t *player) S_StartSound(P_SpawnMobj(player->capsule->x + ((P_SignedRandom()/2)<capsule->y + ((P_SignedRandom()/2)<capsule->z + (player->capsule->height/2) + ((P_SignedRandom()/2)<capsule->health <= 0) { @@ -5450,13 +5498,13 @@ static void P_DoNiGHTSCapsule(player_t *player) P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em); }*/ - if (player->mo->tracer) + if (player->pflags & PF_NIGHTSMODE) { // Only give it to ONE person, and THAT player has to get to the goal! emmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->info->height, MT_GOTEMERALD); P_SetTarget(&emmo->target, player->mo); P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em); - P_SetTarget(&player->mo->tracer->target, emmo); + P_SetTarget(&player->mo->tracer, emmo); } // Okay, we're doing this down here because we're handling time weirdly for co-op special stages @@ -5515,7 +5563,8 @@ static void P_NiGHTSMovement(player_t *player) ticcmd_t *cmd = &player->cmd; INT32 thrustfactor; INT32 i; - statenum_t flystate = S_NIGHTSFLY1A; + statenum_t flystate; + UINT16 visangle; player->pflags &= ~PF_DRILLING; @@ -5534,7 +5583,7 @@ static void P_NiGHTSMovement(player_t *player) player->drillmeter = TICRATE/10; } - if (!player->mo->tracer) + if (!(player->pflags & PF_NIGHTSMODE)) { P_DeNightserizePlayer(player); return; @@ -5549,13 +5598,14 @@ static void P_NiGHTSMovement(player_t *player) && (players[i].capsule && players[i].capsule->reactiontime)) capsule = true; if (!capsule - && !(player->mo->tracer->state >= &states[S_SUPERTRANS1] - && player->mo->tracer->state <= &states[S_SUPERTRANS9]) + && !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS] + && player->mo->state <= &states[S_PLAY_NIGHTS_TRANS9]) && !player->exiting) player->nightstime--; } else if (gametype != GT_RACE && gametype != GT_COMPETITION - && !(player->mo->tracer->state >= &states[S_SUPERTRANS1] && player->mo->tracer->state <= &states[S_SUPERTRANS9]) + && !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS] + && player->mo->state <= &states[S_PLAY_NIGHTS_TRANS9]) && !(player->capsule && player->capsule->reactiontime) && !player->exiting) player->nightstime--; @@ -5640,8 +5690,6 @@ static void P_NiGHTSMovement(player_t *player) radius = player->mo->target->radius; player->mo->flags |= MF_NOGRAVITY; - player->mo->flags2 |= MF2_DONTDRAW; - P_SetScale(player->mo->tracer, player->mo->scale); if (player->mo->eflags & MFE_VERTICALFLIP) cmd->forwardmove = (SINT8)(-cmd->forwardmove); @@ -5696,28 +5744,25 @@ static void P_NiGHTSMovement(player_t *player) return; } - if (player->mo->tracer->state >= &states[S_SUPERTRANS1] - && player->mo->tracer->state <= &states[S_SUPERTRANS9]) + if (player->mo->state >= &states[S_PLAY_NIGHTS_TRANS] + && player->mo->state <= &states[S_PLAY_NIGHTS_TRANS9]) { player->mo->momx = player->mo->momy = player->mo->momz = 0; return; } - if (player->exiting > 0 && player->exiting < 2*TICRATE) + if (player->exiting > 0) // && player->exiting < 2*TICRATE) { player->mo->momx = player->mo->momy = 0; if (gametype != GT_RACE && gametype != GT_COMPETITION) - P_SetObjectMomZ(player->mo, 30*FRACUNIT, false); + P_SetObjectMomZ(player->mo, FRACUNIT/2, true); - player->mo->tracer->angle += ANGLE_11hh; + if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL6]) + P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_DRILL6); - if (!(player->mo->tracer->state >= &states[S_NIGHTSDRONE1] - && player->mo->tracer->state <= &states[S_NIGHTSDRONE2])) - P_SetMobjState(player->mo->tracer, S_NIGHTSDRONE1); - - player->mo->tracer->flags |= MF_NOCLIPHEIGHT; player->mo->flags |= MF_NOCLIPHEIGHT; + return; } @@ -5983,74 +6028,41 @@ static void P_NiGHTSMovement(player_t *player) // NiGHTS flying state // Yep, I just ripped out almost 1000 lines of code. - if ((player->anotherflyangle >= 12 && player->anotherflyangle <= 33) // +x +y - || (player->anotherflyangle >= 147 && player->anotherflyangle <= 168)) // -x +y - flystate = S_NIGHTSFLY2A; - else if ((player->anotherflyangle >= 34 && player->anotherflyangle <= 56) // +x +y - || (player->anotherflyangle >= 124 && player->anotherflyangle <= 146)) // -x +y - flystate = S_NIGHTSFLY3A; - else if ((player->anotherflyangle >= 57 && player->anotherflyangle <= 79) // +x +y - || (player->anotherflyangle >= 102 && player->anotherflyangle <= 123)) // -x +y - flystate = S_NIGHTSFLY4A; - else if (player->anotherflyangle >= 80 && player->anotherflyangle <= 101) - flystate = S_NIGHTSFLY5A; - else if ((player->anotherflyangle >= 192 && player->anotherflyangle <= 213) // -x -y - || (player->anotherflyangle >= 327 && player->anotherflyangle <= 348)) // +x -y - flystate = S_NIGHTSFLY6A; - else if ((player->anotherflyangle >= 214 && player->anotherflyangle <= 236) // -x -y - || (player->anotherflyangle >= 305 && player->anotherflyangle <= 326)) // +x -y - flystate = S_NIGHTSFLY7A; - else if ((player->anotherflyangle >= 237 && player->anotherflyangle <= 258) // -x -y - || (player->anotherflyangle >= 282 && player->anotherflyangle <= 304)) // +x -y - flystate = S_NIGHTSFLY8A; - else if (player->anotherflyangle >= 259 && player->anotherflyangle <= 281) - flystate = S_NIGHTSFLY9A; + // (and then toast revamped the entire thing again to be better, but not by much) + if (still) + flystate = (P_IsObjectOnGround(player->mo)) ? S_PLAY_NIGHTS_STAND : S_PLAY_NIGHTS_FLOAT; else - flystate = S_NIGHTSFLY1A; - - if (player->mo->eflags & MFE_VERTICALFLIP) { - if (flystate >= S_NIGHTSFLY2A && flystate <= S_NIGHTSFLY5A) - flystate += 24; // shift to S_NIGHTSFLY6A - else if (flystate >= S_NIGHTSFLY6A && flystate <= S_NIGHTSFLY9A) - flystate -= 24; // shift to S_NIGHTSFLY2A - } + visangle = ((player->anotherflyangle + 7) % 360)/15; + if (visangle > 18) // Over 270 degrees. + visangle = 30 - visangle; + else if (visangle > 12) // Over 180 degrees. + visangle -= 6; + else if (visangle > 6) // Over 90 degrees. + visangle = 12 - visangle; - if (player->pflags & PF_DRILLING) - { - const statenum_t drillstate = flystate + 2; - - if (!(player->mo->tracer->state >= &states[drillstate] - && player->mo->tracer->state <= &states[drillstate+4])) + if (player->mo->eflags & MFE_VERTICALFLIP && visangle) // S_PLAY_NIGHTS_FLY0 stays the same, even in reverse gravity { - if (!(player->mo->tracer->state >= &states[S_NIGHTSFLY1A] - && player->mo->tracer->state <= &states[S_NIGHTSFLY9B])) - { - const INT32 framenum = player->mo->tracer->state->frame & 3; - - if (framenum == 3) // Drilld special case - P_SetMobjStateNF(player->mo->tracer, drillstate); - else - P_SetMobjStateNF(player->mo->tracer, drillstate+framenum+1); - } + if (visangle > 6) + visangle -= 6; // shift to S_PLAY_NIGHTS_FLY1-6 else - P_SetMobjStateNF(player->mo->tracer, drillstate); + visangle += 6; // shift to S_PLAY_NIGHTS_FLY7-C } + + flystate = S_PLAY_NIGHTS_FLY0 + (visangle*2); // S_PLAY_FLY0-C - the *2 is to skip over drill states + + if (player->pflags & PF_DRILLING) + flystate++; // shift to S_PLAY_NIGHTS_DRILL0-C } - else - P_SetMobjStateNF(player->mo->tracer, leveltime & 1 ? flystate : flystate+1); + + if (player->mo->state != &states[flystate]) + P_SetPlayerMobjState(player->mo, flystate); if (player == &players[consoleplayer]) localangle = player->mo->angle; else if (player == &players[secondarydisplayplayer]) localangle2 = player->mo->angle; - if (still) - { - P_SetMobjStateNF(player->mo->tracer, S_NIGHTSDRONE1); - player->mo->tracer->angle = player->mo->angle; - } - // Check for crushing in our new location if ((player->mo->ceilingz - player->mo->floorz < player->mo->height) && !(player->mo->flags & MF_NOCLIP)) @@ -6074,8 +6086,6 @@ static void P_NiGHTSMovement(player_t *player) else if (player == &players[secondarydisplayplayer]) localaiming2 = movingangle; - player->mo->tracer->angle = player->mo->angle; - if ((player->pflags & PF_DRILLING) && !player->bumpertime) { if (firstdrill) @@ -6380,6 +6390,15 @@ static void P_MovePlayer(player_t *player) // Locate the capsule for this mare. else if (maptol & TOL_NIGHTS) { + if ((player->pflags & PF_NIGHTSMODE) + && !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS] + && player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6] // NOT 9 - it's 6 when the player turns their supercolor. + && !(player->exiting))) + { + skin_t *skin = ((skin_t *)(player->mo->skin)); + player->mo->color = (skin->flags & SF_SUPER) ? skin->supercolor + (unsigned)abs(((signed)(leveltime >> 1) % 9) - 4) : player->mo->color; // This is where super flashing is handled. + } + if (!player->capsule && !player->bonustime) { thinker_t *th; @@ -6481,7 +6500,7 @@ 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->panim == PA_PEEL && player->dashmode < 3*TICRATE) + if (player->charability == CA_DASHMODE && player->panim == PA_PEEL && player->dashmode < 3*TICRATE) P_SetPlayerMobjState(player->mo, S_PLAY_RUN); // If your running animation is playing, and you're @@ -6494,11 +6513,13 @@ static void P_MovePlayer(player_t *player) P_SetPlayerMobjState(player->mo, S_PLAY_WALK); } - // If Springing, but travelling DOWNWARD, change back! - if (player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0) + // If Springing (or nojumpspinning), but travelling DOWNWARD, change back! (nojumpspin also turns to fall once PF_THOKKED is added.) + if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0) + || ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP)) + && (P_MobjFlip(player->mo)*player->mo->momz < 0))) P_SetPlayerMobjState(player->mo, S_PLAY_FALL); - // If Springing but on the ground, change back! - else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE) && !player->mo->momz) + // If doing an air animation but on the ground, change back! + else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz) P_SetPlayerMobjState(player->mo, S_PLAY_STND); // If you are stopped and are still walking, stand still! @@ -6521,24 +6542,15 @@ static void P_MovePlayer(player_t *player) P_SetPlayerMobjState(player->mo, S_PLAY_STND); } - // Cap the speed limit on a spindash - // Up the 60*FRACUNIT number to boost faster, you speed demon you! - if (player->dashspeed > FixedMul(player->maxdash, player->mo->scale)) - player->dashspeed = FixedMul(player->maxdash, player->mo->scale); - else if (player->dashspeed > 0 && player->dashspeed < FixedMul(player->mindash, player->mo->scale)) - player->dashspeed = FixedMul(player->mindash, player->mo->scale); - - if (!(player->charability == CA_GLIDEANDCLIMB) || player->gotflag) // If you can't glide, then why the heck would you be gliding? + if ((!(player->charability == CA_GLIDEANDCLIMB) || player->gotflag) // If you can't glide, then why the heck would you be gliding? + && (player->pflags & PF_GLIDING || player->climbing)) { - if (player->pflags & PF_GLIDING || player->climbing) + if (onground) + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + else { - if (onground) - P_SetPlayerMobjState(player->mo, S_PLAY_WALK); - else - { - player->pflags |= PF_JUMPED; - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); - } + player->pflags |= PF_JUMPED; + P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } player->pflags &= ~PF_GLIDING; player->glidetime = 0; @@ -6629,7 +6641,7 @@ static void P_MovePlayer(player_t *player) && (player->speed > runspd || (player->pflags & PF_STARTDASH)) && leveltime % (TICRATE/7) == 0 && player->mo->momz == 0 && !(player->pflags & PF_SLIDING) && !player->spectator) { - mobj_t *water = P_SpawnMobj(player->mo->x, player->mo->y, + 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), ((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_SPLISH].height, player->mo->scale) : player->mo->watertop), MT_SPLISH); if (player->mo->eflags & MFE_GOOWATER) S_StartSound(water, sfx_ghit); @@ -6759,7 +6771,7 @@ static void P_MovePlayer(player_t *player) && !(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) P_ElementalFireTrail(player); - P_DoSpinDash(player, cmd); + P_DoSpinAbility(player, cmd); // jumping P_DoJumpStuff(player, cmd); @@ -6814,8 +6826,8 @@ static void P_MovePlayer(player_t *player) #endif } // Otherwise, face the direction you're travelling. - else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_PEEL || player->panim == PA_ROLL - || (player->mo->state-states == S_PLAY_FLY || player->mo->state-states == S_PLAY_FLY_TIRED)) + else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_PEEL || player->panim == PA_ROLL || player->panim == PA_JUMP + || (player->panim == PA_ABILITY && player->mo->state-states == S_PLAY_GLIDE)) player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); // Update the local angle control. @@ -6863,7 +6875,7 @@ static void P_MovePlayer(player_t *player) if (player->skin == 0 && player->powers[pw_super] && player->speed > FixedMul(5<mo->scale) && P_MobjFlip(player->mo)*player->mo->momz <= 0) { - if (player->panim == PA_ROLL || player->mo->state-states == S_PLAY_PAIN || player->panim == PA_WALK) + if (player->panim == PA_ROLL || player->panim == PA_JUMP || player->mo->state-states == S_PLAY_PAIN || player->panim == PA_WALK) P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_FLOAT); player->mo->momz = 0; @@ -6929,7 +6941,7 @@ static void P_MovePlayer(player_t *player) // Check for teeter! if (!(player->mo->momz || player->mo->momx || player->mo->momy) && !(player->mo->eflags & MFE_GOOWATER) - && player->panim == PA_IDLE && !(player->pflags & (PF_CARRIED|PF_ITEMHANG|PF_ROPEHANG))) + && player->panim == PA_IDLE && !(player->powers[pw_carry])) P_DoTeeter(player); // Toss a flag @@ -6950,7 +6962,8 @@ static void P_MovePlayer(player_t *player) // Less height while spinning. Good for spinning under things...? if ((player->mo->state == &states[player->mo->info->painstate] || player->mo->state == &states[S_PLAY_SUPER_PAIN]) - || (player->charability2 == CA2_SPINDASH && (player->pflags & (PF_SPINNING|PF_JUMPED))) + || (!(player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED)) + || (player->pflags & PF_SPINNING) || player->powers[pw_tailsfly] || player->pflags & PF_GLIDING || (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED)) player->mo->height = P_GetPlayerSpinHeight(player); @@ -7103,7 +7116,6 @@ static void P_DoZoomTube(player_t *player) mobj_t *waypoint = NULL; fixed_t dist; boolean reverse; - fixed_t speedx,speedy,speedz; player->mo->height = P_GetPlayerSpinHeight(player); @@ -7124,17 +7136,17 @@ static void P_DoZoomTube(player_t *player) if (dist < 1) dist = 1; - speedx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); - speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); - speedz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed)); + player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); + player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); + player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed)); // Calculate the distance between the player and the waypoint // 'dist' already equals this. - // Will the player be FURTHER away if the momx/momy/momz is added to - // his current coordinates, or closer? (shift down to fracunits to avoid approximation errors) - if (dist>>FRACBITS <= P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x - speedx, player->mo->tracer->y - player->mo->y - speedy), player->mo->tracer->z - player->mo->z - speedz)>>FRACBITS) + // Will the player go past the waypoint? + if (speed > dist) { + speed -= dist; // If further away, set XYZ of player to waypoint location P_UnsetThingPosition(player->mo); player->mo->x = player->mo->tracer->x; @@ -7174,6 +7186,8 @@ static void P_DoZoomTube(player_t *player) { CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health); + P_SetTarget(&player->mo->tracer, waypoint); + // calculate MOMX/MOMY/MOMZ for next waypoint // change angle player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y); @@ -7192,33 +7206,15 @@ static void P_DoZoomTube(player_t *player) player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed)); - - P_SetTarget(&player->mo->tracer, waypoint); } else { - P_SetTarget(&player->mo->tracer, NULL); // Else, we just let him fly. + P_SetTarget(&player->mo->tracer, NULL); // Else, we just let them fly. + player->powers[pw_carry] = CR_NONE; CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, releasing from track...\n"); } } - else - { - player->mo->momx = speedx; - player->mo->momy = speedy; - player->mo->momz = speedz; - } - - // change angle - if (player->mo->tracer) - { - player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y); - - if (player == &players[consoleplayer]) - localangle = player->mo->angle; - else if (player == &players[secondarydisplayplayer]) - localangle2 = player->mo->angle; - } } // @@ -7235,24 +7231,10 @@ static void P_DoRopeHang(player_t *player) mobj_t *mo2; mobj_t *waypoint = NULL; fixed_t dist; - fixed_t speedx,speedy,speedz; fixed_t playerz; player->mo->height = P_GetPlayerHeight(player); - if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope - { - P_SetTarget(&player->mo->tracer, NULL); - - player->pflags |= PF_JUMPED; - player->pflags &= ~PF_ROPEHANG; - - if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED) - && !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) - P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); - return; - } - // Play the 'clink' sound only if the player is moving. if (!(leveltime & 7) && player->speed) S_StartSound(player->mo, sfx_s3k55); @@ -7269,9 +7251,22 @@ static void P_DoRopeHang(player_t *player) if (dist < 1) dist = 1; - speedx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); - speedy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); - speedz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed)); + player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); + player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); + player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed)); + + if (player->cmd.buttons & BT_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope + { + P_SetTarget(&player->mo->tracer, NULL); + + player->pflags |= PF_JUMPED; + player->powers[pw_carry] = CR_NONE; + + if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED) + && !(player->panim == PA_JUMP)) + P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); + return; + } // If not allowed to move, we're done here. if (!speed) @@ -7280,15 +7275,16 @@ static void P_DoRopeHang(player_t *player) // Calculate the distance between the player and the waypoint // 'dist' already equals this. - // Will the player be FURTHER away if the momx/momy/momz is added to - // his current coordinates, or closer? (shift down to fracunits to avoid approximation errors) - if (dist>>FRACBITS <= P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x - speedx, player->mo->tracer->y - player->mo->y - speedy), player->mo->tracer->z - playerz - speedz)>>FRACBITS) + // Will the player go past the waypoint? + if (speed > dist) { + speed -= dist; // If further away, set XYZ of player to waypoint location P_UnsetThingPosition(player->mo); player->mo->x = player->mo->tracer->x; player->mo->y = player->mo->tracer->y; player->mo->z = player->mo->tracer->z - player->mo->height; + playerz = player->mo->tracer->z; P_SetThingPosition(player->mo); CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n"); @@ -7344,6 +7340,8 @@ static void P_DoRopeHang(player_t *player) { CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health); + P_SetTarget(&player->mo->tracer, waypoint); + // calculate MOMX/MOMY/MOMZ for next waypoint // change slope dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz); @@ -7354,32 +7352,24 @@ static void P_DoRopeHang(player_t *player) player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed)); player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed)); player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed)); - - P_SetTarget(&player->mo->tracer, waypoint); } else { if (player->mo->tracer->flags & MF_SLIDEME) { player->pflags |= PF_JUMPED; - player->pflags &= ~PF_ROPEHANG; if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED) - && !(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) + && !(player->panim == PA_JUMP)) P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); } P_SetTarget(&player->mo->tracer, NULL); + player->powers[pw_carry] = CR_NONE; CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found!\n"); } } - else - { - player->mo->momx = speedx; - player->mo->momy = speedy; - player->mo->momz = speedz; - } } #if 0 @@ -7944,16 +7934,16 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall camspeed = cv_cam_speed.value; camstill = cv_cam_still.value; camrotate = cv_cam_rotate.value; - camdist = FixedMul(cv_cam_dist.value, mo->scale); - camheight = FixedMul(cv_cam_height.value, mo->scale); + camdist = FixedMul(cv_cam_dist.value, FixedMul(player->camerascale, mo->scale)); + camheight = FixedMul(cv_cam_height.value, FixedMul(player->camerascale, mo->scale)); } else // Camera 2 { camspeed = cv_cam2_speed.value; camstill = cv_cam2_still.value; camrotate = cv_cam2_rotate.value; - camdist = FixedMul(cv_cam2_dist.value, mo->scale); - camheight = FixedMul(cv_cam2_height.value, mo->scale); + camdist = FixedMul(cv_cam2_dist.value, FixedMul(player->camerascale, mo->scale)); + camheight = FixedMul(cv_cam2_height.value, FixedMul(player->camerascale, mo->scale)); } #ifdef REDSANALOG @@ -8063,7 +8053,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall { dist = camdist; - if (player->climbing || player->exiting || player->playerstate == PST_DEAD || (player->pflags & (PF_MACESPIN|PF_ITEMHANG|PF_ROPEHANG))) + if (player->climbing || player->exiting || player->playerstate == PST_DEAD || (player->powers[pw_carry] && player->powers[pw_carry] != CR_PLAYER)) dist <<= 1; } @@ -8373,7 +8363,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - P_GetPlayerHeight(player)); else angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + P_GetPlayerHeight(player)); - if (player->playerstate != PST_DEAD && !(player->pflags & PF_NIGHTSMODE && player->exiting)) + if (player->playerstate != PST_DEAD) angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;' if (twodlevel || (mo->flags2 & MF2_TWOD) || !camstill) // Keep the view still... @@ -8707,7 +8697,7 @@ void P_PlayerThink(player_t *player) if (player->panim != PA_ABILITY) P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE); } - else if ((player->pflags & PF_JUMPED) && !player->powers[pw_super] && player->panim != PA_ROLL && player->charability2 == CA2_SPINDASH) + else if ((player->pflags & PF_JUMPED) && !player->powers[pw_super] && player->panim != PA_JUMP && !(player->charflags & SF_NOJUMPSPIN)) P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); if (player->flashcount) @@ -8933,9 +8923,9 @@ void P_PlayerThink(player_t *player) // for a bit after a teleport. if (player->mo->reactiontime) player->mo->reactiontime--; - else if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT) + else if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && (player->powers[pw_carry] == CR_ROPEHANG || player->powers[pw_carry] == CR_ZOOMTUBE)) { - if (player->pflags & PF_ROPEHANG) + if (player->powers[pw_carry] == CR_ROPEHANG) { if (!P_AnalogMove(player)) player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */); @@ -8948,10 +8938,10 @@ void P_PlayerThink(player_t *player) P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); P_DoJumpStuff(player, &player->cmd); } - else + else //if (player->powers[pw_carry] == CR_ZOOMTUBE) { P_DoZoomTube(player); - if (!(player->panim == PA_ROLL) && player->charability2 == CA2_SPINDASH) + if (!(player->panim == PA_ROLL)) P_SetPlayerMobjState(player->mo, S_PLAY_SPIN); } player->rmomx = player->rmomy = 0; // no actual momentum from your controls @@ -9010,19 +9000,6 @@ void P_PlayerThink(player_t *player) else player->pflags &= ~PF_USEDOWN; } - else if (player->mo->tracer) // match tracer's position with yours when NiGHTS - { - P_UnsetThingPosition(player->mo->tracer); - player->mo->tracer->x = player->mo->x; - player->mo->tracer->y = player->mo->y; - if (player->mo->eflags & MFE_VERTICALFLIP) - player->mo->tracer->z = player->mo->z + player->mo->height - player->mo->tracer->height; - else - player->mo->tracer->z = player->mo->z; - player->mo->tracer->floorz = player->mo->floorz; - player->mo->tracer->ceilingz = player->mo->ceilingz; - P_SetThingPosition(player->mo->tracer); - } // Counters, time dependent power ups. // Time Bonus & Ring Bonus count settings @@ -9119,26 +9096,16 @@ void P_PlayerThink(player_t *player) player->losstime--; // Flash player after being hit. - if (!(player->pflags & PF_NIGHTSMODE)) - { - if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1)) - player->mo->flags2 |= MF2_DONTDRAW; - else - player->mo->flags2 &= ~MF2_DONTDRAW; - } - else if (player->mo->tracer) - { - if (player->powers[pw_flashing] & 1) - player->mo->tracer->flags2 |= MF2_DONTDRAW; - else - player->mo->tracer->flags2 &= ~MF2_DONTDRAW; - } + if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1)) + player->mo->flags2 |= MF2_DONTDRAW; + else + player->mo->flags2 &= ~MF2_DONTDRAW; player->pflags &= ~PF_SLIDING; #define dashmode player->dashmode // Dash mode ability for Metal Sonic - if ((player->charability == CA_DASHMODE) && !(maptol & TOL_NIGHTS)) // woo, dashmode! no nights tho. + if ((player->charability == CA_DASHMODE) && !(player->gotflag) && !(maptol & TOL_NIGHTS)) // woo, dashmode! no nights tho. { if (player->speed >= FixedMul(player->runspeed, player->mo->scale) || (player->pflags & PF_STARTDASH)) { @@ -9378,19 +9345,17 @@ void P_PlayerAfterThink(player_t *player) else if (player->pflags & PF_SLIDING) P_SetPlayerMobjState(player->mo, player->mo->info->painstate); else if (player->pflags & PF_JUMPED - && ((!player->powers[pw_super] && player->panim != PA_ROLL) + && ((!player->powers[pw_super] && player->panim != PA_JUMP) || player->mo->state == &states[player->mo->info->painstate]) - && player->charability2 == CA2_SPINDASH) + && !(player->charflags & SF_NOJUMPSPIN)) P_SetPlayerMobjState(player->mo, S_PLAY_JUMP); - if (player->pflags & PF_CARRIED && player->mo->tracer) + if (player->powers[pw_carry] == CR_PLAYER && player->mo->tracer) { player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT)); - if (player->mo->tracer->player - && player->mo->tracer->state-states != S_PLAY_FLY - && player->mo->tracer->state-states != S_PLAY_FLY_TIRED) - player->pflags &= ~PF_CARRIED; + if (player->mo->tracer->player && !(player->mo->tracer->player->pflags & PF_CANCARRY)) + player->powers[pw_carry] = CR_NONE; if (player->mo->eflags & MFE_VERTICALFLIP) { @@ -9398,7 +9363,7 @@ void P_PlayerAfterThink(player_t *player) && (player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame player->mo->z = player->mo->tracer->z + player->mo->tracer->height + FixedMul(FRACUNIT, player->mo->scale); else - player->pflags &= ~PF_CARRIED; + player->powers[pw_carry] = CR_NONE; } else { @@ -9406,11 +9371,11 @@ void P_PlayerAfterThink(player_t *player) && !(player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame player->mo->z = player->mo->tracer->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale); else - player->pflags &= ~PF_CARRIED; + player->powers[pw_carry] = CR_NONE; } if (player->mo->tracer->health <= 0) - player->pflags &= ~PF_CARRIED; + player->powers[pw_carry] = CR_NONE; else { P_TryMove(player->mo, player->mo->tracer->x, player->mo->tracer->y, true); @@ -9433,14 +9398,14 @@ void P_PlayerAfterThink(player_t *player) } if (P_AproxDistance(player->mo->x - player->mo->tracer->x, player->mo->y - player->mo->tracer->y) > player->mo->radius) - player->pflags &= ~PF_CARRIED; + player->powers[pw_carry] = CR_NONE; P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); if (player-players == consoleplayer && botingame) - CV_SetValue(&cv_analog2, !(player->pflags & PF_CARRIED)); + CV_SetValue(&cv_analog2, (player->powers[pw_carry] != CR_PLAYER)); } - else if (player->pflags & PF_ITEMHANG && player->mo->tracer) + else if (player->powers[pw_carry] == CR_GENERIC && player->mo->tracer) { // tracer is what you're hanging onto P_UnsetThingPosition(player->mo); @@ -9468,12 +9433,12 @@ void P_PlayerAfterThink(player_t *player) if (player->mo->z <= player->mo->floorz || player->mo->tracer->health <= 0) { - player->pflags &= ~PF_ITEMHANG; + player->powers[pw_carry] = CR_NONE; P_SetTarget(&player->mo->tracer, NULL); } } } - else if (player->pflags & PF_MACESPIN && player->mo->tracer && player->mo->tracer->target) + else if (player->powers[pw_carry] == CR_MACESPIN && player->mo->tracer && player->mo->tracer->target) { player->mo->height = P_GetPlayerSpinHeight(player); // tracer is what you're hanging onto.... diff --git a/src/r_draw.c b/src/r_draw.c index d6a1ee7ae..2c1f18826 100644 --- a/src/r_draw.c +++ b/src/r_draw.c @@ -135,7 +135,7 @@ static UINT8** translationtablecache[MAXSKINS + 4] = {NULL}; // See also the enum skincolors_t // TODO Callum: Can this be translated? -const char *Color_Names[MAXSKINCOLORS] = +const char *Color_Names[MAXSKINCOLORS + NUMSUPERCOLORS] = { "None", // SKINCOLOR_NONE "White", // SKINCOLOR_WHITE @@ -166,9 +166,23 @@ const char *Color_Names[MAXSKINCOLORS] = "Lavender", // SKINCOLOR_LAVENDER "Magenta", // SKINCOLOR_MAGENTA "Pink", // SKINCOLOR_PINK - "Rosy" // SKINCOLOR_ROSY + "Rosy", // SKINCOLOR_ROSY + // Super behaves by different rules (one name per 5 colours), and will be accessed exclusively via R_GetSuperColorByName instead of R_GetColorByName. + "Silver", // SKINCOLOR_SUPERSILVER1 + "Red", // SKINCOLOR_SUPERRED1 + "Orange", // SKINCOLOR_SUPERORANGE1 + "Gold", // SKINCOLOR_SUPERGOLD1 + "Peridot", // SKINCOLOR_SUPERPERIDOT1 + "Cyan", // SKINCOLOR_SUPERCYAN1 + "Purple", // SKINCOLOR_SUPERPURPLE1 + "Rust", // SKINCOLOR_SUPERRUST1 + "Tan" // SKINCOLOR_SUPERTAN1 }; +/* +A word of warning: If the following array is non-symmetrical, +A_SignPlayer's prefoppositecolor behaviour will break. +*/ const UINT8 Color_Opposite[MAXSKINCOLORS*2] = { SKINCOLOR_NONE,8, // SKINCOLOR_NONE @@ -183,7 +197,7 @@ const UINT8 Color_Opposite[MAXSKINCOLORS*2] = SKINCOLOR_CYAN,8, // SKINCOLOR_CRIMSON - ditto SKINCOLOR_BLUE,12, // SKINCOLOR_ORANGE SKINCOLOR_TAN,8, // SKINCOLOR_RUST - ditto - SKINCOLOR_LAVENDER,8, // SKINCOLOR_GOLD - ditto + SKINCOLOR_LAVENDER,8, // SKINCOLOR_GOLD - ditto SKINCOLOR_TEAL,8, // SKINCOLOR_YELLOW - ditto SKINCOLOR_RUST,8, // SKINCOLOR_TAN - ditto SKINCOLOR_MAGENTA,3, // SKINCOLOR_MOSS @@ -196,11 +210,11 @@ const UINT8 Color_Opposite[MAXSKINCOLORS*2] = SKINCOLOR_ORANGE,9, // SKINCOLOR_BLUE SKINCOLOR_PINK,8, // SKINCOLOR_AZURE - ditto SKINCOLOR_EMERALD,8, // SKINCOLOR_PASTEL - ditto - SKINCOLOR_PERIDOT,8, // SKINCOLOR_PURPLE - ditto + SKINCOLOR_PERIDOT,10, // SKINCOLOR_PURPLE - ditto SKINCOLOR_GOLD,8, // SKINCOLOR_LAVENDER - ditto SKINCOLOR_MOSS,8, // SKINCOLOR_MAGENTA - ditto SKINCOLOR_AZURE,8, // SKINCOLOR_PINK - ditto - SKINCOLOR_AQUA,8 // SKINCOLOR_ROSY - ditto + SKINCOLOR_AQUA,14 // SKINCOLOR_ROSY - ditto }; CV_PossibleValue_t Color_cons_t[MAXSKINCOLORS+1]; @@ -569,49 +583,186 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U break; // Super colors, from lightest to darkest! - case SKINCOLOR_SUPER1: - // Super White + + // Super silvers. + case SKINCOLOR_SUPERSILVER1: + for (i = 0; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 14; i++) + dest_colormap[starttranscolor + i] = (UINT8)1; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(i-12); + break; + + case SKINCOLOR_SUPERSILVER2: + for (i = 0; i < 3; i++) + dest_colormap[starttranscolor + i] = (UINT8)(i); + dest_colormap[starttranscolor + (i++)] = (UINT8)2; + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)3; + for (; i < 14; i++) + dest_colormap[starttranscolor + i] = (UINT8)4; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(i-9); + break; + + case SKINCOLOR_SUPERSILVER3: + dest_colormap[starttranscolor] = (UINT8)1; + for (i = 1; i < 3; i++) + dest_colormap[starttranscolor + i] = (UINT8)2; + for (; i < 6; i++) + dest_colormap[starttranscolor + i] = (UINT8)3; + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)4; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(5 + ((i-12)*2)); + break; + + case SKINCOLOR_SUPERSILVER4: + dest_colormap[starttranscolor] = (UINT8)2; + for (i = 1; i < 3; i++) + dest_colormap[starttranscolor + i] = (UINT8)3; + for (; i < 9; i++) + dest_colormap[starttranscolor + i] = (UINT8)4; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(5 + ((i-9)*2)); + break; + + case SKINCOLOR_SUPERSILVER5: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)3; + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)4; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(5 + ((i-8)*2)); + break; + + // Super reds. + case SKINCOLOR_SUPERRED1: + for (i = 0; i < 10; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(208 + ((i-10) >> 1)); + break; + + case SKINCOLOR_SUPERRED2: + for (i = 0; i < 3; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)(208 + ((i-3) / 3)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(32 + ((i-12) >> 1)); + break; + + case SKINCOLOR_SUPERRED3: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)(208 + ((i-2) >> 1)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(32 + ((i-8) >> 1)); + break; + + case SKINCOLOR_SUPERRED4: + dest_colormap[starttranscolor] = (UINT8)0; + for (i = 1; i < 6; i++) + dest_colormap[starttranscolor + i] = (UINT8)(208 + (i >> 1)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(32 + ((i-6) >> 1)); + break; + + case SKINCOLOR_SUPERRED5: + dest_colormap[starttranscolor] = (UINT8)208; + for (i = 1; i < 4; i++) + dest_colormap[starttranscolor + i] = (UINT8)(209 + (i >> 1)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(32 + ((i-4) >> 1)); + break; + + // Super oranges. + case SKINCOLOR_SUPERORANGE1: + for (i = 0; i < 10; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + dest_colormap[starttranscolor + (i++)] = (UINT8)208; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(48 + (i-11)); + break; + + case SKINCOLOR_SUPERORANGE2: + for (i = 0; i < 4; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 6; i++) + dest_colormap[starttranscolor + i] = (UINT8)208; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(48 + ((i-6) >> 1)); + break; + + case SKINCOLOR_SUPERORANGE3: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 4; i++) + dest_colormap[starttranscolor + i] = (UINT8)208; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(48 + ((i-4) >> 1)); + break; + + case SKINCOLOR_SUPERORANGE4: + dest_colormap[starttranscolor] = (UINT8)0; + dest_colormap[starttranscolor + 1] = (UINT8)208; + for (i = 2; i < 13; i++) + dest_colormap[starttranscolor + i] = (UINT8)(48 + (i-2)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(68 + (i-13)); + break; + + case SKINCOLOR_SUPERORANGE5: + dest_colormap[starttranscolor] = (UINT8)208; + for (i = 1; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)(48 + (i-1)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(68 + (i-12)); + break; + + // Super golds. + case SKINCOLOR_SUPERGOLD1: for (i = 0; i < 10; i++) dest_colormap[starttranscolor + i] = (UINT8)0; // True white for (; i < 12; i++) // White-yellow fade - dest_colormap[starttranscolor + i] = (UINT8)(80); + dest_colormap[starttranscolor + i] = (UINT8)80; for (; i < 15; i++) // White-yellow fade dest_colormap[starttranscolor + i] = (UINT8)(81 + (i-12)); - dest_colormap[starttranscolor + 15] = (UINT8)(72); + dest_colormap[starttranscolor + 15] = (UINT8)72; break; - case SKINCOLOR_SUPER2: - // Super Bright + case SKINCOLOR_SUPERGOLD2: dest_colormap[starttranscolor] = (UINT8)(0); for (i = 1; i < 4; i++) // White-yellow fade dest_colormap[starttranscolor + i] = (UINT8)(80 + (i-1)); for (; i < 6; i++) // Yellow - dest_colormap[starttranscolor + i] = (UINT8)(83); + dest_colormap[starttranscolor + i] = (UINT8)83; for (; i < 8; i++) // Yellow - dest_colormap[starttranscolor + i] = (UINT8)(72); + dest_colormap[starttranscolor + i] = (UINT8)72; for (; i < 14; i++) // Yellow - dest_colormap[starttranscolor + i] = (UINT8)(73); + dest_colormap[starttranscolor + i] = (UINT8)73; for (; i < 16; i++) // With a fine golden finish! :3 dest_colormap[starttranscolor + i] = (UINT8)(64 + (i-14)); break; - case SKINCOLOR_SUPER3: - // Super Yellow + case SKINCOLOR_SUPERGOLD3: for (i = 0; i < 2; i++) // White-yellow fade dest_colormap[starttranscolor + i] = (UINT8)(81 + i); for (; i < 4; i++) - dest_colormap[starttranscolor + i] = (UINT8)(83); + dest_colormap[starttranscolor + i] = (UINT8)83; for (; i < 6; i++) // Yellow - dest_colormap[starttranscolor + i] = (UINT8)(72); + dest_colormap[starttranscolor + i] = (UINT8)72; for (; i < 12; i++) // Yellow - dest_colormap[starttranscolor + i] = (UINT8)(73); + dest_colormap[starttranscolor + i] = (UINT8)73; for (; i < 16; i++) // With a fine golden finish! :3 dest_colormap[starttranscolor + i] = (UINT8)(64 + (i-12)); break; - case SKINCOLOR_SUPER4: - // "The SSNTails" - dest_colormap[starttranscolor] = 83; // Golden shine + case SKINCOLOR_SUPERGOLD4: // "The SSNTails" + dest_colormap[starttranscolor] = (UINT8)83; // Golden shine for (i = 1; i < 3; i++) // Yellow dest_colormap[starttranscolor + i] = (UINT8)(72); for (; i < 9; i++) // Yellow @@ -620,30 +771,310 @@ static void R_GenerateTranslationColormap(UINT8 *dest_colormap, INT32 skinnum, U dest_colormap[starttranscolor + i] = (UINT8)(64 + (i-9)); break; - case SKINCOLOR_SUPER5: - // Golden Delicious + case SKINCOLOR_SUPERGOLD5: // Golden Delicious for (i = 0; i < 2; i++) // Yellow dest_colormap[starttranscolor + i] = (UINT8)(72); for (; i < 8; i++) // Yellow dest_colormap[starttranscolor + i] = (UINT8)(73); - for (; i < 15; i++) // With a fine golden finish! :3 + for (; i < 16; i++) // With a fine golden finish! :3 dest_colormap[starttranscolor + i] = (UINT8)(64 + (i-8)); - dest_colormap[starttranscolor + 15] = (UINT8)63; break; - // Super Tails and Knuckles, who really should be dummied out by now - case SKINCOLOR_TSUPER1: - case SKINCOLOR_TSUPER2: - case SKINCOLOR_TSUPER3: - case SKINCOLOR_TSUPER4: - case SKINCOLOR_TSUPER5: - case SKINCOLOR_KSUPER1: - case SKINCOLOR_KSUPER2: - case SKINCOLOR_KSUPER3: - case SKINCOLOR_KSUPER4: - case SKINCOLOR_KSUPER5: - for (i = 0; i < SKIN_RAMP_LENGTH; i++) - dest_colormap[starttranscolor + i] = 0xFF; + // Super peridots. (nyeheheheh) + case SKINCOLOR_SUPERPERIDOT1: + for (i = 0; i < 10; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 13; i++) + dest_colormap[starttranscolor + i] = (UINT8)88; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)188; + break; + + case SKINCOLOR_SUPERPERIDOT2: + dest_colormap[starttranscolor] = (UINT8)(0); + for (i = 1; i < 4; i++) + dest_colormap[starttranscolor + i] = (UINT8)88; + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)188; + for (; i < 14; i++) + dest_colormap[starttranscolor + i] = (UINT8)189; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)190; + break; + + case SKINCOLOR_SUPERPERIDOT3: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)88; + for (; i < 6; i++) + dest_colormap[starttranscolor + i] = (UINT8)188; + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)189; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(190 + ((i-12) >> 1)); + break; + + case SKINCOLOR_SUPERPERIDOT4: + dest_colormap[starttranscolor] = (UINT8)88; + for (i = 1; i < 3; i++) + dest_colormap[starttranscolor + i] = (UINT8)188; + for (; i < 9; i++) + dest_colormap[starttranscolor + i] = (UINT8)189; + for (; i < 13; i++) + dest_colormap[starttranscolor + i] = (UINT8)(190 + ((i-9) >> 1)); + for (; i < 15; i++) + dest_colormap[starttranscolor + i] = (UINT8)94; + dest_colormap[starttranscolor + i] = (UINT8)95; + break; + + case SKINCOLOR_SUPERPERIDOT5: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)188; + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)189; + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)(190 + ((i-8) >> 1)); + for (; i < 14; i++) + dest_colormap[starttranscolor + i] = (UINT8)94; + dest_colormap[starttranscolor + (i++)] = (UINT8)95; + dest_colormap[starttranscolor + i] = (UINT8)119; + break; + + // Super cyans. + case SKINCOLOR_SUPERCYAN1: + for (i = 0; i < 10; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)128; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(129 + (i-12)); + break; + + case SKINCOLOR_SUPERCYAN2: + dest_colormap[starttranscolor] = (UINT8)0; + for (i = 1; i < 4; i++) + dest_colormap[starttranscolor + i] = (UINT8)(128 + (i-1)); + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)(131 + ((i-4) >> 1)); + for (; i < 14; i++) + dest_colormap[starttranscolor + i] = (UINT8)133; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)134; + break; + + case SKINCOLOR_SUPERCYAN3: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)(129 + i); + for (; i < 6; i++) + dest_colormap[starttranscolor + i] = (UINT8)(131 + ((i-2) >> 1)); + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)133; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(134 + ((i-12) >> 1)); + break; + + case SKINCOLOR_SUPERCYAN4: + dest_colormap[starttranscolor] = (UINT8)131; + for (i = 1; i < 3; i++) + dest_colormap[starttranscolor + i] = (UINT8)132; + for (; i < 9; i++) + dest_colormap[starttranscolor + i] = (UINT8)133; + for (; i < 13; i++) + dest_colormap[starttranscolor + i] = (UINT8)(134 + ((i-9) >> 1)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(136 + (i-13)); + break; + + case SKINCOLOR_SUPERCYAN5: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)132; + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)133; + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)(134 + ((i-8) >> 1)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(136 + (i-12)); + break; + + // Super purples. + case SKINCOLOR_SUPERPURPLE1: + for (i = 0; i < 10; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)144; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(160 + (i-12)); + break; + + case SKINCOLOR_SUPERPURPLE2: + dest_colormap[starttranscolor] = (UINT8)0; + dest_colormap[starttranscolor + 1] = (UINT8)144; + for (i = 2; i < 4; i++) + dest_colormap[starttranscolor + i] = (UINT8)(160 + (i-2)); + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)(162 + ((i-4) >> 1)); + for (; i < 14; i++) + dest_colormap[starttranscolor + i] = (UINT8)164; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)165; + break; + + case SKINCOLOR_SUPERPURPLE3: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)(160 + i); + for (; i < 6; i++) + dest_colormap[starttranscolor + i] = (UINT8)(162 + ((i-2) >> 1)); + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)164; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(165 + ((i-12) >> 1)); + break; + + case SKINCOLOR_SUPERPURPLE4: + dest_colormap[starttranscolor] = (UINT8)162; + for (i = 1; i < 3; i++) + dest_colormap[starttranscolor + i] = (UINT8)163; + for (; i < 9; i++) + dest_colormap[starttranscolor + i] = (UINT8)164; + for (; i < 13; i++) + dest_colormap[starttranscolor + i] = (UINT8)(165 + ((i-9) >> 1)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(167 + (i-13)); + break; + + case SKINCOLOR_SUPERPURPLE5: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)163; + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)164; + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)(165 + ((i-8) >> 1)); + for (; i < 15; i++) + dest_colormap[starttranscolor + i] = (UINT8)(167 + (i-12)); + dest_colormap[starttranscolor + i] = (UINT8)253; + break; + + // Super rusts. + case SKINCOLOR_SUPERRUST1: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 5; i++) + dest_colormap[starttranscolor + i] = (UINT8)208; + for (; i < 7; i++) + dest_colormap[starttranscolor + i] = (UINT8)48; + for (; i < 10; i++) + dest_colormap[starttranscolor + i] = (UINT8)(49 + (i-7)); + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)(55 + ((i-10)*3)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(68 + (i-11)); + break; + + case SKINCOLOR_SUPERRUST2: + for (i = 0; i < 4; i++) + dest_colormap[starttranscolor + i] = (UINT8)48; + for (; i < 9; i++) + dest_colormap[starttranscolor + i] = (UINT8)(49 + (i-4)); + for (; i < 11; i++) + dest_colormap[starttranscolor + i] = (UINT8)(56 + ((i-9)*2)); + for (; i < 15; i++) + dest_colormap[starttranscolor + i] = (UINT8)(68 + (i-11)); + dest_colormap[starttranscolor + i] = (UINT8)71; + break; + + case SKINCOLOR_SUPERRUST3: + dest_colormap[starttranscolor] = (UINT8)49; + for (i = 1; i < 3; i++) + dest_colormap[starttranscolor + i] = (UINT8)50; + for (; i < 5; i++) + dest_colormap[starttranscolor + i] = (UINT8)(51 + (i-3)); + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)(54 + (i-5)); + dest_colormap[starttranscolor + (i++)] = (UINT8)58; + for (; i < 15; i++) + dest_colormap[starttranscolor + i] = (UINT8)(68 + ((i-7) >> 1)); + dest_colormap[starttranscolor + i] = (UINT8)46; + break; + + case SKINCOLOR_SUPERRUST4: + dest_colormap[starttranscolor] = (UINT8)83; + dest_colormap[starttranscolor + 1] = (UINT8)72; + for (i = 2; i < 6; i++) + dest_colormap[starttranscolor + i] = (UINT8)(64 + (i-2)); + for (; i < 14; i++) + dest_colormap[starttranscolor + i] = (UINT8)(68 + ((i-6) >> 1)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)46; + break; + + case SKINCOLOR_SUPERRUST5: + for (i = 0; i < 3; i++) + dest_colormap[starttranscolor + i] = (UINT8)(64 + i); + for (; i < 7; i++) + dest_colormap[starttranscolor + i] = (UINT8)(67 + ((i-3) >> 1)); + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)(233 + (i-7)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(238 + ((i-12) >> 1)); + break; + + // Super tans. + case SKINCOLOR_SUPERTAN1: + for (i = 0; i < 10; i++) + dest_colormap[starttranscolor + i] = (UINT8)0; + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(80 + ((i-10) >> 1)); + break; + + case SKINCOLOR_SUPERTAN2: + dest_colormap[starttranscolor] = (UINT8)0; + for (i = 1; i < 7; i++) + dest_colormap[starttranscolor + i] = (UINT8)(80 + ((i-1) >> 1)); + dest_colormap[starttranscolor + (i++)] = (UINT8)82; + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)84; + for (; i < 15; i++) + dest_colormap[starttranscolor + i] = (UINT8)(85 + (i-12)); + dest_colormap[starttranscolor + i] = (UINT8)245; + break; + + case SKINCOLOR_SUPERTAN3: + dest_colormap[starttranscolor] = (UINT8)80; + for (i = 1; i < 5; i++) + dest_colormap[starttranscolor + i] = (UINT8)(81 + ((i-1) >> 1)); + dest_colormap[starttranscolor + (i++)] = (UINT8)82; + for (; i < 10; i++) + dest_colormap[starttranscolor + i] = (UINT8)84; + for (; i < 13; i++) + dest_colormap[starttranscolor + i] = (UINT8)(85 + (i-10)); + for (; i < 16; i++) + dest_colormap[starttranscolor + i] = (UINT8)(245 + ((i-13)*2)); + break; + + case SKINCOLOR_SUPERTAN4: + dest_colormap[starttranscolor] = (UINT8)81; + for (i = 1; i < 5; i++) + dest_colormap[starttranscolor + i] = (UINT8)82; + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)84; + for (; i < 11; i++) + dest_colormap[starttranscolor + i] = (UINT8)(85 + (i-8)); + for (; i < 15; i++) + dest_colormap[starttranscolor + i] = (UINT8)(245 + ((i-11)*2)); + dest_colormap[starttranscolor + i] = (UINT8)237; + break; + + case SKINCOLOR_SUPERTAN5: + for (i = 0; i < 2; i++) + dest_colormap[starttranscolor + i] = (UINT8)82; + for (; i < 5; i++) + dest_colormap[starttranscolor + i] = (UINT8)84; + for (; i < 8; i++) + dest_colormap[starttranscolor + i] = (UINT8)(85 + (i-5)); + for (; i < 12; i++) + dest_colormap[starttranscolor + i] = (UINT8)(245 + (i-8)); + for (; i < 15; i++) + dest_colormap[starttranscolor + i] = (UINT8)(237 + (i-12)); + dest_colormap[starttranscolor + i] = (UINT8)239; break; default: @@ -727,6 +1158,17 @@ UINT8 R_GetColorByName(const char *name) return 0; } +UINT8 R_GetSuperColorByName(const char *name) +{ + UINT8 color; /* = (UINT8)atoi(name); -- This isn't relevant to S_SKIN, which is the only way it's accessible right now. Let's simplify things. + if (color > MAXSKINCOLORS && color < MAXTRANSLATIONS && !((color - MAXSKINCOLORS) % 5)) + return color;*/ + for (color = 0; color < NUMSUPERCOLORS; color++) + if (!stricmp(Color_Names[color + MAXSKINCOLORS], name)) + return ((color*5) + MAXSKINCOLORS); + return 0; +} + // ========================================================================== // COMMON DRAWER FOR 8 AND 16 BIT COLOR MODES // ========================================================================== diff --git a/src/r_draw.h b/src/r_draw.h index 6d85bd6a5..60c3c9db6 100644 --- a/src/r_draw.h +++ b/src/r_draw.h @@ -111,6 +111,7 @@ void R_InitTranslationTables(void); UINT8* R_GetTranslationColormap(INT32 skinnum, skincolors_t color, UINT8 flags); void R_FlushTranslationColormapCache(void); UINT8 R_GetColorByName(const char *name); +UINT8 R_GetSuperColorByName(const char *name); // Custom player skin translation void R_InitViewBuffer(INT32 width, INT32 height); diff --git a/src/r_plane.c b/src/r_plane.c index 19007d88f..ad30f4247 100644 --- a/src/r_plane.c +++ b/src/r_plane.c @@ -711,7 +711,7 @@ void R_DrawPlanes(void) angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT; dc_x = x; dc_source = - R_GetColumn(skytexture, + R_GetColumn(texturetranslation[skytexture], angle); wallcolfunc(); } diff --git a/src/r_things.c b/src/r_things.c index b2575be26..f9f0f756c 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -18,6 +18,7 @@ #include "st_stuff.h" #include "w_wad.h" #include "z_zone.h" +#include "m_menu.h" // character select #include "m_misc.h" #include "i_video.h" // rendermode #include "r_things.h" @@ -28,6 +29,7 @@ #include "dehacked.h" // get_number (for thok) #include "d_netfil.h" // blargh. for nameonly(). #include "m_cheat.h" // objectplace +#include "m_cond.h" #ifdef HWRENDER #include "hardware/hw_md2.h" #endif @@ -2341,6 +2343,8 @@ static void Sk_SetDefaultValue(skin_t *skin) skin->starttranscolor = 96; skin->prefcolor = SKINCOLOR_GREEN; + skin->supercolor = SKINCOLOR_SUPERGOLD1; + skin->prefoppositecolor = 0; // use tables skin->normalspeed = 36<runspeed = 28<jumpfactor = FRACUNIT; skin->actionspd = 30<mindash = 15<maxdash = 90<maxdash = 70<radius = mobjinfo[MT_PLAYER].radius; + skin->height = mobjinfo[MT_PLAYER].height; + skin->spinheight = FixedMul(skin->height, 2*FRACUNIT/3); + + skin->shieldscale = FRACUNIT; + skin->camerascale = FRACUNIT; skin->thokitem = -1; skin->spinitem = -1; @@ -2361,6 +2372,8 @@ static void Sk_SetDefaultValue(skin_t *skin) skin->highresscale = FRACUNIT>>1; + skin->availability = 0; + for (i = 0; i < sfx_skinsoundslot0; i++) if (S_sfx[i].skinsound != -1) skin->soundsid[S_sfx[i].skinsound] = i; @@ -2385,6 +2398,19 @@ void R_InitSkins(void) numskins = 0; } +// returns true if available in circumstances, otherwise nope +// warning don't use with an invalid skinnum other than -1 which always returns true +boolean R_SkinUnlock(INT32 skinnum) +{ + return ((skinnum == -1) // Simplifies things elsewhere, since there's already plenty of checks for less-than-0... + || (!skins[skinnum].availability) + || (unlockables[skins[skinnum].availability - 1].unlocked) + || (modeattacking) // If you have someone else's run you might as well take a look + || (Playing() && (R_SkinAvailable(mapheaderinfo[gamemap-1]->forcecharacter) == skinnum)) // Force 1. + || (netgame && !(server || adminplayer == consoleplayer) && (cv_forceskin.value == skinnum)) // Force 2. + ); +} + // returns true if the skin name is found (loaded from pwad) // warning return -1 if not found INT32 R_SkinAvailable(const char *name) @@ -2393,6 +2419,7 @@ INT32 R_SkinAvailable(const char *name) for (i = 0; i < numskins; i++) { + // search in the skin list if (stricmp(skins[i].name,name)==0) return i; } @@ -2402,17 +2429,13 @@ INT32 R_SkinAvailable(const char *name) // network code calls this when a 'skin change' is received void SetPlayerSkin(INT32 playernum, const char *skinname) { - INT32 i; + INT32 i = R_SkinAvailable(skinname); player_t *player = &players[playernum]; - for (i = 0; i < numskins; i++) + if ((i != -1) && (!P_IsLocalPlayer(player) || R_SkinUnlock(i))) { - // search in the skin list - if (stricmp(skins[i].name, skinname) == 0) - { - SetPlayerSkinByNum(playernum, i); - return; - } + SetPlayerSkinByNum(playernum, i); + return; } if (P_IsLocalPlayer(player)) @@ -2429,12 +2452,15 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum) { player_t *player = &players[playernum]; skin_t *skin = &skins[skinnum]; + UINT8 newcolor = 0; - if (skinnum >= 0 && skinnum < numskins) // Make sure it exists! + if ((skinnum >= 0 && skinnum < numskins) // Make sure it exists! + && (!P_IsLocalPlayer(player) || R_SkinUnlock(skinnum))) // ...but is it allowed? We must always allow external players to change skin. The server should vet that... { player->skin = skinnum; - if (player->mo) - player->mo->skin = skin; + + player->camerascale = skin->camerascale; + player->shieldscale = skin->shieldscale; player->charability = (UINT8)skin->ability; player->charability2 = (UINT8)skin->ability2; @@ -2457,21 +2483,35 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum) player->jumpfactor = skin->jumpfactor; + player->height = skin->height; + player->spinheight = skin->spinheight; + if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback)) { if (playernum == consoleplayer) CV_StealthSetValue(&cv_playercolor, skin->prefcolor); else if (playernum == secondarydisplayplayer) CV_StealthSetValue(&cv_playercolor2, skin->prefcolor); - player->skincolor = skin->prefcolor; - if (player->mo) - player->mo->color = player->skincolor; + player->skincolor = newcolor = skin->prefcolor; } if (player->mo) + { + if ((player->pflags & PF_NIGHTSMODE) && (skin->sprites[SPR2_NGT0].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin. + { + skin = &skins[DEFAULTNIGHTSSKIN]; + newcolor = ((skin->flags & SF_SUPER) ? skin->supercolor : skin->prefcolor); + } + player->mo->skin = skin; + if (newcolor) + player->mo->color = newcolor; P_SetScale(player->mo, player->mo->scale); + player->mo->radius = FixedMul(skin->radius, player->mo->scale); + } return; } + else if (skinnum >= 0 && skinnum < numskins) + skinnum = 255; // Cheeky emulation. if (P_IsLocalPlayer(player)) CONS_Alert(CONS_WARNING, M_GetText("Skin %d not found\n"), skinnum); @@ -2566,15 +2606,12 @@ void R_AddSkins(UINT16 wadnum) if (!stricmp(stoken, "name")) { - // the skin name must uniquely identify a single skin - // I'm lazy so if name is already used I leave the 'skin x' - // default skin name set in Sk_SetDefaultValue - if (R_SkinAvailable(value) == -1) - { + INT32 skinnum = R_SkinAvailable(value); + strlwr(value); + if (skinnum == -1) STRBUFCPY(skin->name, value); - strlwr(skin->name); - } - // I'm not lazy, so if the name is already used I make the name 'namex' + // the skin name must uniquely identify a single skin + // if the name is already used I make the name 'namex' // using the default skin name's number set above else { @@ -2585,11 +2622,9 @@ void R_AddSkins(UINT16 wadnum) "%s%d", value, numskins); value2[stringspace - 1] = '\0'; if (R_SkinAvailable(value2) == -1) - { - STRBUFCPY(skin->name, - value2); - strlwr(skin->name); - } + // I'm lazy so if NEW name is already used I leave the 'skin x' + // default skin name set in Sk_SetDefaultValue + STRBUFCPY(skin->name, value2); Z_Free(value2); } @@ -2657,13 +2692,18 @@ void R_AddSkins(UINT16 wadnum) FULLPROCESS(revitem) #undef FULLPROCESS -#define GETSPEED(field) else if (!stricmp(stoken, #field)) skin->field = atoi(value)<field = atoi(value)<field = atoi(value); GETINT(thrustfactor) @@ -2671,20 +2711,75 @@ void R_AddSkins(UINT16 wadnum) GETINT(acceleration) #undef GETINT + else if (!stricmp(stoken, "availability")) + { + skin->availability = atoi(value); + if (skin->availability >= MAXUNLOCKABLES) + skin->availability = 0; + if (skin->availability) + STRBUFCPY(unlockables[skin->availability - 1].name, skin->realname); + } + // custom translation table else if (!stricmp(stoken, "startcolor")) skin->starttranscolor = atoi(value); - else if (!stricmp(stoken, "prefcolor")) - skin->prefcolor = R_GetColorByName(value); - else if (!stricmp(stoken, "jumpfactor")) - skin->jumpfactor = FLOAT_TO_FIXED(atof(value)); - else if (!stricmp(stoken, "highresscale")) - skin->highresscale = FLOAT_TO_FIXED(atof(value)); - else +#define GETSKINCOLOR(field) else if (!stricmp(stoken, #field)) skin->field = R_GetColorByName(value); + GETSKINCOLOR(prefcolor) + GETSKINCOLOR(prefoppositecolor) +#undef GETSKINCOLOR + else if (!stricmp(stoken, "supercolor")) + skin->supercolor = R_GetSuperColorByName(value); + +#define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value)); + GETFLOAT(jumpfactor) + GETFLOAT(highresscale) + GETFLOAT(shieldscale) + GETFLOAT(camerascale) +#undef GETFLOAT + +#define GETFLAG(field) else if (!stricmp(stoken, #field)) { \ + strupr(value); \ + if (atoi(value) || value[0] == 'T' || value[0] == 'Y') \ + skin->flags |= (SF_##field); \ + else \ + skin->flags &= ~(SF_##field); \ +} + // parameters for individual character flags + // these are uppercase so they can be concatenated with SF_ + // 1, true, yes are all valid values + GETFLAG(SUPER) + GETFLAG(SUPERANIMS) + GETFLAG(SUPERSPIN) + GETFLAG(HIRES) + GETFLAG(NOSKID) + GETFLAG(NOSPEEDADJUST) + GETFLAG(RUNONWATER) + GETFLAG(NOJUMPSPIN) + GETFLAG(NOJUMPDAMAGE) + GETFLAG(STOMPDAMAGE) + GETFLAG(MARIODAMAGE) + GETFLAG(MACHINE) +#undef GETFLAG + + else // let's check if it's a sound, otherwise error out { - INT32 found = false; + boolean found = false; sfxenum_t i; + size_t stokenadjust; + + // Remove the prefix. (We need to affect an adjusting variable so that we can print error messages if it's not actually a sound.) + if ((stoken[0] == 'D' || stoken[0] == 'd') && (stoken[1] == 'S' || stoken[1] == 's')) // DS* + stokenadjust = 2; + else // sfx_* + stokenadjust = 4; + + // Remove the prefix. (We can affect this directly since we're not going to use it again.) + if ((value[0] == 'D' || value[0] == 'd') && (value[1] == 'S' || value[1] == 's')) // DS* + value += 2; + else // sfx_* + value += 4; + // copy name of sounds that are remapped // for this skin for (i = 0; i < sfx_skinsoundslot0; i++) @@ -2693,15 +2788,15 @@ void R_AddSkins(UINT16 wadnum) continue; if (S_sfx[i].skinsound != -1 && !stricmp(S_sfx[i].name, - stoken + 2)) + stoken + stokenadjust)) { skin->soundsid[S_sfx[i].skinsound] = - S_AddSoundFx(value+2, S_sfx[i].singularity, S_sfx[i].pitch, true); + S_AddSoundFx(value, S_sfx[i].singularity, S_sfx[i].pitch, true); found = true; } } if (!found) - CONS_Debug(DBG_SETUP, "R_AddSkins: Unknown keyword '%s' in S_SKIN lump# %d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename); + CONS_Debug(DBG_SETUP, "R_AddSkins: Unknown keyword '%s' in S_SKIN lump #%d (WAD %s)\n", stoken, lump, wadfiles[wadnum]->filename); } next_token: stoken = strtok(NULL, "\r\n= "); @@ -2728,7 +2823,8 @@ next_token: R_FlushTranslationColormapCache(); - CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name); + if (!skin->availability) // Safe to print... + CONS_Printf(M_GetText("Added skin '%s'\n"), skin->name); #ifdef SKINVALUES skin_cons_t[numskins].value = numskins; skin_cons_t[numskins].strvalue = skin->name; diff --git a/src/r_things.h b/src/r_things.h index 7b8b3eb0b..ffe34e293 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -29,6 +29,8 @@ #define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS) #define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1) +#define DEFAULTNIGHTSSKIN 0 + // Constant arrays used for psprite clipping // and initializing clipping. extern INT16 negonearray[MAXVIDWIDTH]; @@ -97,15 +99,27 @@ typedef struct fixed_t jumpfactor; // multiple of standard jump height + fixed_t radius; // Bounding box changes. + fixed_t height; + fixed_t spinheight; + + fixed_t shieldscale; // no change to bounding box, but helps set the shield's sprite size + fixed_t camerascale; + // Definable color translation table UINT8 starttranscolor; UINT8 prefcolor; + UINT8 supercolor; + UINT8 prefoppositecolor; // if 0 use tables instead + fixed_t highresscale; // scale of highres, default is 0.5 // specific sounds per skin sfxenum_t soundsid[NUMSKINSOUNDS]; // sound # in S_sfx table spritedef_t sprites[NUMPLAYERSPRITES]; + + UINT8 availability; // lock? } skin_t; // ----------- @@ -188,6 +202,7 @@ extern skin_t skins[MAXSKINS + 1]; void SetPlayerSkin(INT32 playernum,const char *skinname); void SetPlayerSkinByNum(INT32 playernum,INT32 skinnum); // Tails 03-16-2002 +boolean R_SkinUnlock(INT32 skinnum); INT32 R_SkinAvailable(const char *name); void R_AddSkins(UINT16 wadnum); diff --git a/src/st_stuff.c b/src/st_stuff.c index 172eb5d79..43d2bd176 100644 --- a/src/st_stuff.c +++ b/src/st_stuff.c @@ -565,7 +565,7 @@ static void ST_drawDebugInfo(void) { V_DrawRightAlignedString(320, height - 104, V_MONOSPACE, va("SHIELD: %5x", stplyr->powers[pw_shield])); V_DrawRightAlignedString(320, height - 96, V_MONOSPACE, va("SCALE: %5d%%", (stplyr->mo->scale*100)/FRACUNIT)); - V_DrawRightAlignedString(320, height - 88, V_MONOSPACE, va("DASH: %3d/%3d", stplyr->dashspeed>>FRACBITS, FixedMul(stplyr->maxdash,stplyr->mo->scale)>>FRACBITS)); + V_DrawRightAlignedString(320, height - 88, V_MONOSPACE, va("DASH: %3d/%3d", stplyr->dashspeed>>FRACBITS, stplyr->maxdash>>FRACBITS)); V_DrawRightAlignedString(320, height - 80, V_MONOSPACE, va("AIR: %4d, %3d", stplyr->powers[pw_underwater], stplyr->powers[pw_spacetime])); // Flags @@ -890,11 +890,19 @@ static void ST_drawFirstPersonHUD(void) V_NOSCALESTART|V_OFFSET|V_TRANSLUCENT, p); } -// [21:42] <+Rob> Beige - Lavender - Steel Blue - Peach - Orange - Purple - Silver - Yellow - Pink - Red - Blue - Green - Cyan - Gold -static skincolors_t linkColor[14] = +// 2.0-1: [21:42] <+Rob> Beige - Lavender - Steel Blue - Peach - Orange - Purple - Silver - Yellow - Pink - Red - Blue - Green - Cyan - Gold +/*#define NUMLINKCOLORS 14 +static skincolors_t linkColor[NUMLINKCOLORS] = {SKINCOLOR_BEIGE, SKINCOLOR_LAVENDER, SKINCOLOR_AZURE, SKINCOLOR_PEACH, SKINCOLOR_ORANGE, - SKINCOLOR_MAGENTA, SKINCOLOR_SILVER, SKINCOLOR_SUPER4, SKINCOLOR_PINK, SKINCOLOR_RED, - SKINCOLOR_BLUE, SKINCOLOR_GREEN, SKINCOLOR_CYAN, SKINCOLOR_GOLD}; + SKINCOLOR_MAGENTA, SKINCOLOR_SILVER, SKINCOLOR_SUPERGOLD4, SKINCOLOR_PINK, SKINCOLOR_RED, + SKINCOLOR_BLUE, SKINCOLOR_GREEN, SKINCOLOR_CYAN, SKINCOLOR_GOLD};*/ + +// 2.2+: (unix time 1470866042) Emerald, Aqua, Cyan, Blue, Pastel, Purple, Magenta, Rosy, Red, Orange, Gold, Yellow, Peridot +#define NUMLINKCOLORS 13 +static skincolors_t linkColor[NUMLINKCOLORS] = +{SKINCOLOR_EMERALD, SKINCOLOR_AQUA, SKINCOLOR_CYAN, SKINCOLOR_BLUE, SKINCOLOR_PASTEL, + SKINCOLOR_PURPLE, SKINCOLOR_MAGENTA, SKINCOLOR_ROSY, SKINCOLOR_RED, SKINCOLOR_ORANGE, + SKINCOLOR_GOLD, SKINCOLOR_YELLOW, SKINCOLOR_PERIDOT}; static void ST_drawNightsRecords(void) { @@ -994,7 +1002,7 @@ static void ST_drawNiGHTSHUD(void) #endif stplyr->linkcount > minlink) { - skincolors_t colornum = linkColor[((stplyr->linkcount-1) / 5) % (sizeof(linkColor) / sizeof(skincolors_t))]; + skincolors_t colornum = linkColor[((stplyr->linkcount-1) / 5) % NUMLINKCOLORS]; if (stplyr->powers[pw_nights_linkfreeze]) colornum = SKINCOLOR_WHITE; @@ -1299,7 +1307,7 @@ static void ST_drawNiGHTSHUD(void) nightsnum, SKINCOLOR_RED); else ST_DrawNightsOverlayNum(160 + numbersize, STRINGY(12), SPLITFLAGS(V_SNAPTOTOP), realnightstime, - nightsnum, SKINCOLOR_SUPER4); + nightsnum, SKINCOLOR_SUPERGOLD4); // Show exact time in debug if (cv_debug & DBG_NIGHTSBASIC)