Merge branch 'i-pity-you' into 'next'

Allow JumpSpin abilities to be used with non-ability shields

Closes #277

See merge request STJr/SRB2!1146
This commit is contained in:
James R 2020-10-14 03:08:20 -04:00
commit f7e9772e10

View file

@ -5006,6 +5006,118 @@ static void P_DoTwinSpin(player_t *player)
P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN);
}
//
// returns true if the player used a shield ability, false otherwise
// passing in the mobjs from P_DoJumpStuff is a bit hackily specific, but I don't care enough to make a more elaborate solution (I think that is more appropriately approached with a more general MT_LOCKON spawning system)
//
static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lockonthok, mobj_t *visual)
{
mobj_t *lockonshield = NULL;
if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
&& ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted
{
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
{
if ((lockonshield = P_LookForEnemies(player, false, false)))
{
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
boolean dovis = true;
if (lockonshield == lockonthok)
{
if (leveltime & 2)
dovis = false;
else if (visual)
P_RemoveMobj(visual);
}
if (dovis)
{
visual = P_SpawnMobj(lockonshield->x, lockonshield->y, lockonshield->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&visual->target, lockonshield);
P_SetMobjStateNF(visual, visual->info->spawnstate+1);
}
}
}
}
if (cmd->buttons & BT_SPIN && !LUAh_ShieldSpecial(player)) // Spin button effects
{
// Force stop
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
{
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
S_StartSound(player->mo, sfx_ngskid);
}
else
{
switch (player->powers[pw_shield] & SH_NOSTACK)
{
// Whirlwind jump/Thunder jump
case SH_WHIRLWIND:
case SH_THUNDERCOIN:
P_DoJumpShield(player);
break;
// Armageddon pow
case SH_ARMAGEDDON:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_BlackOw(player);
break;
// Attraction blast
case SH_ATTRACT:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->homing = 2;
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonshield));
if (lockonshield)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonshield->x, lockonshield->y);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k40);
player->homing = 3*TICRATE;
}
else
S_StartSound(player->mo, sfx_s3ka6);
break;
// Elemental stomp/Bubble bounce
case SH_ELEMENTAL:
case SH_BUBBLEWRAP:
{
boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL);
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
if (elem)
{
player->mo->momx = player->mo->momy = 0;
S_StartSound(player->mo, sfx_s3k43);
}
else
{
player->mo->momx -= (player->mo->momx/3);
player->mo->momy -= (player->mo->momy/3);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k44);
}
player->secondjump = 0;
P_SetObjectMomZ(player->mo, -24*FRACUNIT, false);
break;
}
// Flame burst
case SH_FLAMEAURA:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale));
player->drawangle = player->mo->angle;
S_StartSound(player->mo, sfx_s3k43);
default:
break;
}
}
}
return player->pflags & PF_SHIELDABILITY;
}
return false;
}
//
// P_DoJumpStuff
//
@ -5013,7 +5125,7 @@ static void P_DoTwinSpin(player_t *player)
//
static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
{
mobj_t *lockonthok = NULL, *lockonshield = NULL, *visual = NULL;
mobj_t *lockonthok = NULL, *visual = NULL;
if (player->pflags & PF_JUMPSTASIS)
return;
@ -5040,107 +5152,8 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
;
else if (player->pflags & (PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player has used an ability previously
;
else if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
&& ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted
{
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
{
if ((lockonshield = P_LookForEnemies(player, false, false)))
{
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
boolean dovis = true;
if (lockonshield == lockonthok)
{
if (leveltime & 2)
dovis = false;
else if (visual)
P_RemoveMobj(visual);
}
if (dovis)
{
visual = P_SpawnMobj(lockonshield->x, lockonshield->y, lockonshield->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&visual->target, lockonshield);
P_SetMobjStateNF(visual, visual->info->spawnstate+1);
}
}
}
}
if (cmd->buttons & BT_SPIN && !LUAh_ShieldSpecial(player)) // Spin button effects
{
// Force stop
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
{
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
S_StartSound(player->mo, sfx_ngskid);
}
else
{
switch (player->powers[pw_shield] & SH_NOSTACK)
{
// Whirlwind jump/Thunder jump
case SH_WHIRLWIND:
case SH_THUNDERCOIN:
P_DoJumpShield(player);
break;
// Armageddon pow
case SH_ARMAGEDDON:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_BlackOw(player);
break;
// Attraction blast
case SH_ATTRACT:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->homing = 2;
player->secondjump = 0;
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonshield));
if (lockonshield)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonshield->x, lockonshield->y);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k40);
player->homing = 3*TICRATE;
}
else
S_StartSound(player->mo, sfx_s3ka6);
break;
// Elemental stomp/Bubble bounce
case SH_ELEMENTAL:
case SH_BUBBLEWRAP:
{
boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL);
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
if (elem)
{
player->mo->momx = player->mo->momy = 0;
S_StartSound(player->mo, sfx_s3k43);
}
else
{
player->mo->momx -= (player->mo->momx/3);
player->mo->momy -= (player->mo->momy/3);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k44);
}
player->secondjump = 0;
P_SetObjectMomZ(player->mo, -24*FRACUNIT, false);
break;
}
// Flame burst
case SH_FLAMEAURA:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale));
player->drawangle = player->mo->angle;
S_StartSound(player->mo, sfx_s3k43);
default:
break;
}
}
}
}
else if (P_PlayerShieldThink(player, cmd, lockonthok, visual))
;
else if ((cmd->buttons & BT_SPIN))
{
if (!(player->pflags & PF_SPINDOWN) && P_SuperReady(player))