Commit graph

188 commits

Author SHA1 Message Date
Nipples the Enchilada fe20a35aee Disable camera rotate buttons if you aren't viewing yourself
They don't affect what you're viewing anyway and cause cam_rotate to get
messed up.
2016-05-07 04:51:54 -04:00
Monster Iestyn 01debc27a2 Merge branch 'public_next' 2016-05-06 18:06:18 +01:00
Monster Iestyn 300275534f Merge branch 'next' into demo-replay-fixes 2016-05-03 15:10:30 +01:00
wolfy852 969a254cb6 Remove the super float from non-Sonic characters
Should fix conflicts with Lua-scripted jump spin abilities.
2016-04-30 14:59:51 -05:00
Alam Ed Arias fbd9cb73c3 Merge branch 'public_next' into private 2016-04-27 16:54:37 -04:00
Monster Iestyn ac3de70c93 Merge branch 'slope-fixes' into 'next'
Slope fixes

This branch fixes the following slope-related physics and rendering bugs:

* Rings in multiplayer stages respawning inside slopes (even despite being able to spawn ABOVE them on map load)
* Player starts spawning players inside slopes
* Elemental flame trails not appearing if a player spindashes UP a slope; see issue #21
* Dying players "jumping" off slopes to the side if they were previously standing on one
* Some issues with FOF slope rendering
* Various issues with sprites displaying through walls adjacent to slopes

Other features added:
* Objectplace now supports slopes (this is Inuyasha's doing)
* Automap in DEVMODE now supports slopes (my doing)

Just making this merge request now rather than later, ~~in case I decide not to make any more fixes for the time being~~ (this branch doesn't seem to want to die lol), and so we can get these merged in as soon as the code's all been checked over.

See merge request !50
2016-04-26 17:21:27 -04:00
Inuyasha b288d8a399 Merge branch 'bp_random2' into 'next'
xorshift* PRNG

This needs testing to ensure I didn't mess anything up switching function names around.

Our PRNG sucks. This is probably obvious. I wish I had known better at the time I implemented it, but oh well.

The replacement is an xorshift* PRNG variant with period 2^32 - 1 (meaning that the PRNG state will loop after four billion calls ... that's not likely to happen), versus the old PRNG's period of about 2^22 (?). The output is also much more random and less predictable; the old PRNG would fall into a predictable loop of output after about 4000 numbers were generated, which isn't much.

The PRNG here also outputs numbers as fixed point from [0,1) (that's 0 to FRACUNIT-1, in other words) instead of single bytes at a time. This makes it much easier to calculate things for, say, P_RandomRange and P_RandomKey. A new macro, P_RandomChance(p), is now in use that returns true _p_ percent of the time, where _p_ is a fixed_t probability from 0 (0%) to FRACUNIT (100%).

This doesn't affect netgames at all; the code for seed saving and restoring is identical (aside from a check to prevent seed being set to 0, which breaks xorshift PRNGs). Demos break, but A: _duh_ and B: they're already broken by all the changes to physics to accommodate slopes.

P_Random is deprecated in Lua, as the function was renamed to P_RandomByte. Aside from that, nothing special.

See merge request !64
2016-04-24 18:03:13 -04:00
Monster Iestyn b8cc36dfd1 P_LookForEnemies should not change the player's angle until the target has been decided
This fixes a quirk with Shadow with chaos control sometimes throwing the player in the wrong direction
2016-04-22 22:28:00 +01:00
Monster Iestyn c833f3845f Merge branch 'next' into bp_random2 2016-04-20 18:18:28 +01:00
Monster Iestyn e05951e213 Merge branch 'next' into slope-fixes 2016-04-20 18:17:14 +01:00
Monster Iestyn 60ec0ff294 Merge branch 'next' into demo-replay-fixes 2016-04-20 18:15:36 +01:00
Inuyasha 3b4b7a05fd Better CTF in splitscreen, no death message for spectators 2016-04-06 19:55:58 -07:00
Inuyasha 3117a6a16e Splitscreen fixes
initialize flipcam2
player 2 gets game over music now.
restore the other player's music when the dead player is done sulking about their game over
2016-04-06 18:28:43 -07:00
Monster Iestyn 29f0301540 Whoops 2016-04-05 21:21:45 +01:00
Monster Iestyn e8a4d7b7b8 Fix replay camera not being turnable when climbing, sliding ...and several other things.
If in analog mode, this does not apply (also analog mode replay camera no longer borks)
2016-04-05 20:56:48 +01:00
Inuyasha 50d3fe15b8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/d_main.c
#	src/doomdef.h
2016-03-31 21:17:29 -07:00
Alam Ed Arias 1c16943be8 Merge branch 'next' into bp_random2 2016-03-31 21:44:03 -04:00
Alam Ed Arias b45b9801d6 Merge branch 'next' into slope-fixes 2016-03-31 21:43:51 -04:00
Inuyasha 816990a3ed Merge branch 'polyobj-teeter-fix' into 'next'
Fix for teetering on PolyObjects

So... somebody goofed and didn't realise PolyObject sectors could be added to the sector node list for each object (which is referenced by mobj->touching_sectorlist), via their linedefs if they are nearby the player (yes, PolyObject linedefs are special and get to move about the level). As it turns out, this allows even INTANGIBLE PolyObjects to make you teeter in a seemingly inexplicable way.

What is happening is that PolyObject sectors, when they are added to the mentioned lists, are then checked under normal sector teetering conditions - if the player is above the floorheight by 24 FUs, you're officially teetering unless stated otherwise. The actual PolyObject teetering code can't help you here if the conditions are right, especially if they're taller than 24 FU in height.

There are a number of things wrong with the teetering code in general that I'd like to sort eventually, but at least now teetering on PolyObjects is fixed at last ...right? Please check the branch out if you can to check this, obviously.

See merge request !54
2016-03-31 20:55:28 -04:00
Alam Ed Arias 6b9fd60f06 Merge branch 'next' into camera-fix 2016-03-31 12:28:31 -04:00
Alam Ed Arias 47bb95f5f5 Merge branch 'next' into polyobj-teeter-fix 2016-03-31 12:26:52 -04:00
Alam Ed Arias 32a950893e Merge branch 'next' into slope-fixes 2016-03-31 12:17:40 -04:00
Alam Ed Arias d77e541f29 Merge branch 'next' into bp_random2 2016-03-31 12:15:09 -04:00
Inuyasha 3812b6bc20 the abs() is necessary; force unsigned shift and signed result 2016-03-31 06:48:08 -07:00
Alam Ed Arias 283c64ee20 Merge branch 'next' into camera-fix 2016-03-30 20:49:44 -04:00
Alam Ed Arias d26c486c6d Merge branch 'next' into polyobj-teeter-fix 2016-03-30 20:42:33 -04:00
Alam Ed Arias 4370459166 Merge branch 'next' into slope-fixes 2016-03-30 20:41:33 -04:00
Alam Ed Arias a935ac21e8 Merge branch 'next' into bp_random2 2016-03-30 20:40:48 -04:00
Alam Ed Arias 75f65c4d44 using abs() on unsigned have no effect 2016-03-30 20:17:09 -04:00
Alam Ed Arias 51aa7692d8 Merge branch 'master' into next 2016-03-30 20:15:08 -04:00
Alam Ed Arias b169529dfd switich to do the angle math in signed, then run it thur abs() 2016-03-30 11:47:27 -04:00
Alam Ed Arias 0fe6ee5339 cleanup abs warnings 2016-03-30 00:22:12 -04:00
Inuyasha ac03ce39c8 *_Random is now *_RandomByte.
P_RandomChance is now a macro for something that should happen a
certain percentage of time.

P_SignedRandom was moved to a macro. Nobody cared.

# Conflicts:
#	src/p_inter.c
2016-03-29 16:27:55 -07:00
Alam Ed Arias 42aa41c552 Merge branch 'next' into polyobj-teeter-fix 2016-03-25 18:44:30 -04:00
Monster Iestyn 13f4ef2f34 Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into slope-fixes 2016-03-12 23:06:37 +00:00
Monster Iestyn 5b89164cf7 Fix camera going nuts around intangible polyobjects 2016-03-10 20:50:54 +00:00
Inuyasha 317161221d Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-03-09 01:23:48 -08:00
Inuyasha 6aa708b5af I don't think we need the BLUE_SPHERES define anymore... 2016-03-09 00:49:35 -08:00
Alam Ed Arias 407bf4f39d Merge branch 'next' into polyobj-teeter-fix 2016-03-07 16:46:32 -05:00
Alam Ed Arias 55a6355e15 Merge branch 'next' into slope-fixes 2016-03-07 16:45:51 -05:00
Inuyasha c956b498c8 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/p_user.c
2016-03-03 21:48:32 -08:00
Inuyasha a8bca89dbd Merge branch 'backport_unslot-music' into 'next'
BACKPORT: removal of music slots

Relevant commits cherry-picked. Basically everything except the internal music track name switches.

See merge request !43
2016-03-03 22:31:21 -05:00
Inuyasha fc35c8557e Super color code cleaning, speed 50%, nothing special 2016-02-29 01:18:33 -08:00
Inuyasha fdb4ac5c2e Super color code cleaning, speed 50%, nothing special 2016-02-28 18:19:46 -08:00
Monster Iestyn 4b447b3d0d Don't add polyobjects to a mobj's sector nodes list. This causes the player to teeter whenever they are above the polyobject's bottom, whether or not it is solid
Also, a minor tweak for the teetering code itself, though it looks a right mess and probably should be redone in the future
2016-02-28 18:30:29 +00:00
Alam Ed Arias 2b12e5ff20 Merge branch 'next' into backport_unslot-music 2016-02-26 02:11:29 -05:00
Alam Ed Arias 07d331676b Merge branch 'next' into slope-fixes 2016-02-26 02:09:03 -05:00
Inuyasha 83278c2893 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal
# Conflicts:
#	src/p_map.c
2016-02-25 15:46:08 -08:00
Monster Iestyn 3058648fdc Fix elemental flame trails not spawning when going up slopes 2016-02-16 17:58:08 +00:00
Inuyasha 7c5adacc6f Fixed chain launching
In the process, the stasis flags work like you'd expect them to.
You can now set them in Lua or code and they'll actually do something.
2016-02-14 12:28:03 -08:00
Alam Ed Arias d09016c808 Merge branch 'public_next' into master 2016-02-09 14:19:50 -05:00
Alam Ed Arias 6000b5c980 Merge branch 'master' into next 2016-02-09 14:13:50 -05:00
Inuyasha 8c17dac589 The concept of "music slots" doesn't exist anymore.
Use whatever names you want for your music. So long as you prefix the lumps with O_ or D_, it doesn't matter anymore.
DISCLAIMER: Linedef type 413 (change music) and Lua scripting is not tested.

(cherry picked from commit 025ca413a2)

# Conflicts:
#	src/p_user.c
2016-02-09 02:48:33 -08:00
Alam Ed Arias 3ba827f33d Merge branch 'master' into travis-ci 2016-02-07 00:39:25 -05:00
Alam Ed Arias 07fc74eaf5 clang: fixup a few clang warnings 2016-02-05 22:38:40 -05:00
Inuyasha 2b482324b4 Merge branch 'public_next' of http://git.magicalgirl.moe/STJr/SRB2Internal 2016-02-03 18:11:51 -08:00
Inuyasha 5320424269 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next 2016-02-03 18:09:08 -08:00
Monster Iestyn deb958a796 Remove unused "INVERSECOLORMAP" macro 2016-01-31 17:06:03 +00:00
wolfy852 bd1231764e Merge remote-tracking branch 'remotes/origin/master' into dashmode 2016-01-25 21:41:41 -06:00
wolfy852 e314b442b2 Remove dashmode limit since tic_t is UINT32
This might be overpowered as hell. Needs testing for sure.
2016-01-25 20:26:31 -06:00
Monster Iestyn 67b92d7273 Went and fixed the dashmode variable hack nonsense once and for all myself
would have gone for "dashtime", but then I was reminded that was already a name for something to do with spindash. Oh well
2016-01-25 11:47:33 +00:00
wolfy852 95d6cba184 [HACK] Make dashmode work again
Fixed one of Red's mistakes, and used a different struct variable for dashmode. This needs to be changed though, because everything will break if someone loads a circuit map.
2016-01-25 01:49:37 -06:00
Inuyasha a4badcfe54 Revert the revert because it turns out Rob is a doofus
player.dta was in a sort of mishmashed half designed for one SPR2 layout and half the other.

This reverts commit cc0fbf1c1b.
2016-01-14 06:35:10 -08:00
Inuyasha cc0fbf1c1b Revert "Several changes to split jump anims from spin anims:"
This reverts commit 27b65e3569.
2016-01-14 04:57:17 -08:00
Monster Iestyn 529f5af614 Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
2016-01-13 22:50:16 -08:00
Inuyasha 24d1874fd6 Merge branch 'Rob-request-player-anims' into 'master'
Rob request player anims

[21:44:35] <@Rob> As far as I can tell the player-anims that I requested work
[21:44:45] <@Rob> That can probably be merged at this point

See merge request !22
2016-01-14 00:52:26 -05:00
Monster Iestyn 27b65e3569 Several changes to split jump anims from spin anims:
* SPR2_JUMP and SPR2_SJMP are now the jump sprite sets for spin chars
* SPR2_SPNG and SPR2_SSPG are the new sprite sets for spring up anims (instead of JUMP/SJMP)
* S_PLAY_JUMP and S_PLAY_SUPER_JUMP are now the states for spin char jumps
* S_PLAY_SPRING and S_PLAY_SUPER_SPRING are the new states for spring up (instead of the "JUMP" states)
* PA_JUMP is now PA_SPRING (jumping anims are lumped with PA_ROLL)
2016-01-03 18:19:11 +00:00
Monster Iestyn 8cad9a6dc8 We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2016-01-03 10:30:36 -06:00
RedEnchilada c38af2c6a2 Remove unused maxtop variable 2016-01-02 23:26:22 -06:00
RedEnchilada ba8c0dfc6e Clean up dash mode and make multiplayer-compatible
Actionspd is now the running speed in dashmode.
2016-01-02 22:58:35 -06:00
RedEnchilada a15a4ace7e Do dashmode thok speed adjustments at thok instead of modifying actionspd 2016-01-02 22:34:55 -06:00
wolfy852 ebd2bdd1c8 Add CA_DASHMODE to the game
This works fine in single player on vanilla builds, multiplayer is untested. This might not be the best way to handle the ability, so modifications for efficiency/sanity might be necessary.
2016-01-01 14:53:29 -06:00
Monster Iestyn bb9488f2a2 Removed a few old OpenGL-specific hacks that compensated for lack of dispoffset
(I won't touch overlays for now)
2015-11-23 21:04:33 +00:00
Monster Iestyn 368b458eee We can compile the slopes code now, yay! My brain hurts.
Compiling errors fixed in this commit:
* Various cases of mixed declaration and statement code
* Implicit declaration of slope functions (read: you forgot to put "include "p_slopes.h" in MORE than a few places)
* an odd case of a bad fixed_t to float typecase, cause by using P_GetZAt directly inside FIXED_TO_FLOAT
* a few minor cases of bad unsigned-signed comparisons
* no prototypes for some of the new slope functions. For goodness sake Red, this is basic stuff!
2015-10-10 17:57:35 +01:00
Alam Ed Arias 6ad1086128 Merge branch 'public_next' into master 2015-09-03 15:58:16 -04:00
Yukita Mayako 2fb03a7cff Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into angles
Conflicts:
	src/p_map.c - Automatically resolved by mergetool
2015-08-22 09:52:11 -04:00
RedEnchilada 6d3e318a0c Revert "Guess what major breaking-news bug I just fixed B)"
This reverts commit 9e306394dd.
Sorry MI, but this completely breaks large maps like AGZ.
2015-08-03 13:45:51 -05:00
Alam Ed Arias 22433bcb54 Merge branch 'new-animations' into 'master'
New player animations (Updated player.dta Sonic)

Adds support for several completely new player animations, mostly for Super Sonic.

See merge request !5
2015-06-22 09:59:39 -04:00
Yukita Mayako 496662bec5 Super float animation.
When Super Sonic is "walking in the air", he has a
unique animation for it now which is similar to how
it looked in previous SRB2 versions.
2015-06-19 01:30:06 -04:00
Yukita Mayako ffec58c09c Add PA_EDGE to handle Super teeter animation bug.
States were being improperly checked where a panim
would be more appropriate.
2015-06-18 11:36:08 -04:00
Alam Ed Arias fb5cba78d3 Merge branch 'public_next' into private
Conflicts:
	src/p_mobj.c
2015-06-18 10:54:53 -04:00
Yukita Mayako fc649ce195 Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into hotfix-pltz
Conflicts:
	src/dehacked.c
	src/p_mobj.h
2015-06-09 07:38:21 -04:00
Yukita Mayako 9a9025b1ee Remove pmomz from players who are on ground.
Assume that every frame the player is on the ground, their pmomz will
be re-set properly if the floor is moving, therefore if the platform
STOPS, we need this to set it to 0.
2015-06-09 06:59:34 -04:00
Yukita Mayako 8a261ea467 Fix sprite2 fallbacks.
It didn't work at all before, oops. :/
2015-05-29 15:40:49 -04:00
Yukita Mayako a1c67e7e67 Add MFE_APPLYPMOMZ to fix camera movement.
Here's how it works: When a player walks off the
moving platform, it applies their pmomz once, and
then _keeps pmomz set_ so that the camera still
adds pmomz to its movements until they hit another
floor. This way, the camera doesn't jerk around.
2015-05-29 13:53:06 -04:00
Yukita Mayako 3bc56a91b2 Hotfix for platform movement being dropped on players.
Now players will apply platform movement when jumping,
but only if the platform is moving the same direction
as their jump is, and all other objects will have an
appropriate pmomz in reverse gravity FOF situations.
2015-05-29 04:34:53 -04:00
Yukita Mayako e9c1771017 Add new spindash animation.
This adds SPR2_DASH, S_PLAY_DASH, and
related p_user.c changes to give charging
your spindash a unique animation.
2015-05-29 01:52:42 -04:00
Yukita Mayako 98ba9ca140 Updated player->panims.
Added PA_JUMP and PA_RIDE to handle new Super jump
and ride, and added new animations to panim finder.
2015-05-29 01:48:56 -04:00
RedEnchilada a9d49cd9fa Make all specials reliant on floor touch work right with sloeps
(I might've missed some, though)
2015-05-24 12:53:30 -05:00
RedEnchilada 89319b1c2a Dummy out m_vector and use m_fixed's functions instead
These functions were already here before, and I /swear/ the slope
physics became slightly less glitchy after switching to them...
Only issue is the slope plane mapping code hasn't been properly
converted yet, so they don't render properly for now.
2015-05-22 22:07:07 -05:00
RedEnchilada 3f8e7b1739 Revert/remove unused/broken junk from original slopes port
m_vector removal to come later. The little thing commented out in it
is so I could revert the weird tables.c change.
2015-05-22 20:57:58 -05:00
RedEnchilada 0d9f8028b7 Players now bounce off of slopes on bouncy FOFs 2015-05-21 15:49:49 -05:00
RedEnchilada 0e94cc66ff 2-in-1! Fixed slide movement AND climbing when around slopes 2015-05-20 19:08:49 -05:00
RedEnchilada 7b0e98ef35 Change sliding physics and standing/rolling rules on slopes 2015-05-20 13:18:41 -05:00
RedEnchilada 371e23d55d Reduce acceleration pushback to less absurd levels 2015-05-13 16:02:19 -05:00
RedEnchilada 02d63aa011 Tweaks to slope physics + add accel rules for slopes
Your acceleration vector parallel to the slope is reduced based on slope
angle if it's going up the slope. The pull physics' momentum increase was
toned down a bit to go along with this. Also, I removed the ifdefs for
OLD_MOVEMENT_CODE because why should that be kept around?
2015-04-30 00:32:44 -05:00
RedEnchilada 923fae476e Merge branch 'fury-gh/slopes' into angles
Conflicts:
	src/p_maputl.c
2015-04-19 15:56:55 -05:00
Ronald Kinard 91934d5aec Merge branch 'next' into internal-master
Synchronize the following MRs to internal:

 * STJr/SRB2!6
 * STJr/SRB2!8
 * STJr/SRB2!9
 * STJr/SRB2!10

Conflicts:
	src/doomdef.h
	src/p_map.c
2015-04-14 19:33:38 -05:00
RedEnchilada d2c74e1b13 Fix the west/south blockmap issue without fucking up huge maps 2015-04-08 21:32:07 -05:00
RedEnchilada 09345ce929 Revert "Guess what major breaking-news bug I just fixed B)"
This reverts commit 9e306394dd.
Sorry MI, but this completely breaks large maps like AGZ.
2015-04-08 20:50:49 -05:00