Commit graph

292 commits

Author SHA1 Message Date
toasterbabe acf0d4ad5b Detons no longer release duplicate flickies when they hit walls.
(I COULD have hacked around the hack, but when a line tells you it's a hack and it makes things work by removing it, you remove it.)
2017-01-16 17:09:57 +00:00
Monster Iestyn 3d07915be2 Merge branch 'vada_flickies' into 'master'
Hardcoded VAda Flickies

Many thanks to MI for his help, even if he has sinful opinions on what the collection of creatures should be called. ;P

* Flickies are now handled via A_FlickySpawn instead of hardcoded in P_KillMobj, so there can be mobjtypes with MF_ENEMY which don't create flickies, or other mechanisms which can much easier.
* Added map header "FlickyList" (aka "AnimalList") parameter, which can either be set to:
    * A species (eg: "Rabbit" or "Bluebird", amongst 17 currently supported types in dehacked.c table FLICKYTYPES - including the seed from Sonic CD, which isn't limited to 'soniccd on' in the console now)
    * Any valid mobjtype that isn't MT_NULL (eg: "MT_FLICKY_GHOST")
    * A comma-seperated list of either of the above, up to 64 entries long (eg: "Cow,MT_FLICKY_SPIDER,Chicken")
    * "All" - sets behind-the-scenes stuff to use every 'normal' type of flicky in FLICKYTYPES (a distinction which can be utilised to hide secret level flickies where they wouldn't be appropriate for the main game)
    * "Demo" - sets behind-the-scenes stuff to use the five flickies closest to the species used in the game's long history.
    * "None" - prevents any flickies from spawning.

"Demo" is functionally the default value if you don't include a FlickyList parameter in the header at all.

Of note, a bunch of functions are now created:
* A_FlickySpawn - spawns flicky.
* A_FlickyAim - aims for area near target, but not directly on them - turns around when hitting wall
* A_FlickyFly -  flies/swims around target (calls A_FlickyAim)
* A_FlickySoar - hacky alternate fly (calls A_FlickyAim)
* A_FlickyCoast - slowing down before going off again
* A_FlickyHop - fracunit-scale precision for A_BunnyHop
* A_FlickyFlounder - A_FlickyHop with randomisation
* A_FlickyCheck - State-setter for falling, or being on-ground
* A_FlickyHeightCheck - State-setter for falling, or being below a certain height relative to target
* A_FlickyFlutter - A_FlickyCheck, but with a slow fall/movement (calls A_FlickyCheck and A_FlickyAim)

I don't need to enumerate the object types and states that have been added, do I?

Oh yeah, I also made it so get_mobjtype's failure value was MT_NULL and prohibited SOC from editing the properties of it to compensate.

IN ADDITION: Killed "soniccd" console command, since it made things more complicated and honestly being able to specify Sonic CD seeds in the level header is a better option.

See merge request !60
2017-01-08 17:36:25 -05:00
Monster Iestyn 166c6746cd Merge branch 'public_next' 2017-01-08 16:05:32 +00:00
Monster Iestyn 45fdfd9f37 Merge branch 'eggscalibur_fixes' into 'next'
One Eggscalibur fix

Use mobj->watertop instead of mobj->spawnpoint->z. CEZ3 is far from fixed in multiplayer, but this is still one less thing to worry about.

See merge request !148
2017-01-07 10:47:02 -05:00
toasterbabe a4fe3580e2 Forgot to commit this compiling fix. 2017-01-02 19:07:20 +00:00
toasterbabe eb22f347f3 Made Eggscalibur use mobj->watertop instead of mobj->spawnpoint->z because that's not netgame-safe.
CEZ3 STILL has some ridiculous inconsistencies, but this is one less to worry about.
2017-01-02 19:04:33 +00:00
toasterbabe 3f92a2305a * Modified MT_SEED to have aesthetically nicer behaviour.
* Removed Soniccd command, as flicky selection involves a P_RandomKey call - this messes with replays and demos.
2017-01-01 21:54:30 +00:00
toasterbabe 311886e582 * Ported in all of the Flickies from flickiesreduced8.wad except for the Flicker and seed.
* Fixed a crash bug in the Flicky fly function I introduced sleepily last night.
2016-12-31 16:55:06 +00:00
toasterbabe d3a70eb1db * All Flicky A_ functions ported.
* Corrected MT_EGGSHIELD spawning a flicky.
* New compared to the Lua implementation: Flickies turn around when they hit walls!
2016-12-30 19:16:20 +00:00
toasterbabe bf8bff82ba * MT_EGGTRAP (egg capsule center mobj) converted over to flickylist system.
* MT_EXPLODE's anims partially FF_ANIMATE'd.
* A_FlickySpawn turned into a wrapper for internal function that does what A_FlickySpawn did but returns a pointer to the spawned flicky.
2016-12-30 14:04:04 +00:00
Monster Iestyn 6ae2c24484 Merge branch 'public_next'
# Conflicts:
#	src/p_user.c
2016-12-14 18:53:00 +00:00
toasterbabe d8d5f31898 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-12-13 22:03:59 +00:00
toasterbabe fe6b4c4875 Reduced momentum killing of groundpound into slime per Mystic's request. 2016-12-13 21:48:16 +00:00
Monster Iestyn 6f8969aec0 Merge branch 'spindash-dust' into 'master'
Spindash dust

Charging a spindash kicks up dust, we all know this feature was dying to get in at some point. Bubble and flame forms of spin dust are included from FSonic, for underwater and elemental respectively.

Oh, and as a bonus I reorganised the spindash/spinning/other ability2 stuff code to look a bit neater and more organised.

New resources:
* MT_SPINDUST - the object
* S_SPINDUST1 to 4 - the normal form's states
* S_SPINDUST_BUBBLE1 to 4 - the bubble form's states
* S_SPINDUST_FIRE1 to 4 - the bubble form's states
* SPR_DUST - the normal form's sprite set (uses frames A to D, just pinch FSonic's sprites really)
* SPR_FPRT - the flame form's sprite set (frame A only)

SF_NOSPINDASHDUST disables spindash dust for a character

See merge request !52
2016-12-13 15:15:33 -05:00
Monster Iestyn 7c07f39019 Make sure flipped things placed directly on ceiling get MFE_ONGROUND
This fixes ceiling springs apparently flying down with you in various scenarios
2016-12-05 22:07:16 +00:00
toasterbabe 85fb02aaf6 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/p_inter.c
#	src/p_user.c
#	src/st_stuff.c
2016-11-20 16:44:38 +00:00
Inuyasha f02f06aed8 Merge branch 'spr2stuff' into 'master'
Stupid spr2 fix

Name on tin

See merge request !53
2016-11-13 17:40:35 -05:00
toasterbabe 7746553273 * Fixed A_1upThinker having a standing sprite for a single frame on spawn.
* Removed the noalt stuff because it's not actually helpful. Everything's gotta come back to something at some point or there'll be errors.
2016-11-13 22:33:10 +00:00
Inuyasha 908907d668 Merge branch 'spr2stuff' into 'master'
Sprite2 changes

Some stuff!

* Lua access to sprite2.
    * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
* FF_ANIMATE support for sprite2s. The var2 of the state works identically to normal FF_ANIMATE, but var1 is completely disregarded - it just runs all of the frames available to that one sprite2 animation set.
    * As a result, a bunch of states which were either not previously animatable or had animated at constant speed now get animation without state changes.
* P_SetMobjState now supports sprite2 defaulting like P_SetPlayerMobjState does.

See merge request !51
2016-11-13 16:59:26 -05:00
Inuyasha e62b0f219f Merge branch 'damage-control' into 'master'
Damage control + Match rebalancing

This is two branches in one since while I was working on damage-control's changes months back, I felt it was best Match rebalancing was merged in here too (thanks JTE for helping me do so).

Changes from damage-control:
* `player->health` (formerly the "HUD copy" of `player->mo->health`) is now `player->rings`, and is also now the player's actual ring count.
* `player->mo->health` (formerly rings + 1) is now always 1 when alive, regardless of ring count; if player with rings is damaged, this is untouched.
* P_RingDamage now includes ring spilling code.
* P_ShieldDamage now has a damagetype argument, allowing me to remove the last MT_NULL hack left in from the pre-damagetype days that I forgot about.
* The old "switch-to-seestate" enemy damaging behavior in P_DamageMobj has been removed. This was a Doom left-over and doesn't really affect SRB2's enemies anyway - see, Doom enemies had a random chance of using seestate or painstate, SRB2 enemies always use painstate.
* Other minor efforts to reorganise damaging code and have it make more sense, but otherwise nothing that should affect gameplay in general.

Changes from match-rebalancing:
* New weapon/ammo dropping behavior: if you have the weapon panel + ammo, you drop the panel (but not the ammo); if you don't, you just drop the ammo.
* New Match ammo consumption: Weapon rings can now be fired with no rings at double the ammo cost.
* New emerald behaviour: collecting all 7 emeralds no longer turns you super (read: Match super is dead now) but instead steal points from enemies and gives you and teammates invincibility + sneakers
* Tails ringslinger buff: Any character with CA_FLY will now throw rings 1.5x as fast.

See merge request !28
2016-11-13 16:47:05 -05:00
toasterbabe 11a391dbb5 Making FF_SPR2ENDSTATE consistent between P_SetMobjState and P_SetPlayerMobjState. 2016-11-12 15:06:49 +00:00
toasterbabe 20677c7a66 * Introducing new Lua-exclusive function, P_IsValidSprite2(mo, spr2). Basically just a wrapper for (((skin_t *)mobj->skin)->sprites[spr2].numframes > 0), useful for creating custom sprite2 defaulting functions since hooking into P_GetMobjSprite2 wouldn't be worth it.
* All Lua-originated sprite2 settings are now forced through P_GetMobjSprite2. Makes sense because of SPR2_JUMP, which none of the main characters have sprites for yet all use.
* Cleaned up P_GetMobjSprite2 to not set irrelevant, otherwise-unused variable.
2016-11-11 23:23:41 +00:00
toasterbabe 07e5fe9546 Swapped around in an attempt to streamline. 2016-11-10 22:35:33 +00:00
Monster Iestyn 47c67472ff Added bubble form of spin dust 2016-11-10 21:09:05 +00:00
toasterbabe fc64feee60 FF_ANIMATE now cooperates with Sprite2, and to this end a few player states which have non-varying animation speeds (some which previously had a speed of 0) now use it. 2016-11-10 18:27:01 +00:00
Monster Iestyn ce97c1e986 Added basic spindash dust
Also cleaned up some of the code in P_DoSpinAbility while I was at it
2016-11-10 17:51:10 +00:00
toasterbabe 080b3c1d6d Decouple the Sprite2 defaulting from P_SetPlayerMobjState. 2016-11-10 16:05:40 +00:00
toasterbabe b5a6bfe046 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-11-06 16:03:12 +00:00
Alam Ed Arias 67d2211bca whitespace: cleanup 2016-11-01 15:54:52 -04:00
toasterbabe 08a4fc8382 Tweaks to the way the force whoosh is handled so it stays centered AND doesn't allow an infinitesimal jump. 2016-10-30 14:01:56 +00:00
Monster Iestyn 82d29b59c1 Merge branch 'master' into damage-control 2016-10-29 17:05:59 +01:00
toasterbabe 1c1af15b4f Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-29 16:56:50 +01:00
Monster Iestyn b1a53f6623 Merge branch 'public_next' 2016-10-29 16:52:43 +01:00
Monster Iestyn 2ef1aaf15c Merge branch 'shield_issues' into 'next'
Fixed players disappearing when spindashing whilst wearing multi-layer shields

* Before: http://i.imgur.com/gxUFElo.png
* After: http://i.imgur.com/NxsOg94.png

The problem was that MT_OVERLAY's default radius and height were never getting changed from 1*FRACUNIT, and that meant that when you spindashed, the game considered it completely below the surface of the flat you were standing on. Since you're not usually clipped on flats that don't belong to FOFs, we didn't notice this aspect of the issue sooner.

(SORRY FOR THE MULTIPLE MR'S AGAIN I TOTALLY SUCK AT REMEMBERING TO MAKE SURE IT GOES TO NEXT INSTEAD OF MASTER)

See merge request !124
2016-10-29 11:19:09 -04:00
toasterbabe 8025ef2f79 At MI's suggestion (shields don't NEED to be tweaked, just overlays) 2016-10-29 16:08:19 +01:00
toasterbabe bfdaf5ee90 Fixed the Force stop's scaling properly. Woo! Branch is basically done now. 2016-10-24 20:51:23 +01:00
toasterbabe cc4d780371 Making things more scale-friendly (but it's not perfect...) 2016-10-24 18:40:48 +01:00
toasterbabe 162c04c370 Bubblewrap shield now bounces on enemies and monitors instead of piercing through them. 2016-10-24 13:33:10 +01:00
toasterbabe 3ce411b62a Mario mode is boring again. (I'm going to revert this commit as soon as possible, but shield_actions needs to be clean of Mario stuff for now.) 2016-10-24 12:35:40 +01:00
toasterbabe 45d32b7f7c * Flameaura shield now has boosh sprites.
* MF2_SHIELD calls shield thinker (P_AddShield/P_ShieldLook).
* Multiple types of force shields now handled.
2016-10-23 20:34:43 +01:00
toasterbabe c54d62851c Okay, this is a MUCH better solution than PF_JUMPDAMAGE. 2016-10-23 16:04:02 +01:00
toasterbabe c18c014bef Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-10-23 14:47:37 +01:00
Monster Iestyn dd5fa80839 Merge branch 'master' into damage-control 2016-10-22 14:55:06 +01:00
toasterbabe 59fccab8e5 Restructured things so nojumpdamage characters can use the elemental, bubblewrap and attract shields. 2016-10-20 20:55:15 +01:00
Monster Iestyn 3bc29919c2 Merge branch 'public_next' 2016-10-20 16:38:39 +01:00
toasterbabe c1a8dd9a37 Minor refactor of what I did last night - as a modifiable state instead of hardcoded references. 2016-10-20 13:44:03 +01:00
toasterbabe 8fe932b0e7 * Force shield force stop completed
* Bubblewrap shield bounce now no longer allows thokking post-bounce, but still allows bouncing
* plus a bunch of tiny changes to clean up code around the place.
2016-10-20 00:33:12 +01:00
toasterbabe 51ffa6d5ea Kill an overlay if the target is removed between P_AddOverlay and P_RunOverlays. 2016-10-17 21:23:58 +01:00
toasterbabe beecd72a22 BUBBLE BOUNCE ANIMATION 2016-10-17 20:39:22 +01:00
toasterbabe 366e282495 Cleaned up the shield-ability stuff to be cleaner (and reduce MT_OVERLAY thinking). 2016-10-17 14:39:32 +01:00