Commit graph

152 commits

Author SHA1 Message Date
toasterbabe 5ff507213b * Some shield constants renamed.
* Some shield sounds swapped (can be reverted later).
* Partial implementation of S3K shield abilities.
* The ability to elemental-groundpound onto gold monitors without going straight through them.
* Force shield ability removed because nobody could agree on it, we'll keep it blank until another idea can get through the disagreement juggernaut.
2016-10-16 22:28:50 +01:00
toasterbabe aa8a454ea9 Turning some shield attributes into flags means that environmental protection and ring-pulling can be more elegantly handled. As a consequence, the S3 shields now have all their passives, and are just waiting on me to give them actives (two of which don't have the necessary sprites for...) 2016-10-16 01:23:00 +01:00
toasterbabe 3aa9d2a1b1 Sonic 3 shields implemented at a basic visual/functional level - no abilities yet. 2016-10-15 23:39:54 +01:00
toasterbabe 5e92ca1a4a Okay, made the Mushroom a seperate shield instead of a hacked pity shield. This is a lot nicer in general. 2016-10-14 10:43:46 +01:00
toasterbabe 80300ac476 Fireflower is now on same level as all other shields, as opposed to being an additional stack layer. (MID LECTURE COMMIT STRATS YO) 2016-10-13 15:14:13 +01:00
toasterbabe d25e908b80 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/p_map.c
2016-10-11 16:25:24 +01:00
Inuyasha 0fdfb1a472 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into animate_global
# Conflicts:
#	src/p_pspr.h
2016-10-03 00:27:49 -07:00
toasterbabe 5614ff5691 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/p_enemy.c
#	src/p_mobj.c
2016-10-02 19:38:53 +01:00
toasterbabe e05528e4a3 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-09-30 12:44:08 +01:00
Inuyasha afb22b968b FF_GLOBALANIM for synced animations
and a few other frame flag changes
2016-09-30 03:20:57 -07:00
Inuyasha 074cc9b965 Dehacked, as usual 2016-09-29 19:32:21 -07:00
Inuyasha f1b8bfcfe7 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
#	src/p_map.c
2016-09-29 18:08:50 -07:00
toasterbabe a8be1e6b7d Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions
# Conflicts:
#	src/d_player.h
#	src/p_inter.c
#	src/p_mobj.c
#	src/p_user.c
2016-09-27 18:24:53 +01:00
toasterbabe c70661186a Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_sprites
# Conflicts:
#	src/dehacked.c
#	src/p_inter.c
#	src/p_pspr.h
2016-09-27 18:11:20 +01:00
Inuyasha 1d71dfa5a3 animate icons using FF_ANIMATE
(this also means they last one second again, and the powerup is given after 1/2 a second, things which were lost when the flip was added)
2016-09-25 20:55:08 -07:00
Inuyasha 1a4b894589 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal into repeat-monitors
# Conflicts:
#	src/info.c
2016-09-24 23:05:01 -07:00
toasterbabe 50a44d96b1 Changes to bubbles for new DSZ + bubble sprites (needs new patch.dta). 2016-09-24 17:15:42 +01:00
toasterbabe 28523760c3 FF_VERTICALFLIP, since I've been messing around with sprite stuff.
* flips the sprite ala MFE_VERTICALFLIP except you don't need to flip the direction of gravity for the object just to draw upside down
* stacks properly with reverse gravity
2016-09-24 14:23:00 +01:00
toasterbabe e16648a72b Introducing player->powers[pw_carry]! Also, I made rope hangs a lot smoother.
* PF_ITEMHANG -> CR_GENERIC
* PF_CARRIED -> CR_PLAYER
* (mo->tracer == MT_TUBEWAYPOINT) -> CR_ZOOMTUBE
* PF_ROPEHANG -> CR_ROPEHANG
* PF_MACESPIN -> CR_MACESPIN
2016-09-23 23:48:48 +01:00
toasterbabe 54f463ce81 Forgot dehacked.c description! 2016-09-16 17:15:16 +01:00
toasterbabe db6e7fd985 Introducing MF2_LINKDRAW! I put it in this branch because it (ab)uses some structural changes I made for papersprites.
* Sets the sortscale of the mobj to that of its tracer.
* Basically, Smiles' tails won't clip through shields thanks to this.
* http://gfycat.com/GraveGlassEwe
* Also has support for chains of MF2_LINKDRAW!
2016-09-16 17:09:33 +01:00
toasterbabe f34a28e80e Removed a hack that caused the groundpound spinfire to hurt you if you lost your shield. 2016-08-21 13:55:16 +01:00
toasterbabe 79297d0cd7 Woops. 2016-08-20 17:34:59 +01:00
toasterbabe c08e9674be As requested by Nev3r and VAda, seperating MF_PAPER into FF_PAPERSPRITE and MF_PAPERCOLLISION. 2016-08-20 15:15:48 +01:00
toasterbabe 7786ef43e8 Okay, did a bunch of stuff. Getting ready to create a merge request, but not quite there yet.
* MF_AMBUSH is now MF2_AMBUSH, because it's something you turn on in a map editor, not with a SOC definition.
* Where MF_AMBUSH was is now MF_PAPER.
* MF_PAPER accesses all the stuff I did previously in this branch...
* ...as well as turn on paper-thin collision detection between mobjs, which I've gotten working but isn't perfect but it's still good enough for non-solid objects!!
2016-08-18 20:09:35 +01:00
toasterbabe 0c3256fa14 NiGHTS is now spr2-ised. i'll upload the relevant files and etc to the ftp
* if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color
* if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves)
* MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now
* emerald is now player->mo->tracer instead of player->mo->tracer->target
* nightopian helpers flash for the 35 tics before they disappear
* nights capsule makes boss explosions/noises now (i can change it back i just like it better)
* drill off into the sky instead of fly up in floating pose (but no noise yet)

ALSO:
* default maxdash is now 70
* forgot to add supercolor to lua, it is there now
* SPR2_SMSL renamed to SPR2_SSTN (stun)
* any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
2016-08-12 02:57:37 +01:00
toasterbabe 810e1ec041 SUPERCOLOR BONANZA COMMIT.
* Several new supercolours.
	- SKINCOLOR_SUPERSILVER1-5 (for fun) - "Silver"
	- SKINCOLOR_SUPERPERIDOT1-5 (nyeheheh) - "Peridot"
	- SKINCOLOR_SUPERCYAN1-5 (for fun) - "Cyan"
	- SKINCOLOR_SUPERPURPLE1-5 (for fun) - "Purple"
	- SKINCOLOR_SUPERRUST1-5 (mecha/metal sonic) - "Rust"
	- SKINCOLOR_SUPERTAN1-5 (shadow/silver the hedgehog) - "Tan"
* SKINCOLOR_SUPER1-5 renamed to SKINCOLOR_SUPERGOLD1-5, one index for darkest is changed - "Gold"
* SKINCOLOR_TSUPER1-5 renamed to SKINCOLOR_SUPERORANGE1-5, ported properly to the new palette - "Orange"
* SKINCOLOR_KSUPER1-5 renamed to SKINCOLOR_SUPERRED1-5, ported properly to the new palette - "Red"

* new S_SKIN attribute - supercolor - uses an entirely different function to get the names (R_GetSuperColorByName instead of R_GetColorByName)

* a fun little secret - typing "god on" in the console whilst super makes the player hyper (visual only, no sparkles - just rainbow flash) - can be removed if no fun is allowed
2016-08-10 19:48:20 +01:00
toasterbabe c9227dfbed Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-06 12:34:26 +01:00
Monster Iestyn 5b2705ef48 Merge branch 'spr2-freeslots' into 'master'
Spr2 freeslots

Needed for Miles, generally a good idea to have around anyway. Considering Miles uses it without problems, seems to work fine.

See merge request !24
2016-08-04 16:24:37 -04:00
toasterbabe ac2ff5e386 CA_MELEE. Mostly complete.
* When moving slowly, P_InstaThrust at S_SKIN's maxdash forward, and set momz to S_SKIN's mindash upwards. Plays a tok noise (not thok). Hurts enemies/bosses, busts spikes/monitors/all types of bustable blocks.
* When moving quickly... doesn't do anything yet, but WILL do a slide.

Also, P_DoSpinDash is now renamed to P_DoSpinAbility, and CA_TWINSPIN users can bust all bustable blocks on collision too.
2016-07-17 21:31:15 +01:00
toasterbabe f757fb3545 SF_MACHINE. Currently only changes drowning, but could do more.
* Electric sparks coming off entire body instead of bubbles coming out mouth
* Different sounds.
* Different icons.

These sprites are currently local only, but I'll be doing a lot of asset updating this evening since Rob asked me to so it won't be long until you can get them.
2016-07-16 22:43:49 +01:00
toasterbabe 765254f183 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-07-16 17:24:19 +01:00
toasterbabe d8065fa525 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
# Conflicts:
#	src/d_player.h
#	src/dehacked.c
#	src/info.c
#	src/p_user.c
2016-07-16 17:23:25 +01:00
Monster Iestyn 99ee3d5149 Merge branch 'side-springs' into 'master'
Sideways springs, horizontal hog-launchers, perpendicular plungers...

Call them what you like, they're in the code now. And have been for months!

Nev3r uses the hell out of these and I'm fed up of them being <!>'s all over the place, so please have 'em in master so we can update srb2.srb and make things better for all of us.

See merge request !30
2016-07-16 12:20:22 -04:00
Monster Iestyn 9b15247191 Merge branch 'dashmode' into 'master'
Dashmode

This branch Metal Sonic's abilities (CA_DASHMODE) to the game.

See merge request !26
2016-07-16 12:09:20 -04:00
toasterbabe cc35a5e1c1 Ported CA_HAMMER from new-character-actions in a way that takes advantage of all of the non-hardcodey things I've added in this branch.
Also, it's called CA_TWINSPIN because that's more inoccouous.
2016-07-16 13:55:12 +01:00
toasterbabe 1e648e4709 Woops, forgot SOC parser. 2016-07-15 17:32:29 +01:00
toasterbabe 01dc98f8f0 New frame flags for more complicated animations.
* FF_MIDDLESTARTCHANCE - has a 50% chance of starting the spr2 or FF_ANIMATE animation halfway in
* FF_SPR2ENDSTATE - if var1 == S_NULL, don't loop, just stop incrementing the frames. Otherwise, go to the state represented by var1.

The former is just something I did for fun, the latter is something that'll come in handy when porting in new-character-moves.
2016-07-15 16:48:30 +01:00
toasterbabe 824458a5ff Swimming animation! Since I know we want it for Smiles eventually.
Also, I guess CA_SWIM isn't forced into running on water anymore.
2016-07-13 18:18:18 +01:00
toasterbabe 8087cde5db Correcting a few cockups. 2016-07-13 13:26:21 +01:00
toasterbabe fcfe8c0132 More clearly defined handling for replacing character select images. Specifically takes into account whether the hidden character was added in this file or a seperate one.
Also, removed some commented out code regarding character selects, and removed a useless case for R_SkinAvailable().
2016-07-12 20:10:01 +01:00
toasterbabe 80a3d79d4d Some hacks added to forceskin to:
* support hidden characters
* take the skin->name, not the number
* display the skin->name in the menu

Also, minor tweaks to other things.
2016-07-12 14:40:20 +01:00
toasterbabe ee92e043b9 Preparation for hidden characters, making sure R_SkinAvailable was being used where appropriate.
Also, bugfix for something my optimisation introduced.
2016-07-11 23:40:31 +01:00
toasterbabe eee6a6ff45 Optimisations to the character select screen.
* If a character select character image is not set, don't iterate every tic - iterate on first image get and then save to the struct.
* A character select screen with only two characters now has special case handling.
* A memory leak in the making has been plugged. (specifically, picname not being Z_Free'd if the loop fails to do so)
* Logic/operation simplification.

Also, some typo corrections and clarity case movements of stuff in other files I've been looking at.
2016-07-11 23:01:43 +01:00
Alam Ed Arias 8f0994b38b Merge branch 'public_next' into master 2016-07-11 16:22:05 -04:00
Alam Ed Arias 765d68899f Merge branch 'master' into next 2016-07-11 16:10:40 -04:00
Alam Ed Arias 0c8fcb5e4d Merge branch 'master' into repeat-monitors 2016-07-11 15:29:06 -04:00
Alam Ed Arias 8693be0811 Merge branch 'master' into spr2-freeslots 2016-07-11 15:26:39 -04:00
toasterbabe 8431f64300 A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.

Also, a minor change:

* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
2016-07-10 18:41:38 +01:00
toasterbabe cee37819cd Dashmode now has its own animation, SPR2_PEEL. Requires a new PLAYER.DTA. I made a lot of references to the peelout here because I'm not sure what else to call a Sonic character's faster-than-usual-running animation and SPR2_DASH was taken.
* SPR2_PEEL, SPR2_SPEE.
* S_PLAY_PEEL, S_PLAY_SUPER_PEEL.
* PA_PEEL.
* Dashmode actually starts charging from runspeed instead of the arbitrarily calculated (normalspeed - 5*FRACUNIT). This just made things easier, honestly, and it's 1 FU of difference compared to the current test case.
2016-07-09 14:52:49 +01:00