diff --git a/src/dehacked.c b/src/dehacked.c index 60d38a63..9b4ddc71 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -1837,7 +1837,9 @@ static actionpointer_t actionpointers[] = {{A_JawzExplode}, "A_JAWZEXPLODE"}, // SRB2kart {{A_MineExplode}, "A_MINEEXPLODE"}, // SRB2kart {{A_BallhogExplode}, "A_BALLHOGEXPLODE"}, // SRB2kart - {{A_LightningFollowPlayer}, "A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart + {{A_LightningFollowPlayer},"A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart + {{A_RandomShadowFrame}, "A_RANDOMSHADOWFRAME"}, //SRB2kart + {{A_RoamingShadowThinker}, "A_ROAMINGSHADOWTHINKER"}, //SRB2kart {{A_OrbitNights}, "A_ORBITNIGHTS"}, {{A_GhostMe}, "A_GHOSTME"}, {{A_SetObjectState}, "A_SETOBJECTSTATE"}, diff --git a/src/info.c b/src/info.c index 2efa68ab..e0a55a8a 100644 --- a/src/info.c +++ b/src/info.c @@ -61,7 +61,7 @@ char sprnames[NUMSPRITES + 1][5] = "DEZL","POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM", "SACO","CRAB","SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB", "ARRO","ITEM","ITMO","ITMI","ITMN","WANT","PBOM","RETI","AIDU","KSPK", - "LZI1","LZI2","KLIT","VIEW" + "LZI1","LZI2","KLIT", "SPTL", "ENM1", "GARU", "MARR", "VIEW" }; // Doesn't work with g++, needs actionf_p1 (don't modify this comment) @@ -3064,7 +3064,24 @@ state_t states[NUMSTATES] = {SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|4, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT10}, // S_KLIT9 {SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT11}, // S_KLIT10 {SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|5, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT12}, // S_KLIT11 - {SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT1}, // S_KLIT12 + {SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT1}, // S_KLIT12 + + // Midnight Channel stuff, yay more boring states! + {SPR_SPTL, 0, -1, {NULL}, 0, 0, S_SPOTLIGHT}, // S_SPOTLIGHT + {SPR_ENM1, 0, 1, {A_RandomShadowFrame}, 0, 0, S_RANDOMSHADOW}, // S_RANDOMSHADOW + + {SPR_GARU, 0, 2, {NULL}, 0, 0, S_GARU2}, // S_GARU1 + {SPR_GARU, 1, 2, {NULL}, 0, 0, S_GARU3}, // S_GARU2 + {SPR_GARU, 2, 2, {NULL}, 0, 0, S_NULL}, // S_GARU3 + + {SPR_NULL, 0, 2, {NULL}, 0, 0, S_TGARU1}, // S_TGARU0 + {SPR_GARU, FF_TRANS30, 2, {NULL}, 0, 0, S_GARU2}, // S_TGARU1 + {SPR_GARU, 1|FF_TRANS30, 2, {NULL}, 0, 0, S_GARU3}, // S_TGARU2 + {SPR_GARU, 2|FF_TRANS30, 2, {NULL}, 0, 0, S_NULL}, // S_TGARU3 + + {SPR_ENM1, 2, 1, {A_RoamingShadowThinker}, 0, 0, S_ROAMINGSHADOW}, //S_ROAMINGSHADOW + + {SPR_MARR, 0, 1, {A_MayonakaArrow}, 0, 0, S_MAYONAKAARROW}, //S_MAYONAKAARROW #ifdef SEENAMES {SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK @@ -17210,6 +17227,116 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = MF_NOTHINK|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_DONTENCOREMAP, // flags S_NULL // raisestate }, + + // Midnight Channel stuff: + + { // MT_SPOTLIGHT + 3124, // doomednum + S_SPOTLIGHT, // 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 + 0, // speed + 8*FRACUNIT, // radius + 16*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_NOTHINK|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY, // flags + S_NULL // raisestate + }, + + { // MT_RANDOMSHADOW + 3120, // doomednum + S_RANDOMSHADOW, // 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 + 0, // speed + 16*FRACUNIT, // radius + 32*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_SCENERY|MF_PAIN, // flags + S_NULL // raisestate + }, + + { // MT_ROAMINGSHADOW + 3121, // doomednum + S_ROAMINGSHADOW, // 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 + 0, // speed + 16*FRACUNIT, // radius + 32*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_SOLID|MF_PAIN|MF_SPECIAL|MF_RUNSPAWNFUNC, // flags + S_NULL // raisestate + }, + + { // MT_MAYONAKAARROW + 3122, // doomednum + S_MAYONAKAARROW, // 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 + 0, // speed + 64*FRACUNIT, // radius + 128*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_NOGRAVITY|MF_RUNSPAWNFUNC, // flags + S_NULL // raisestate + }, // ============================================================================================================================// diff --git a/src/info.h b/src/info.h index f14d2121..5dbc68d8 100644 --- a/src/info.h +++ b/src/info.h @@ -169,6 +169,9 @@ void A_JawzExplode(); // SRB2kart void A_MineExplode(); // SRB2kart void A_BallhogExplode(); // SRB2kart void A_LightningFollowPlayer(); // SRB2kart: Lightning shield effect player chasing +void A_RandomShadowFrame(); //SRB2kart: Shadow spawner frame randomizer +void A_RoamingShadowThinker(); // SRB2kart: Roaming Shadow moving + attacking players. +void A_MayonakaArrow(); //SRB2kart: midnight channel arrow sign void A_OrbitNights(); void A_GhostMe(); void A_SetObjectState(); @@ -652,6 +655,12 @@ typedef enum sprite SPR_LZI1, // Lightning that falls on the player for lightning shield SPR_LZI2, // ditto SPR_KLIT, // You have a twisted mind. But this actually is for the diagonal lightning. + + // Midnight Channel stuff: + SPR_SPTL, // Spotlight + SPR_ENM1, // Shadows (Roaming and static) + SPR_GARU, // Wind attack roaming shadows use. + SPR_MARR, // Mayonaka Arrow SPR_VIEW, // First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw! @@ -3612,6 +3621,19 @@ typedef enum state S_KLIT10, S_KLIT11, S_KLIT12, + + // Midnight Channel stuff: + S_SPOTLIGHT, // Spotlight decoration + S_RANDOMSHADOW, // Random Shadow. They're static and don't do nothing. + S_GARU1, + S_GARU2, + S_GARU3, + S_TGARU0, + S_TGARU1, + S_TGARU2, + S_TGARU3, // Wind attack used by Roaming Shadows on Players. + S_ROAMINGSHADOW, // Roaming Shadow (the one that uses above's wind attack or smth) + S_MAYONAKAARROW, // Arrow sign #ifdef SEENAMES S_NAMECHECK, @@ -4282,6 +4304,12 @@ typedef enum mobj_type MT_KARMAHITBOX, MT_KARMAWHEEL, + + // Midnight Channel stuff: + MT_SPOTLIGHT, // Spotlight Object + MT_RANDOMSHADOW, // Random static Shadows. + MT_ROAMINGSHADOW, // Roaming Shadows. + MT_MAYONAKAARROW, // Arrow static signs for Mayonaka #ifdef SEENAMES MT_NAMECHECK, diff --git a/src/p_enemy.c b/src/p_enemy.c index 37dd5899..969a3282 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -193,6 +193,9 @@ void A_JawzExplode(mobj_t *actor); // SRB2kart void A_MineExplode(mobj_t *actor); // SRB2kart void A_BallhogExplode(mobj_t *actor); // SRB2kart void A_LightningFollowPlayer(mobj_t *actor); // SRB2kart +void A_RandomShadowFrame(mobj_t *actor); // SRB2kart +void A_RoamingShadowThinker(mobj_t *actor); //SRB2kart +void A_MayonakaArrow(mobj_t *actor); //SRB2kart void A_OrbitNights(mobj_t *actor); void A_GhostMe(mobj_t *actor); void A_SetObjectState(mobj_t *actor); @@ -8421,6 +8424,138 @@ void A_LightningFollowPlayer(mobj_t *actor) return; } +// A_RandomShadowFrame +// Gives a random sprite for the Mayonaka static shadows. Dumb and simple. +void A_RandomShadowFrame(mobj_t *actor) +{ + mobj_t *fire; + mobj_t *fake; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RandomShadowFrame", (actor))) + return; +#endif + + if (!actor->extravalue1) // Hack that spawns thoks that look like random shadows. Otherwise the state would overwrite our frame and that's a pain. + { + fake = P_SpawnMobj(actor->x, actor->y, actor->z, MT_THOK); + fake->sprite = SPR_ENM1; + fake->frame = P_RandomRange(0, 6); + P_SetScale(fake, FRACUNIT*3/2); + fake->scale = FRACUNIT*3/2; + fake->destscale = FRACUNIT*3/2; + fake->angle = actor->angle; + fake->tics = -1; + actor->flags2 |= MF2_DONTDRAW; + actor->extravalue1 = 1; + } + + P_SetScale(actor, FRACUNIT*3/2); + + // I have NO CLUE how to hardcode all of that fancy Linedef Executor shit so the fire spinout will be done by these entities directly. + if (P_LookForPlayers(actor, false, false, 512<target && !actor->target->player->powers[pw_flashing] + && !actor->target->player->kartstuff[k_invincibilitytimer] + && !actor->target->player->kartstuff[k_growshrinktimer] + && !actor->target->player->kartstuff[k_spinouttimer] + && P_IsObjectOnGround(actor->target) + && actor->z == actor->target->z) + { + P_DamageMobj(actor->target, actor, actor, 1); + P_InstaThrust(actor->target, actor->angle, 16<target->x, actor->target->y, actor->target->z, MT_THOK); + P_SetMobjStateNF(fire, S_QUICKBOOM1); + P_SetScale(fire, 4<color = SKINCOLOR_RED; + S_StartSound(actor->target, sfx_fire2); + } + } + return; +} + +// A_RoamingShadowThinker +// Thinker for Midnight Channel's Roaming Shadows: +void A_RoamingShadowThinker(mobj_t *actor) +{ + mobj_t *wind; + +#ifdef HAVE_BLUA + if (LUA_CallAction("A_RoamingShadowThinker", (actor))) + return; +#endif + // extravalue1 replaces "movetimer" + // extravalue2 replaces "stoptimer" + + P_SetScale(actor, FRACUNIT*3/2); + if (!actor->extravalue2) + { + P_InstaThrust(actor, actor->angle, 8<extravalue1 = ((actor->extravalue1) ? (actor->extravalue1-1) : (TICRATE*5+1)); // deplete timer if set, set to 5 ticrate otherwise. + if (actor->extravalue1 == 1) // if timer reaches 1, do a u-turn. + { + actor->extravalue1 = 0; + actor->extravalue2 = 60; + } + // Search for and attack Players venturing too close in front of us. + + if (P_LookForPlayers(actor, false, false, 256<target && !actor->target->player->powers[pw_flashing] + && !actor->target->player->kartstuff[k_invincibilitytimer] + && !actor->target->player->kartstuff[k_growshrinktimer] + && !actor->target->player->kartstuff[k_spinouttimer]) + { + // send them flying and spawn the WIND! + P_InstaThrust(actor->target, 0, 0); + P_DamageMobj(actor->target, actor, actor, 1); + P_SetObjectMomZ(actor->target, 16<target, sfx_wind1); + + // Spawn the WIND: + wind = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_THOK); // Opaque layer: + P_SetMobjState(wind, S_GARU1); + P_SetScale(wind, FRACUNIT*3/2); + wind = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_THOK); // Translucent layer: + P_SetMobjState(wind, S_TGARU0); + P_SetScale(wind, FRACUNIT*3/2); + wind->destscale = 30<angle += ANG1*3; + actor->extravalue2--; + } + return; +} + +// A_MayonakaArrow +// Used for the arrow sprite animations in Mayonaka. It's only extra visual bullshit to make em more random. + +void A_MayonakaArrow(mobj_t *actor) +{ + INT32 flip = 0; +#ifdef HAVE_BLUA + if (LUA_CallAction("A_MayonakaArrow", (actor))) + return; +#endif + // "animtimer" is replaced by "extravalue1" here. + actor->extravalue1 = ((actor->extravalue1) ? (actor->extravalue1+1) : (P_RandomRange(0, TICRATE*3))); + flip = ((actor->spawnpoint->options & 1) ? (3) : (0)); // flip adds 3 frames, which is the flipped version of the sign. + + actor->frame = flip; + if (actor->extravalue1 >= TICRATE*7/2) + actor->extravalue1 = 0; // reset to 0 and start a new cycle. + else if (actor->extravalue1 > TICRATE*7/2 -4) + actor->frame = flip+2; + else if (actor->extravalue1 > TICRATE*3 && leveltime%2 > 0) + actor->frame = flip+1; + + actor->frame |= FF_PAPERSPRITE; + actor->momz = 0; + return; +} //} // Function: A_OrbitNights diff --git a/src/sounds.c b/src/sounds.c index 02ad0853..625522be 100644 --- a/src/sounds.c +++ b/src/sounds.c @@ -813,6 +813,8 @@ sfxinfo_t S_sfx[NUMSFX] = {"kpogos", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR}, {"ddash", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"zio3", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR}, + {"wind1", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR}, + {"fire2", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR}, {"mcitm1", false, 110, 8, -1, NULL, 0, -1, -1, LUMPERROR}, {"chaooo", false, 110, 0, -1, NULL, 0, -1, -1, LUMPERROR}, {"itfree", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR}, diff --git a/src/sounds.h b/src/sounds.h index 2516b646..ccd99e99 100644 --- a/src/sounds.h +++ b/src/sounds.h @@ -888,6 +888,8 @@ typedef enum sfx_kpogos, sfx_ddash, sfx_zio3, + sfx_wind1, + sfx_fire2, sfx_mcitm1, sfx_chaooo, sfx_itfree,