Merge branch 'lat-hardcode' into 'master'

Midnight Channel + Mementos hardcode

See merge request KartKrew/Kart!61
This commit is contained in:
Sal 2018-10-24 21:26:02 -04:00
commit eef1ba3660
9 changed files with 957 additions and 14 deletions

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@ -990,7 +990,7 @@ static const struct {
{"2D",TOL_2D},
{"MARIO",TOL_MARIO},
{"NIGHTS",TOL_NIGHTS},
//{"OLDBRAK",TOL_ERZ3},
{"TV",TOL_TV},
{"XMAS",TOL_XMAS},
{"CHRISTMAS",TOL_XMAS},
@ -1838,7 +1838,11 @@ static actionpointer_t actionpointers[] =
{{A_SPBChase}, "A_SPBCHASE"}, // 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_ReaperThinker}, "A_REAPERTHINKER"}, //SRB2kart
{{A_MementosTPParticles}, "A_MEMENTOSTPPARTICLES"}, //SRB2kart
{{A_OrbitNights}, "A_ORBITNIGHTS"},
{{A_GhostMe}, "A_GHOSTME"},
{{A_SetObjectState}, "A_SETOBJECTSTATE"},
@ -6800,6 +6804,38 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"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_TGARU",
"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
// Mementos stuff:
"S_REAPER_INVIS", // Reaper waiting for spawning
"S_REAPER", // Reaper main frame where its thinker is handled
"S_MEMENTOSTP", // Mementos teleporter state. (Used for spawning particles)
// JackInTheBox
"S_JITB1",
"S_JITB2",
"S_JITB3",
"S_JITB4",
"S_JITB5",
"S_JITB6",
// Color Drive
"S_CDMOONSP",
"S_CDBUSHSP",
"S_CDTREEASP",
"S_CDTREEBSP",
#ifdef SEENAMES
"S_NAMECHECK",
#endif
@ -7452,6 +7488,26 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"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
// Mementos stuff
"MT_REAPERWAYPOINT",
"MT_REAPER",
"MT_MEMENTOSTP",
"MT_MEMENTOSPARTICLE",
"MT_JACKINTHEBOX",
// Color Drive:
"MT_CDMOON",
"MT_CDBUSH",
"MT_CDTREEA",
"MT_CDTREEB",
#ifdef SEENAMES
"MT_NAMECHECK",
#endif

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@ -302,7 +302,7 @@ enum TypeOfLevel
TOL_2D = 0x0100, ///< 2D
TOL_MARIO = 0x0200, ///< Mario
TOL_NIGHTS = 0x0400, ///< NiGHTS
//TOL_ERZ3 = 0x0800, ///< ERZ3
TOL_TV = 0x0800, ///< Midnight Channel specific: draw TV like overlay on HUD
TOL_XMAS = 0x1000 ///< Christmas NiGHTS
//TOL_KART = 0x4000 ///< Kart 32768
};

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@ -57,11 +57,12 @@ char sprnames[NUMSPRITES + 1][5] =
//SRB2kart Sprites
"SPRG","BSPR","RNDM","RPOP","SGNS","FAST","DSHR","BOST","BOSM","KFRE",
"KINV","KINF","WIPD","DRIF","DUST","RSHE","FITM","BANA","ORBN","JAWZ",
"SSMN","KRBM","BHOG","BHBM","SPBM","THNS","SINK","SITR","KBLN","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"
"SSMN","KRBM","BHOG","BHBM","BLIG","LIGH","THNS","SINK","SITR","KBLN",
"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", "SPTL", "ENM1", "GARU", "MARR", "REAP", "JITB",
"CDMO", "CDBU", "VIEW"
};
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
@ -3042,9 +3043,14 @@ state_t states[NUMSTATES] =
{SPR_SPBM, 8, 1, {NULL}, 0, 0, S_PLAYERBOMB1}, // S_PLAYERBOMB20
{SPR_RNDM, FF_ANIMATE, -1, {NULL}, 23, 3, S_NULL}, // S_PLAYERITEM
{SPR_FITM, FF_ANIMATE, -1, {NULL}, 23, 3, S_NULL}, // S_PLAYERFAKE
<<<<<<< HEAD
=======
{SPR_PBOM, 0, -1, {NULL}, 0, 0, S_NULL}, // S_KARMAWHEEL
>>>>>>> master
{SPR_PBOM, 4, -1, {NULL}, 0, 0, S_NULL}, // S_KARMAWHEEL
// Oh no it's annoying lightning states.......
// Lightning Sparks (it's the ones we'll use for the radius)
{SPR_KSPK, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK2}, // S_KSPARK1
@ -3060,7 +3066,7 @@ state_t states[NUMSTATES] =
{SPR_KSPK, FF_TRANS50|FF_FULLBRIGHT|5, 2, {A_LightningFollowPlayer}, 0, 0, S_KSPARK12}, // S_KSPARK11
{SPR_NULL, FF_FULLBRIGHT, 1, {A_LightningFollowPlayer}, 0, 0, S_KSPARK13}, // S_KSPARK12
{SPR_KSPK, FF_TRANS60|FF_FULLBRIGHT|6, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_KSPARK13
// The straight bolt...
{SPR_LZI1, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO12}, // S_LZIO11
{SPR_NULL, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO13}, // S_LZIO12
@ -3071,7 +3077,7 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO18}, // S_LZIO17
{SPR_LZI1, FF_TRANS50|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO19}, // S_LZIO18
{SPR_LZI1, FF_TRANS70|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_LZIO19
{SPR_NULL, FF_FULLBRIGHT, 6, {A_LightningFollowPlayer}, 0, 0, S_LZIO22}, // S_LZIO21
{SPR_LZI2, FF_FULLBRIGHT|1, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO23}, // S_LZIO22
{SPR_LZI2, FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO24}, // S_LZIO23
@ -3081,7 +3087,7 @@ state_t states[NUMSTATES] =
{SPR_LZI2, FF_TRANS30|FF_FULLBRIGHT|2, 2, {A_LightningFollowPlayer}, 0, 0, S_LZIO28}, // S_LZIO27
{SPR_NULL, 0, 4, {A_LightningFollowPlayer}, 0, 0, S_LZIO29}, // S_LZIO28
{SPR_LZI2, FF_TRANS70|FF_FULLBRIGHT, 2, {A_LightningFollowPlayer}, 0, 0, S_NULL}, // S_LZIO29
// The slanted bolt. Man these states are boring as all heck to do.
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT2}, // S_KLIT1
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT3}, // S_KLIT2
@ -3094,7 +3100,43 @@ 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
//Mementos stuff
{SPR_NULL, 0, TICRATE*20, {NULL}, 0, 0, S_REAPER}, //S_REAPER_INVIS TODO: DON'T FORGET TO CHANGE THAT BACK TO 130*TICRATE WHEN TESTING IS OVER
{SPR_REAP, 0, 1, {A_ReaperThinker}, 0, 0, S_REAPER}, //S_REAPER
{SPR_NULL, 0, 1, {A_MementosTPParticles}, 0, 0, S_MEMENTOSTP}, //S_MEMENTOSTP
//JackInTheBox
{SPR_JITB, 0, 4, {NULL}, 0, 0, S_JITB2}, // S_JITB1
{SPR_JITB, 1, 4, {NULL}, 0, 0, S_JITB3}, // S_JITB2
{SPR_JITB, 2, 4, {NULL}, 0, 0, S_JITB4}, // S_JITB3
{SPR_JITB, 3, 4, {NULL}, 0, 0, S_JITB5}, // S_JITB4
{SPR_JITB, 2, 4, {NULL}, 0, 0, S_JITB6}, // S_JITB5
{SPR_JITB, 1, 4, {NULL}, 0, 0, S_JITB1}, // S_JITB6
// Color Drive Stuff:
{SPR_CDMO, 0, -1, {NULL}, 0, 0, S_CDMOONSP}, // S_CDMOONSP
{SPR_CDBU, 0, -1, {NULL}, 0, 0, S_CDBUSHSP}, // S_CDBUSHSP
{SPR_CDBU, 1, -1, {NULL}, 0, 0, S_CDTREEASP}, // S_CDTREEASP
{SPR_CDBU, 2, -1, {NULL}, 0, 0, S_CDTREEBSP}, // S_CDTREEBSP
#ifdef SEENAMES
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
@ -17214,6 +17256,360 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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
},
// Mementos stuff
{ // MT_REAPERWAYPOINT
3199, // doomednum
S_INVISIBLE, // 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, // flags
S_NULL // raisestate
},
{ // MT_REAPER
3202, // doomednum
S_REAPER_INVIS, // 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, // flags
S_NULL // raisestate
},
{ // MT_MEMENTOSTP
3201, // doomednum
S_MEMENTOSTP, // 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
512*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_SPECIAL, // flags
S_NULL // raisestate
},
{ // MT_MEMENTOSPARTICLE
-1, // doomednum
S_THOK, // 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
32<<FRACBITS, // speed
8<<FRACBITS, // radius
16<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_JACKINTHEBOX
1601, // doomednum
S_JITB4, // 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
32<<FRACBITS, // speed
16<<FRACBITS, // radius
128<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_CDMOON
2499, // doomednum
S_CDMOONSP, // 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
32<<FRACBITS, // speed
30<<FRACBITS, // radius
60<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_CDBUSH
2498, // doomednum
S_CDBUSHSP, // 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
16<<FRACBITS, // speed
16<<FRACBITS, // radius
8<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_CDTREEA
2496, // doomednum
S_CDTREEASP, // 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
16<<FRACBITS, // speed
20<<FRACBITS, // radius
20<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
{ // MT_CDTREEB
2497, // doomednum
S_CDTREEBSP, // 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
16<<FRACBITS, // speed
20<<FRACBITS, // radius
20<<FRACBITS, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOCLIP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},
// ============================================================================================================================//
#ifdef SEENAMES

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@ -170,6 +170,11 @@ void A_SPBChase(); // 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_ReaperThinker(); //SRB2kart: mementos reaper
void A_MementosTPParticles(); //SRB2kart: mementos teleporter particles. Man that's a lot of actions for my shite.
void A_OrbitNights();
void A_GhostMe();
void A_SetObjectState();
@ -653,8 +658,23 @@ typedef enum sprite
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
//Mementos stuff:
SPR_REAP,
SPR_JITB, // Jack In The Box
// Color Drive stuff:
SPR_CDMO,
SPR_CDBU,
SPR_VIEW, // First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw!
SPR_FIRSTFREESLOT,
SPR_LASTFREESLOT = SPR_FIRSTFREESLOT + NUMSPRITEFREESLOTS - 1,
NUMSPRITES
@ -3642,6 +3662,38 @@ typedef enum state
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
// Mementos stuff:
S_REAPER_INVIS, // Reaper waiting for spawning
S_REAPER, // Reaper main frame where its thinker is handled
S_MEMENTOSTP, // Mementos teleporter state. (Used for spawning particles)
// JackInTheBox
S_JITB1,
S_JITB2,
S_JITB3,
S_JITB4,
S_JITB5,
S_JITB6,
// Color Drive
S_CDMOONSP,
S_CDBUSHSP,
S_CDTREEASP,
S_CDTREEBSP,
#ifdef SEENAMES
S_NAMECHECK,
#endif
@ -4311,6 +4363,27 @@ 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
// Mementos stuff
MT_REAPERWAYPOINT,
MT_REAPER,
MT_MEMENTOSTP,
MT_MEMENTOSPARTICLE,
MT_JACKINTHEBOX,
// Color Drive:
MT_CDMOON,
MT_CDBUSH,
MT_CDTREEA,
MT_CDTREEB,
#ifdef SEENAMES
MT_NAMECHECK,
#endif

View File

@ -194,6 +194,11 @@ void A_SPBChase(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_ReaperThinker(mobj_t *actor); //SRB2kart
void A_MementosTPParticles(mobj_t *actor); //SRB2kart
void A_OrbitNights(mobj_t *actor);
void A_GhostMe(mobj_t *actor);
void A_SetObjectState(mobj_t *actor);
@ -8577,6 +8582,381 @@ 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, 380<<FRACBITS)) // got target
{
if (actor->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<<FRACBITS);
fire = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_THOK);
P_SetMobjStateNF(fire, S_QUICKBOOM1);
P_SetScale(fire, 4<<FRACBITS);
fire->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<<FRACBITS); // move at 8 fracs / sec
actor->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<<FRACBITS)) // got target
{
if (actor->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<<FRACBITS, false);
S_StartSound(actor->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<<FRACBITS;
}
}
}
else // Handle U-Turn
{
actor->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;
INT32 iswarning;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_MayonakaArrow", (actor)))
return;
#endif
iswarning = actor->spawnpoint->options & MTF_OBJECTSPECIAL; // is our object a warning sign?
// "animtimer" is replaced by "extravalue1" here.
actor->extravalue1 = ((actor->extravalue1) ? (actor->extravalue1+1) : (P_RandomRange(0, (iswarning) ? (TICRATE/2) : TICRATE*3)));
flip = ((actor->spawnpoint->options & 1) ? (3) : (0)); // flip adds 3 frames, which is the flipped version of the sign.
// special warning behavior:
if (iswarning)
flip = 6;
actor->frame = flip + actor->extravalue2*3;
if (actor->extravalue1 >= TICRATE*7/2)
{
actor->extravalue1 = 0; // reset to 0 and start a new cycle.
// special behavior for warning sign; swap from warning to sneaker & reverse
if (iswarning)
actor->extravalue2 = (actor->extravalue2) ? (0) : (1);
}
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;
}
// A_MementosTPParticles
// Mementos teleporters particles effects. Short and simple.
void A_MementosTPParticles(mobj_t *actor)
{
mobj_t *particle;
mobj_t *mo2;
int i = 0;
thinker_t *th;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_MementosTPParticles", (actor)))
return;
#endif
for (; i<4; i++)
{
particle = P_SpawnMobj(actor->x + (P_RandomRange(-256, 256)<<FRACBITS), actor->y + (P_RandomRange(-256, 256)<<FRACBITS), actor->z + (P_RandomRange(48, 256)<<FRACBITS), MT_MEMENTOSPARTICLE);
particle->frame = 0;
particle->color = ((i%2) ? (SKINCOLOR_RED) : (SKINCOLOR_BLACK));
particle->destscale = 1;
P_HomingAttack(particle, actor);
}
// Although this is mostly used to spawn particles, we will also save the OTHER teleport inside actor->target. That way teleporting doesn't require a thinker iteration.
// Doesn't seem like much given the small amount of mobjs this map has but heh.
if (!actor->target)
{
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_MEMENTOSTP && mo2 != actor)
{
P_SetTarget(&actor->target, mo2); // The main target we're pursing.
break;
}
}
}
}
// A_ReaperThinker
// Mementos's Reaper's thinker. A huge pain in the Derek Bum to translate from Lua to this shite if you ask me.
void A_ReaperThinker(mobj_t *actor)
{
mobj_t *particle; // particles to spawn
int i = 0; // for loops
angle_t an = ANGLE_22h; // Reminder that angle constants suck.
//Waypoint stuff:
mobj_t *mo2;
thinker_t *th;
//Player targetting stuff:
INT32 maxscore = 0; // we target the player with the highest score so yeah there you go.
player_t *player; // used as a shortcut in a loop.
mobj_t *targetplayermo; // the player mo we can eventually target, or whatever.
#ifdef HAVE_BLUA
if (LUA_CallAction("A_ReaperThinker", (actor)))
return;
#endif
// We don't have custom variables or whatever so we'll do with whatever the fuck we have left.
if (actor->health == 1000) // if health is 1000, set it to a small scale and have it start growing with destscale. Then set the health to uh, not 1000.
{
actor->scale = 1;
actor->destscale = 2<<FRACBITS;
actor->scalespeed = FRACUNIT/24; // Should take a bit less than 2 seconds to fully grow.
S_StartSound(NULL, sfx_chain);
actor->health--; // now we have 999 health, so that above won't happen again. Awesome.
}
if (actor->scale < 2<<FRACBITS) // we haven't finished growing YET.
{
// Spawn particles as we grow out of the floor, ゴ ゴ ゴ ゴ
for (; i<16; i++)
{
particle = P_SpawnMobj(actor->x + (P_RandomRange(-60, 60)<<FRACBITS), actor->y + (P_RandomRange(-60, 60)<<FRACBITS), actor->z, MT_THOK);
particle->momz = 20<<FRACBITS;
particle->color = ((i%2 !=0) ? (SKINCOLOR_RED) : (SKINCOLOR_BLACK));
particle->frame = 0;
P_SetScale(particle, FRACUNIT/2);
}
// Spawn particles in some edgy circle or w/e.
if (leveltime%5 != 0) // spawn the thing under that every tic.
return;
i=0;
for (; i<15; i++) // spawn in a circle formation or w/e.
{
particle = P_SpawnMobj(actor->x, actor->y, actor->z, MT_THOK);
particle->momz = 20<<FRACBITS;
particle->color = ((i%2 !=0) ? (SKINCOLOR_RED) : (SKINCOLOR_BLACK));
particle->frame = 0;
P_SetScale(particle, FRACUNIT/2);
P_InstaThrust(particle, an*i, 30<<FRACBITS);
}
return; // don't continue, what lies beyond that is the movement code.
}
// We finished growing and can now be a dangerous piece o' garbage scaring the living heck outta players!
actor->flags = MF_NOGRAVITY|MF_PAIN|MF_SPECIAL|MF_NOCLIP|MF_NOCLIPHEIGHT; // set our flags to be a damaging thing.
// Handle animation:
if (!(leveltime%5))
actor->extravalue2 = (actor->extravalue2 < 9) ? (actor->extravalue2+1) : (0); // Ghetto animation, but hey it works for what it's worth
// Chain sfx
if (!S_SoundPlaying(actor, sfx_chain))
S_StartSound(actor, sfx_chain);
actor->frame = actor->extravalue2; // yes i'm that bad at maths don't @ me.
if (!actor->target)
{
if (actor->hnext)
{
P_SetTarget(&actor->target, actor->hnext); // Default back to last waypoint.
return;
}
// We have no target and oughta find one, so let's scan through thinkers for a waypoint of angle 0, or something.
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_REAPERWAYPOINT)
continue;
if (mo2->spawnpoint->angle != 0)
continue;
P_SetTarget(&actor->target, mo2); // The main target we're pursing.
P_SetTarget(&actor->hnext, mo2); // The last waypoint we hit. We will default back to that if a player goes out of our range!
actor->extravalue1 = 0; // This will store the angle of the last waypoint we touched. This will essentially be useful later on.
if (!actor->tracer) // If we already have a tracer (Waypoint #0), don't do anything.
{
P_SetTarget(&actor->tracer, mo2); // Because our target might be a player OR a waypoint, we need some sort of fallback option. This will always be waypoint 0.
break;
}
}
}
else // Awesome, we now have a target.
{
// Follow target:
P_InstaThrust(actor, R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y), 20<<FRACBITS);
actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y);
// The player we should target if it's near us:
for (i=0; i<MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
player = &players[i];
if (player && player->mo && player->kartstuff[k_bumper] && player->score >= maxscore)
{
targetplayermo = player->mo;
maxscore = player->score;
}
}
// Try to target that player:
if (targetplayermo)
{
if (P_LookForPlayers(actor, false, false, 1024<<FRACBITS)) // got target
{
if (!(actor->target == targetplayermo && actor->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_SetTarget(&actor->target, actor->hnext);
// if the above isn't correct, then we should go back to targetting waypoints or something.
}
}
// Waypoint behavior.
if (actor->target->type == MT_REAPERWAYPOINT)
{
if (R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y) < 22<<FRACBITS)
{
P_SetTarget(&actor->target, NULL); // remove target so we can default back to first waypoint if things go ham.
// If we reach close to a waypoint, then we should go to the NEXT one.
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_REAPERWAYPOINT)
continue;
if (mo2->spawnpoint->angle != actor->extravalue1+1)
continue;
P_SetTarget(&actor->target, mo2); // The main target we're pursing.
P_SetTarget(&actor->hnext, mo2); // The last waypoint we hit. We will default back to that if a player goes out of our range!
actor->extravalue1++; // This will store the angle of the last waypoint we touched. This will essentially be useful later on.
break;
}
}
if (!actor->target) // If we have no target, revert back to waypoint 0.
{
actor->extravalue1 = 0;
P_SetTarget(&actor->target, actor->tracer);
}
}
else // if our target ISN'T a waypoint, then it can only be a player.
{
if (!P_CheckSight(actor, actor->target) || R_PointToDist2(actor->x, actor->y, actor->target->x, actor->target->y) > 1024<<FRACBITS)
P_SetTarget(&actor->target, actor->hnext);
}
}
}
//}
// Function: A_OrbitNights

View File

@ -378,6 +378,16 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// We now identify by object type, not sprite! Tails 04-11-2001
switch (special->type)
{
case MT_MEMENTOSTP: // Mementos teleport
// Teleport player to the other teleporter (special->target). We'll assume there's always only ever 2.
if (!special->target)
return; // foolproof crash prevention check!!!!!
P_TeleportMove(player->mo, special->target->x, special->target->y, special->target->z + (48<<FRACBITS));
player->mo->angle = special->target->angle;
P_SetObjectMomZ(player->mo, 12<<FRACBITS, false);
P_InstaThrust(player->mo, player->mo->angle, 20<<FRACBITS);
return;
case MT_FLOATINGITEM: // SRB2kart
if (!P_CanPickupItem(player, 3) || (player->kartstuff[k_itemamount] && player->kartstuff[k_itemtype] != special->threshold))
return;

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@ -813,6 +813,9 @@ 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},
{"chain", false, 128, 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},

View File

@ -888,6 +888,9 @@ typedef enum
sfx_kpogos,
sfx_ddash,
sfx_zio3,
sfx_wind1,
sfx_fire2,
sfx_chain,
sfx_mcitm1,
sfx_chaooo,
sfx_itfree,

View File

@ -124,6 +124,10 @@ static patch_t *minicaps;
static patch_t *gotrflag;
static patch_t *gotbflag;
// Midnight Channel:
static patch_t *hud_tv1;
static patch_t *hud_tv2;
// SRB2kart
//
@ -345,6 +349,10 @@ void ST_LoadGraphics(void)
ngradeletters[i] = W_CachePatchName(va("GRADE%d", i), PU_HUDGFX);
K_LoadKartHUDGraphics();
// Midnight Channel:
hud_tv1 = W_CachePatchName("HUD_TV1", PU_HUDGFX);
hud_tv2 = W_CachePatchName("HUD_TV2", PU_HUDGFX);
}
// made separate so that skins code can reload custom face graphics
@ -1985,6 +1993,17 @@ static void ST_overlayDrawer(void)
ST_drawDebugInfo();
}
// MayonakaStatic: draw Midnight Channel's TV-like borders
static void ST_MayonakaStatic(void)
{
INT32 flag = (leveltime%2) ? V_90TRANS : V_70TRANS;
V_DrawFixedPatch(0, 0, FRACUNIT, V_SNAPTOTOP|V_SNAPTOLEFT|flag, hud_tv1, NULL);
V_DrawFixedPatch(320<<FRACBITS, 0, FRACUNIT, V_SNAPTOTOP|V_SNAPTORIGHT|V_FLIP|flag, hud_tv1, NULL);
V_DrawFixedPatch(0, 142<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTOLEFT|flag, hud_tv2, NULL);
V_DrawFixedPatch(320<<FRACBITS, 142<<FRACBITS, FRACUNIT, V_SNAPTOBOTTOM|V_SNAPTORIGHT|V_FLIP|flag, hud_tv2, NULL);
}
void ST_Drawer(void)
{
#ifdef SEENAMES
@ -2042,5 +2061,8 @@ void ST_Drawer(void)
}
}
}
// draw Midnight Channel's overlay ontop
if (mapheaderinfo[gamemap-1]->typeoflevel & TOL_TV) // Very specific Midnight Channel stuff.
ST_MayonakaStatic();
}
}