Hardcode MT_SNEAKERPANELSPAWNER & adjust FF_GLOBALANIM behaviour

This commit is contained in:
Lach 2023-07-29 17:51:25 +10:00
parent 2d7ae88586
commit fd8ba4236d
9 changed files with 77 additions and 35 deletions

View file

@ -301,7 +301,7 @@ actionpointer_t actionpointers[] =
{{A_InvincSparkleRotate}, "A_INVINCSPARKLEROTATE"},
{{A_SpawnItemDebrisCloud}, "A_SPAWNITEMDEBRISCLOUD"},
{{A_RingShooterFace}, "A_RINGSHOOTERFACE"},
{{A_TextureAnimate}, "A_TEXTUREANIMATE"},
{{A_SpawnSneakerPanel}, "A_SPAWNSNEAKERPANEL"},
{{NULL}, "NONE"},
@ -4255,6 +4255,7 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_SNEAKERPANEL",
"S_SNEAKERPANEL_SMALL",
"S_SNEAKERPANEL_TINY",
"S_SNEAKERPANELSPAWNER",
// Various plants
"S_SONICBUSH",
@ -5629,6 +5630,7 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
// Sneaker Panels
"MT_SNEAKERPANEL",
"MT_SNEAKERPANELSPAWNER",
// Various plants
"MT_SONICBUSH",

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@ -4941,9 +4941,10 @@ state_t states[NUMSTATES] =
{SPR_RAIR, FF_ADD|3, 2, {NULL}, 0, 0, S_DASHRING_VERTICAL_FLASH1}, // S_DASHRING_VERTICAL_FLASH2
// Sneaker Panels
{SPR_BSTP, FF_FLOORSPRITE|FF_FULLBRIGHT, 1, {A_TextureAnimate}, 5, 2, S_SNEAKERPANEL}, // S_SNEAKERPANEL
{SPR_BSTS, FF_FLOORSPRITE|FF_FULLBRIGHT, 1, {A_TextureAnimate}, 5, 2, S_SNEAKERPANEL_SMALL}, // S_SNEAKERPANEL_SMALL
{SPR_BSTT, FF_FLOORSPRITE|FF_FULLBRIGHT, 1, {A_TextureAnimate}, 5, 2, S_SNEAKERPANEL_TINY}, // S_SNEAKERPANEL_TINY
{SPR_BSTP, FF_ANIMATE|FF_GLOBALANIM|FF_FLOORSPRITE|FF_FULLBRIGHT, -1, {NULL}, 5, 2, S_SNEAKERPANEL}, // S_SNEAKERPANEL
{SPR_BSTS, FF_ANIMATE|FF_GLOBALANIM|FF_FLOORSPRITE|FF_FULLBRIGHT, -1, {NULL}, 5, 2, S_SNEAKERPANEL_SMALL}, // S_SNEAKERPANEL_SMALL
{SPR_BSTT, FF_ANIMATE|FF_GLOBALANIM|FF_FLOORSPRITE|FF_FULLBRIGHT, -1, {NULL}, 5, 2, S_SNEAKERPANEL_TINY}, // S_SNEAKERPANEL_TINY
{SPR_NULL, 0, 65, {A_SpawnSneakerPanel}, 0, 0, S_SNEAKERPANELSPAWNER}, // S_SNEAKERPANELSPAWNER
// Various plants
{SPR_SBUS, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SONICBUSH
@ -26834,6 +26835,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SNEAKERPANELSPAWNER
511, // doomednum
S_SNEAKERPANELSPAWNER, // spawnstate
0, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // 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
32*FRACUNIT, // radius
60*FRACUNIT, // height
0, // dispoffset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_NOBLOCKMAP|MF_SCENERY|MF_NOCLIPTHING, // flags
S_NULL // raisestate
},
{ // MT_SONICBUSH,
715, // doomednum
S_SONICBUSH, // spawnstate

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@ -294,7 +294,7 @@ enum actionnum
A_INVINCSPARKLEROTATE,
A_SPAWNITEMDEBRISCLOUD,
A_RINGSHOOTERFACE,
A_TEXTUREANIMATE,
A_SPAWNSNEAKERPANEL,
NUMACTIONS
};
@ -569,7 +569,7 @@ void A_FlameShieldPaper();
void A_InvincSparkleRotate();
void A_SpawnItemDebrisCloud();
void A_RingShooterFace();
void A_TextureAnimate();
void A_SpawnSneakerPanel();
extern boolean actionsoverridden[NUMACTIONS];
@ -5394,6 +5394,7 @@ typedef enum state
S_SNEAKERPANEL,
S_SNEAKERPANEL_SMALL,
S_SNEAKERPANEL_TINY,
S_SNEAKERPANELSPAWNER,
// Various plants
S_SONICBUSH,
@ -6803,6 +6804,7 @@ typedef enum mobj_type
// Sneaker Panels
MT_SNEAKERPANEL,
MT_SNEAKERPANELSPAWNER,
// Various plants
MT_SONICBUSH,

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@ -194,9 +194,9 @@ void Obj_DashRingPlayerThink(player_t *player);
boolean Obj_DashRingPlayerHasNoGravity(player_t *player);
/* Sneaker Panels */
void Obj_SneakerPanelSpriteScale(mobj_t *mobj);
void Obj_SneakerPanelSpawn(mobj_t *mobj);
void Obj_SneakerPanelSetup(mobj_t *mobj, mapthing_t *mthing);
void Obj_SneakerPanelThink(mobj_t *mobj);
void Obj_SneakerPanelCollide(mobj_t *pad, mobj_t *mo);
#ifdef __cplusplus

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@ -5,7 +5,7 @@
#define SNEAKERPANEL_RADIUS (64*FRACUNIT)
static void SneakerPanelSpriteScale(mobj_t *mobj)
void Obj_SneakerPanelSpriteScale(mobj_t *mobj)
{
statenum_t newState;
fixed_t spriteScale;
@ -41,7 +41,7 @@ static void SneakerPanelSpriteScale(mobj_t *mobj)
void Obj_SneakerPanelSpawn(mobj_t *mobj)
{
mobj->renderflags |= RF_OBJECTSLOPESPLAT | RF_NOSPLATBILLBOARD;
SneakerPanelSpriteScale(mobj);
Obj_SneakerPanelSpriteScale(mobj);
}
void Obj_SneakerPanelSetup(mobj_t *mobj, mapthing_t *mthing)
@ -52,14 +52,7 @@ void Obj_SneakerPanelSetup(mobj_t *mobj, mapthing_t *mthing)
mobj->flags2 |= MF2_OBJECTFLIP;
}
P_TryMove(mobj, mobj->x, mobj->y, true, NULL); // sets standingslope
SneakerPanelSpriteScale(mobj);
}
void Obj_SneakerPanelThink(mobj_t *mobj)
{
// ugh, this only has to exist because of the sneaker panel spawners...
// I think, when we hardcode those, it would be good to make a specialized A_TrapShot wrapper to re-scale their spawned panels and remove this thinker
SneakerPanelSpriteScale(mobj);
Obj_SneakerPanelSpriteScale(mobj);
}
void Obj_SneakerPanelCollide(mobj_t *panel, mobj_t *mo)

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@ -13662,6 +13662,11 @@ A_SpawnItemDebrisCloud (mobj_t *actor)
fixed_t kartspeed;
fixed_t fade;
if (LUA_CallAction(A_SPAWNITEMDEBRISCLOUD, (actor)))
{
return;
}
if (target == NULL || target->player == NULL)
{
return;
@ -13735,23 +13740,34 @@ void A_RingShooterFace(mobj_t *actor)
Obj_UpdateRingShooterFace(actor);
}
// Syncs the actor's frame with the animated texture ticker in P_UpdateSpecials
// Call continuously to simulate an animated texture
// var1 and var2 act like FF_ANIMATE, i.e.:
// var1 = number of additional frames to cycle through
// var2 = number of tics to display each frame
void A_TextureAnimate(mobj_t *actor)
// Function: A_SpawnSneakerPanel
//
// Description: Spawns a sneaker panel object relative to the location of the actor
//
// var1:
// var1 >> 16 = x offset
// var1 & 65535 = y offset
// var2:
// var2 >> 16 = z
// var2 & 65535 = unused
//
void A_SpawnSneakerPanel(mobj_t *actor)
{
INT16 x, y, z;
mobj_t *mo;
INT32 locvar1 = var1;
INT32 locvar2 = var2;
if (LUA_CallAction(A_TEXTUREANIMATE, actor))
if (LUA_CallAction(A_SPAWNSNEAKERPANEL, actor))
{
return;
}
if (actor->frame & FF_ANIMATE) // this doesn't work if you're animating on your own as well
return;
x = (INT16)(locvar1 >> 16);
y = (INT16)(locvar1 & 65535);
z = (INT16)(locvar2 >> 16);
actor->frame += ((leveltime / locvar2) % (locvar1 + 1));
mo = P_SpawnMobjFromMobj(actor, x << FRACBITS, y << FRACBITS, z << FRACBITS, MT_SNEAKERPANEL);
mo->angle = actor->angle;
Obj_SneakerPanelSpriteScale(mo);
}

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@ -128,11 +128,10 @@ static void P_SetupStateAnimation(mobj_t *mobj, state_t *st)
if (st->frame & FF_GLOBALANIM)
{
// Attempt to account for the pre-ticker for objects spawned on load
if (!leveltime) return;
mobj->anim_duration -= (leveltime + 2) % st->var2; // Duration synced to timer
mobj->frame += ((leveltime + 2) / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account)
mobj->anim_duration -= (leveltime % st->var2); // Duration synced to timer
mobj->frame += (leveltime / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account)
if (!thinkersCompleted) // objects spawned BEFORE (or during) thinkers will think during this tic...
mobj->anim_duration++; // ...so increase the duration of their current frame by 1 to sync with objects spawned AFTER thinkers
}
else if (st->frame & FF_RANDOMANIM)
{
@ -9608,9 +9607,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
case MT_RAINBOWDASHRING:
Obj_RainbowDashRingThink(mobj);
break;
case MT_SNEAKERPANEL:
Obj_SneakerPanelThink(mobj);
break;
default:
// check mobj against possible water content, before movement code
P_MobjCheckWater(mobj);

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@ -48,6 +48,7 @@
#endif
tic_t leveltime;
boolean thinkersCompleted;
INT32 P_AltFlip(INT32 n, tic_t tics)
{
@ -685,6 +686,8 @@ void P_Ticker(boolean run)
quake_t *quake = NULL;
INT32 i;
thinkersCompleted = false;
// Increment jointime and quittime even if paused
for (i = 0; i < MAXPLAYERS; i++)
{
@ -794,6 +797,7 @@ void P_Ticker(boolean run)
ps_thinkertime = I_GetPreciseTime();
P_RunThinkers();
ps_thinkertime = I_GetPreciseTime() - ps_thinkertime;
thinkersCompleted = true;
// Run any "after all the other thinkers" stuff
{

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@ -25,6 +25,7 @@ extern "C" {
#endif
extern tic_t leveltime;
extern boolean thinkersCompleted;
// Called by G_Ticker. Carries out all thinking of enemies and players.
void Command_Numthinkers_f(void);