Commit graph

379 commits

Author SHA1 Message Date
toasterbabe
187642ec48 * Haunted Heights! Smashing spikeball, Cacolantern, Spinbobert and Hangster, along with the Spider and Bat flickies and general decoration/ambience stuff.
* MF_PAIN and MF_MISSILE now support setting damagetype via their Mass parameter. The two existing conflicts - the fuse setting for the grenade weapon ring and the Cybrakdemon napalm bomb - had these moved to other free parameters.
* A_ConnectToGround is EXTREMELY useful for palmtrees and stuff.
* Some other, relatively hacky A_ functions.
* (Unrelated) Remove the need for a "Mario block mode" for the token by making it natively compatible.
* Spikes and their time-offsetting via that Lua script sphere made. Also allow for wallspikes to do it via their angle/360.
2018-04-28 15:13:44 +01:00
toasterbabe
4a2701477b * Billiards mines! With support for both above and below water, replacing both the below-and-above-water old mines at once.
* Explosion executors.
* Minor refactor of P_KillMobj.
2018-04-26 20:18:51 +01:00
toasterbabe
504f162b59 Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into delag_maces
# Conflicts:
#	src/p_mobj.c
2018-04-07 01:54:43 +01:00
toasterbabe
73fdba9941 A minor assortment of changes. 2018-04-03 01:46:42 +01:00
toasterbabe
1c51872033 * Fix multispoke mace/chainbars having problems.
* Completely rework how mace/chainbars are spawned to reduce the number of matrix multiplications required EVEN FURTHER!
* Reimplement the maceretry solidity stuff (effect 4).
* Flip the mminlength stuff so that existing dev maps don't break badly.
* Fix hacky chainbar grabbing.
* Tweak height of tinychain a smidge.
2018-04-02 01:08:31 +01:00
toasterbabe
3004b143a6 * Make Tokens appear in competition.
* Tweak thrown ring colours.
* Make Armageddon shield loop properly.
* Tweak drowning numbers to be consistent between third and first person.
2018-03-30 21:49:15 +01:00
toasterbabe
117017b0a0 A lot!
* cv_powerupdisplay. Never, First-person only (default), Always.
* New monitor stuff.
* Fixed hitmessages.
* Some CTF stuff.
* Aaaaugh it's a lot I hate myself I need to work on my coursework.
* I'll figure out what I did here in the merge request when that's done.
2018-03-26 23:53:09 +01:00
toasterbabe
2a42291b30 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into demo_shit
# Conflicts:
#	src/d_netcmd.c
2017-11-02 20:39:07 +00:00
toasterbabe
548c120534 Since they give points now, make tokens spawn in record attack (and not add end-of-act tokens/continues). 2017-10-29 13:41:02 +00:00
TehRealSalt
f31cdf395a Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
# Conflicts:
#	src/p_user.c
2017-09-30 22:29:16 -04:00
Alam Ed Arias
f1a347e55f Merge branch 'public_next' into master 2017-09-28 11:01:20 -04:00
Alam Ed Arias
2ccd397d11 Build: kill GCC 7's implicit-fallthrough warning 2017-09-28 09:39:47 -04:00
TehRealSalt
fcc1554467 Play bubble breathe sound for bots 2017-09-24 13:43:36 -04:00
TehRealSalt
4a51d4bee0 Merge remote-tracking branch 'refs/remotes/origin/master' into sal-misc-stuff
# Conflicts:
#	src/g_game.h
2017-09-19 17:07:09 -04:00
toaster
3cc14e3985 Merge branch 'directionchar' into 'master'
Autobrake & decoupling player sprite angle from camera angle

See merge request !69
2017-09-19 07:56:22 -04:00
toaster
6d03c50966 Merge branch 'continue_startinglives' into 'master'
Save cards and continue startinglives-balancing

See merge request !114
2017-09-19 07:45:35 -04:00
TehRealSalt
5cc8734da7 Prevent bots from killing bubbles
Self-explanatory. They can still breathe them in, they just no longer
get popped
2017-09-17 21:37:36 -04:00
toasterbabe
f90d595332 * cv_directionchar and cv_autobrake, and their secondplayer versions (both on by default) now exist.
* cv_useranalog is now hidden from the menu.
* Directionchar now attempts to face the camera direction when you're standing still, and handles a few other states with more decorum.
* Tailsbot is now slightly more capable of keeping up with Sonic.
* pflags rearranged/adjusted, combining a few non-simulstaneous ones and turning PF_NIGHTSFALL into CR_NIGHTSFALL.
* [unrelated to branch] all ground-impact based abilities now happen more consistently with quicksand.
2017-09-16 20:25:14 +01:00
toasterbabe
706eb5efeb * New, pretty save select! Requires patch.dta to really appreciate.
* Changed the save format a little more, since I had free reign over it.
* Modified the string drawing functions to not awkwardly clip at the very edges of the screen, considering the relevant patch drawing functions avoid out-of-range memory writes.
2017-08-20 23:18:47 +01:00
toasterbabe
42211f02b4 * Per Mystic's request, only set the number of lives in the save file if you actually use a continue, or completely wipe out your lives and continues.
* Fix a bug where I got emeralds and mapnumbers mixed up when checking for the "there's a tailsbot" flag.
* Consider a save with an invalid skin an invalid save, rather than allowing its continued presence.
2017-08-20 13:14:17 +01:00
Monster Iestyn
030c437186 Merge branch 'master' into mi-misc-whatever 2017-08-18 17:00:05 +01:00
toasterbabe
fd63db0aaf Starting lives revamp, per the 2.2 priorities topic list!
* Each time you die, the number of game overs you've had is counted.
* Your save file updates to record this.
* The number of startinglives is determined by the number of times you'ved game-overed, with the maximum being infinity lives (thereby providing a cap on the number of game overs you can go through in a typical game).

Requires a new patch.dta, but I'm not uploading that yet because not happy with the icon we've got going for infinity lives on the save select menu.
2017-08-18 00:58:16 +01:00
Monster Iestyn
9f726bc66d Merge branch 'new_coop' into 'master'
New Co-op

See merge request !104
2017-08-16 15:01:39 -04:00
toasterbabe
1cab08e39f * Add SH_PROTECTSPIKE as a shield flag, because I kinda wanted to when I originally made shields, and SUBARASHII's cactus shield vindicated my desires.
* Tweaked the values of the shield constants slightly so that no base-game shield is made up of flags and only flags.
2017-08-09 20:56:31 +01:00
toasterbabe
780f9b1645 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
# Conflicts:
#	src/hardware/hw_md2.c
2017-08-07 20:36:14 +01:00
Monster Iestyn
42ed41aeb1 Merge branch 'maces_but_better' into 'master'
Maces but better

See merge request !103
2017-08-07 15:27:05 -04:00
Monster Iestyn
a0204c6722 Made P_SpecialStageDamage for the lose 10 rings damaging code shared by spikeballs and SS damage sector special 2017-08-06 22:10:29 +01:00
Monster Iestyn
34908c9b29 Re-order P_RemoveShield's first/second layer shield code 2017-08-06 18:57:02 +01:00
toasterbabe
0a1e055ba1 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop
# Conflicts:
#	src/m_menu.c
2017-08-05 22:13:14 +01:00
Monster Iestyn
102d30fe8d Merge branch 'nights_emblems' into 'master'
NiGHTS Paraloop-special emblems

Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem
* Combined means that you essentially have to loop it twice.

Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).

Check out root/!LatestSRB2Files/srb2win_branch_nightsemblems.exe with the latest patch.dta, along with root/toaster/nightstest.soc for a sample in GFZS.

See merge request !94
2017-08-05 16:03:33 -04:00
toasterbabe
e2a9d47ef6 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop 2017-08-05 12:28:31 +01:00
toasterbabe
ef4dc42c7c * Bustable wallspikes.
* Improve the code for busting vertical spikes.
* Improve the frame arrangement for vertical spikes' spriteset. (Requires new patch.dta)
* Make all spikes consistently do damage with DMG_SPIKE.
* (unrelated) renamed "flame stomp" to "elemental stomp" in P_HitDeathMessages
2017-07-19 16:26:49 +01:00
toasterbabe
9bd10fb0d2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into new_coop 2017-07-17 16:44:10 +01:00
Monster Iestyn
dbc7a4099f Hardcoded SOC_TOKE from patch.dta
Or rather, I killed anything to do with the old background orb, renamed all "EMMY" stuff to "TOKEN", and of course adjusted the new S_TOKEN accordingly
2017-07-15 20:15:34 +01:00
toasterbabe
fe756d567e Add a "bias" to collision with chain ferris wheels to make it more likely that you'll grab one nearer to the center if you could potentially hit two in the next frame (previously was blockmap order dependent, which was never consistent) 2017-07-12 14:43:59 +01:00
toasterbabe
bc066a16a0 Whoops, I did some menu stuff in here. Oh well.
NEW COOP BASED:
* Add "Infinite" option to cv_cooplives, inspired by SUBARASHII. Lives still exist, but are hidden from the player's view, and are prevented from falling below 1 at any cost. As a result, made the variable CV_CHEAT.

OTHER MULTIPLAYER BASED (semi-related):
* Made cv_autobalance an on/off switch which determines the allowed difference based on the number of people in the server, instead of a weird and opaque number from 0-4.

MENU BASED (not related):
* Add horizontal arrows to menu options which respond to the arrow keys.
* Make the menu arrows bob.
* Switch out the seperate arrows for combination arrows on the joystick menus.
* Minor cvar description tweaks.
2017-07-04 13:17:29 +01:00
toasterbabe
370d9c3176 Hooh boy.
****
* MF2_MACEROTATE. Apply to any object. Replaces the indiscriminate spamming of A_MaceRotate each tic.
****
* Mace point mapthings have been slightly modified.
   - MTF_AMBUSH: bigger luke theory (has no effect on custom mace, different effect on spring mace)
   - MTF_OBJECTFLIP: flips the objects, but nothing else - just so it doesn't look out of place in gravflip sections
   - MTF_OBJECTSPECIAL: keeps it from attempting to play swinging sounds
   - angle: tag of controlling linedef
   - parameter: number of "spokes" minus one - for example, a parameter of 2 results in 3 equidistant maces rotating around the same point.
****
* Mace linedefs have been significantly revamped.
   - line dx: number of chain links
   - line dy: speed (in FU)
   - frontside floor height: Pitch (in degrees; how much it "tilts" over - Yaw influences the axis it's tilting on)
   - frontside ceiling height: Yaw (in degrees; rotation of entire thing on xy plane)
   - frontside x offset: Phase (in degrees; how far it is through the rotation cycle)
   - frontside y offset: Max speed (in FU; if less than speed, set to speed*2)
   - backside floor height: Pinch (in degrees; 0 if no backside; essentially makes rotation conical instead of wheel-like)
   - backside ceiling height: Roll (in degrees; 0 if no backside; rotates on the axis of the spinning - identical to Phase for spinning maces, but useful for rotating swinging maces as opposed to just offsetting them)
   - backside x offset: Number of "antispokes" (0 if no backside; makes that many spokes not exist so you can put another mace/chain type in there instead; for combo mace/chain instead turns them into chains directly)
   - backside y offset: Width (in number of extra chains per side; 0 if no backside; creates a "skiprope" arrangement)
   ----
   - ML_NOCLIMB: for chains and chain-mace combos, allow for player control of yaw through strafe keys
   - ML_EFFECT1: replacing the seperate mapthings, this makes a mace type swing instead of spin.
   - ML_EFFECT2: for all spokes of the mace wheel ending in maces, make the chains out of the mace type (inverted for firebars)
   - ML_EFFECT3: spawn a bonus mace type at the center(s) of rotation
   - ML_EFFECT4: don't clip inside ground
****
* Mapthing 1104 represents both spinning and swinging maces from prior versions of SRB2.
* Mapthing 1105 has gone from being a swinging mace variant to a combination of chains and maces in a single unit, provided the number of "spokes" is greater than one.
* Mapthing 1105 has gone from being a swinging chain variant to a vertical spring-on-a-ball-on-a-chain. Yellow by default, apply MTF_AMBUSH to turn into a red spring.
* Mapthing 1107 represents both spinning and swinging chains from prior versions of SRB2.
* Mapthing 1108 is completely untouched except to port over 2.1's functionality to the new backend.
* Mapthing 1109 is a Mario castle-level style firebar. This inverts the functionality of ML_EFFECT2 on the tagged linedef.
* Mapthing 1110 is a free slot should we want to implement another type of base-game mace.
* Mapthing 1111 is a custom mace. Use the linedef's frontside texture slots to identify a macetype mobjtype, then use the backside texture slots to identify a linktype mobjtype (defaults to MT_NULL if no backside).
****

Whooh. Requires new patch.dta for sprites.
2017-07-02 15:11:09 +01:00
toasterbabe
8d8ae2b538 Renamed again, and this time I'm happy with it.
* "playstyle" to "coopstarposts"
* "lifedistribution" to "cooplives"
2017-06-03 17:55:03 +01:00
toasterbabe
f3cad19184 * Renamed "steallives" to "lifedistribution".
* Gave lifedistribution a "Sharing" option to go along with its previous individual and stealing options.
* Made the game over graphic and music only happen if everyone's out of lives if you're sharing or stealing lives.
* Fixed a bug where game over wouldn't come to fruition because it kept on happening each tic of the countdown2.
* Made spectator stuff display in Co-op splitscreen.
2017-06-03 12:26:42 +01:00
toasterbabe
4353fa65a2 * Spectatoring for game over supported.
* Don't lose lives when you die as a spectator.
2017-05-30 20:31:51 +01:00
toasterbabe
726cd9757b Spectators in new Coop instead of staring at a dead screen all the time!
Needs a bunch of changes to HUD rendering, especially in splitscreen, which doesn't try to show spectator stuff whatsoever. Also, if you're the player whose respawn determines when the map reloads, you'll see the spectator text during the front half of the fade. Unless, of course, it's 2-player mode.
2017-05-29 21:23:00 +01:00
toasterbabe
964df31ee5 * Combine cv_sharedstarposts and cv_respawntype into cv_playstyle (Individual, Sharing, Together).
* Put steallives on menu.
2017-05-29 00:03:46 +01:00
toasterbabe
4239036cec Life theft! No menu item, but anything is possible with zombocom.
cv_steallives, defaults to "On"
2017-05-28 21:55:41 +01:00
toasterbabe
f9120e3a44 Some corrections. 2017-05-28 21:43:53 +01:00
toasterbabe
2765868940 * Add new cvars to menu.
* Don't try to respawn on a checkpoint if you don't have any lives.
2017-05-28 18:09:05 +01:00
toasterbabe
3723eff9f7 The start of the Co-Op revamp! Not tested over netplay yet, but uses TD's implementation of various Co-op friendly things as a reference (or in one place an outright code steal, thanks Sryder!)
* cv_sharedstarposts - Makes everyone share starposts, defaults to "On"
* cv_respawntype - Defaults to "Starpost". If set to that, people respawn at the starpost you just hit (assuming cv_sharedstarposts is on - may have to combine the two variables later, but seperate for testing for now). The other option is the old, unrestricted spawning. We COULD add TD bubble spawning at a later time using this variable, though.

The level DOES reset if everyone dies, but not in a way which allows for Mystic Realm style non-resetting resets. I'll handle that later.
2017-05-28 15:33:35 +01:00
toasterbabe
61fcbe9b36 Implemented the two NiGHTS Emblem types in the TUDD via var modifications to ET_GLOBAL!
* GE_NIGHTSPULL (for it to chase you once paralooped) - Sun emblem
* GE_NIGHTSITEM (for hidden until paralooped) - Moon emblem

Combined means that you essentially have to loop it twice.

Also, revamped NIGHTSITEM to suck a little less (and have more compatibility with MT_EMBLEM).
2017-05-09 16:20:26 +01:00
toasterbabe
73f1550242 There are now captions for specific types of music! (Currently signified with an M, but I'll change that in a bit...) A whole lotta things needed to be modified for this, though.
* Serious refactor of - and internal exposure of - what has become S_StartCaption().
* Renaming of a few existing captions.
* The prevention of access to - or writing over - sfx_None's stuff in SOC or Lua.
* The new Lua wrapper function S_StartMusicCaption(string, tics, optional player), which essentially allows custom music captions to be created. (This is best used for stuff like final lap music in SRB2 Kart or bonus time in a thokker-like game, not a comprehensive Now Playing expy. That'd be a different kettle of fish.)

Also, updated all the lock-on stuff to use P_IsLocalPlayer instead of rolling my own.
2017-04-29 16:27:52 +01:00
toasterbabe
6d7355e9af Add score on Emerald Token pickup (and make the all-emerald bonus a continue in SP) as requested. 2017-04-18 17:45:23 +01:00
toasterbabe
85b71aa685 End to old match scoring toggle. 2017-04-14 20:51:25 +01:00