- Add Obj_SetEmeraldAwardee
- Separate object receiving emerald from object being
orbited
- Obj_BeginEmeraldOrbit sets both, if the awardee isn't
explicitly set
- Don't HUD track emeralds without emerald flag set
This commit handles everything except actually respawning
the player at a checkpoint.
- Checkpoints are formed by two checkpoint things (2030):
- thingarg0 - The ID for the checkpoint. Must be the
same for these two things, and these two
things only. ID cannot be 0.
- angle - The direction the player is intended to face
after respawning. Must be the same for both
things.
- Each checkpoint thing is a starpost with a stick and an
orb at the end.
- By default, the sticks are lowered to horizontal and
face toward the opposite starpost.
- Rainbow tether sparkles form a field between the two
starposts.
- When a player crosses between these two starposts, each
spins in the direction that the player crossed. The
sparkles also fly out in that direction.
- Over time the sticks pivot upward.
- When the starposts are done spinning, the sticks will be
pointing straight upward.
- Orb at the end of the stick begins flashing when the
starpost is done spinnning.
- Players may cross multiple checkpoints.
- When this happens, any previously activated checkpoint
will have its stick lowered back to horizontal, and its
orb will stop flashing.
Sealed Stars: show text on the screen for loss conditions; improved titlecard cecho centering, splitscreen support
See merge request KartKrew/Kart!1404
- Fix the last few bugs I could find with thing args
- Move version update code
- Rename internal variables to `thing_[string]args` to make older code merge issues more obvious
Obj_CreateShrinkPohbees: Fix potential uninitialised memory being used that could cause a differing number of pobbys to spawn between client and server, causing an (extremely recoverable but still undesired) desync
- Battle: plays once the orbiting collection animation
finishes and the player's emerald flags are updated
- Centered on the player
- Sealed Star: plays as soon as the orbiting animation
begins
- Centered on the emerald
- Battle emeralds orbit into the player's body upon
collection
- Emerald shrinks down to a speck
- Orbiting speed increases over time
- Player's emerald flags altered at the end of the
animation
Side effects:
- HUD tracking icon now uses emerald's color in Sealed
Stars.
- UFO emerald doesn't disappear when collected. This is
WIP because the emerald is intended to orbit the player.
- Add K_BattleOvertimeKiller
- Kills an object if it is outside of the Overtime
Barrier in Battle
- Add Obj_SpawnEmeraldSparks
- Use this function for MT_EMERALD, MT_MONITOR and
MT_SPECIAL_UFO
- Move thinking code for MT_EMERALD and MT_MONITOR to
objects/monitor.c and objects/emerald.c
(This commit does not compile. Sound test and tunes
command code needs to be ported after this.)
This is a big one. Here's the rundown:
The old music system was very direct, much of the time
just a proxy to the real sound API in i_sound.h.
You could change the music on command, but there wasn't
a consistent way to prevent some music from playing over
others. P_RestoreMusic is one example of needing to
address this problem. The jingles system was intended as
another solution. Furthermore, sound test (Stereo) has its
own needs.
I am removing all of that. Music handling in general is
now a very deliberate system, kind of similar to jingles.
In the new system, "tunes" are registered. The tune stores
info such as whether it should loop or fade out. Most of
the configuration is intended to be initialized only ONCE.
Tunes can be mapped to an actual music lump. They can be
remapped at any time too.
Tunes are also configured with a priority number. This
determines which tune is heard, if multiple are supposed
to be playing at a time. You can even tell a tune how long
it should play, so it's unnecessary to track this with
bespoke timers.