Commit graph

929 commits

Author SHA1 Message Date
toaster
e11738b481 Merge branch 'droptarget-collide-plus' into 'master'
More fun with Drop Target punting

See merge request KartKrew/Kart!995
2023-03-02 13:34:02 +00:00
James R
7a8a377d93 Bubble reflect Drop Targets 2023-03-01 09:03:04 -08:00
James R
b2268157fd Fix type check for Land Mines vs Drop Target/Bubble Shield expand
Fixes Drop Targets not pushing Land Mines.
2023-03-01 08:21:30 -08:00
James R
b3511a9149 Player orbiting physics 2023-02-28 20:27:11 -08:00
AJ Martinez
00aa69ca0a Buff eggbox speed, allow contact transfers 2023-02-21 23:00:56 -07:00
James R
5cce81f4cd Add fuse to Pogo Spring
15 seconds, flickers for the last second.
2023-02-18 16:09:05 -08:00
James R
b8a41fa509 Fix negative reference counting in P_RestoreTMStruct
This fixes some thinkers never being removed due to having
negative reference counts.

And here's a breakdown of why the old code could produce
negative reference counts:

Consider P_CheckPosition. This function calls P_SetTarget
on tm.thing but does not call P_RestoreTMStruct. This
means that tm.thing will not be NULL the next P_SetTarget
is called on it. What are the implications of this?
Consider the following series of events:

- P_CheckPosition is called, tm.thing != NULL afterward
- Another function saves the tm struct and sets tm.thing to a different mobj
- - the old tm.thing will have its references decremented
- - the new tm.thing will have its references incremented
- This function calls P_RestoreTMStruct

What should happen when P_RestoreTMStruct is called? The
*new* tm.thing should have its references *decremented*
and the *old* tm.thing should its references
*incremented*, of course, for symmetry with P_SetTarget.

The old code correctly decremented new tm.thing's
references but did not increment old tm.thing's
references.
2023-02-14 04:17:04 -08:00
Sally Coolatta
1caf255f5c Merge branch 'master' into acs 2023-01-05 22:23:51 -05:00
James R
3491bd0b1d Add Battle monitors
- Includes a struct definition for symmetrical objects
made out of papersprite sides.
- Dimensions of papersprite sides are looked up using
sprite cache.

- Monitors may contain multiple types of items.
- Item RNG is deterministic from the time the monitor is
spawned but the item types are not stored in memory.
Instead the RNG seed is restored every time an item type
needs to be determined. Item types need to be determined
every time the icon on the monitor's screen changes and
when the monitor is popped and drops all its items.
- Monitors sparkle like emeralds if there is an emerald
inside.

- Monitors take damage from players simply bumping into
them. The damage scales up with speed and weight.
- Activating a lightning shield in proximity decimates the
monitor into being able to be destroyed in one hit by
anything thereafter.
- All throwable / deployable items destroy a monitor in
one hit.
2023-01-03 05:31:30 -08:00
Sally Coolatta
d5155e3d83 Add Hexen line activation flags
- Lines can be set to activate when crossing or bumping into them, with distinctions for players, enemies, and missiles+items.
- A new flag has been added to determine if a line special can activate more than once.
- Finish Line + Respawn Line are now handled like other specials. This means that:
    - They follow the new line activation rules (so you can potentially have a finish line that you have to bump instead of cross)
    - More importantly, they can be called as functions in ACS. (Player_FinishLine and Player_Respawn)
- Fixed linedef flags not being saved in save games.
2022-12-31 13:41:17 -05:00
Sally Coolatta
82df346417 Merge branch 'master' into special-stages 2022-12-22 05:18:56 -05:00
Oni
7af133d378 Merge branch 'spring-overflow' into 'master'
Fix spring stack overflow

Closes #377

See merge request KartKrew/Kart!831
2022-12-22 07:43:39 +00:00
Oni
58c4f6009f Merge branch 'noclip-isnt-noclipthing' into 'master'
Alter MF_NOCLIP behavior

See merge request KartKrew/Kart!829
2022-12-22 07:25:54 +00:00
Sally Coolatta
0d8e13e942 Fix spring stack overflow
Closes #377
2022-12-22 01:35:08 -05:00
Sally Coolatta
9d350c64c8 Allow SPB to attack the UFO properly 2022-12-19 04:49:53 -05:00
Sally Coolatta
b0598c2182 Merge branch 'noclip-isnt-noclipthing' into special-stages 2022-12-19 04:45:51 -05:00
Sally Coolatta
65e6e54e7d Alter MF_NOCLIP behavior
- Things with MF_NOCLIP can still run code when touching things, but won't be blocked by them.
- Things need both (MF_NOCLIP|MF_NOCLIPTHING) to do a single movement step, since MF_NOCLIP can do thing collision now.
2022-12-19 04:39:46 -05:00
Sally Coolatta
e959ff954c Merge branch 'master' into capsules-improvement 2022-12-19 03:27:13 -05:00
Sally Coolatta
85604cfd2e Merge branch 'master' into special-stages 2022-12-19 01:53:41 -05:00
Sally Coolatta
a7ff0afc8b Merge branch 'master' into capsules-improvement 2022-12-19 01:12:07 -05:00
James R
8d39f0e60f Add springStrength and springStarColor to TERRAIN 2022-12-18 21:09:29 -08:00
James R
4281adc60d Separate most of P_DoSpring into P_DoSpringEx 2022-12-18 21:09:29 -08:00
James R
12052a48de Fix spring stars not spawning for upside down vertical springs 2022-12-17 20:09:23 -08:00
Sally Coolatta
a524422071 First pass on UFO visuals 2022-12-15 23:17:38 -05:00
Sally Coolatta
eab34651bf Sneakers deal contact damage to the UFO 2022-12-15 23:16:27 -05:00
VelocitOni
c5372f4ce3 Merge branch 'master' into capsules-improvement 2022-12-14 23:19:34 -05:00
Sally Coolatta
b62ed33655 Fix Battle mode Egg Capsules bumping
Old vanilla-ass code for platform-like objects that is conflicting super hard with bumping / horizontal momentum. If we ever have a moving platform object this code should be brought back only for that object, and not solid objects as a whole.
2022-12-02 03:56:15 -05:00
Sally Coolatta
81cefa2697 Gachabom initial pass
They simply use Kitchen Sink's item icon and Orbinaut's sprites.

The forward toss behavior needs fine-tuning to use more MT_BANANA style behavior.
2022-11-28 02:41:42 -05:00
Sally Coolatta
e331910fe3 Reduce VFX toggle
Can be used to disable VFX, so it can only appear if its owner is a display player. If no owner is provided, then it will be removed entirely.

Applied to most things that Ivo asked for
2022-11-26 20:12:00 -05:00
Sally Coolatta
c41f231de0 No reference count for TryMoveResult_t 2022-11-21 16:12:53 -05:00
Sally Coolatta
8f5e0f63e9 Evict the wall gremlin
Gremlins happened whenever P_TryMove and P_SlideMove/P_BounceMove disagreed on what an object collided with. When TryMove said you collided with a line, but P_BounceMove said that you didn't, then you'd get gremlin'd.

To fix this, P_TryMove now can edit a struct to contain information on what it collides with. P_SlideMove and P_BounceMove no longer try to detect walls on their own and now requires this result from P_TryMove. If a slide/bounce is needed without moving the object, then you'd want to use P_CheckMove to get the result.

Lua is not supported right now.
2022-11-21 16:12:53 -05:00
Sally Coolatta
35f1fe580c P_RestoreTMStruct 2022-11-21 15:59:19 -05:00
Sally Coolatta
11a6287c80 Reference count tm.floorthing and tm.hitthing 2022-11-21 15:41:24 -05:00
Sally Coolatta
b31aa1bbb0 Put tm* variables into a struct
This makes it significantly easier to save/restore the state of these variables, whenever we need to do so for calling movement functions in the middle of other movement functions. This will also make it easier to move it out of global variable hell if desired later.
2022-11-20 19:27:34 -05:00
toaster
3174e0cc3d Tryx, tryy for P_GetThingStepUp in increment_move instead of destination x, y 2022-11-18 12:50:24 +00:00
Sally Coolatta
7cee4ff32a MT_STEAM's kart behavior uses args 2022-10-10 10:40:06 -04:00
Sally Coolatta
df3c077bf1 Block Monsters is a flag again 2022-10-10 01:51:42 -04:00
MascaraSnake
3b971835ee Add Lua backwards compatibility for FOF flags 2022-10-09 01:56:50 -04:00
Nev3r
5c9599f0a9 "UDMF: The whole thing" merged
See merge request STJr/SRB2!1714

Barely any RR features reimplemented
2022-10-09 01:13:37 -04:00
James R
05dd7d7871 Merge remote-tracking branch 'origin/master' into HEAD 2022-10-01 14:45:39 -07:00
James R
ee2302d6ee Merge branch 'noclip-online' into 'master'
Cheat/Debug Commands ...ONLINE

See merge request KartKrew/Kart!717
2022-09-30 22:51:42 +00:00
James R
f3668fbd7c Merge branch 'top-final' 2022-09-29 10:52:45 -07:00
James R
048e7e807c Remove macro to disable noclip camera 2022-09-29 01:37:51 -07:00
James R
56a5432f41 Adjust most player physics for Garden Top
- Auto accel
- 800% acceleration
- 110% top speed
- Infinite tether like Lightning Shield

- Resists going upward on slopes
- Less friction

- Can always turn your sprite
- Turning speed does not get weaker at high speeds
- Turning speed is normal underwater
- Keeps moving in momentum direction, regardless of how
you turn
- Releasing a drift redirects all your momentum in that
direction

- Floats over bananas, damage sectors and offroad
- No stair janking while floating

- Hold drift for extra gravity. Not only does this fast
fall (this stacks with true fast falling), it builds
momentum down slopes too!

- Parries Big Players (Grow), Invincibility, Flame Shield
and, of course, other Tops -- all except if you're
grinding
- Wipes out anyone you touch
- Infinite weight like Bubble Shield

- Does not water skip
- Does not water run while holding drift
2022-09-28 02:01:37 -07:00
James R
5063a4acf1 The Garden Top
This is all the visual effects and item logic of the Top
minus (almost all [1]) physics adjustments when a player is
riding one.

While on a Top:

- Otherwordly humming while floating

- Cannot drift [1]. Instead, holding drift begins grinding
the Top into the ground -- sparks fly out
- Sprite tilts left and right as you turn
- No wheel screech when turning too far
- Speed lines while holding drift
- Tripwire Boost effect scales to cover you AND the Top

- One hit and you lose it

- Throwing forward, getting hit or just losing it because
you were in first place for too long: the Top flies out
from under you and begins snaking like crazy
- Throwing backward also makes the Top fly out from under
you but it also thrusts you forward. The Top dies
instantly so it's not dangerous ;-)

- If you're in first for too long, it begins vibrating
- If you tumble, it dances across your entire screen

A loose top will tumble anyone it hits.
2022-09-28 02:01:37 -07:00
Sally Coolatta
de506b8ff1 Merge branch 'master' into water-skip-conditions 2022-09-27 19:21:20 -04:00
Sally Coolatta
841bcf3619 Allow non-players to water skip/run
Water skipping is enabled for Orbinaut, Jawz, and Ballhog currently. Jawz can water run, as long as their target is on/above the plane they're at -- once their target goes into the water, they'll start skipping.
2022-09-27 12:31:33 -04:00
toaster
d8bb2fe8fe Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into setangle
# Conflicts:
#	src/k_kart.c
#	src/p_enemy.c
#	src/p_mobj.c
2022-09-26 16:25:06 +01:00
VelocitOni
1d2e1420f6 Merge branch 'master' into cheats-streamline 2022-09-25 14:27:17 -04:00
Sally Coolatta
b0e3840550 Add jawz.c + new backwards behavior 2022-09-25 11:27:07 -04:00