Commit graph

2085 commits

Author SHA1 Message Date
Sal
a094fe7d61 Merge branch 'unshitty-destroy-items-sectors' into 'master'
Let's define which items can die in a death sector in ONE PLACE

See merge request KartKrew/Kart!713
2022-09-29 18:06:18 +00:00
James R
f3668fbd7c Merge branch 'top-final' 2022-09-29 10:52:45 -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
James R
77bc259986 Separate water skipping condition into K_WaterSkip 2022-09-28 00:07:26 -07:00
James R
cf02646229 Add K_CanDeleteKartItem
HAKAI
2022-09-27 23:54:23 -07:00
James R
a3caba4f20 Add P_IsKartFieldItem, an item that is not attached to a player 2022-09-27 23:54:23 -07:00
Sally Coolatta
de506b8ff1 Merge branch 'master' into water-skip-conditions 2022-09-27 19:21:20 -04:00
Sally Coolatta
66da84f1f7 Fixes for various maps
- Don't skip on sloped water. Prevents water skipping on the top of the waterfall and then continuing the skip onto the water at the bottom in Aqueduct Crystal.
- Fix Nova Shore regression in this branch by prevents water running if you can step down onto real ground.
2022-09-27 19:18:06 -04:00
Sally Coolatta
85499045f9 Merge branch 'master' into cheats-streamline 2022-09-27 15:41:17 -04:00
Sally Coolatta
afc2a0dcdc Properly spawn effects for the other objects 2022-09-27 13:09:30 -04:00
Sally Coolatta
6ca979d53e Oops, thought this was a splash, not the gasp...
Whoops!
2022-09-27 12:35:23 -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
Sally Coolatta
81926947d5 Merge branch 'master' into water-skip-conditions 2022-09-27 12:02:34 -04:00
Sally Coolatta
f6b62b6ac6 Clean up water skip conditions
- Use Digital Empire's water running conditions (fully prevents ever being able to water-run on water that isn't level)
- Code cleanup of other parts of this code
- Made the threshold for water skipping much more strict
- Fixed water skip being scaled to player scale instead of map scale
- Make water run / tripwire easier for rubberbanding bots
2022-09-27 11:07:25 -04:00
Sally Coolatta
21d32511a5 Merge branch 'master' into better-splash 2022-09-25 20:01:27 -04:00
Sally Coolatta
4165fae63f Merge branch 'master' into cheats-streamline 2022-09-25 17:29:38 -04:00
VelocitOni
1d2e1420f6 Merge branch 'master' into cheats-streamline 2022-09-25 14:27:17 -04:00
Sally Coolatta
15edb40eb5 Merge branch 'master' into rng-states-2 2022-09-25 14:04:42 -04:00
Sally Coolatta
139d6f4a49 Merge branch 'master' into rng-states-2 2022-09-25 14:04:19 -04:00
Sally Coolatta
4b51f12c09 Merge branch 'master' into better-splash 2022-09-25 13:39:55 -04:00
Sally Coolatta
928d9116da Merge branch 'master' into projectile-sanity 2022-09-25 13:25:55 -04:00
Sally Coolatta
b0e3840550 Add jawz.c + new backwards behavior 2022-09-25 11:27:07 -04:00
Sally Coolatta
cc331d90da Add orbinaut.c + new backwards behavior 2022-09-25 09:55:49 -04:00
toaster
6ab24e6055 Add extra categories and apply based on non-blocking review
- PR_RANDOMANIM // FF_ANIMATE|FF_RANDOMANIM
- PR_BUBBLE // Decorative air bubbles
- PR_RULESCRAMBLE // Netgame rule scrambing events
- PR_ITEM_DEBRIS // Item debris
- PR_ITEM_BUBBLE // Item bubbles
- PR_ITEM_BOOST // Boost
- PR_SMOLDERING // Smoldering particles
- PR_SPARKLE // Endsign and/or Emerald
- PR_MOVINGTARGET // Randomised moving targets
2022-09-24 22:01:00 +01:00
toaster
5c36e72115 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into rng-states-2
# Conflicts:
#	src/p_enemy.c
2022-09-24 20:29:53 +01:00
toaster
fe49543456 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into big-large-map-markers 2022-09-24 19:53:36 +01:00
Sally Coolatta
a60d48202f Merge branch 'master' into cheats-streamline 2022-09-24 14:32:15 -04:00
James R
fe6bfd1ff2 Merge remote-tracking branch 'origin/master' into wall-transfer-everything 2022-09-23 23:40:37 -07:00
James R
79f4454016 Let jawz wall transfer; don't thrust in air 2022-09-23 21:06:33 -07:00
James R
b6b7d7a93e Don't thrust orbinauts while airborne
Fixes bonking against a wall transfer.
2022-09-23 20:10:05 -07:00
James R
5f8901b033 Apply wall transfer to any object 2022-09-23 20:09:25 -07:00
Sally Coolatta
117d791424 Merge branch 'master' into cheats-streamline 2022-09-23 14:38:54 -04:00
toaster
c1dbbdf801 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into big-large-map-markers 2022-09-23 17:38:49 +01:00
Sally Coolatta
4952a2d2ae Merge branch 'master' into new-spb 2022-09-23 11:41:53 -04:00
Sally Coolatta
d582cf0a3f Merge branch 'master' into rng-states-2 2022-09-23 11:23:49 -04:00
James R
375fb72de1 Add K_GetRollingRouletteItem, refactor item drawers
Roulette now cycles through all single items (that have
odds). Added missing shields and drop target.
2022-09-23 04:09:32 -07:00
Sally Coolatta
e340d9b701 Remove itnext at top of MobjThinker also 2022-09-23 05:54:02 -04:00
Sally Coolatta
31009264ca NULL itnext in general on removal 2022-09-23 05:51:14 -04:00
Sally Coolatta
2786957fef Move Obj_SPBExplode to correct place 2022-09-23 03:52:14 -04:00
Sally Coolatta
f89d8d15c2 Properly separate SPB & Shrink cooldowns
Also refactors some of the result -> type & amount code
2022-09-23 03:35:18 -04:00
toaster
48e9138dda Refactoring ahoy
* Instead of doing constant G_MapNumbers when finding the relationship between maps and cups...
    * Add a cache of level IDs to cups, to go with the strings.
    * Add a cache of the cup pointer to maps, so we don't have to search through all cups to find our map. (done in P_InitMapData)
    * Pre-emptive work: G_IsSpecialStage and P_GetNextEmerald now reference cup data instead of a hardcoded ID set.
* Remove a bunch of old stuff from mapheaderinfo_t/associated, and reorder what stays
    * Countdowntimer? 💥
    * Startrings? 💥
    * sstimer/ssspheres? 💥
    * forcecharacter? 💥 (distinct from forceskin)
    * interscreen? 💥
    * sstage_start/end and smpstage_start/end? 💥💥💥💥
    * You've been blocked
* G_MapNumber now returns a special NEXTMAP_INVALID if not found, for more consistent reference.
* Incorporate a good chunk of the `edit-headers` branch. Can't clear maps individually because of the new restrictions on sequential mapheaders, but we can add a "disable in vote screen, not even for map hell/archive" flag to a map at some future juncture for equivalent functionality...
2022-09-22 17:14:41 +01:00
Sally Coolatta
a790ffee79 The little SPB tweaks
- Explosion strength scales with how long you've been outrunning it. 0 seconds is even more punishing than it was before, while surviving 60+ seconds converts the damage into minimal stumble.
- When it starts properly chasing a new target, it will be intangible for 1 second
- Hot potato takes 2 seconds instead of 7
- Too much hot potato will make it run ahead & explode (untested)
2022-09-21 11:51:16 -04:00
Sally Coolatta
0e7d9ba84e Merge branch 'master' into new-spb 2022-09-21 11:18:31 -04:00
Sally Coolatta
dd94b1449e Juicebox gates forward port for SPB 2022-09-21 07:05:26 -04:00
VelocitOni
6d45e58425 Merge branch 'master' into tumble-slope-fuck 2022-09-21 07:04:37 -04:00
Sally Coolatta
b7f0f05f84 Merge branch 'master' into new-spb 2022-09-21 02:12:53 -04:00
Oni
2d38d0fbc6 Merge branch 'item-debris-final' into 'master'
Item Debris

See merge request KartKrew/Kart!683
2022-09-20 22:20:44 +00:00
James R
e7b0e223e1 Fix respawning item boxes with P_RespawnBattlesBoxes 2022-09-20 10:36:32 -07:00
Sally Coolatta
f987d1b601 Add smooth landing vfx 2022-09-20 10:33:24 -04:00