Commit graph

444 commits

Author SHA1 Message Date
toasterbabe
25ab977862 ...didn't realise P_InsideANonSolidFFloor checks for FF_EXISTS itself, so HM 2016-08-28 14:06:20 +01:00
toasterbabe
c0f5f22b6a Suggested improvement by MI on irc. 2016-08-28 13:51:32 +01:00
toasterbabe
50ce152c69 Cleaned up some performance issues in Skytop Zone (2.1.16: THE SUGOI UPDATE) arising from some inefficiencies with P_GetMobjGravity. FPS drops only occasionally to 34 now, which is a big improvement when I was frequently getting 27 in Salt's 15andahalf.exe. 2016-08-28 13:19:17 +01:00
Monster Iestyn
541c53c3e1 Merge branch 'public_next' 2016-08-27 15:49:32 +01:00
toasterbabe
f34a28e80e Removed a hack that caused the groundpound spinfire to hurt you if you lost your shield. 2016-08-21 13:55:16 +01:00
toasterbabe
7786ef43e8 Okay, did a bunch of stuff. Getting ready to create a merge request, but not quite there yet.
* MF_AMBUSH is now MF2_AMBUSH, because it's something you turn on in a map editor, not with a SOC definition.
* Where MF_AMBUSH was is now MF_PAPER.
* MF_PAPER accesses all the stuff I did previously in this branch...
* ...as well as turn on paper-thin collision detection between mobjs, which I've gotten working but isn't perfect but it's still good enough for non-solid objects!!
2016-08-18 20:09:35 +01:00
Alam Ed Arias
0264fd24ae @MonsterIestyn: Should probably be returning true then 2016-08-14 10:43:44 -04:00
RedEnchilada
55b8ef9f64 More stepping upward fixing ugh 2016-08-14 00:03:00 -05:00
RedEnchilada
758c77fe53 Fixed non-players having fucked slope stepup/down 2016-08-13 17:45:23 -05:00
toasterbabe
7795e146fa Two seperate single-line fixes, both concerning the end of NiGHTS maps.
* The NiGHTS drone had a single tic of visibility when you hit the goal, which is evident stepping frame by frame through http://gfycat.com/ComplicatedComposedAoudad (the contents of which may or may not make it into 2.2).
* When completing a NiGHTS stage with a non-zero link, the link could flash up in the final few tics before the fade to black. This just checks for player->exiting to make sure it shouldn't be shown.
2016-08-12 15:56:07 +01:00
toasterbabe
8b519631f8 * Keep the camera still when ending a NiGHTS map. http://gfycat.com/ComplicatedComposedAoudad
* Correcting an earlier oversight with the SPR2_ defaulting system for super forms.
2016-08-12 15:40:17 +01:00
toasterbabe
9c02c81095 Now that it's not 3am, here's some fixes to what I pushed last night.
* That hacky anti-NiGHTS-deaxisment code I commented out because I thought it was visual only? Reimplemented in a way that is both more and less hacky. It's identical in result to the original code, but takes a roundabout method to get there.
* Sprite references for SUPE, SUPZ and NDRL are removed because they are now unused.
* Helper's flashing conditional is restructured to do less flag swapping.
* The check for super setting FF_FULLBRIGHT is limited to MAXTRANSLATIONS now, and also correctly takes into account MAXSKINCOLORS == SKINCOLOR_SUPERSILVER1.
* NiGHTS collision bounds aren't hardcoded anymore.
* NiGHTS link will never display when leaving stage.
* Slightly tweaked rules for the supercolor setting when doing a NiGHTS transformation, but only meaningful for setting FF_FULLBRIGHT.
2016-08-12 14:42:22 +01:00
toasterbabe
0c3256fa14 NiGHTS is now spr2-ised. i'll upload the relevant files and etc to the ftp
* if you can turn SF_SUPER, flash your skin's supercolor, otherwise be your normal color
* if your skin doesn't have a SPR2_NGT0 (horizontal fly), use Sonic's (this will hopefully be replaced by 2.2 with sprites of NiGHTS themselves)
* MT_NIGHTSCHAR made irrelevant, everything follows actor->target instead of actor->target->tracer now
* emerald is now player->mo->tracer instead of player->mo->tracer->target
* nightopian helpers flash for the 35 tics before they disappear
* nights capsule makes boss explosions/noises now (i can change it back i just like it better)
* drill off into the sky instead of fly up in floating pose (but no noise yet)

ALSO:
* default maxdash is now 70
* forgot to add supercolor to lua, it is there now
* SPR2_SMSL renamed to SPR2_SSTN (stun)
* any player with a skincolor that's in the super range is set to FF_FULLBRIGHT at state-set time, so no need to keep super players non-fullbright just because they use spin stuff
2016-08-12 02:57:37 +01:00
toasterbabe
4ccb3b88d0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into flat_alignment_revamp
# Conflicts:
#	src/p_mobj.c
2016-08-10 00:10:18 +01:00
toasterbabe
aa93f8a25c Refactored the movefactor changes that made the player go Looney Tunes style on ice. 2016-08-10 00:05:46 +01:00
toasterbabe
c9227dfbed Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements 2016-08-06 12:34:26 +01:00
toasterbabe
436dfbb24f Crashed in THZ1 when testing going down the long section at the end, EIP blames this line, wasn't really necessary in the first place... fair enough. 2016-07-23 21:37:32 +01:00
toasterbabe
d0bb7293bd Maximum Drop Dash speed of 75*FRACUNIT. 2016-07-23 21:01:40 +01:00
toasterbabe
ad03bb5278 Force Shield's air ability is now the Drop Dash (thanks, Sonic Mania, for making me like the momentum redirection idea by recontextualising it to collision with the ground only!)
* Press spin in midair to make the shield flash solid repeatedly and make a number of ding noises.
* When the player with a flashing, dinging shield hits the ground, they are sent off in spinning form at the maximum of 2*abs(momz) VS the 3D hypotenuse of momx, momy, and momz.
2016-07-23 18:25:51 +01:00
Alam Ed Arias
7b88db478c Merge branch 'public_next' into private 2016-07-21 19:22:30 -04:00
toasterbabe
f1311c515d Making FF_MIDDLESTARTCHANCE more useful for FF_ANIMATE animations. 2016-07-19 13:45:31 +01:00
toasterbabe
ac2ff5e386 CA_MELEE. Mostly complete.
* When moving slowly, P_InstaThrust at S_SKIN's maxdash forward, and set momz to S_SKIN's mindash upwards. Plays a tok noise (not thok). Hurts enemies/bosses, busts spikes/monitors/all types of bustable blocks.
* When moving quickly... doesn't do anything yet, but WILL do a slide.

Also, P_DoSpinDash is now renamed to P_DoSpinAbility, and CA_TWINSPIN users can bust all bustable blocks on collision too.
2016-07-17 21:31:15 +01:00
toasterbabe
4168fc02cb Decided the forcing of S_PLAY_FALL when PF_THOKKED was present wasn't that great. 2016-07-17 18:57:03 +01:00
toasterbabe
898e17a441 SF_MACHINE characters create boss explosions on death.
Also, the gravity of drowning characters has been reduced to look more natural.
2016-07-16 23:26:52 +01:00
toasterbabe
f757fb3545 SF_MACHINE. Currently only changes drowning, but could do more.
* Electric sparks coming off entire body instead of bubbles coming out mouth
* Different sounds.
* Different icons.

These sprites are currently local only, but I'll be doing a lot of asset updating this evening since Rob asked me to so it won't be long until you can get them.
2016-07-16 22:43:49 +01:00
toasterbabe
d8065fa525 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
# Conflicts:
#	src/d_player.h
#	src/dehacked.c
#	src/info.c
#	src/p_user.c
2016-07-16 17:23:25 +01:00
Monster Iestyn
9b15247191 Merge branch 'dashmode' into 'master'
Dashmode

This branch Metal Sonic's abilities (CA_DASHMODE) to the game.

See merge request !26
2016-07-16 12:09:20 -04:00
toasterbabe
226785dcd6 Putting the swim animation checks in one place. 2016-07-16 14:45:22 +01:00
toasterbabe
cc35a5e1c1 Ported CA_HAMMER from new-character-actions in a way that takes advantage of all of the non-hardcodey things I've added in this branch.
Also, it's called CA_TWINSPIN because that's more inoccouous.
2016-07-16 13:55:12 +01:00
toasterbabe
df8be73787 ...fixed this error 2016-07-15 22:13:47 +01:00
toasterbabe
03fe312490 On MI's reccomendation, a skin flag to disable the effects of FF_MIDDLESTARTCHANCE for specific characters whose animations might not be symmetrical. 2016-07-15 17:30:52 +01:00
toasterbabe
01dc98f8f0 New frame flags for more complicated animations.
* FF_MIDDLESTARTCHANCE - has a 50% chance of starting the spr2 or FF_ANIMATE animation halfway in
* FF_SPR2ENDSTATE - if var1 == S_NULL, don't loop, just stop incrementing the frames. Otherwise, go to the state represented by var1.

The former is just something I did for fun, the latter is something that'll come in handy when porting in new-character-moves.
2016-07-15 16:48:30 +01:00
toasterbabe
824458a5ff Swimming animation! Since I know we want it for Smiles eventually.
Also, I guess CA_SWIM isn't forced into running on water anymore.
2016-07-13 18:18:18 +01:00
toasterbabe
c2aba46298 New S_SKIN attributes.
* radius - sets the player's radius for that skin.
* height - sets the player's normal height for that skin.
* spinheight - sets the player's spinheight for that skin.
* shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
2016-07-13 15:15:45 +01:00
toasterbabe
eee6a6ff45 Optimisations to the character select screen.
* If a character select character image is not set, don't iterate every tic - iterate on first image get and then save to the struct.
* A character select screen with only two characters now has special case handling.
* A memory leak in the making has been plugged. (specifically, picname not being Z_Free'd if the loop fails to do so)
* Logic/operation simplification.

Also, some typo corrections and clarity case movements of stuff in other files I've been looking at.
2016-07-11 23:01:43 +01:00
Alam Ed Arias
b347ed2ca6 Merge branch 'public_next' into master 2016-07-11 15:52:27 -04:00
Alam Ed Arias
59fd7bbe46 Merge branch 'public_next' (early part) into private 2016-07-11 15:50:06 -04:00
Alam Ed Arias
0c8fcb5e4d Merge branch 'master' into repeat-monitors 2016-07-11 15:29:06 -04:00
toasterbabe
8431f64300 A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.

Also, a minor change:

* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
2016-07-10 18:41:38 +01:00
toasterbabe
cee37819cd Dashmode now has its own animation, SPR2_PEEL. Requires a new PLAYER.DTA. I made a lot of references to the peelout here because I'm not sure what else to call a Sonic character's faster-than-usual-running animation and SPR2_DASH was taken.
* SPR2_PEEL, SPR2_SPEE.
* S_PLAY_PEEL, S_PLAY_SUPER_PEEL.
* PA_PEEL.
* Dashmode actually starts charging from runspeed instead of the arbitrarily calculated (normalspeed - 5*FRACUNIT). This just made things easier, honestly, and it's 1 FU of difference compared to the current test case.
2016-07-09 14:52:49 +01:00
toasterbabe
0fefd86d1e More generic name for P_ElementalFireTrail upon MI's request 2016-07-08 22:56:17 +01:00
toasterbabe
f8dd9b64ab Elemental shield ability now coded. REQUIRES NEW PATCH.DTA FROM THE FTP.
- Press spin in midair to stomp directly downwards (losing horizontal momentum), creating a flickering fireball around you.
- No bouncing on enemies, item boxes, etc - just go straight through.
- Hurts other players on touch whilst you're stomping.
- Spawns a bunch of flames around you when you hit the ground.

Also:

- Electric shield's ability now uses different sounds, because I'm picky.
2016-07-08 21:55:17 +01:00
toasterbabe
95ac0fa9a0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-07-08 13:20:24 +01:00
toasterbabe
8426ce8d9c Minor change to fans and gas jets that makes them work on slopes.
- Now checks whether the player's top is below the bottom of the fan/gas jet, instead of its bottom. zdist calculation not affected.
- mo->standingslope is NULL'd so the player isn't launched off at a wacky angle. (I also did this for springs, since Prime mentioned it was a problem for them too.)
2016-06-30 23:23:50 +01:00
toasterbabe
fa58993bda Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into toast_slopes
# Conflicts:
#	src/p_user.c
2016-06-19 16:59:49 +01:00
Alam Ed Arias
8e98c78456 Merge branch 'next' (early part) into toast_slopes 2016-06-19 03:39:42 -04:00
Inuyasha
8fc61bb674 Merge branch 'sectorlist_traversal' into 'next'
Sectorlist traversal

MOM GET THE CAMERA

There's a LOT of code in the source that ended up mixing m_snext (the node for the next thing in the sector's thinglist) and m_tnext (the node for the next sector in the thing's sectorlist), so I renamed the following:

* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev

Then, I changed all the instances where the code was trying to go m_thinglist_next on a mobj's touching_sectorlist (which would've just gone to the node for the next thing in the same sector, instead of the node for the next sector for the same thing). Notable samples:

* FF_SHATTER blocks now disappear the moment you go into their sector. You still can't give FF_SOLID to them because in that case they will still stop you if you never enter their sector at all (ie - clip on corners), but having them nonsolid no longer allows you to phase through entirely without busting them (which was the whole downside of making them intangible in the first place).
* You can now bump into multiple Mario blocks at a time, even if you're not exclusively in their sector.
* No more getting randomly stopped on the edges of bouncy FOFs.
* Landing on polyobjects might behave a little more consistently at the edge of their host sector.
* Teetering did a SHITTON of code that basically never got executed, and then had directly-blockmap-accessing code as a backup. The code was activatable by replacing the m_thinglist_next with m_sectorlist_next, but it behaved SUPER differently from what we're used to with teetering (if the player mobj's edge was JUST off the edge of a platform, you ended up in teetering frames - even if it looked like you could stand) so I ended up removing that section entirely.

Any objections?

See merge request !85
2016-06-18 16:52:21 -04:00
toasterbabe
2c676eea43 P_ReverseQuantiseMomentumToSlope is now a function. (I was thinking about a macro, but couldn't get it down.)
Also, the teetering angle on slopes is now FRACUNIT/2 because there's literally no way to stand still on a slope that steep unless it doesn't have physics.
2016-06-12 19:27:34 +01:00
toasterbabe
7af14c20ed Everywhere in the code that was doing things wrong has been changed.
Two interesting points of note:
* The touchspecial sector flag seems to actually do its job now.
* Detection of sectors with polyobjects in seems to have done this incorrectly, but this doesn't mess with anything about touching the polies themselves so it seems to really only handle edge cases where the polyobject was too close to the border of another sector (which would've likely made rendering glitches anyways).
* There was a whole swathe of teetering code that was basically never run properly because of this mistake. I did a simple fix at first, but you started teetering whenever you were slightly less than your radius away from a sector's edge, which was completely different and undesirable behaviour. Instead, I cut out the code that was never running, and just left the hacky method in instead since it was more accurate to what we want in general.
2016-06-09 14:56:24 +01:00
toasterbabe
17e0adcbac Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev
2016-06-09 14:16:02 +01:00