Kill all skin flags but SF_HIRES

This commit is contained in:
wolfy852 2019-03-09 23:18:55 -06:00
parent a181cd24cd
commit 499dcc6bdb
6 changed files with 3 additions and 420 deletions

View file

@ -32,12 +32,7 @@
// Extra abilities/settings for skins (combinable stuff)
typedef enum
{
SF_SUPER = 1, // Can turn super in singleplayer/co-op mode.
SF_SUPERANIMS = 1<<1, // If super, use the super sonic animations
SF_SUPERSPIN = 1<<2, // Should spin frames be played while super?
SF_HIRES = 1<<3, // Draw the sprite 2x as small?
SF_NOSKID = 1<<4, // No skid particles etc
SF_NOSPEEDADJUST = 1<<5, // Skin-specific version of disablespeedadjust
SF_HIRES = 1, // Draw the sprite 2x as small?
} skinflags_t;
//Primary and secondary skin abilities

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@ -8608,12 +8608,7 @@ struct {
{"RW_RAIL",RW_RAIL},
// Character flags (skinflags_t)
{"SF_SUPER",SF_SUPER},
{"SF_SUPERANIMS",SF_SUPERANIMS},
{"SF_SUPERSPIN",SF_SUPERSPIN},
{"SF_HIRES",SF_HIRES},
{"SF_NOSKID",SF_NOSKID},
{"SF_NOSPEEDADJUST",SF_NOSPEEDADJUST},
// Character abilities!
// Primary

View file

@ -2952,66 +2952,6 @@ static void P_KillPlayer(player_t *player, mobj_t *source, INT32 damage)
}
}
/*
static inline void P_SuperDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage) // SRB2kart - unused.
{
fixed_t fallbackspeed;
angle_t ang;
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
if (player->mo->eflags & MFE_VERTICALFLIP)
player->mo->z--;
else
player->mo->z++;
if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false);
else
P_SetObjectMomZ(player->mo, FixedDiv(69*FRACUNIT,10*FRACUNIT), false);
ang = R_PointToAngle2(inflictor->x, inflictor->y, player->mo->x, player->mo->y);
// explosion and rail rings send you farther back, making it more difficult
// to recover
if (inflictor->flags2 & MF2_SCATTER && source)
{
fixed_t dist = P_AproxDistance(P_AproxDistance(source->x-player->mo->x, source->y-player->mo->y), source->z-player->mo->z);
dist = FixedMul(128*FRACUNIT, inflictor->scale) - dist/4;
if (dist < FixedMul(4*FRACUNIT, inflictor->scale))
dist = FixedMul(4*FRACUNIT, inflictor->scale);
fallbackspeed = dist;
}
else if (inflictor->flags2 & MF2_EXPLOSION)
{
if (inflictor->flags2 & MF2_RAILRING)
fallbackspeed = FixedMul(28*FRACUNIT, inflictor->scale); // 7x
else
fallbackspeed = FixedMul(20*FRACUNIT, inflictor->scale); // 5x
}
else if (inflictor->flags2 & MF2_RAILRING)
fallbackspeed = FixedMul(16*FRACUNIT, inflictor->scale); // 4x
else
fallbackspeed = FixedMul(4*FRACUNIT, inflictor->scale); // the usual amount of force
P_InstaThrust(player->mo, ang, fallbackspeed);
// SRB2kart - This shouldn't be reachable, but this frame is invalid.
//if (player->charflags & SF_SUPERANIMS)
// P_SetPlayerMobjState(player->mo, S_PLAY_SUPERHIT);
//else
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
P_ResetPlayer(player);
if (player->timeshit != UINT8_MAX)
++player->timeshit;
}
*/
void P_RemoveShield(player_t *player)
{
if (player->powers[pw_shield] & SH_FORCE)

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@ -167,58 +167,8 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
I_Error("P_SetPlayerMobjState used for non-player mobj. Use P_SetMobjState instead!\n(Mobj type: %d, State: %d)", mobj->type, state);
#endif
// Catch state changes for Super Sonic
/* // SRB2kart - don't need
if (player->powers[pw_super] && (player->charflags & SF_SUPERANIMS))
{
switch (state)
{
case S_PLAY_STND:
case S_PLAY_TAP1:
case S_PLAY_TAP2:
case S_PLAY_GASP:
P_SetPlayerMobjState(mobj, S_PLAY_SUPERSTAND);
return true;
case S_PLAY_FALL1:
case S_PLAY_SPRING:
case S_PLAY_RUN1:
case S_PLAY_RUN2:
case S_PLAY_RUN3:
case S_PLAY_RUN4:
P_SetPlayerMobjState(mobj, S_PLAY_SUPERWALK1);
return true;
case S_PLAY_FALL2:
case S_PLAY_RUN5:
case S_PLAY_RUN6:
case S_PLAY_RUN7:
case S_PLAY_RUN8:
P_SetPlayerMobjState(mobj, S_PLAY_SUPERWALK2);
return true;
case S_PLAY_SPD1:
case S_PLAY_SPD2:
P_SetPlayerMobjState(mobj, S_PLAY_SUPERFLY1);
return true;
case S_PLAY_SPD3:
case S_PLAY_SPD4:
P_SetPlayerMobjState(mobj, S_PLAY_SUPERFLY2);
return true;
case S_PLAY_TEETER1:
case S_PLAY_TEETER2:
P_SetPlayerMobjState(mobj, S_PLAY_SUPERTEETER);
return true;
case S_PLAY_ATK1:
case S_PLAY_ATK2:
case S_PLAY_ATK3:
case S_PLAY_ATK4:
if (!(player->charflags & SF_SUPERSPIN))
return true;
break;
default:
break;
}
}
// You were in pain state after taking a hit, and you're moving out of pain state now?
else */if (mobj->state == &states[mobj->info->painstate] && player->powers[pw_flashing] == K_GetKartFlashing(player) && state != mobj->info->painstate)
if (mobj->state == &states[mobj->info->painstate] && player->powers[pw_flashing] == K_GetKartFlashing(player) && state != mobj->info->painstate)
{
// Start flashing, since you've landed.
player->powers[pw_flashing] = K_GetKartFlashing(player)-1;
@ -260,51 +210,6 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
st = &states[state];
mobj->state = st;
mobj->tics = st->tics;
// Adjust the player's animation speed to match their velocity.
if (!(disableSpeedAdjust || player->charflags & SF_NOSPEEDADJUST))
{
fixed_t speed = FixedDiv(player->speed, FixedMul(mobj->scale, player->mo->movefactor)); // fixed_t speed = FixedDiv(player->speed, mobj->scale);
if (player->panim == PA_ROLL)
{
if (speed > 16<<FRACBITS)
mobj->tics = 1;
else
mobj->tics = 2;
}
else if (player->panim == PA_FALL)
{
speed = FixedDiv(abs(mobj->momz), mobj->scale);
if (speed < 10<<FRACBITS)
mobj->tics = 4;
else if (speed < 20<<FRACBITS)
mobj->tics = 3;
else if (speed < 30<<FRACBITS)
mobj->tics = 2;
else
mobj->tics = 1;
}
else if (P_IsObjectOnGround(mobj) || player->powers[pw_super]) // Only if on the ground or superflying.
{
if (player->panim == PA_WALK)
{
if (speed > 12<<FRACBITS)
mobj->tics = 2;
else if (speed > 6<<FRACBITS)
mobj->tics = 3;
else
mobj->tics = 4;
}
else if (player->panim == PA_RUN)
{
if (speed > 52<<FRACBITS)
mobj->tics = 1;
else
mobj->tics = 2;
}
}
}
mobj->sprite = st->sprite;
mobj->frame = st->frame;
mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set

View file

@ -3634,165 +3634,6 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd) // SRB2kart - unused.
}
*/
#if 0
//
// P_DoSuperStuff()
//
// Handle related superform functionality.
//
static void P_DoSuperStuff(player_t *player)
{
mobj_t *spark;
ticcmd_t *cmd = &player->cmd;
//if (player->mo->state >= &states[S_PLAY_SUPERTRANS1] && player->mo->state <= &states[S_PLAY_SUPERTRANS9])
// return; // don't do anything right now, we're in the middle of transforming!
if (player->pflags & PF_NIGHTSMODE)
return; // NiGHTS Super doesn't mix with normal super
// Does player have all emeralds? If so, flag the "Ready For Super!"
/*if ((ALL7EMERALDS(emeralds) || ALL7EMERALDS(player->powers[pw_emeralds])) && player->health > 50)
player->pflags |= PF_SUPERREADY;
else
player->pflags &= ~PF_SUPERREADY;*/
if (player->powers[pw_super])
{
// If you're super and not Sonic, de-superize!
if (!((ALL7EMERALDS(emeralds)) && (player->charflags & SF_SUPER)) && !(ALL7EMERALDS(player->powers[pw_emeralds])))
{
player->powers[pw_super] = 0;
P_SetPlayerMobjState(player->mo, S_KART_STND1);
P_RestoreMusic(player);
P_SpawnShieldOrb(player);
// Restore color
if (player->powers[pw_shield] & SH_FIREFLOWER)
{
player->mo->color = SKINCOLOR_WHITE;
G_GhostAddColor(GHC_FIREFLOWER);
}
else
{
player->mo->color = player->skincolor;
G_GhostAddColor(GHC_NORMAL);
}
if (gametype != GT_COOP)
{
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
}
return;
}
// Deplete one ring every second while super
if ((leveltime % TICRATE == 0) && !(player->exiting))
{
player->health--;
player->mo->health--;
}
// future todo: a skin option for this, and possibly more colors
switch (player->skin)
{
case 1: /* Tails */ player->mo->color = SKINCOLOR_TSUPER1; break;
case 2: /* Knux */ player->mo->color = SKINCOLOR_KSUPER1; break;
default: /* everyone */ player->mo->color = SKINCOLOR_SUPER1; break;
}
player->mo->color += abs( ( (signed)( (unsigned)leveltime >> 1 ) % 9) - 4);
if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->pflags & (PF_CARRIED|PF_ROPEHANG|PF_ITEMHANG|PF_MACESPIN))
&& !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy))
{
spark = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK);
spark->destscale = player->mo->scale;
P_SetScale(spark, player->mo->scale);
}
G_GhostAddColor(GHC_SUPER);
// Ran out of rings while super!
if (player->health <= 1 || player->exiting)
{
player->powers[pw_emeralds] = 0; // lost the power stones
P_SpawnGhostMobj(player->mo);
player->powers[pw_super] = 0;
// Restore color
if (player->powers[pw_shield] & SH_FIREFLOWER)
{
player->mo->color = SKINCOLOR_WHITE;
G_GhostAddColor(GHC_FIREFLOWER);
}
else
{
player->mo->color = player->skincolor;
G_GhostAddColor(GHC_NORMAL);
}
if (gametype != GT_COOP)
player->powers[pw_flashing] = K_GetKartFlashing(player)-1;
/*
if (player->mo->health > 0)
{
if ((player->pflags & PF_JUMPED) || (player->pflags & PF_SPINNING))
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
else if (player->panim == PA_RUN)
P_SetPlayerMobjState(player->mo, S_PLAY_SPD1);
else if (player->panim == PA_WALK)
P_SetPlayerMobjState(player->mo, S_PLAY_RUN1);
else
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
if (!player->exiting)
{
player->health = 1;
player->mo->health = 1;
}
}
*/
// Inform the netgame that the champion has fallen in the heat of battle.
if (gametype != GT_COOP)
{
S_StartSound(NULL, sfx_s3k66); //let all players hear it.
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
}
// Resume normal music if you're the console player
P_RestoreMusic(player);
// If you had a shield, restore its visual significance.
P_SpawnShieldOrb(player);
}
}
}
#endif
//
// P_SuperReady
//
// Returns true if player is ready to turn super, duh
//
/*boolean P_SuperReady(player_t *player)
{
if ((player->pflags & PF_SUPERREADY) && !player->powers[pw_super] && !player->powers[pw_tailsfly]
&& !(player->powers[pw_shield] & SH_NOSTACK)
&& !player->powers[pw_invulnerability]
&& !(maptol & TOL_NIGHTS) // don't turn 'regular super' in nights levels
&& player->pflags & PF_JUMPED
&& ((player->charflags & SF_SUPER) || ALL7EMERALDS(player->powers[pw_emeralds])))
return true;
return false;
}*/
//
// P_DoJump
//
@ -6382,99 +6223,6 @@ void P_ElementalFireTrail(player_t *player)
}
}
/*static void P_SkidStuff(player_t *player)
{
fixed_t pmx = player->rmomx + player->cmomx;
fixed_t pmy = player->rmomy + player->cmomy;
// Knuckles glides into the dirt.
// SRB2kart - don't need
if (player->pflags & PF_GLIDING && player->skidtime)
{
// Fell off a ledge...
if (!onground)
{
player->skidtime = 0;
player->pflags &= ~(PF_GLIDING|PF_JUMPED);
P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
}
// Get up and brush yourself off, idiot.
else if (player->glidetime > 15)
{
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
}
// Didn't stop yet? Skid FOREVER!
else if (player->skidtime == 1)
player->skidtime = 3*TICRATE+1;
// Spawn a particle every 3 tics.
else if (!(player->skidtime % 3))
{
mobj_t *particle = P_SpawnMobj(player->mo->x + P_RandomRange(-player->mo->radius, player->mo->radius), player->mo->y + P_RandomRange(-player->mo->radius, player->mo->radius),
player->mo->z + (player->mo->eflags & MFE_VERTICALFLIP ? player->mo->height - mobjinfo[MT_PARTICLE].height : 0),
MT_PARTICLE);
particle->tics = 10;
particle->eflags |= player->mo->eflags & MFE_VERTICALFLIP;
P_SetScale(particle, player->mo->scale >> 2);
particle->destscale = player->mo->scale << 2;
particle->scalespeed = FixedMul(particle->scalespeed, player->mo->scale); // scale the scaling speed!
P_SetObjectMomZ(particle, FRACUNIT, false);
S_StartSound(player->mo, sfx_s3k7e); // the proper "Knuckles eats dirt" sfx.
}
}
// Skidding!
elseif (onground && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID))
{
if (player->skidtime)
{
// Spawn a particle every 3 tics.
if (!(player->skidtime % 3))
{
mobj_t *particle = P_SpawnMobj(player->mo->x, player->mo->y,
player->mo->z + (player->mo->eflags & MFE_VERTICALFLIP ? player->mo->height - mobjinfo[MT_PARTICLE].height : 0),
MT_PARTICLE);
particle->tics = 10;
particle->eflags |= player->mo->eflags & MFE_VERTICALFLIP;
P_SetScale(particle, player->mo->scale >> 2);
particle->destscale = player->mo->scale << 2;
particle->scalespeed = FixedMul(particle->scalespeed, player->mo->scale); // scale the scaling speed!
P_SetObjectMomZ(particle, FRACUNIT, false);
}
}
else if (P_AproxDistance(pmx, pmy) >= FixedMul(player->runspeed/2, player->mo->scale) // if you were moving faster than half your run speed last frame
&& (player->mo->momx != pmx || player->mo->momy != pmy) // and you are moving differently this frame
&& P_GetPlayerControlDirection(player) == 2) // and your controls are pointing in the opposite direction to your movement
{ // check for skidding
angle_t mang = R_PointToAngle2(0,0,pmx,pmy); // movement angle
angle_t pang = R_PointToAngle2(pmx,pmy,player->mo->momx,player->mo->momy); // push angle
angle_t dang = mang - pang; // delta angle
if (dang > ANGLE_180) // Make delta angle always positive, invert it if it's negative.
dang = InvAngle(dang);
// If your push angle is more than this close to a full 180 degrees, trigger a skid.
if (dang > ANGLE_157h)
{
player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS; //player->skidtime = TICRATE/2;
S_StartSound(player->mo, sfx_skid);
if (player->panim != PA_WALK)
P_SetPlayerMobjState(player->mo, S_KART_WALK2); // SRB2kart - was S_PLAY_RUN4
player->mo->tics = player->skidtime;
}
}
}
else {
if (player->skidtime) {
player->skidtime = 0;
S_StopSound(player->mo);
}
}
}*/
//
// P_MovePlayer
static void P_MovePlayer(player_t *player)

View file

@ -2570,7 +2570,7 @@ void R_InitSkins(void)
#ifdef SKINVALUES
skin_cons_t[0].strvalue = skins[0].name;
#endif
skin->flags = SF_SUPER|SF_SUPERANIMS|SF_SUPERSPIN;
skin->flags = 0;
strcpy(skin->realname, "Sonic");
strcpy(skin->hudname, "SONIC");