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Hardcoding start! toast's stuff specifically.

* Marble Zone!
	* Torch decoration.
	* Incense burner decoration.
* CD Special Stage 1!
	* The UFO, now with improved death animation!
	* Turns out I duplicated sounds that already existed in sounds.kart. When we touch up the files later, yalls can remove both `DSFUFOx`'s from it.
This commit is contained in:
toaster 2018-10-22 00:34:47 +01:00
parent 3a87596fbe
commit dceab0ce70
6 changed files with 256 additions and 3 deletions

View file

@ -1838,6 +1838,7 @@ static actionpointer_t actionpointers[] =
{{A_MineExplode}, "A_MINEEXPLODE"}, // SRB2kart
{{A_BallhogExplode}, "A_BALLHOGEXPLODE"}, // SRB2kart
{{A_LightningFollowPlayer}, "A_LIGHTNINGFOLLOWPLAYER"}, //SRB2kart
{{A_FlameParticle}, "A_FLAMEPARTICLE"}, // SRB2kart
{{A_OrbitNights}, "A_ORBITNIGHTS"},
{{A_GhostMe}, "A_GHOSTME"},
{{A_SetObjectState}, "A_SETOBJECTSTATE"},
@ -6770,6 +6771,16 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_KLIT11",
"S_KLIT12",
// Marble Zone
"S_FLAMEPARTICLE",
"S_MARBLETORCH",
"S_MARBLELIGHT",
"S_MARBLEBURNER",
// CD Special Stage
"S_CDUFO",
"S_CDUFO_DIE",
#ifdef SEENAMES
"S_NAMECHECK",
#endif
@ -7423,6 +7434,15 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_KARMAHITBOX",
"MT_KARMAWHEEL",
// Marble Zone
"MT_FLAMEPARTICLE",
"MT_MARBLETORCH",
"MT_MARBLELIGHT",
"MT_MARBLEBURNER",
// CD Special Stage
"MT_CDUFO",
#ifdef SEENAMES
"MT_NAMECHECK",
#endif

View file

@ -61,7 +61,7 @@ char sprnames[NUMSPRITES + 1][5] =
"DEZL","POKE","AUDI","DECO","DOOD","SNES","GBAS","SPRS","BUZB","CHOM",
"SACO","CRAB","SHAD","BRNG","BUMP","FLEN","CLAS","PSHW","ISTA","ISTB",
"ARRO","ITEM","ITMO","ITMI","ITMN","WANT","PBOM","RETI","AIDU","KSPK",
"LZI1","LZI2","KLIT","VIEW"
"LZI1","LZI2","KLIT","MARB","FUFO","VIEW"
};
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)
@ -3066,6 +3066,16 @@ state_t states[NUMSTATES] =
{SPR_KLIT, FF_FULLBRIGHT|FF_PAPERSPRITE|5, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT12}, // S_KLIT11
{SPR_NULL, FF_FULLBRIGHT|FF_PAPERSPRITE, 2, {A_LightningFollowPlayer}, 0, 0, S_KLIT1}, // S_KLIT12
// Marble Zone
{SPR_MARB, FF_FULLBRIGHT|FF_ANIMATE|5, TICRATE, {NULL}, 3, 3, S_NULL}, // S_FLAMEPARTICLE
{SPR_MARB, FF_FULLBRIGHT|FF_ANIMATE, 8*3, {A_FlameParticle}, 3, 3, S_MARBLETORCH}, // S_MARBLETORCH
{SPR_MARB, FF_FULLBRIGHT|FF_TRANS80|4, -1, {NULL}, 1, 29, S_NULL}, // S_MARBLELIGHT
{SPR_MARB, 9, -1, {NULL}, 0, 0, S_NULL}, // S_MARBLEBURNER
// CD Special Stage
{SPR_FUFO, 0, 1, {A_Thrust}, 5, 2, S_CDUFO}, // S_CDUFO
{SPR_FUFO, 0, 4, {A_BossScream}, 0, MT_EXPLODE, S_CDUFO_DIE}, // S_CDUFO_DIE
#ifdef SEENAMES
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_NULL}, // S_NAMECHECK
#endif
@ -17211,6 +17221,141 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_FLAMEPARTICLE
-1, // doomednum
S_FLAMEPARTICLE,// spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
FRACUNIT, // radius
FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_MARBLETORCH
1969, // doomednum
S_MARBLETORCH, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
MT_FLAMEPARTICLE,// painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
12*FRACUNIT, // radius
45*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_SCENERY|MF_NOGRAVITY|MF_FIRE|MF_PAIN, // flags
S_NULL // raisestate
},
{ // MT_MARBLELIGHT
-1, // doomednum
S_MARBLELIGHT, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
FRACUNIT, // radius
FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_SCENERY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_MARBLEBURNER
1970, // doomednum
S_MARBLEBURNER, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
24*FRACUNIT, // radius
96*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOTHINK|MF_SOLID, // flags
S_NULL // raisestate
},
{ // MT_CDUFO
4050, // doomednum
S_CDUFO, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_CDUFO_DIE, // deathstate
S_NULL, // xdeathstate
sfx_cdfm19, // deathsound
0, // speed
70*FRACUNIT, // radius
70*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_SPECIAL, // flags
S_NULL // raisestate
},
// ============================================================================================================================//
#ifdef SEENAMES

View file

@ -169,6 +169,7 @@ void A_JawzExplode(); // SRB2kart
void A_MineExplode(); // SRB2kart
void A_BallhogExplode(); // SRB2kart
void A_LightningFollowPlayer(); // SRB2kart: Lightning shield effect player chasing
void A_FlameParticle();
void A_OrbitNights();
void A_GhostMe();
void A_SetObjectState();
@ -653,6 +654,9 @@ typedef enum sprite
SPR_LZI2, // ditto
SPR_KLIT, // You have a twisted mind. But this actually is for the diagonal lightning.
SPR_MARB, // Marble Zone sprites
SPR_FUFO, // CD Special Stage UFO (don't ask me why it begins with an F)
SPR_VIEW, // First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw!
SPR_FIRSTFREESLOT,
@ -3613,6 +3617,16 @@ typedef enum state
S_KLIT11,
S_KLIT12,
// Marble Zone
S_FLAMEPARTICLE,
S_MARBLETORCH,
S_MARBLELIGHT,
S_MARBLEBURNER,
// CD Special Stage
S_CDUFO,
S_CDUFO_DIE,
#ifdef SEENAMES
S_NAMECHECK,
#endif
@ -4283,6 +4297,15 @@ typedef enum mobj_type
MT_KARMAHITBOX,
MT_KARMAWHEEL,
// Marble Zone
MT_FLAMEPARTICLE,
MT_MARBLETORCH,
MT_MARBLELIGHT,
MT_MARBLEBURNER,
// CD Special Stage
MT_CDUFO,
#ifdef SEENAMES
MT_NAMECHECK,
#endif

View file

@ -193,6 +193,7 @@ void A_JawzExplode(mobj_t *actor); // SRB2kart
void A_MineExplode(mobj_t *actor); // SRB2kart
void A_BallhogExplode(mobj_t *actor); // SRB2kart
void A_LightningFollowPlayer(mobj_t *actor); // SRB2kart
void A_FlameParticle(mobj_t *actor); // SRB2kart
void A_OrbitNights(mobj_t *actor);
void A_GhostMe(mobj_t *actor);
void A_SetObjectState(mobj_t *actor);
@ -8403,7 +8404,9 @@ void A_LightningFollowPlayer(mobj_t *actor)
if (LUA_CallAction("A_LightningFollowPlayer", actor))
return;
#endif
if (actor->target)
if (!actor->target)
return;
{
if (actor->extravalue1) // Make the radius also follow the player somewhat accuratly
{
@ -8418,7 +8421,23 @@ void A_LightningFollowPlayer(mobj_t *actor)
actor->momy = actor->target->momy;
actor->momz = actor->target->momz; // Give momentum since we don't teleport to our player literally every frame.
}
return;
}
void A_FlameParticle(mobj_t *actor)
{
fixed_t rad = actor->radius>>FRACBITS, hei = actor->radius>>FRACBITS;
mobj_t *par;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlameParticle", actor))
return;
#endif
par = P_SpawnMobj(
actor->x + (P_RandomRange(-rad, rad)<<FRACBITS),
actor->y + (P_RandomRange(-rad, rad)<<FRACBITS),
actor->z + (P_RandomRange(hei/2, hei)<<FRACBITS),
actor->info->painchance);
par->momz = actor->scale<<1;
}
//}

View file

@ -577,6 +577,20 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
special->target->player->kartstuff[k_eggmanblame] = -1;
}
return;
case MT_CDUFO: // SRB2kart
if (special->fuse || !P_CanPickupItem(player, 1) || (G_BattleGametype() && player->kartstuff[k_bumper] <= 0))
return;
player->kartstuff[k_itemroulette] = 1;
player->kartstuff[k_roulettetype] = 1;
S_StartSound(toucher, sfx_cdfm73); // they don't make this sound in the original game but it's nice to have a "reward" for good play
//special->momx = special->momy = special->momz = 0;
special->momz = -(3*special->scale)/2;
//P_SetTarget(&special->target, toucher);
special->fuse = 2*TICRATE;
break;
// ***************************************** //
// Rings, coins, spheres, weapon panels, etc //

View file

@ -7434,6 +7434,10 @@ void P_MobjThinker(mobj_t *mobj)
case MT_MINEEXPLOSIONSOUND:
P_RemoveMobj(mobj);
return;
case MT_CDUFO:
if (mobj->fuse > TICRATE)
mobj->flags2 ^= MF2_DONTDRAW; // only by good fortune does this end with it having MF2_DONTDRAW... don't touch!
break;
//}
default:
break;
@ -8480,6 +8484,31 @@ void P_MobjThinker(mobj_t *mobj)
}
}
}
break;
case MT_CDUFO:
if (!mobj->spawnpoint || mobj->fuse)
break;
if (mobj->movecount)
{
mobj->movecount--;
break;
}
else if (P_AproxDistance(mobj->x - (mobj->spawnpoint->x<<FRACBITS), mobj->y - (mobj->spawnpoint->y<<FRACBITS)) < (420<<FRACBITS))
break;
mobj->movecount = 3;
{
angle_t facing = P_RandomRange(0, 90);
if (facing >= 45)
facing = InvAngle((facing - 45)*ANG1);
else
facing *= ANG1;
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->spawnpoint->x<<FRACBITS, mobj->spawnpoint->y<<FRACBITS) + facing;
}
break;
//}
case MT_TURRET:
@ -9350,6 +9379,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->color = SKINCOLOR_AQUA;
break;
}
case MT_MARBLETORCH:
P_SpawnMobj(mobj->x, mobj->y, mobj->z + (29<<FRACBITS), MT_MARBLELIGHT);
break;
default:
break;
}