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Merge branch 'character-nightsattack' into 'next'
Draw Character in NiGHTS Attack See merge request STJr/SRB2!2175
This commit is contained in:
commit
4ae2482283
4 changed files with 62 additions and 7 deletions
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@ -54,7 +54,8 @@ enum skin {
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skin_contspeed,
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skin_contangle,
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skin_soundsid,
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skin_sprites
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skin_sprites,
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skin_natkcolor
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};
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static const char *const skin_opt[] = {
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@ -94,6 +95,7 @@ static const char *const skin_opt[] = {
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"contangle",
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"soundsid",
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"sprites",
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"natkcolor",
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NULL};
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#define UNIMPLEMENTED luaL_error(L, LUA_QL("skin_t") " field " LUA_QS " is not implemented for Lua and cannot be accessed.", skin_opt[field])
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@ -218,6 +220,9 @@ static int skin_get(lua_State *L)
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case skin_sprites:
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LUA_PushUserdata(L, skin->sprites, META_SKINSPRITES);
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break;
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case skin_natkcolor:
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lua_pushinteger(L, skin->natkcolor);
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break;
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}
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return 1;
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}
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55
src/m_menu.c
55
src/m_menu.c
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@ -5980,14 +5980,14 @@ static void M_DrawNightsAttackBackground(void)
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}
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// NiGHTS Attack floating Super Sonic.
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static patch_t *ntssupersonic[2];
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/*static patch_t *ntssupersonic[2];
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static void M_DrawNightsAttackSuperSonic(void)
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{
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const UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_YELLOW, GTC_CACHE);
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INT32 timer = FixedInt(ntsatkdrawtimer/4) % 2;
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angle_t fa = (FixedAngle((FixedInt(ntsatkdrawtimer * 4) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
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V_DrawFixedPatch(235<<FRACBITS, (120<<FRACBITS) - (8*FINESINE(fa)), FRACUNIT, 0, ntssupersonic[timer], colormap);
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}
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}*/
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static void M_DrawLevelPlatterMenu(void)
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{
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@ -10346,7 +10346,52 @@ void M_DrawNightsAttackMenu(void)
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}
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// Super Sonic
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M_DrawNightsAttackSuperSonic();
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//M_DrawNightsAttackSuperSonic();
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//Draw selected character's NiGHTS sprite
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patch_t *NightsAttackSprite; //The patch for the sprite itself
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INT32 spritetimer; //Timer for animating NiGHTS sprite
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INT32 flags; //Flag var for checking if the sprite needs to be flipped
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INT32 skinnumber; //Number for skin
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INT32 color; //natkcolor
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const UINT8 *colormap = NULL; //Colormap var for coloring the sprite
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if (skins[cv_chooseskin.value-1].sprites[SPR2_NFLY].numframes == 0) //If we don't have NiGHTS sprites
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skinnumber = 0; //Default to Sonic
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else
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skinnumber = (cv_chooseskin.value-1);
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spritedef_t *sprdef = &skins[skinnumber].sprites[SPR2_NFLY]; //Make our patch the selected character's NFLY sprite
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spritetimer = FixedInt(ntsatkdrawtimer/2) % skins[skinnumber].sprites[SPR2_NFLY].numframes; //Make the sprite timer cycle though all the frames at 2 tics per frame
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spriteframe_t *sprframe = &sprdef->spriteframes[spritetimer]; //Our animation frame is equal to the number on the timer
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NightsAttackSprite = W_CachePatchNum(sprframe->lumppat[6], PU_PATCH); //Draw the right facing angle
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if (skins[skinnumber].natkcolor) //If you set natkcolor use it
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color = skins[skinnumber].natkcolor;
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else if ((skins[skinnumber].flags & SF_SUPER) && !(skins[skinnumber].flags & SF_NONIGHTSSUPER)) //If you go super in NiGHTS, use supercolor
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color = skins[skinnumber].supercolor+4;
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else //If you don't go super in NiGHTS or at all, use prefcolor
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color = skins[skinnumber].prefcolor;
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colormap = R_GetTranslationColormap(TC_BLINK, color, GTC_CACHE); //Make the sprite color be our prefcolor
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angle_t fa = (FixedAngle(((FixedInt(ntsatkdrawtimer * 4)) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
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if (sprframe->flip & 1<<6) //If our sprite is supposed to be flipped
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flags = V_FLIP; //Flip it
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else
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flags = 0;
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V_DrawFixedPatch((270<<FRACBITS), ((186<<FRACBITS) - (8*FINESINE(fa))), FixedDiv(skins[skinnumber].highresscale, skins[skinnumber].shieldscale), flags, NightsAttackSprite, colormap); //Draw the sprite
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//End of NiGHTS sprite drawing
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//if (P_HasGrades(cv_nextmap.value, 0))
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// V_DrawScaledPatch(235 - (((ngradeletters[bestoverall])->width)*3)/2, 135, 0, ngradeletters[bestoverall]);
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@ -10438,8 +10483,8 @@ static void M_NightsAttack(INT32 choice)
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// This is really just to make sure Sonic is the played character, just in case
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M_PatchSkinNameTable();
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ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_PATCH);
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ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_PATCH);
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//ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_PATCH);
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//ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_PATCH);
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G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching
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titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please
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@ -144,6 +144,8 @@ static void Sk_SetDefaultValue(skin_t *skin)
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skin->contspeed = 17;
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skin->contangle = 0;
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skin->natkcolor = SKINCOLOR_NONE;
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for (i = 0; i < sfx_skinsoundslot0; i++)
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if (S_sfx[i].skinsound != -1)
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skin->soundsid[S_sfx[i].skinsound] = i;
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@ -588,7 +590,6 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
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UINT16 color = R_GetSuperColorByName(value);
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skin->supercolor = (color ? color : SKINCOLOR_SUPERGOLD1);
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}
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#define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value));
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GETFLOAT(jumpfactor)
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GETFLOAT(highresscale)
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@ -629,6 +630,9 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
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GETFLAG(NOSHIELDABILITY)
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#undef GETFLAG
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else if (!stricmp(stoken, "natkcolor"))
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skin->natkcolor = R_GetColorByName(value); // SKINCOLOR_NONE is allowed here
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else // let's check if it's a sound, otherwise error out
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{
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boolean found = false;
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@ -71,6 +71,7 @@ typedef struct
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UINT16 prefcolor;
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UINT16 supercolor;
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UINT16 prefoppositecolor; // if 0 use tables instead
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UINT16 natkcolor; //Color for Nights Attack Menu
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fixed_t highresscale; // scale of highres, default is 0.5
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UINT8 contspeed; // continue screen animation speed
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