Merge branch 'new_coop' into 'master'

New Co-op

See merge request !104
This commit is contained in:
Monster Iestyn 2017-08-16 15:01:39 -04:00
commit 9f726bc66d
30 changed files with 2293 additions and 1846 deletions

View file

@ -2423,6 +2423,193 @@ skin_t skins[MAXSKINS+1];
CV_PossibleValue_t skin_cons_t[MAXSKINS+1];
#endif
//
// P_GetSkinSprite2
// For non-super players, tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing.
// For super players, does the same as above - but tries the super equivalent for each sprite2 before the non-super version.
//
UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
{
UINT8 super = (spr2 & FF_SPR2SUPER);
if (!skin)
return 0;
while (!(skin->sprites[spr2].numframes)
&& spr2 != SPR2_STND)
{
if (spr2 & FF_SPR2SUPER)
{
spr2 &= ~FF_SPR2SUPER;
continue;
}
switch(spr2)
{
case SPR2_RUN:
spr2 = SPR2_WALK;
break;
case SPR2_STUN:
spr2 = SPR2_PAIN;
break;
case SPR2_DRWN:
spr2 = SPR2_DEAD;
break;
case SPR2_SPIN:
spr2 = SPR2_ROLL;
break;
case SPR2_GASP:
spr2 = SPR2_SPNG;
break;
case SPR2_JUMP:
spr2 = ((player
? player->charflags
: skin->flags)
& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
break;
case SPR2_SPNG: // spring
spr2 = SPR2_FALL;
break;
case SPR2_FALL:
spr2 = SPR2_WALK;
break;
case SPR2_RIDE:
spr2 = SPR2_FALL;
break;
case SPR2_FLY :
spr2 = SPR2_SPNG;
break;
case SPR2_SWIM:
spr2 = SPR2_FLY ;
break;
case SPR2_TIRE:
spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
break;
case SPR2_GLID:
spr2 = SPR2_FLY;
break;
case SPR2_CLMB:
spr2 = SPR2_ROLL;
break;
case SPR2_CLNG:
spr2 = SPR2_CLMB;
break;
case SPR2_FLT :
spr2 = SPR2_WALK;
break;
case SPR2_FRUN:
spr2 = SPR2_RUN ;
break;
case SPR2_DASH:
spr2 = SPR2_FRUN;
break;
case SPR2_BNCE:
spr2 = SPR2_FALL;
break;
case SPR2_BLND:
spr2 = SPR2_ROLL;
break;
case SPR2_TWIN:
spr2 = SPR2_ROLL;
break;
case SPR2_MLEE:
spr2 = SPR2_TWIN;
break;
// NiGHTS sprites.
case SPR2_NSTD:
spr2 = SPR2_STND;
super = FF_SPR2SUPER;
break;
case SPR2_NFLT:
spr2 = SPR2_FLT ;
super = FF_SPR2SUPER;
break;
case SPR2_NSTN:
spr2 = SPR2_STUN;
break;
case SPR2_NPUL:
spr2 = SPR2_NSTN;
break;
case SPR2_NATK:
spr2 = SPR2_ROLL;
super = FF_SPR2SUPER;
break;
/*case SPR2_NGT0:
spr2 = SPR2_NFLT;
break;*/
case SPR2_NGT1:
case SPR2_NGT7:
case SPR2_DRL0:
spr2 = SPR2_NGT0;
break;
case SPR2_NGT2:
case SPR2_DRL1:
spr2 = SPR2_NGT1;
break;
case SPR2_NGT3:
case SPR2_DRL2:
spr2 = SPR2_NGT2;
break;
case SPR2_NGT4:
case SPR2_DRL3:
spr2 = SPR2_NGT3;
break;
case SPR2_NGT5:
case SPR2_DRL4:
spr2 = SPR2_NGT4;
break;
case SPR2_NGT6:
case SPR2_DRL5:
spr2 = SPR2_NGT5;
break;
case SPR2_DRL6:
spr2 = SPR2_NGT6;
break;
case SPR2_NGT8:
case SPR2_DRL7:
spr2 = SPR2_NGT7;
break;
case SPR2_NGT9:
case SPR2_DRL8:
spr2 = SPR2_NGT8;
break;
case SPR2_NGTA:
case SPR2_DRL9:
spr2 = SPR2_NGT9;
break;
case SPR2_NGTB:
case SPR2_DRLA:
spr2 = SPR2_NGTA;
break;
case SPR2_NGTC:
case SPR2_DRLB:
spr2 = SPR2_NGTB;
break;
case SPR2_DRLC:
spr2 = SPR2_NGTC;
break;
// Dunno? Just go to standing then.
default:
spr2 = SPR2_STND;
break;
}
spr2 |= super;
}
return spr2;
}
static void Sk_SetDefaultValue(skin_t *skin)
{
INT32 i;
@ -2476,7 +2663,7 @@ static void Sk_SetDefaultValue(skin_t *skin)
skin->spinitem = -1;
skin->revitem = -1;
skin->highresscale = FRACUNIT>>1;
skin->highresscale = FRACUNIT;
skin->availability = 0;
@ -2615,16 +2802,17 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
if (player->mo)
{
fixed_t radius = FixedMul(skin->radius, player->mo->scale);
if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (skin->sprites[SPR2_NGT0].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
{
skin = &skins[DEFAULTNIGHTSSKIN];
newcolor = ((skin->flags & SF_SUPER) ? skin->supercolor : skin->prefcolor);
newcolor = skin->prefcolor; // will be updated in thinker to flashing
}
player->mo->skin = skin;
if (newcolor)
player->mo->color = newcolor;
P_SetScale(player->mo, player->mo->scale);
player->mo->radius = FixedMul(skin->radius, player->mo->scale);
player->mo->radius = radius;
P_SetPlayerMobjState(player->mo, player->mo->state-states); // Prevent visual errors when switching between skins with differing number of frames
}