* New object types!

* Red and yellow Boost panels!
        * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better.
        * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif
        * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes.
        * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability!
    * Banpyura!
        * A Crushstacean with a spring instead of a crushclaw.
        * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif
        * Wanted this for a while, finally added it.
* Improved springs.
    * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground.
    * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity.
    * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well.
    * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN.
* Make directionchar "lag behind" a little bit in waterslides.
* Improved flame jets.
    * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1!
* Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!)
* Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode.
* Improved ZB config.
    * Add above new types.
    * Add Blue Diagonal Spring, which existed in the source but not the config.
    * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
This commit is contained in:
toaster 2019-10-17 21:50:26 +01:00
parent bb9a0de4f5
commit ad09f2603d
11 changed files with 601 additions and 128 deletions

View file

@ -3302,36 +3302,6 @@ thingtypes
height = 40;
flags8text = "[8] Cannot move";
}
124
{
title = "AquaBuzz";
sprite = "BBUZA1";
width = 20;
height = 24;
}
105
{
title = "Jetty-Syn Bomber";
sprite = "JETBB1";
width = 20;
height = 50;
flags8text = "[8] Cannot move";
}
106
{
title = "Jetty-Syn Gunner";
sprite = "JETGB1";
width = 20;
height = 48;
flags8text = "[8] Cannot move";
}
107
{
title = "Crawla Commander";
sprite = "CCOMA1";
width = 16;
height = 32;
}
108
{
title = "Deton";
@ -3339,13 +3309,6 @@ thingtypes
width = 20;
height = 32;
}
109
{
title = "Skim";
sprite = "SKIMA1";
width = 16;
height = 24;
}
110
{
title = "Turret";
@ -3361,10 +3324,24 @@ thingtypes
height = 64;
angletext = "Firing delay";
}
112
122
{
title = "Spincushion";
sprite = "SHRPA1";
title = "Spring Shell (Green)";
sprite = "SSHLA1";
width = 24;
height = 40;
}
125
{
title = "Spring Shell (Yellow)";
sprite = "SSHLI1";
width = 24;
height = 40;
}
109
{
title = "Skim";
sprite = "SKIMA1";
width = 16;
height = 24;
}
@ -3375,26 +3352,21 @@ thingtypes
width = 12;
height = 20;
}
114
126
{
title = "Snailer";
sprite = "SNLRA3A7";
title = "Crushstacean";
sprite = "CRABA0";
width = 24;
height = 48;
height = 32;
flags8text = "[8] Move left from spawn";
}
115
136
{
title = "Bird Aircraft Strike Hazard";
sprite = "VLTRF1";
width = 12;
height = 24;
}
116
{
title = "Pointy";
sprite = "PNTYA1";
width = 8;
height = 16;
title = "Banpyura";
sprite = "CR2BA0";
width = 24;
height = 32;
flags8text = "[8] Move left from spawn";
}
117
{
@ -3427,6 +3399,13 @@ thingtypes
flags4text = "[4] 90 degrees clockwise";
flags8text = "[8] Double speed";
}
115
{
title = "Bird Aircraft Strike Hazard";
sprite = "VLTRF1";
width = 12;
height = 24;
}
120
{
title = "Green Snapper";
@ -3441,19 +3420,13 @@ thingtypes
width = 24;
height = 32;
}
122
134
{
title = "Spring Shell (Green)";
sprite = "SSHLA1";
width = 24;
height = 40;
}
125
{
title = "Spring Shell (Yellow)";
sprite = "SSHLI1";
width = 24;
height = 40;
title = "Canarivore";
sprite = "CANAA0";
width = 12;
height = 80;
hangs = 1;
}
123
{
@ -3462,28 +3435,51 @@ thingtypes
width = 18;
height = 36;
}
126
135
{
title = "Crushstacean";
sprite = "CRABA0";
width = 24;
height = 32;
flags8text = "[8] Move left from spawn";
}
127
{
title = "Hive Elemental";
sprite = "HIVEA0";
width = 32;
height = 80;
parametertext = "No. bees";
}
128
{
title = "Bumble Bore";
sprite = "BUMBA1";
title = "Pterabyte Spawner";
sprite = "PTERA2A8";
width = 16;
height = 32;
height = 16;
parametertext = "No. Pterabytes";
}
136
{
title = "Pyre Fly";
sprite = "PYREA0";
width = 24;
height = 34;
flags8text = "[8] Start on fire";
}
105
{
title = "Jetty-Syn Bomber";
sprite = "JETBB1";
width = 20;
height = 50;
flags8text = "[8] Cannot move";
}
106
{
title = "Jetty-Syn Gunner";
sprite = "JETGB1";
width = 20;
height = 48;
flags8text = "[8] Cannot move";
}
112
{
title = "Spincushion";
sprite = "SHRPA1";
width = 16;
height = 24;
}
114
{
title = "Snailer";
sprite = "SNLRA3A7";
width = 24;
height = 48;
}
129
{
@ -3499,6 +3495,13 @@ thingtypes
width = 24;
height = 32;
}
107
{
title = "Crawla Commander";
sprite = "CCOMA1";
width = 16;
height = 32;
}
131
{
title = "Spinbobert";
@ -3522,29 +3525,34 @@ thingtypes
height = 24;
hangs = 1;
}
134
127
{
title = "Canarivore";
sprite = "CANAA0";
width = 12;
title = "Hive Elemental";
sprite = "HIVEA0";
width = 32;
height = 80;
hangs = 1;
parametertext = "No. bees";
}
135
128
{
title = "Pterabyte Spawner";
sprite = "PTERA2A8";
title = "Bumblebore";
sprite = "BUMBA1";
width = 16;
height = 16;
parametertext = "No. Pterabytes";
height = 32;
}
136
124
{
title = "Pyre Fly";
sprite = "PYREA0";
width = 24;
height = 34;
flags8text = "[8] Start on fire";
title = "AquaBuzz";
sprite = "BBUZA1";
width = 20;
height = 24;
}
116
{
title = "Pointy";
sprite = "PNTYA1";
width = 8;
height = 16;
}
}
@ -4218,6 +4226,15 @@ thingtypes
flags4text = "[4] Ignore gravity";
flags8text = "[8] Rotate 22.5° CCW";
}
557
{
arrow = 1;
title = "Diagonal Blue Spring";
sprite = "BSPRD2";
width = 16;
flags4text = "[4] Ignore gravity";
flags8text = "[8] Rotate 22.5° CCW";
}
558
{
arrow = 1;
@ -4248,6 +4265,24 @@ thingtypes
width = 16;
height = 32;
}
2045
{
arrow = 1;
title = "Yellow Boost Panel";
sprite = "BSTYA0";
flags8text = "[8] Force spin";
width = 28;
height = 2;
}
2046
{
arrow = 1;
title = "Red Boost Panel";
sprite = "BSTRA0";
flags8text = "[8] Force spin";
width = 28;
height = 2;
}
}
patterns

View file

@ -252,6 +252,8 @@ typedef enum
pw_spacetime, // In space, no one can hear you spin!
pw_extralife, // Extra Life timer
pw_pushing,
pw_justsprung,
pw_noautobrake,
pw_super, // Are you super?
pw_gravityboots, // gravity boots

View file

@ -4440,6 +4440,21 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_CRUSHCLAW_WAIT",
"S_CRUSHCHAIN",
// Banpyura
"S_BANPYURA_ROAM1",
"S_BANPYURA_ROAM2",
"S_BANPYURA_ROAM3",
"S_BANPYURA_ROAM4",
"S_BANPYURA_ROAMPAUSE",
"S_CDIAG1",
"S_CDIAG2",
"S_CDIAG3",
"S_CDIAG4",
"S_CDIAG5",
"S_CDIAG6",
"S_CDIAG7",
"S_CDIAG8",
// Jet Jaw
"S_JETJAW_ROAM1",
"S_JETJAW_ROAM2",
@ -5906,6 +5921,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FLAMEJETFLAME1",
"S_FLAMEJETFLAME2",
"S_FLAMEJETFLAME3",
"S_FLAMEJETFLAME4",
"S_FLAMEJETFLAME5",
"S_FLAMEJETFLAME6",
"S_FLAMEJETFLAME7",
"S_FLAMEJETFLAME8",
"S_FLAMEJETFLAME9",
// Spinning flame jets
"S_FJSPINAXISA1", // Counter-clockwise
@ -6660,6 +6681,16 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_BHORIZ7",
"S_BHORIZ8",
"S_BOOSTERSOUND",
"S_YELLOWBOOSTERROLLER",
"S_YELLOWBOOSTERSEG_LEFT",
"S_YELLOWBOOSTERSEG_RIGHT",
"S_YELLOWBOOSTERSEG_FACE",
"S_REDBOOSTERROLLER",
"S_REDBOOSTERSEG_LEFT",
"S_REDBOOSTERSEG_RIGHT",
"S_REDBOOSTERSEG_FACE",
// Rain
"S_RAIN1",
"S_RAINRETURN",
@ -7449,6 +7480,11 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_REDHORIZ",
"MT_BLUEHORIZ",
"MT_BOOSTERSEG",
"MT_BOOSTERROLLER",
"MT_YELLOWBOOSTER",
"MT_REDBOOSTER",
// Interactive Objects
"MT_BUBBLES", // Bubble source
"MT_SIGN", // Level end sign
@ -8352,6 +8388,8 @@ static const char *const POWERS_LIST[] = {
"SPACETIME", // In space, no one can hear you spin!
"EXTRALIFE", // Extra Life timer
"PUSHING",
"JUSTSPRUNG",
"NOAUTOBRAKE",
"SUPER", // Are you super?
"GRAVITYBOOTS", // gravity boots

View file

@ -50,6 +50,8 @@ char sprnames[NUMSPRITES + 1][5] =
"TURR", // Pop-Up Turret
"SHRP", // Sharp
"CRAB", // Crushstacean
"CR2B", // Banpyura
"CSPR", // Banpyura spring
"JJAW", // Jet Jaw
"SNLR", // Snailer
"VLTR", // BASH
@ -372,6 +374,8 @@ char sprnames[NUMSPRITES + 1][5] =
"SSWY", // Yellow Side Spring
"SSWR", // Red Side Spring
"SSWB", // Blue Side Spring
"BSTY", // Yellow Booster
"BSTR", // Red Booster
// Environmental Effects
"RAIN", // Rain
@ -1005,6 +1009,22 @@ state_t states[NUMSTATES] =
{SPR_CRAB, 3, 37, {NULL}, 0, 0, S_CRUSHCLAW_AIM}, // S_CRUSHCLAW_WAIT
{SPR_CRAB, 4, -1, {NULL}, 0, 0, S_NULL}, // S_CRUSHCHAIN
// Banpyura
{SPR_CR2B, 0, 3, {A_CrushstaceanWalk}, 0, S_BANPYURA_ROAMPAUSE, S_BANPYURA_ROAM2}, // S_BANPYURA_ROAM1
{SPR_CR2B, 1, 3, {A_CrushstaceanWalk}, 0, S_BANPYURA_ROAMPAUSE, S_BANPYURA_ROAM3}, // S_BANPYURA_ROAM2
{SPR_CR2B, 0, 3, {A_CrushstaceanWalk}, 0, S_BANPYURA_ROAMPAUSE, S_BANPYURA_ROAM4}, // S_BANPYURA_ROAM3
{SPR_CR2B, 2, 3, {A_CrushstaceanWalk}, 0, S_BANPYURA_ROAMPAUSE, S_BANPYURA_ROAM1}, // S_BANPYURA_ROAM4
{SPR_CR2B, 0, 40, {NULL}, 0, 0, S_BANPYURA_ROAM1}, // S_BANPYURA_ROAMPAUSE
{SPR_CSPR, 0, 1, {A_CrushclawAim}, 50, 20, S_CDIAG1}, // S_CDIAG1
{SPR_CSPR, 1, 1, {A_Pain}, 0, 0, S_CDIAG3}, // S_CDIAG2
{SPR_CSPR, 2, 1, {A_CrushclawAim}, 50, 20, S_CDIAG4}, // S_CDIAG3
{SPR_CSPR, 3, 1, {A_CrushclawAim}, 50, 20, S_CDIAG5}, // S_CDIAG4
{SPR_CSPR, 4, 1, {A_CrushclawAim}, 50, 20, S_CDIAG6}, // S_CDIAG5
{SPR_CSPR, 3, 1, {A_CrushclawAim}, 50, 20, S_CDIAG7}, // S_CDIAG6
{SPR_CSPR, 2, 1, {A_CrushclawAim}, 50, 20, S_CDIAG8}, // S_CDIAG7
{SPR_CSPR, 1, 1, {A_CrushclawAim}, 50, 20, S_CDIAG1}, // S_CDIAG8
// Jet Jaw
{SPR_JJAW, 0, 1, {A_JetJawRoam}, 0, 0, S_JETJAW_ROAM2}, // S_JETJAW_ROAM1
{SPR_JJAW, 0, 1, {A_JetJawRoam}, 0, 0, S_JETJAW_ROAM3}, // S_JETJAW_ROAM2
@ -2508,6 +2528,12 @@ state_t states[NUMSTATES] =
{SPR_FLME, FF_FULLBRIGHT , 4, {NULL}, 0, 0, S_FLAMEJETFLAME2}, // S_FLAMEJETFLAME1
{SPR_FLME, FF_FULLBRIGHT|1, 5, {NULL}, 0, 0, S_FLAMEJETFLAME3}, // S_FLAMEJETFLAME2
{SPR_FLME, FF_FULLBRIGHT|2, 11, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAME3
{SPR_FLME, FF_FULLBRIGHT|3, 4, {NULL}, 0, 0, S_FLAMEJETFLAME5}, // S_FLAMEJETFLAME4
{SPR_FLME, FF_FULLBRIGHT|4, 5, {NULL}, 0, 0, S_FLAMEJETFLAME6}, // S_FLAMEJETFLAME5
{SPR_FLME, FF_FULLBRIGHT|5, 11, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAME6
{SPR_FLME, FF_FULLBRIGHT|6, 4, {NULL}, 0, 0, S_FLAMEJETFLAME8}, // S_FLAMEJETFLAME7
{SPR_FLME, FF_FULLBRIGHT|7, 5, {NULL}, 0, 0, S_FLAMEJETFLAME9}, // S_FLAMEJETFLAME8
{SPR_FLME, FF_FULLBRIGHT|8, 11, {NULL}, 0, 0, S_NULL}, // S_FLAMEJETFLAME9
// Spinning flame jets
// A: Counter-clockwise
@ -3272,6 +3298,17 @@ state_t states[NUMSTATES] =
{SPR_SSWB, 2, 1, {NULL}, 0, 0, S_BHORIZ8}, // S_BHORIZ7
{SPR_SSWB, 1, 1, {NULL}, 0, 0, S_BHORIZ1}, // S_BHORIZ8
// Boosters
{SPR_NULL, 0, 1, {A_Pain}, 0, 0, S_INVISIBLE}, // S_BOOSTERSOUND
{SPR_BSTY, FF_ANIMATE, -1, {NULL}, 2, 1, S_NULL}, // S_YELLOWBOOSTERROLLER
{SPR_BSTY, 3|FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 2, 3, S_NULL}, // S_YELLOWBOOSTERSEG_LEFT
{SPR_BSTY, 6|FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 2, 3, S_NULL}, // S_YELLOWBOOSTERSEG_RIGHT
{SPR_BSTY, 9|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_YELLOWBOOSTERSEG_FACE
{SPR_BSTR, FF_ANIMATE, -1, {NULL}, 2, 1, S_NULL}, // S_REDBOOSTERROLLER
{SPR_BSTR, 3|FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 2, 3, S_NULL}, // S_REDBOOSTERSEG_LEFT
{SPR_BSTR, 6|FF_PAPERSPRITE|FF_ANIMATE, -1, {NULL}, 2, 3, S_NULL}, // S_REDBOOSTERSEG_RIGHT
{SPR_BSTR, 9|FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_REDBOOSTERSEG_FACE
// Rain
{SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, -1, {NULL}, 0, 0, S_NULL}, // S_RAIN1
{SPR_RAIN, FF_FULLBRIGHT|FF_TRANS50, 1, {NULL}, 0, 0, S_RAIN1}, // S_RAINRETURN
@ -4483,7 +4520,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_XPLD1, // deathstate
S_NULL, // xdeathstate
sfx_pop, // deathsound
1, // speed
600, // speed
22*FRACUNIT, // radius
24*FRACUNIT, // height
0, // display offset
@ -4521,6 +4558,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_BANPYURA
138, // doomednum
S_BANPYURA_ROAM1, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
32, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_XPLD_FLICKY, // deathstate
S_NULL, // xdeathstate
sfx_pop, // deathsound
8, // speed
24*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE, // flags
S_NULL // raisestate
},
{ // MT_BAMPSPRING
-1, // doomednum
S_CDIAG1, // spawnstate
1, // spawnhealth
S_CDIAG2, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_cdfm08, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_XPLD1, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
300, // speed
22*FRACUNIT, // radius
22*FRACUNIT, // height
0, // display offset
11*FRACUNIT, // mass
11*FRACUNIT, // damage
sfx_None, // activesound
MF_SPRING|MF_NOGRAVITY, // flags
S_CDIAG2 // raisestate
},
{ // MT_JETJAW
113, // doomednum
S_JETJAW_ROAM1, // spawnstate
@ -7560,12 +7651,120 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
32*FRACUNIT, // height
0, // display offset
0, // mass
1*FRACUNIT, // damage
11*FRACUNIT, // damage
sfx_None, // activesound
MF_SPRING|MF_NOGRAVITY, // flags
S_BHORIZ2 // raisestate
},
{ // MT_BOOSTERSEG
-1, // doomednum
S_INVISIBLE, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // 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
28*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP, // flags
S_NULL // raisestate
},
{ // MT_BOOSTERROLLER
-1, // doomednum
S_INVISIBLE, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // 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
14*FRACUNIT, // radius
32*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP, // flags
S_NULL // raisestate
},
{ // MT_YELLOWBOOSTER
2045, // doomednum -- Matched to Glaber's resource, otherwise custom-built.
S_INVISIBLE, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_cdfm62, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
28*FRACUNIT, // radius
FRACUNIT, // height
0, // display offset
0, // mass
36*FRACUNIT, // damage
sfx_None, // activesound
MF_SPRING|MF_NOGRAVITY, // flags
S_BOOSTERSOUND // raisestate
},
{ // MT_REDBOOSTER
2046, // doomednum -- Matched to Glaber's resource, otherwise custom-built.
S_INVISIBLE, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_cdfm62, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
28*FRACUNIT, // radius
FRACUNIT, // height
0, // display offset
0, // mass
72*FRACUNIT, // damage
sfx_None, // activesound
MF_SPRING|MF_NOGRAVITY, // flags
S_BOOSTERSOUND // raisestate
},
{ // MT_BUBBLES
500, // doomednum
S_BUBBLES1, // spawnstate

View file

@ -306,6 +306,8 @@ typedef enum sprite
SPR_TURR, // Pop-Up Turret
SPR_SHRP, // Sharp
SPR_CRAB, // Crushstacean
SPR_CR2B, // Banpyura
SPR_CSPR, // Banpyura spring
SPR_JJAW, // Jet Jaw
SPR_SNLR, // Snailer
SPR_VLTR, // BASH
@ -628,6 +630,8 @@ typedef enum sprite
SPR_SSWY, // Yellow Side Spring
SPR_SSWR, // Red Side Spring
SPR_SSWB, // Blue Side Spring
SPR_BSTY, // Yellow Booster
SPR_BSTR, // Red Booster
// Environmental Effects
SPR_RAIN, // Rain
@ -1164,6 +1168,21 @@ typedef enum state
S_CRUSHCLAW_WAIT,
S_CRUSHCHAIN,
// Banpyura
S_BANPYURA_ROAM1,
S_BANPYURA_ROAM2,
S_BANPYURA_ROAM3,
S_BANPYURA_ROAM4,
S_BANPYURA_ROAMPAUSE,
S_CDIAG1,
S_CDIAG2,
S_CDIAG3,
S_CDIAG4,
S_CDIAG5,
S_CDIAG6,
S_CDIAG7,
S_CDIAG8,
// Jet Jaw
S_JETJAW_ROAM1,
S_JETJAW_ROAM2,
@ -2630,6 +2649,12 @@ typedef enum state
S_FLAMEJETFLAME1,
S_FLAMEJETFLAME2,
S_FLAMEJETFLAME3,
S_FLAMEJETFLAME4,
S_FLAMEJETFLAME5,
S_FLAMEJETFLAME6,
S_FLAMEJETFLAME7,
S_FLAMEJETFLAME8,
S_FLAMEJETFLAME9,
// Spinning flame jets
S_FJSPINAXISA1, // Counter-clockwise
@ -3384,6 +3409,17 @@ typedef enum state
S_BHORIZ7,
S_BHORIZ8,
// Booster
S_BOOSTERSOUND,
S_YELLOWBOOSTERROLLER,
S_YELLOWBOOSTERSEG_LEFT,
S_YELLOWBOOSTERSEG_RIGHT,
S_YELLOWBOOSTERSEG_FACE,
S_REDBOOSTERROLLER,
S_REDBOOSTERSEG_LEFT,
S_REDBOOSTERSEG_RIGHT,
S_REDBOOSTERSEG_FACE,
// Rain
S_RAIN1,
S_RAINRETURN,
@ -4058,6 +4094,8 @@ typedef enum mobj_type
MT_CRUSHSTACEAN, // Crushstacean
MT_CRUSHCLAW, // Big meaty claw
MT_CRUSHCHAIN, // Chain
MT_BANPYURA, // Banpyura
MT_BAMPSPRING, // Banpyura spring
MT_JETJAW, // Jet Jaw
MT_SNAILER, // Snailer
MT_VULTURE, // BASH
@ -4195,6 +4233,11 @@ typedef enum mobj_type
MT_REDHORIZ,
MT_BLUEHORIZ,
MT_BOOSTERSEG,
MT_BOOSTERROLLER,
MT_YELLOWBOOSTER,
MT_REDBOOSTER,
// Interactive Objects
MT_BUBBLES, // Bubble source
MT_SIGN, // Level end sign

View file

@ -2027,6 +2027,7 @@ void A_CrushstaceanWalk(mobj_t *actor)
|| (actor->reactiontime-- <= 0))
{
actor->flags2 ^= MF2_AMBUSH;
P_SetTarget(&actor->target, NULL);
P_SetMobjState(actor, locvar2);
actor->reactiontime = actor->info->reactiontime;
}
@ -2087,7 +2088,7 @@ void A_CrushclawAim(mobj_t *actor)
return; // there is only one step and it is crab
}
if (crab->target || P_LookForPlayers(crab, true, false, 600*crab->scale))
if (crab->target || P_LookForPlayers(crab, true, false, actor->info->speed*crab->scale))
ang = R_PointToAngle2(crab->x, crab->y, crab->target->x, crab->target->y);
else
ang = crab->angle + ((crab->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);
@ -14214,18 +14215,17 @@ void A_RolloutRock(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RolloutRock", actor))
return;
#endif
UINT8 maxframes = actor->info->reactiontime; // number of frames the mobj cycles through
fixed_t pi = (22*FRACUNIT/7);
fixed_t circumference = FixedMul(2 * pi, actor->radius); // used to calculate when to change frame
fixed_t speed = P_AproxDistance(actor->momx, actor->momy), topspeed = FixedMul(actor->info->speed, actor->scale);
boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_RolloutRock", actor))
return;
#endif
actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
if (actor->threshold)

View file

@ -2613,6 +2613,14 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
}
break;
case MT_BANPYURA:
if (target->tracer)
{
S_StopSound(target->tracer);
P_KillMobj(target->tracer, inflictor, source, damagetype);
}
break;
case MT_EGGSHIELD:
P_SetObjectMomZ(target, 4*target->scale, false);
P_InstaThrust(target, target->angle, 3*target->scale);

View file

@ -124,6 +124,7 @@ boolean P_TeleportMove(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
// Positive spring modes are minor variants of vanilla spring behaviour.
// 1 = launch players in jump
// 2 = don't modify player at all, just add momentum
// 3 = speed-booster mode (force onto ground, MF_AMBUSH causes auto-spin)
// Negative spring modes are mildly-related gimmicks with customisation.
// -1 = pinball bumper
// Any other spring mode defaults to standard vanilla spring behaviour,
@ -286,7 +287,27 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (spring->info->painchance != 2)
{
if (object->player)
{
object->player->pflags &= ~PF_APPLYAUTOBRAKE;
#ifndef SPRINGSPIN
object->player->powers[pw_justsprung] = 5;
if (horizspeed)
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
else if (P_MobjFlip(object) == P_MobjFlip(spring))
object->player->powers[pw_justsprung] |= (1<<15);
#else
object->player->powers[pw_justsprung] = 15;
if (horizspeed)
object->player->powers[pw_noautobrake] = ((horizspeed*TICRATE)>>(FRACBITS+3))/9; // TICRATE at 72*FRACUNIT
else
{
if (abs(object->player->rmomx) > object->scale || abs(object->player->rmomy) > object->scale)
object->player->drawangle = R_PointToAngle2(0, 0, object->player->rmomx, object->player->rmomy);
if (P_MobjFlip(object) == P_MobjFlip(spring))
object->player->powers[pw_justsprung] |= (1<<15);
}
#endif
}
if ((horizspeed && vertispeed) || (object->player && object->player->homing)) // Mimic SA
{
@ -321,6 +342,14 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
// Set position!
P_TryMove(object, spring->x + offx, spring->y + offy, true);
if ((spring->info->painchance == 3))
{
object->z = spring->z;
if (spring->eflags & MFE_VERTICALFLIP)
object->z -= object->height;
object->momz = 0;
}
}
}
@ -344,8 +373,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
if (horizspeed)
{
object->player->drawangle = spring->angle;
object->angle = spring->angle;
object->angle = object->player->drawangle = spring->angle;
if (!demoplayback || P_AnalogMove(object->player))
{
@ -356,11 +384,25 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
}
}
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
secondjump = object->player->secondjump;
washoming = object->player->homing;
if (object->player->pflags & PF_GLIDING)
P_SetPlayerMobjState(object, S_PLAY_FALL);
if ((spring->info->painchance == 3))
{
if (!(pflags = (object->player->pflags & PF_SPINNING)) &&
(((object->player->charability2 == CA2_SPINDASH) && (object->player->cmd.buttons & BT_USE))
|| (spring->flags2 & MF2_AMBUSH)))
{
pflags = PF_SPINNING;
P_SetPlayerMobjState(object, S_PLAY_ROLL);
S_StartSound(object, sfx_spin);
}
else
P_SetPlayerMobjState(object, S_PLAY_ROLL);
}
else
pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
secondjump = object->player->secondjump;
washoming = object->player->homing;
P_ResetPlayer(object->player);
if (spring->info->painchance == 1) // For all those ancient, SOC'd abilities.
@ -382,6 +424,10 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
object->player->pflags |= pflags;
object->player->secondjump = secondjump;
}
else if (object->player->dashmode >= 3*TICRATE)
P_SetPlayerMobjState(object, S_PLAY_DASH);
else if (P_IsObjectOnGround(object) && horizspeed >= FixedMul(object->player->runspeed, object->scale))
P_SetPlayerMobjState(object, S_PLAY_RUN);
else
P_SetPlayerMobjState(object, S_PLAY_WALK);
}

View file

@ -7552,6 +7552,7 @@ void P_MobjThinker(mobj_t *mobj)
mobj->fuse -= 2;
flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
P_SetMobjState(flame, S_FLAMEJETFLAME4);
flame->angle = mobj->angle;
@ -7596,7 +7597,10 @@ void P_MobjThinker(mobj_t *mobj)
flame->momz = -strength;
}
else
{
flame->momz = strength;
P_SetMobjState(flame, S_FLAMEJETFLAME7);
}
P_InstaThrust(flame, mobj->angle, FixedDiv(mobj->fuse*FRACUNIT,3*FRACUNIT));
S_StartSound(flame, sfx_fire);
}
@ -10283,6 +10287,15 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->reactiontime >>= 1;
}
break;
case MT_BANPYURA:
{
mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_BAMPSPRING);
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);;
P_SetTarget(&mobj->tracer, bigmeatyclaw);
P_SetTarget(&bigmeatyclaw->tracer, mobj);
mobj->reactiontime >>= 1;
}
break;
case MT_BIGMINE:
mobj->extravalue1 = FixedHypot(mobj->x, mobj->y)>>FRACBITS;
break;
@ -11558,7 +11571,9 @@ You should think about modifying the deathmatch starts to take full advantage of
if (i == MT_ROSY)
{
if (mariomode)
if (!(gametype == GT_COOP || (mthing->options & MTF_EXTRA)))
return; // she doesn't hang out here
else if (mariomode)
i = MT_TOAD; // don't remove on penalty of death
else if (!(netgame || multiplayer) && players[consoleplayer].skin == 5)
return; // no doubles
@ -12484,6 +12499,76 @@ ML_EFFECT5 : Don't stop thinking when too far away
}
break;
}
case MT_REDBOOSTER:
{
angle_t angle = FixedAngle(mthing->angle << FRACBITS);
fixed_t x1 = FINECOSINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
fixed_t y1 = FINESINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
fixed_t x2 = FINECOSINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
fixed_t y2 = FINESINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
seg->angle = angle-ANGLE_90;
P_SetMobjState(seg, S_REDBOOSTERSEG_FACE);
seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
seg->angle = angle+ANGLE_90;
P_SetMobjState(seg, S_REDBOOSTERSEG_FACE);
seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
seg->angle = angle;
P_SetMobjState(seg, S_REDBOOSTERSEG_LEFT);
seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
seg->angle = angle;
P_SetMobjState(seg, S_REDBOOSTERSEG_RIGHT);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1+x2), 13*(y1+y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_SetMobjState(seg, S_REDBOOSTERROLLER);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1-x2), 13*(y1-y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_SetMobjState(seg, S_REDBOOSTERROLLER);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1+x2), -13*(y1+y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_SetMobjState(seg, S_REDBOOSTERROLLER);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1-x2), -13*(y1-y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_SetMobjState(seg, S_REDBOOSTERROLLER);
break;
}
case MT_YELLOWBOOSTER:
{
angle_t angle = FixedAngle(mthing->angle << FRACBITS);
fixed_t x1 = FINECOSINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
fixed_t y1 = FINESINE((angle >> ANGLETOFINESHIFT) & FINEMASK);
fixed_t x2 = FINECOSINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
fixed_t y2 = FINESINE(((angle+ANGLE_90) >> ANGLETOFINESHIFT) & FINEMASK);
mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
seg->angle = angle-ANGLE_90;
P_SetMobjState(seg, S_YELLOWBOOSTERSEG_FACE);
seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
seg->angle = angle+ANGLE_90;
P_SetMobjState(seg, S_YELLOWBOOSTERSEG_FACE);
seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
seg->angle = angle;
P_SetMobjState(seg, S_YELLOWBOOSTERSEG_LEFT);
seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
seg->angle = angle;
P_SetMobjState(seg, S_YELLOWBOOSTERSEG_RIGHT);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1+x2), 13*(y1+y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1-x2), 13*(y1-y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1+x2), -13*(y1+y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1-x2), -13*(y1-y2), 0, MT_BOOSTERROLLER);
seg->angle = angle;
P_SetMobjState(seg, S_YELLOWBOOSTERROLLER);
break;
}
default:
break;
}
@ -12682,7 +12767,7 @@ ML_EFFECT5 : Don't stop thinking when too far away
{
if (mthing->options & MTF_AMBUSH)
{
if (i == MT_YELLOWDIAG || i == MT_REDDIAG)
if (i == MT_YELLOWDIAG || i == MT_REDDIAG || i == MT_BLUEDIAG)
mobj->angle += ANGLE_22h;
if (i == MT_YELLOWHORIZ || i == MT_REDHORIZ || i == MT_BLUEHORIZ)
@ -12721,7 +12806,7 @@ ML_EFFECT5 : Don't stop thinking when too far away
if (mthing->options & MTF_OBJECTSPECIAL)
{
if (i == MT_YELLOWDIAG || i == MT_REDDIAG)
if (i == MT_YELLOWDIAG || i == MT_REDDIAG || i == MT_BLUEDIAG)
mobj->flags |= MF_NOGRAVITY;
if ((mobj->flags & MF_MONITOR) && mobj->info->speed != 0)

View file

@ -11323,6 +11323,13 @@ void P_PlayerThink(player_t *player)
break;
}
}
else if (player->powers[pw_justsprung])
{
#ifdef SPRINGSPIN
if (player->powers[pw_justsprung] & (1<<15))
player->drawangle += (player->powers[pw_justsprung] & ~(1<<15))*(ANG2+ANG1);
#endif
}
else if ((player->skidtime > (TICRATE/2 - 2) || ((player->pflags & (PF_SPINNING|PF_STARTDASH)) == PF_SPINNING)) && (abs(player->rmomx) > 5*player->mo->scale || abs(player->rmomy) > 5*player->mo->scale)) // spin/skid force
player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
else if (((player->charability2 == CA2_GUNSLINGER || player->charability2 == CA2_MELEE) && player->panim == PA_ABILITY2) || player->pflags & PF_STASIS || player->skidtime)
@ -11335,7 +11342,7 @@ void P_PlayerThink(player_t *player)
if (player->mo->eflags & MFE_TOUCHWATER || player->powers[pw_flashing] > (flashingtics/4)*3)
{
diff = (player->mo->angle - player->drawangle);
factor = 4;
factor = 32;
}
else
{
@ -11344,7 +11351,7 @@ void P_PlayerThink(player_t *player)
}
#else
diff = (player->mo->angle - player->drawangle);
factor = 4;
factor = 32;
#endif
}
else if (player->pflags & PF_STARTDASH)
@ -11379,7 +11386,9 @@ void P_PlayerThink(player_t *player)
{
boolean currentlyonground = P_IsObjectOnGround(player->mo);
if (!player->powers[pw_carry] && !player->powers[pw_nocontrol]
if (player->powers[pw_noautobrake])
;
else if (!player->powers[pw_carry] && !player->powers[pw_nocontrol]
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE|PF_STASIS)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
&& !(cmd->forwardmove || cmd->sidemove)
&& (player->rmomx || player->rmomy)
@ -11421,9 +11430,6 @@ void P_PlayerThink(player_t *player)
}
}
if (player->powers[pw_pushing])
player->powers[pw_pushing]--;
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
// Unset statis flags after moving.
@ -11503,6 +11509,17 @@ void P_PlayerThink(player_t *player)
if (player->powers[pw_tailsfly] && player->powers[pw_tailsfly] < UINT16_MAX && player->charability != CA_SWIM) // tails fly counter
player->powers[pw_tailsfly]--;
if (player->powers[pw_pushing] && player->powers[pw_pushing] < UINT16_MAX)
player->powers[pw_pushing]--;
if (player->powers[pw_justsprung] & ((1<<15)-1) && player->powers[pw_justsprung] < UINT16_MAX)
player->powers[pw_justsprung]--;
else
player->powers[pw_justsprung] = 0;
if (player->powers[pw_pushing] && player->powers[pw_pushing] < UINT16_MAX)
player->powers[pw_pushing]--;
if (player->powers[pw_underwater] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_PROTECTWATER)))
{
if (player->powers[pw_underwater] <= 12*TICRATE+1)

View file

@ -715,7 +715,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"cdfm59", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"cdfm60", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"cdfm61", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"cdfm62", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"cdfm62", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Speed boost"},
{"cdfm63", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"cdfm64", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"cdfm65", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},