diff --git a/src/dehacked.c b/src/dehacked.c index 7e4c0e357..392c5f5ab 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -4292,6 +4292,9 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit "S_TAILSOVERLAY_GASP", "S_TAILSOVERLAY_EDGE", + // [: + "S_JETFUMEFLASH", + // Blue Crawla "S_POSS_STND", "S_POSS_RUN1", @@ -7294,6 +7297,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s "MT_THOK", // Thok! mobj "MT_PLAYER", "MT_TAILSOVERLAY", // c: + "MT_METALJETFUME", // [: // Enemies "MT_BLUECRAWLA", // Crawla (Blue) diff --git a/src/info.c b/src/info.c index dd5338ef0..c83a7de11 100644 --- a/src/info.c +++ b/src/info.c @@ -858,6 +858,9 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_TALA|FF_SPR2MIDSTART, 35, {NULL}, 0, 0, S_TAILSOVERLAY_GASP}, // S_TAILSOVERLAY_GASP {SPR_PLAY, SPR2_TALB , 35, {NULL}, 0, 0, S_TAILSOVERLAY_EDGE}, // S_TAILSOVERLAY_EDGE + // [: + {SPR_JETF, 3|FF_ANIMATE|FF_FULLBRIGHT, 2, {NULL}, 1, 1, S_JETFUME1}, // S_JETFUMEFLASH + // Blue Crawla {SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND {SPR_POSS, 0, 3, {A_Chase}, 0, 0, S_POSS_RUN2}, // S_POSS_RUN1 @@ -4089,6 +4092,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, + { // MT_METALJETFUME + -1, // doomednum + S_INVISIBLE, // spawnstate + 1000, // spawnhealth + S_JETFUMEFLASH, // 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 + 8, // speed + 8*FRACUNIT, // radius + 16*FRACUNIT, // height + 2, // display offset + 16, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags + S_JETFUME1 // raisestate + }, + { // MT_BLUECRAWLA 100, // doomednum S_POSS_STND, // spawnstate diff --git a/src/info.h b/src/info.h index 0502fd095..3336c4cc9 100644 --- a/src/info.h +++ b/src/info.h @@ -1016,6 +1016,9 @@ typedef enum state S_TAILSOVERLAY_GASP, S_TAILSOVERLAY_EDGE, + // [: + S_JETFUMEFLASH, + // Blue Crawla S_POSS_STND, S_POSS_RUN1, @@ -4040,6 +4043,7 @@ typedef enum mobj_type MT_THOK, // Thok! mobj MT_PLAYER, MT_TAILSOVERLAY, // c: + MT_METALJETFUME, // Enemies MT_BLUECRAWLA, // Crawla (Blue) diff --git a/src/p_user.c b/src/p_user.c index 33f84e2db..bef3a18c3 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -1990,7 +1990,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj) mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj); P_SetTarget(&ghost2->tracer, ghost); P_SetTarget(&ghost->tracer, ghost2); - ghost2->flags2 |= MF2_LINKDRAW; + ghost2->flags2 |= (mobj->player->followmobj->flags2 & MF2_LINKDRAW); } return ghost; @@ -2204,6 +2204,9 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space return false; // No vacuum here, Captain! } +#define DASHMODE_THRESHOLD (3*TICRATE) +#define DASHMODE_MAX (DASHMODE_THRESHOLD + 3) + // // P_PlayerHitFloor // @@ -2312,7 +2315,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) { if (player->cmomx || player->cmomy) { - if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH) + if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH) P_SetPlayerMobjState(player->mo, S_PLAY_DASH); else if (player->speed >= FixedMul(player->runspeed, player->mo->scale) && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) @@ -2325,7 +2328,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff) } else { - if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH) + if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH) P_SetPlayerMobjState(player->mo, S_PLAY_DASH); else if (player->speed >= FixedMul(player->runspeed, player->mo->scale) && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) @@ -2474,7 +2477,7 @@ static void P_CheckBustableBlocks(player_t *player) && !(player->powers[pw_super]) && !(player->charability == CA_GLIDEANDCLIMB) && !(player->pflags & PF_BOUNCING) - && !((player->charflags & SF_DASHMODE) && (player->dashmode >= 3*TICRATE)) + && !((player->charflags & SF_DASHMODE) && (player->dashmode >= DASHMODE_THRESHOLD)) && !((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY)) && !(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) && !(player->pflags & PF_DRILLING) @@ -5291,7 +5294,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) case CA_SLOWFALL: // Slow descent hover if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY) { - if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE) + if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD) P_SetPlayerMobjState(player->mo, S_PLAY_DASH); else if (player->speed >= FixedMul(player->runspeed, player->mo->scale)) P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN); @@ -7936,7 +7939,7 @@ static void P_MovePlayer(player_t *player) if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground)) { // If the player is in dashmode, here's their peelout. - if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) + if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super])) P_SetPlayerMobjState (player->mo, S_PLAY_DASH); // If the player is moving fast enough, // break into a run! @@ -7960,7 +7963,7 @@ static void P_MovePlayer(player_t *player) // If your peelout animation is playing, and you're // going too slow, switch back to the run. - if (player->charflags & SF_DASHMODE && player->panim == PA_DASH && player->dashmode < 3*TICRATE) + if (player->charflags & SF_DASHMODE && player->panim == PA_DASH && player->dashmode < DASHMODE_THRESHOLD) P_SetPlayerMobjState(player->mo, S_PLAY_RUN); // If your running animation is playing, and you're @@ -10883,6 +10886,122 @@ static void P_DoTailsOverlay(player_t *player, mobj_t *tails) P_SetThingPosition(tails); } +// Metal Sonic's jet fume +static void P_DoMetalJetFume(player_t *player, mobj_t *fume) +{ + static const UINT8 FUME_SKINCOLORS[] = + { + SKINCOLOR_ICY, + SKINCOLOR_SKY, + SKINCOLOR_CYAN, + SKINCOLOR_WAVE, + SKINCOLOR_TEAL, + SKINCOLOR_AQUA, + SKINCOLOR_SEAFOAM, + SKINCOLOR_MINT, + SKINCOLOR_PERIDOT, + SKINCOLOR_LIME, + SKINCOLOR_YELLOW, + SKINCOLOR_SANDY, + SKINCOLOR_GOLD, + SKINCOLOR_APRICOT, + SKINCOLOR_SUNSET + }; + mobj_t *mo = player->mo; + angle_t angle = player->drawangle; + fixed_t dist; + panim_t panim = player->panim; + tic_t dashmode = player->dashmode; + boolean underwater = mo->eflags & MFE_UNDERWATER; + + if (panim != PA_WALK && panim != PA_RUN && panim != PA_DASH) // turn invisible when not in a coherent movement state + { + if (fume->state-states != fume->info->spawnstate) + P_SetMobjState(fume, S_SPAWNSTATE); + return; + } + + if (underwater) // No fume underwater; spawn bubbles instead! + { + fume->movedir += FixedAngle(FixedDiv(2 * player->speed, 3 * mo->scale)); + fume->movefactor += player->speed; + + if (fume->movefactor > FixedDiv(2 * player->normalspeed, 3 * mo->scale)) + { + INT16 i; + fixed_t radiusV = 4*FRACUNIT; + fixed_t radiusX = P_ReturnThrustX(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0)); + fixed_t radiusY = P_ReturnThrustY(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0)); + fixed_t factorX = P_ReturnThrustX(mo, angle + ANGLE_90, mo->scale); + fixed_t factorY = P_ReturnThrustY(mo, angle + ANGLE_90, mo->scale); + fixed_t offsetH, offsetV, x, y, z; + + for (i = -1; i < 2; i += 2) + { + offsetH = i*P_ReturnThrustX(fume, fume->movedir, radiusV); + offsetV = i*P_ReturnThrustY(fume, fume->movedir, radiusV); + x = mo->x + radiusX + FixedMul(offsetH, factorX); + y = mo->y + radiusY + FixedMul(offsetH, factorY); + z = mo->z + (mo->height >> 1) + offsetV; + P_SpawnMobj(x, y, z, MT_SMALLBUBBLE)->scale = mo->scale >> 1; + } + + fume->movefactor = 0; + } + + if (panim == PA_WALK) + { + if (fume->state-states != fume->info->spawnstate) + P_SetMobjState(fume, S_SPAWNSTATE); + return; + } + } + + if (fume->state-states == fume->info->spawnstate) // If currently inivisble, activate! + { + P_SetMobjState(fume, S_SEESTATE); + P_SetScale(fume, mo->scale); + } + + if (dashmode > DASHMODE_THRESHOLD && fume->state-states != fume->info->seestate) // If in dashmode, grow really big and flash + { + fume->destscale = mo->scale; + fume->flags2 ^= MF2_DONTDRAW; + fume->flags2 |= mo->flags2 & MF2_DONTDRAW; + } + else // Otherwise, pick a size and color depending on speed and proximity to dashmode + { + if (dashmode == DASHMODE_THRESHOLD && dashmode > fume->movecount) // If just about to enter dashmode, play the startup animation again + { + P_SetMobjState(fume, S_SEESTATE); + P_SetScale(fume, mo->scale << 1); + } + fume->flags2 = (fume->flags2 & ~MF2_DONTDRAW) | (mo->flags2 & MF2_DONTDRAW); + fume->destscale = (mo->scale + FixedDiv(player->speed, player->normalspeed)) / (underwater ? 6 : 3); + fume->color = FUME_SKINCOLORS[(dashmode * sizeof(FUME_SKINCOLORS)) / (DASHMODE_MAX + 1)]; + + if (underwater) + { + fume->frame = (fume->frame & FF_FRAMEMASK) | FF_ANIMATE | (P_RandomRange(0, 9) * FF_TRANS10); + } + } + + fume->movecount = dashmode; // keeps track of previous dashmode value so we know whether Metal is entering or leaving it + fume->eflags = (fume->eflags & ~MFE_VERTICALFLIP) | (mo->eflags & MFE_VERTICALFLIP); // Make sure to flip in reverse gravity! + + // Finally, set its position + dist = -mo->radius - FixedMul(fume->info->radius, fume->destscale - mo->scale/3); + + P_UnsetThingPosition(fume); + fume->x = mo->x + P_ReturnThrustX(fume, angle, dist); + fume->y = mo->y + P_ReturnThrustY(fume, angle, dist); + if (fume->eflags & MFE_VERTICALFLIP) + fume->z = mo->z + ((mo->height + fume->height) >> 1); + else + fume->z = mo->z + ((mo->height - fume->height) >> 1); + P_SetThingPosition(fume); +} + // // P_PlayerThink // @@ -11611,9 +11730,9 @@ void P_PlayerThink(player_t *player) if ((totallyradical && !floating) || (player->pflags & PF_STARTDASH)) { - if (dashmode < 3*TICRATE + 3) + if (dashmode < DASHMODE_MAX) dashmode++; // Counter. Adds 1 to dash mode per tic in top speed. - if (dashmode == 3*TICRATE) // This isn't in the ">=" equation because it'd cause the sound to play infinitely. + if (dashmode == DASHMODE_THRESHOLD) // This isn't in the ">=" equation because it'd cause the sound to play infinitely. S_StartSound(player->mo, sfx_s3ka2); // If the player enters dashmode, play this sound on the the tic it starts. } else if ((!totallyradical || !floating) && !(player->pflags & PF_SPINNING)) @@ -11624,7 +11743,7 @@ void P_PlayerThink(player_t *player) dashmode = 0; } - if (dashmode < 3*TICRATE) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair. + if (dashmode < DASHMODE_THRESHOLD) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair. { player->normalspeed = skins[player->skin].normalspeed; // Reset to default if not capable of entering dash mode. player->jumpfactor = skins[player->skin].jumpfactor; @@ -11646,7 +11765,7 @@ void P_PlayerThink(player_t *player) } else if (dashmode) { - if (dashmode >= 3*TICRATE) // catch getting the flag! + if (dashmode >= DASHMODE_THRESHOLD) // catch getting the flag! { player->normalspeed = skins[player->skin].normalspeed; player->jumpfactor = skins[player->skin].jumpfactor; @@ -12192,7 +12311,15 @@ void P_PlayerAfterThink(player_t *player) { P_SetTarget(&player->followmobj, P_SpawnMobjFromMobj(player->mo, 0, 0, 0, player->followitem)); P_SetTarget(&player->followmobj->tracer, player->mo); - player->followmobj->flags2 |= MF2_LINKDRAW; + switch (player->followmobj->type) + { + case MT_METALJETFUME: + player->followmobj->colorized = true; + break; + default: + player->followmobj->flags2 |= MF2_LINKDRAW; + break; + } } if (player->followmobj) @@ -12208,6 +12335,9 @@ void P_PlayerAfterThink(player_t *player) case MT_TAILSOVERLAY: // c: P_DoTailsOverlay(player, player->followmobj); break; + case MT_METALJETFUME: + P_DoMetalJetFume(player, player->followmobj); + break; default: var1 = 1; var2 = 0;