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https://git.do.srb2.org/STJr/SRB2.git
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Added basic spindash dust
Also cleaned up some of the code in P_DoSpinAbility while I was at it
This commit is contained in:
parent
1b6c1a02c9
commit
ce97c1e986
5 changed files with 170 additions and 74 deletions
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@ -5566,6 +5566,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_WATERZAP",
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// Spindash dust
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"S_SPINDUST1",
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"S_SPINDUST2",
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"S_SPINDUST3",
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"S_SPINDUST4",
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"S_FOG1",
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"S_FOG2",
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"S_FOG3",
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@ -6376,6 +6382,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_MEDIUMBUBBLE", // medium bubble
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"MT_EXTRALARGEBUBBLE", // extra large bubble
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"MT_WATERZAP",
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"MT_SPINDUST", // Spindash dust
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"MT_TFOG",
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"MT_SEED",
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"MT_PARTICLE",
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35
src/info.c
35
src/info.c
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@ -274,6 +274,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"SMOK",
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"BUBL", // Bubble
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"WZAP",
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"DUST", // Spindash dust
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"TFOG", // Teleport Fog
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"SEED", // Sonic CD flower seed
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"PRTL", // Particle (for fans, etc.)
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@ -2279,6 +2280,13 @@ state_t states[NUMSTATES] =
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{SPR_WZAP, FF_TRANS10|FF_ANIMATE|FF_RANDOMANIM, 4, {NULL}, 3, 2, S_NULL}, // S_WATERZAP
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// Spindash dust
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// TODO: other spin dust types
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{SPR_DUST, 0, 7, {NULL}, 0, 0, S_SPINDUST2}, // S_SPINDUST1
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{SPR_DUST, 1, 6, {NULL}, 0, 0, S_SPINDUST3}, // S_SPINDUST2
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{SPR_DUST, FF_TRANS30|2, 4, {NULL}, 0, 0, S_SPINDUST4}, // S_SPINDUST3
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{SPR_DUST, FF_TRANS60|3, 3, {NULL}, 0, 0, S_NULL}, // S_SPINDUST4
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{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50, 2, {NULL}, 0, 0, S_FOG2}, // S_FOG1
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{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|1, 2, {NULL}, 0, 0, S_FOG3}, // S_FOG2
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{SPR_TFOG, FF_FULLBRIGHT|FF_TRANS50|2, 2, {NULL}, 0, 0, S_FOG4}, // S_FOG3
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@ -10940,6 +10948,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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},
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{ // MT_SPINDUST
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-1, // doomednum
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S_SPINDUST1, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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8, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_NULL, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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4*FRACUNIT, // speed
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4*FRACUNIT, // radius
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4*FRACUNIT, // height
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0, // display offset
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4, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIP, // flags
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S_NULL // raisestate
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},
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{ // MT_TFOG
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-1, // doomednum
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S_FOG1, // spawnstate
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@ -466,6 +466,7 @@ typedef enum sprite
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SPR_SMOK,
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SPR_BUBL, // Bubble
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SPR_WZAP,
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SPR_DUST, // Spindash dust
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SPR_TFOG, // Teleport Fog
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SPR_SEED, // Sonic CD flower seed
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SPR_PRTL, // Particle (for fans, etc.)
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@ -2457,6 +2458,12 @@ typedef enum state
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S_WATERZAP,
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// Spindash dust
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S_SPINDUST1,
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S_SPINDUST2,
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S_SPINDUST3,
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S_SPINDUST4,
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S_FOG1,
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S_FOG2,
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S_FOG3,
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@ -3286,6 +3293,7 @@ typedef enum mobj_type
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MT_MEDIUMBUBBLE, // medium bubble
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MT_EXTRALARGEBUBBLE, // extra large bubble
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MT_WATERZAP,
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MT_SPINDUST, // Spindash dust
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MT_TFOG,
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MT_SEED,
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MT_PARTICLE,
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@ -7537,6 +7537,11 @@ void P_MobjThinker(mobj_t *mobj)
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mobj->tracer->y, mobj->tracer->floorz, SPLATDRAWMODE_SHADE);
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#endif
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break;
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case MT_SPINDUST: // Spindash dust
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mobj->momx = FixedMul(mobj->momx, (3*FRACUNIT)/4); // originally 50000
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mobj->momy = FixedMul(mobj->momy, (3*FRACUNIT)/4); // same
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//mobj->momz = mobj->momz+P_MobjFlip(mobj)/3; // no meaningful change in value to be frank
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break;
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case MT_SPINFIRE:
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if (mobj->eflags & MFE_VERTICALFLIP)
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mobj->z = mobj->ceilingz - mobj->height;
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189
src/p_user.c
189
src/p_user.c
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@ -3667,6 +3667,40 @@ void P_DoJump(player_t *player, boolean soundandstate)
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}
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}
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static void P_DoSpinDashDust(player_t *player)
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{
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UINT32 i;
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mobj_t *particle;
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UINT32 prandom[3];
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for (i = 0; i <= (leveltime%7)/2; i++) { // 1, 2, 3 or 4 particles
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particle = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SPINDUST);
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if (player->powers[pw_shield] == SH_ELEMENTAL && !(player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER))) {
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//P_SetMobjState(particle, S_FIREDUST1);
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//particle->bubble = false;
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} else if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) {
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//P_SetMobjState(particle, S_BUBBLEDUST1);
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//particle->bubble = true;
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} else {
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//P_SetMobjState(particle, S_SPINDUST1);
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//particle->bubble = false;
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}
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P_SetTarget(&particle->target, player->mo);
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particle->destscale = (2*player->mo->scale)/3;
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P_SetScale(particle, particle->destscale);
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if (player->mo->eflags & MFE_VERTICALFLIP) // readjust z position if needed
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particle->z = player->mo->z + player->mo->height - particle->height;
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prandom[0] = P_RandomFixed()<<2; // P_RandomByte()<<10
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prandom[1] = P_RandomRange(-30, 30); // P_RandomRange(-ANG30/FRACUNIT, ANG30/FRACUNIT)*FRACUNIT
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prandom[2] = P_RandomFixed()<<3; // P_RandomByte()<<11
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P_SetObjectMomZ(particle, player->dashspeed/50 + prandom[0], false);
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P_InstaThrust(particle,
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player->mo->angle + (prandom[1]*ANG1),
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-FixedMul(player->dashspeed/12 + FRACUNIT + prandom[2], player->mo->scale));
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P_TryMove(particle, particle->x+particle->momx, particle->y+particle->momy, true);
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}
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}
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//
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// P_DoSpinAbility
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//
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@ -3674,6 +3708,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
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//
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static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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{
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boolean canstand = true; // can we stand on the ground? (mostly relevant for slopes)
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if (player->pflags & PF_STASIS)
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return;
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@ -3685,69 +3720,92 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
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}
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#endif
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// Spinning and Spindashing
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if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SLIDING) && !player->exiting
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&& !P_PlayerInPain(player)) // subsequent revs
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{
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if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)
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#ifdef ESLOPE
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&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
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canstand = (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2);
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#endif
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)
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{
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player->mo->momx = player->cmomx;
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player->mo->momy = player->cmomy;
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player->pflags |= PF_STARTDASH|PF_SPINNING;
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player->dashspeed = player->mindash;
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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player->pflags |= PF_USEDOWN;
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if (!player->spectator)
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S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
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}
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else if ((cmd->buttons & BT_USE) && (player->pflags & PF_STARTDASH))
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{
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if (player->dashspeed < player->maxdash)
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{
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#define chargecalculation (6*(player->dashspeed - player->mindash))/(player->maxdash - player->mindash)
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fixed_t soundcalculation = chargecalculation;
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player->dashspeed += FRACUNIT;
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if (!player->spectator && soundcalculation != chargecalculation)
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S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
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#undef chargecalculation
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}
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if (player->revitem && !(leveltime % 5)) // Now spawn the color thok circle.
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{
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P_SpawnSpinMobj(player, player->revitem);
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if (demorecording)
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G_GhostAddRev();
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}
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}
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// If not moving up or down, and travelling faster than a speed of four while not holding
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// down the spin button and not spinning.
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// AKA Just go into a spin on the ground, you idiot. ;)
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else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
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&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
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#ifdef ESLOPE
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|| (player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
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#endif
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) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING))
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///////////////////////////////
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// ability-specific behavior //
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///////////////////////////////
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if (!(player->pflags & PF_SLIDING) && !player->exiting && !P_PlayerInPain(player))
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{
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switch (player->charability2)
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{
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player->pflags |= PF_SPINNING;
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P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
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if (!player->spectator)
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S_StartSound(player->mo, sfx_spin);
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player->pflags |= PF_USEDOWN;
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case CA2_SPINDASH: // Spinning and Spindashing
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// Start revving
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if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale)
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&& !player->mo->momz && onground && !(player->pflags & (PF_USEDOWN|PF_SPINNING))
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&& canstand)
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{
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player->mo->momx = player->cmomx;
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player->mo->momy = player->cmomy;
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player->pflags |= PF_STARTDASH|PF_SPINNING;
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player->dashspeed = player->mindash;
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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player->pflags |= PF_USEDOWN;
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if (!player->spectator)
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S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
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}
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// Revving
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else if ((cmd->buttons & BT_USE) && (player->pflags & PF_STARTDASH))
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{
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if (player->dashspeed < player->maxdash)
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{
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#define chargecalculation (6*(player->dashspeed - player->mindash))/(player->maxdash - player->mindash)
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fixed_t soundcalculation = chargecalculation;
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player->dashspeed += FRACUNIT;
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if (!player->spectator && soundcalculation != chargecalculation)
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S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
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#undef chargecalculation
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}
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if (player->revitem && !(leveltime % 5)) // Now spawn the color thok circle.
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{
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P_SpawnSpinMobj(player, player->revitem);
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if (demorecording)
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G_GhostAddRev();
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}
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}
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// If not moving up or down, and travelling faster than a speed of four while not holding
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// down the spin button and not spinning.
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// AKA Just go into a spin on the ground, you idiot. ;)
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else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
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&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
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|| !canstand) && !(player->pflags & (PF_USEDOWN|PF_SPINNING)))
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{
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player->pflags |= PF_SPINNING;
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P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
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if (!player->spectator)
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S_StartSound(player->mo, sfx_spin);
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player->pflags |= PF_USEDOWN;
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}
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break;
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case CA2_MELEE: // Melee attack
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if (!(player->panim == PA_ABILITY2) && (cmd->buttons & BT_USE) && player->speed < FixedMul(10<<FRACBITS, player->mo->scale)
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&& !player->mo->momz && onground && !(player->pflags & PF_USEDOWN)
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&& canstand)
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{
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P_ResetPlayer(player);
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player->mo->z += P_MobjFlip(player->mo);
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player->mo->momx = player->cmomx = 0;
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player->mo->momy = player->cmomy = 0;
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P_SetObjectMomZ(player->mo, player->mindash, false);
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
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P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
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player->pflags |= PF_USEDOWN;
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S_StartSound(player->mo, sfx_s3k8b);
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}
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break;
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}
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}
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///////////////////////////////
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// general spinning behavior //
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///////////////////////////////
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// Rolling normally
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if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH)
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&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale)
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#ifdef ESLOPE
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&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
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#endif
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)
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&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale) && canstand)
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{
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if (GETSECSPECIAL(player->mo->subsector->sector->special, 4) == 7 || (player->mo->ceilingz - player->mo->floorz < P_GetPlayerHeight(player)))
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(10*FRACUNIT, player->mo->scale));
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{
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if (player->mo->state-states != S_PLAY_DASH)
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P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
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// Spawn spin dash dust
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if (!(player->mo->eflags & MFE_GOOWATER))
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P_DoSpinDashDust(player);
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}
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else if (onground && player->pflags & PF_SPINNING && !(player->panim == PA_ROLL))
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P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
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// Melee attack
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if ((player->charability2 == CA2_MELEE) && !(player->panim == PA_ABILITY2) && !player->exiting
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&& !P_PlayerInPain(player) && (cmd->buttons & BT_USE) && player->speed < FixedMul(10<<FRACBITS, player->mo->scale)
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&& !player->mo->momz && onground && !(player->pflags & PF_USEDOWN)
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#ifdef ESLOPE
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&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
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#endif
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)
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{
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P_ResetPlayer(player);
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player->mo->z += P_MobjFlip(player->mo);
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player->mo->momx = player->cmomx = 0;
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player->mo->momy = player->cmomy = 0;
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P_SetObjectMomZ(player->mo, player->mindash, false);
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P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
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P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
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player->pflags |= PF_USEDOWN;
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S_StartSound(player->mo, sfx_s3k8b);
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}
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}
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//
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