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Dedicated Shield / Super Transformation Button
This commit is contained in:
parent
5fc7a5c2da
commit
e50993861e
12 changed files with 227 additions and 213 deletions
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@ -158,6 +158,10 @@ typedef enum
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PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
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PF_CANCARRY = 1<<29, // Can carry another player?
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PF_FINISHED = 1<<30, // The player finished the level. NOT the same as exiting
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// True if shield button down last tic
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// This may be the final flag, but 2.3 could free up the others
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PF_SHIELDDOWN = 1<<31,
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// up to 1<<31 is free
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} pflags_t;
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@ -26,20 +26,23 @@
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// Button/action code definitions.
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typedef enum
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{
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// First 4 bits are weapon change info, DO NOT USE!
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BT_WEAPONMASK = 0x0F, //our first four bits.
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// First 3 bits are weapon change info, DO NOT USE!
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BT_WEAPONMASK = 0x07, //our first three bits.
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BT_SHIELD = 1<<3, // shield or super action
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BT_WEAPONNEXT = 1<<4,
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BT_WEAPONPREV = 1<<5,
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BT_ATTACK = 1<<6, // shoot rings
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BT_SPIN = 1<<7,
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BT_CAMLEFT = 1<<8, // turn camera left
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BT_CAMRIGHT = 1<<9, // turn camera right
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BT_TOSSFLAG = 1<<10,
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BT_JUMP = 1<<11,
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BT_FIRENORMAL = 1<<12, // Fire a normal ring no matter what
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BT_WEAPONNEXT = 1<<4, // select next weapon
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BT_WEAPONPREV = 1<<5, // select previous weapon
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BT_ATTACK = 1<<6, // shoot rings
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BT_SPIN = 1<<7, // spin action
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BT_CAMLEFT = 1<<8, // turn camera left
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BT_CAMRIGHT = 1<<9, // turn camera right
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BT_TOSSFLAG = 1<<10, // toss flag or emeralds
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BT_JUMP = 1<<11, // jump action
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BT_FIRENORMAL = 1<<12, // fire a normal ring no matter what
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// custom lua buttons
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BT_CUSTOM1 = 1<<13,
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BT_CUSTOM2 = 1<<14,
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BT_CUSTOM3 = 1<<15,
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@ -589,7 +589,7 @@ static int ScanConstants(lua_State *L, boolean mathlib, const char *word)
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{
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CacheAndPushConstant(L, word, (lua_Integer)BT_SPIN);
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return 1;
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}
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}
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for (i = 0; INT_CONST[i].n; i++)
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if (fastcmp(word,INT_CONST[i].n)) {
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@ -5576,7 +5576,8 @@ struct int_const_s const INT_CONST[] = {
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{"ROTAXIS_Z",ROTAXIS_Z},
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// Buttons (ticcmd_t)
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{"BT_WEAPONMASK",BT_WEAPONMASK}, //our first four bits.
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{"BT_WEAPONMASK",BT_WEAPONMASK}, //our first three bits.
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{"BT_SHIELD",BT_SHIELD},
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{"BT_WEAPONNEXT",BT_WEAPONNEXT},
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{"BT_WEAPONPREV",BT_WEAPONPREV},
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{"BT_ATTACK",BT_ATTACK}, // shoot rings
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@ -5756,9 +5757,7 @@ struct int_const_s const INT_CONST[] = {
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{"GC_WEPSLOT5",GC_WEPSLOT5},
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{"GC_WEPSLOT6",GC_WEPSLOT6},
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{"GC_WEPSLOT7",GC_WEPSLOT7},
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{"GC_WEPSLOT8",GC_WEPSLOT8},
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{"GC_WEPSLOT9",GC_WEPSLOT9},
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{"GC_WEPSLOT10",GC_WEPSLOT10},
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{"GC_SHIELD",GC_SHIELD},
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{"GC_FIRE",GC_FIRE},
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{"GC_FIRENORMAL",GC_FIRENORMAL},
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{"GC_TOSSFLAG",GC_TOSSFLAG},
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10
src/g_game.c
10
src/g_game.c
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@ -1335,7 +1335,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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#if NUM_WEAPONS > 10
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"Add extra inputs to g_input.h/gamecontrols_e"
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#endif
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//use the four avaliable bits to determine the weapon.
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//use the three avaliable bits to determine the weapon.
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cmd->buttons &= ~BT_WEAPONMASK;
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for (i = 0; i < NUM_WEAPONS; ++i)
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if (PLAYERINPUTDOWN(ssplayer, GC_WEPSLOT1 + i))
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@ -1353,9 +1353,14 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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axis = PlayerJoyAxis(ssplayer, JA_FIRENORMAL);
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if (PLAYERINPUTDOWN(ssplayer, GC_FIRENORMAL) || (usejoystick && axis > 0))
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cmd->buttons |= BT_FIRENORMAL;
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// Toss flag button
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if (PLAYERINPUTDOWN(ssplayer, GC_TOSSFLAG))
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cmd->buttons |= BT_TOSSFLAG;
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// Shield button
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if (PLAYERINPUTDOWN(ssplayer, GC_SHIELD))
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cmd->buttons |= BT_SHIELD;
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// Lua scriptable buttons
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if (PLAYERINPUTDOWN(ssplayer, GC_CUSTOM1))
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@ -2748,6 +2753,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
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p->pflags |= PF_SPINDOWN;
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p->pflags |= PF_ATTACKDOWN;
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p->pflags |= PF_JUMPDOWN;
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p->pflags |= PF_SHIELDDOWN;
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p->playerstate = PST_LIVE;
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p->panim = PA_IDLE; // standing animation
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@ -576,9 +576,7 @@ static const char *gamecontrolname[NUM_GAMECONTROLS] =
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"weapon5",
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"weapon6",
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"weapon7",
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"weapon8",
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"weapon9",
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"weapon10",
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"shield",
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"fire",
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"firenormal",
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"tossflag",
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@ -693,6 +691,7 @@ void G_DefineDefaultControls(void)
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gamecontroldefault[gcs_fps][GC_CENTERVIEW ][0] = KEY_LCTRL;
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gamecontroldefault[gcs_fps][GC_JUMP ][0] = KEY_SPACE;
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gamecontroldefault[gcs_fps][GC_SPIN ][0] = KEY_LSHIFT;
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gamecontroldefault[gcs_fps][GC_SHIELD ][0] = KEY_LALT;
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gamecontroldefault[gcs_fps][GC_FIRE ][0] = KEY_RCTRL;
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gamecontroldefault[gcs_fps][GC_FIRE ][1] = KEY_MOUSE1+0;
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gamecontroldefault[gcs_fps][GC_FIRENORMAL ][0] = KEY_RALT;
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@ -713,6 +712,7 @@ void G_DefineDefaultControls(void)
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gamecontroldefault[gcs_platform][GC_CENTERVIEW ][0] = KEY_END;
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gamecontroldefault[gcs_platform][GC_JUMP ][0] = KEY_SPACE;
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gamecontroldefault[gcs_platform][GC_SPIN ][0] = KEY_LSHIFT;
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gamecontroldefault[gcs_platform][GC_SHIELD ][0] = KEY_LALT;
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gamecontroldefault[gcs_platform][GC_FIRE ][0] = 's';
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gamecontroldefault[gcs_platform][GC_FIRE ][1] = KEY_MOUSE1+0;
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gamecontroldefault[gcs_platform][GC_FIRENORMAL ][0] = 'w';
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@ -728,9 +728,6 @@ void G_DefineDefaultControls(void)
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gamecontroldefault[i][GC_WEPSLOT5 ][0] = '5';
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gamecontroldefault[i][GC_WEPSLOT6 ][0] = '6';
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gamecontroldefault[i][GC_WEPSLOT7 ][0] = '7';
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gamecontroldefault[i][GC_WEPSLOT8 ][0] = '8';
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gamecontroldefault[i][GC_WEPSLOT9 ][0] = '9';
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gamecontroldefault[i][GC_WEPSLOT10 ][0] = '0';
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gamecontroldefault[i][GC_TOSSFLAG ][0] = '\'';
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gamecontroldefault[i][GC_CAMTOGGLE ][0] = 'v';
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gamecontroldefault[i][GC_CAMRESET ][0] = 'r';
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@ -749,15 +746,15 @@ void G_DefineDefaultControls(void)
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gamecontroldefault[i][GC_CUSTOM1 ][1] = KEY_JOY1+1; // B
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gamecontroldefault[i][GC_CUSTOM2 ][1] = KEY_JOY1+3; // Y
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gamecontroldefault[i][GC_CUSTOM3 ][1] = KEY_JOY1+8; // Left Stick
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gamecontroldefault[i][GC_CAMTOGGLE ][1] = KEY_JOY1+4; // LB
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gamecontroldefault[i][GC_SHIELD ][1] = KEY_JOY1+4; // LB
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gamecontroldefault[i][GC_CENTERVIEW ][1] = KEY_JOY1+5; // RB
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gamecontroldefault[i][GC_SCREENSHOT ][1] = KEY_JOY1+6; // Back
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gamecontroldefault[i][GC_SCORES ][1] = KEY_JOY1+6; // Back
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gamecontroldefault[i][GC_SYSTEMMENU ][0] = KEY_JOY1+7; // Start
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gamecontroldefault[i][GC_WEAPONPREV ][1] = KEY_HAT1+2; // D-Pad Left
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gamecontroldefault[i][GC_WEAPONNEXT ][1] = KEY_HAT1+3; // D-Pad Right
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gamecontroldefault[i][GC_VIEWPOINTNEXT][1] = KEY_JOY1+9; // Right Stick
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gamecontroldefault[i][GC_TOSSFLAG ][1] = KEY_HAT1+0; // D-Pad Up
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gamecontroldefault[i][GC_SCORES ][1] = KEY_HAT1+1; // D-Pad Down
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gamecontroldefault[i][GC_CAMTOGGLE ][1] = KEY_HAT1+1; // D-Pad Down
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// Second player controls only have joypad defaults
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gamecontrolbisdefault[i][GC_JUMP ][1] = KEY_2JOY1+0; // A
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@ -765,15 +762,15 @@ void G_DefineDefaultControls(void)
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gamecontrolbisdefault[i][GC_CUSTOM1 ][1] = KEY_2JOY1+1; // B
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gamecontrolbisdefault[i][GC_CUSTOM2 ][1] = KEY_2JOY1+3; // Y
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gamecontrolbisdefault[i][GC_CUSTOM3 ][1] = KEY_2JOY1+8; // Left Stick
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gamecontrolbisdefault[i][GC_CAMTOGGLE ][1] = KEY_2JOY1+4; // LB
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gamecontrolbisdefault[i][GC_SHIELD ][1] = KEY_2JOY1+4; // LB
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gamecontrolbisdefault[i][GC_CENTERVIEW ][1] = KEY_2JOY1+5; // RB
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gamecontrolbisdefault[i][GC_SCREENSHOT ][1] = KEY_2JOY1+6; // Back
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//gamecontrolbisdefault[i][GC_SCORES ][1] = KEY_2JOY1+6; // Back
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//gamecontrolbisdefault[i][GC_SYSTEMMENU ][0] = KEY_2JOY1+7; // Start
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gamecontrolbisdefault[i][GC_WEAPONPREV ][1] = KEY_2HAT1+2; // D-Pad Left
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gamecontrolbisdefault[i][GC_WEAPONNEXT ][1] = KEY_2HAT1+3; // D-Pad Right
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gamecontrolbisdefault[i][GC_VIEWPOINTNEXT][1] = KEY_2JOY1+9; // Right Stick
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gamecontrolbisdefault[i][GC_TOSSFLAG ][1] = KEY_2HAT1+0; // D-Pad Up
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//gamecontrolbisdefault[i][GC_SCORES ][1] = KEY_2HAT1+1; // D-Pad Down
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gamecontrolbisdefault[i][GC_CAMTOGGLE ][1] = KEY_2HAT1+1; // D-Pad Down
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}
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}
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@ -1004,6 +1001,7 @@ static void setcontrol(INT32 (*gc)[2])
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// TODO: 2.3: Delete the "use" alias
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namectrl = (stricmp(COM_Argv(1), "use")) ? COM_Argv(1) : "spin";
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for (numctrl = 0; numctrl < NUM_GAMECONTROLS && stricmp(namectrl, gamecontrolname[numctrl]);
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numctrl++)
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@ -74,9 +74,7 @@ typedef enum
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GC_WEPSLOT5,
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GC_WEPSLOT6,
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GC_WEPSLOT7,
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GC_WEPSLOT8,
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GC_WEPSLOT9,
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GC_WEPSLOT10,
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GC_SHIELD,
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GC_FIRE,
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GC_FIRENORMAL,
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GC_TOSSFLAG,
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@ -1686,11 +1686,12 @@ static int lib_pHomingAttack(lua_State *L)
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static int lib_pSuperReady(lua_State *L)
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{
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player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
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boolean transform = (boolean)lua_opttrueboolean(L, 2);
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//HUDSAFE
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INLEVEL
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if (!player)
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return LUA_ErrInvalid(L, "player_t");
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lua_pushboolean(L, P_SuperReady(player));
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lua_pushboolean(L, P_SuperReady(player, transform));
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return 1;
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}
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57
src/m_menu.c
57
src/m_menu.c
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@ -1068,6 +1068,7 @@ static menuitem_t OP_ChangeControlsMenu[] =
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{IT_CALL | IT_STRING2, NULL, "Move Right", M_ChangeControl, GC_STRAFERIGHT },
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{IT_CALL | IT_STRING2, NULL, "Jump", M_ChangeControl, GC_JUMP },
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{IT_CALL | IT_STRING2, NULL, "Spin", M_ChangeControl, GC_SPIN },
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{IT_CALL | IT_STRING2, NULL, "Shield", M_ChangeControl, GC_SHIELD },
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{IT_HEADER, NULL, "Camera", NULL, 0},
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{IT_SPACE, NULL, NULL, NULL, 0}, // padding
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{IT_CALL | IT_STRING2, NULL, "Look Up", M_ChangeControl, GC_LOOKUP },
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@ -13167,23 +13168,23 @@ static void M_Setup1PControlsMenu(INT32 choice)
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currentMenu->lastOn = itemOn;
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// Unhide the nine non-P2 controls and their headers
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//OP_ChangeControlsMenu[18+0].status = IT_HEADER;
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//OP_ChangeControlsMenu[18+1].status = IT_SPACE;
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//OP_ChangeControlsMenu[19+0].status = IT_HEADER;
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//OP_ChangeControlsMenu[19+1].status = IT_SPACE;
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// ...
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OP_ChangeControlsMenu[18+2].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[18+3].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[18+4].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[18+5].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[18+6].status = IT_CALL|IT_STRING2;
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//OP_ChangeControlsMenu[18+7].status = IT_CALL|IT_STRING2;
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//OP_ChangeControlsMenu[18+8].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[18+9].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[19+2].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[19+3].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[19+4].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[19+5].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[19+6].status = IT_CALL|IT_STRING2;
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//OP_ChangeControlsMenu[19+7].status = IT_CALL|IT_STRING2;
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//OP_ChangeControlsMenu[19+8].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[19+9].status = IT_CALL|IT_STRING2;
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// ...
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OP_ChangeControlsMenu[28+0].status = IT_HEADER;
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OP_ChangeControlsMenu[28+1].status = IT_SPACE;
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OP_ChangeControlsMenu[29+0].status = IT_HEADER;
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OP_ChangeControlsMenu[29+1].status = IT_SPACE;
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// ...
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OP_ChangeControlsMenu[28+2].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[28+3].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[29+2].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsMenu[29+3].status = IT_CALL|IT_STRING2;
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OP_ChangeControlsDef.prevMenu = &OP_P1ControlsDef;
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OP_ChangeControlsDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); // remove second level
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currentMenu->lastOn = itemOn;
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// Hide the nine non-P2 controls and their headers
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//OP_ChangeControlsMenu[18+0].status = IT_GRAYEDOUT2;
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//OP_ChangeControlsMenu[18+1].status = IT_GRAYEDOUT2;
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//OP_ChangeControlsMenu[19+0].status = IT_GRAYEDOUT2;
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//OP_ChangeControlsMenu[19+1].status = IT_GRAYEDOUT2;
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// ...
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OP_ChangeControlsMenu[18+2].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[18+3].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[18+4].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[18+5].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[18+6].status = IT_GRAYEDOUT2;
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//OP_ChangeControlsMenu[18+7].status = IT_GRAYEDOUT2;
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//OP_ChangeControlsMenu[18+8].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[18+9].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[19+2].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[19+3].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[19+4].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[19+5].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[19+6].status = IT_GRAYEDOUT2;
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//OP_ChangeControlsMenu[19+7].status = IT_GRAYEDOUT2;
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//OP_ChangeControlsMenu[19+8].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[19+9].status = IT_GRAYEDOUT2;
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// ...
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OP_ChangeControlsMenu[28+0].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[28+1].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[29+0].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[29+1].status = IT_GRAYEDOUT2;
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// ...
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OP_ChangeControlsMenu[28+2].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[28+3].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[29+2].status = IT_GRAYEDOUT2;
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OP_ChangeControlsMenu[29+3].status = IT_GRAYEDOUT2;
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OP_ChangeControlsDef.prevMenu = &OP_P2ControlsDef;
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OP_ChangeControlsDef.menuid &= ~(((1 << MENUBITS) - 1) << MENUBITS); // remove second level
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@ -202,7 +202,7 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
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void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius);
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boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
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boolean P_SuperReady(player_t *player);
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boolean P_SuperReady(player_t *player, boolean transform);
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void P_DoJump(player_t *player, boolean soundandstate);
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void P_DoSpinDashDust(player_t *player);
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#define P_AnalogMove(player) (P_ControlStyle(player) == CS_LMAOGALOG)
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296
src/p_user.c
296
src/p_user.c
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@ -666,7 +666,7 @@ static void P_DeNightserizePlayer(player_t *player)
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player->powers[pw_carry] = CR_NIGHTSFALL;
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|
||||
player->powers[pw_underwater] = 0;
|
||||
player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
|
||||
player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_SHIELDDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
|
||||
player->secondjump = 0;
|
||||
player->homing = 0;
|
||||
player->climbing = 0;
|
||||
|
@ -794,7 +794,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
|
|||
}
|
||||
}
|
||||
|
||||
player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING);
|
||||
player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_SHIELDDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING);
|
||||
player->homing = 0;
|
||||
player->mo->fuse = 0;
|
||||
player->speed = 0;
|
||||
|
@ -1342,8 +1342,6 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
|
|||
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC) && P_IsLocalPlayer(player))
|
||||
P_PlayJingle(player, JT_SUPER);
|
||||
|
||||
S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi
|
||||
|
||||
player->mo->momx = player->mo->momy = player->mo->momz = player->cmomx = player->cmomy = player->rmomx = player->rmomy = 0;
|
||||
|
||||
// Transformation animation
|
||||
|
@ -1360,8 +1358,11 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
|
|||
player->powers[pw_sneakers] = 0;
|
||||
}
|
||||
|
||||
if (!G_CoopGametype())
|
||||
if (G_CoopGametype())
|
||||
S_StartSound(player->mo, sfx_supert); //only hear it near yourself in co-op
|
||||
else
|
||||
{
|
||||
S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi
|
||||
HU_SetCEchoFlags(0);
|
||||
HU_SetCEchoDuration(5);
|
||||
HU_DoCEcho(va("%s\\is now super.\\\\\\\\", player_names[player-players]));
|
||||
|
@ -1370,6 +1371,56 @@ void P_DoSuperTransformation(player_t *player, boolean giverings)
|
|||
P_PlayerFlagBurst(player, false);
|
||||
}
|
||||
|
||||
//
|
||||
// P_DoSuperDetransformation
|
||||
//
|
||||
// Detransform into regular Sonic!
|
||||
static void P_DoSuperDetransformation(player_t *player)
|
||||
{
|
||||
player->powers[pw_emeralds] = 0; // lost the power stones
|
||||
P_SpawnGhostMobj(player->mo);
|
||||
|
||||
player->powers[pw_super] = 0;
|
||||
|
||||
// Restore color
|
||||
if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
|
||||
{
|
||||
player->mo->color = SKINCOLOR_WHITE;
|
||||
G_GhostAddColor(GHC_FIREFLOWER);
|
||||
}
|
||||
else
|
||||
{
|
||||
player->mo->color = P_GetPlayerColor(player);
|
||||
G_GhostAddColor(GHC_NORMAL);
|
||||
}
|
||||
|
||||
if (!G_CoopGametype())
|
||||
player->powers[pw_flashing] = flashingtics-1;
|
||||
|
||||
if (player->mo->sprite2 & FF_SPR2SUPER)
|
||||
P_SetPlayerMobjState(player->mo, player->mo->state-states);
|
||||
|
||||
// Inform the netgame that the champion has fallen in the heat of battle.
|
||||
if (!G_CoopGametype())
|
||||
{
|
||||
S_StartSound(NULL, sfx_s3k66); //let all players hear it.
|
||||
HU_SetCEchoFlags(0);
|
||||
HU_SetCEchoDuration(5);
|
||||
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
|
||||
}
|
||||
|
||||
// Resume normal music if you're the console player
|
||||
if (P_IsLocalPlayer(player))
|
||||
{
|
||||
music_stack_noposition = true; // HACK: Do not reposition next music
|
||||
music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
|
||||
}
|
||||
P_RestoreMusic(player);
|
||||
|
||||
// If you had a shield, restore its visual significance.
|
||||
P_SpawnShieldOrb(player);
|
||||
}
|
||||
|
||||
// Adds to the player's score
|
||||
void P_AddPlayerScore(player_t *player, UINT32 amount)
|
||||
{
|
||||
|
@ -4086,6 +4137,16 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
|
|||
|
||||
I_Assert(player != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(player->mo));
|
||||
|
||||
// Toss a flag
|
||||
if (cmd->buttons & BT_TOSSFLAG && G_GametypeHasTeams()
|
||||
&& !(player->powers[pw_super]) && !(player->tossdelay))
|
||||
{
|
||||
if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
|
||||
P_PlayerEmeraldBurst(player, true); // Toss emeralds
|
||||
else
|
||||
P_PlayerFlagBurst(player, true);
|
||||
}
|
||||
|
||||
if (!(cmd->buttons & (BT_ATTACK|BT_FIRENORMAL)))
|
||||
{
|
||||
|
@ -4095,9 +4156,10 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
|
|||
return;
|
||||
}
|
||||
|
||||
if (player->pflags & PF_ATTACKDOWN || player->climbing || (G_TagGametype() && !(player->pflags & PF_TAGIT)))
|
||||
if (player->pflags & PF_ATTACKDOWN || player->climbing)
|
||||
return;
|
||||
|
||||
// Fire a fireball if we have the Fire Flower powerup!
|
||||
if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->weapondelay))
|
||||
{
|
||||
player->pflags |= PF_ATTACKDOWN;
|
||||
|
@ -4109,7 +4171,8 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
|
|||
return;
|
||||
}
|
||||
|
||||
if (!G_RingSlingerGametype() || player->weapondelay)
|
||||
// No ringslinging outside of ringslinger!
|
||||
if (!G_RingSlingerGametype() || player->weapondelay || (G_TagGametype() && !(player->pflags & PF_TAGIT)))
|
||||
return;
|
||||
|
||||
player->pflags |= PF_ATTACKDOWN;
|
||||
|
@ -4287,34 +4350,7 @@ static void P_DoSuperStuff(player_t *player)
|
|||
// If you're super and not Sonic, de-superize!
|
||||
if (!(ALL7EMERALDS(emeralds) && player->charflags & SF_SUPER))
|
||||
{
|
||||
player->powers[pw_super] = 0;
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
if (P_IsLocalPlayer(player))
|
||||
{
|
||||
music_stack_noposition = true; // HACK: Do not reposition next music
|
||||
music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
|
||||
}
|
||||
P_RestoreMusic(player);
|
||||
P_SpawnShieldOrb(player);
|
||||
|
||||
// Restore color
|
||||
if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
|
||||
{
|
||||
player->mo->color = SKINCOLOR_WHITE;
|
||||
G_GhostAddColor(GHC_FIREFLOWER);
|
||||
}
|
||||
else
|
||||
{
|
||||
player->mo->color = P_GetPlayerColor(player);
|
||||
G_GhostAddColor(GHC_NORMAL);
|
||||
}
|
||||
|
||||
if (!G_CoopGametype())
|
||||
{
|
||||
HU_SetCEchoFlags(0);
|
||||
HU_SetCEchoDuration(5);
|
||||
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
|
||||
}
|
||||
P_DoSuperDetransformation(player);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -4341,69 +4377,37 @@ static void P_DoSuperStuff(player_t *player)
|
|||
|
||||
// Ran out of rings while super!
|
||||
if (player->rings <= 0 || player->exiting)
|
||||
{
|
||||
player->powers[pw_emeralds] = 0; // lost the power stones
|
||||
P_SpawnGhostMobj(player->mo);
|
||||
|
||||
player->powers[pw_super] = 0;
|
||||
|
||||
// Restore color
|
||||
if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
|
||||
{
|
||||
player->mo->color = SKINCOLOR_WHITE;
|
||||
G_GhostAddColor(GHC_FIREFLOWER);
|
||||
}
|
||||
else
|
||||
{
|
||||
player->mo->color = P_GetPlayerColor(player);
|
||||
G_GhostAddColor(GHC_NORMAL);
|
||||
}
|
||||
|
||||
if (!G_CoopGametype())
|
||||
player->powers[pw_flashing] = flashingtics-1;
|
||||
|
||||
if (player->mo->sprite2 & FF_SPR2SUPER)
|
||||
P_SetPlayerMobjState(player->mo, player->mo->state-states);
|
||||
|
||||
// Inform the netgame that the champion has fallen in the heat of battle.
|
||||
if (!G_CoopGametype())
|
||||
{
|
||||
S_StartSound(NULL, sfx_s3k66); //let all players hear it.
|
||||
HU_SetCEchoFlags(0);
|
||||
HU_SetCEchoDuration(5);
|
||||
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
|
||||
}
|
||||
|
||||
// Resume normal music if you're the console player
|
||||
if (P_IsLocalPlayer(player))
|
||||
{
|
||||
music_stack_noposition = true; // HACK: Do not reposition next music
|
||||
music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
|
||||
}
|
||||
P_RestoreMusic(player);
|
||||
|
||||
// If you had a shield, restore its visual significance.
|
||||
P_SpawnShieldOrb(player);
|
||||
}
|
||||
P_DoSuperDetransformation(player);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// P_SuperReady
|
||||
//
|
||||
// Returns true if player is ready to turn super, duh
|
||||
// Returns true if player is ready to transform or detransform
|
||||
//
|
||||
boolean P_SuperReady(player_t *player)
|
||||
boolean P_SuperReady(player_t *player, boolean transform)
|
||||
{
|
||||
if (!player->powers[pw_super]
|
||||
&& !player->powers[pw_invulnerability]
|
||||
if (!transform &&
|
||||
(player->powers[pw_super] < TICRATE*3/2
|
||||
|| !G_CoopGametype())) // No turning back in competitive!
|
||||
return false;
|
||||
else if (transform
|
||||
&& (player->powers[pw_super]
|
||||
|| !ALL7EMERALDS(emeralds)
|
||||
|| !(player->rings >= 50)))
|
||||
return false;
|
||||
|
||||
if (player->mo
|
||||
&& !player->powers[pw_tailsfly]
|
||||
&& !player->powers[pw_carry]
|
||||
&& (player->charflags & SF_SUPER)
|
||||
&& (player->pflags & PF_JUMPED)
|
||||
&& !(player->powers[pw_shield] & SH_NOSTACK)
|
||||
&& !(maptol & TOL_NIGHTS)
|
||||
&& ALL7EMERALDS(emeralds)
|
||||
&& (player->rings >= 50))
|
||||
&& !P_PlayerInPain(player)
|
||||
&& !player->climbing
|
||||
&& !(player->pflags & (PF_FULLSTASIS|PF_THOKKED|PF_STARTDASH|PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY))
|
||||
&& ((player->pflags & PF_JUMPED) || (P_IsObjectOnGround(player->mo) && (player->panim == PA_IDLE || player->panim == PA_EDGE
|
||||
|| player->panim == PA_WALK || player->panim == PA_RUN || (player->charflags & SF_DASHMODE && player->panim == PA_DASH))))
|
||||
&& !(maptol & TOL_NIGHTS))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
|
@ -5094,7 +5098,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
|
|||
{
|
||||
mobj_t *lockonshield = NULL;
|
||||
|
||||
if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SPINDOWN)
|
||||
if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SHIELDDOWN)
|
||||
&& ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted
|
||||
{
|
||||
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT && !(player->charflags & SF_NOSHIELDABILITY))
|
||||
|
@ -5121,7 +5125,7 @@ static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lock
|
|||
}
|
||||
}
|
||||
}
|
||||
if ((!(player->charflags & SF_NOSHIELDABILITY)) && (cmd->buttons & BT_SPIN && !LUA_HookPlayer(player, HOOK(ShieldSpecial)))) // Spin button effects
|
||||
if ((!(player->charflags & SF_NOSHIELDABILITY)) && (cmd->buttons & BT_SHIELD && !LUA_HookPlayer(player, HOOK(ShieldSpecial)))) // Shield button effects
|
||||
{
|
||||
// Force stop
|
||||
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
|
||||
|
@ -5242,52 +5246,45 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
|
|||
;
|
||||
else if (P_PlayerShieldThink(player, cmd, lockonthok, visual))
|
||||
;
|
||||
else if ((cmd->buttons & BT_SPIN))
|
||||
else if ((cmd->buttons & BT_SPIN) && !LUA_HookPlayer(player, HOOK(JumpSpinSpecial)))
|
||||
{
|
||||
if (!(player->pflags & PF_SPINDOWN) && P_SuperReady(player))
|
||||
switch (player->charability)
|
||||
{
|
||||
// If you can turn super and aren't already,
|
||||
// and you don't have a shield, do it!
|
||||
P_DoSuperTransformation(player, false);
|
||||
}
|
||||
else if (!LUA_HookPlayer(player, HOOK(JumpSpinSpecial)))
|
||||
switch (player->charability)
|
||||
{
|
||||
case CA_THOK:
|
||||
if (player->powers[pw_super]) // Super Sonic float
|
||||
case CA_THOK:
|
||||
if (player->powers[pw_super]) // Super Sonic float
|
||||
{
|
||||
if ((player->speed > 5*player->mo->scale) // FixedMul(5<<FRACBITS, player->mo->scale), but scale is FRACUNIT-based
|
||||
&& (P_MobjFlip(player->mo)*player->mo->momz <= 0))
|
||||
{
|
||||
if ((player->speed > 5*player->mo->scale) // FixedMul(5<<FRACBITS, player->mo->scale), but scale is FRACUNIT-based
|
||||
&& (P_MobjFlip(player->mo)*player->mo->momz <= 0))
|
||||
if (player->panim != PA_RUN && player->panim != PA_WALK)
|
||||
{
|
||||
if (player->panim != PA_RUN && player->panim != PA_WALK)
|
||||
{
|
||||
if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
|
||||
else
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
|
||||
}
|
||||
|
||||
player->mo->momz = 0;
|
||||
player->pflags &= ~(PF_STARTJUMP|PF_SPINNING);
|
||||
player->secondjump = 1;
|
||||
if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
|
||||
else
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
|
||||
}
|
||||
|
||||
player->mo->momz = 0;
|
||||
player->pflags &= ~(PF_STARTJUMP|PF_SPINNING);
|
||||
player->secondjump = 1;
|
||||
}
|
||||
break;
|
||||
case CA_TELEKINESIS:
|
||||
if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (player->charflags & SF_MULTIABILITY))
|
||||
{
|
||||
P_Telekinesis(player,
|
||||
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
|
||||
FixedMul(384*FRACUNIT, player->mo->scale));
|
||||
}
|
||||
break;
|
||||
case CA_TWINSPIN:
|
||||
if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || player->charflags & SF_MULTIABILITY))
|
||||
P_DoTwinSpin(player);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CA_TELEKINESIS:
|
||||
if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (player->charflags & SF_MULTIABILITY))
|
||||
{
|
||||
P_Telekinesis(player,
|
||||
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
|
||||
FixedMul(384*FRACUNIT, player->mo->scale));
|
||||
}
|
||||
break;
|
||||
case CA_TWINSPIN:
|
||||
if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || player->charflags & SF_MULTIABILITY))
|
||||
P_DoTwinSpin(player);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5350,12 +5347,6 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
|
|||
}
|
||||
else if (player->pflags & PF_SLIDING || ((gametyperules & GTR_TEAMFLAGS) && player->gotflag) || player->pflags & PF_SHIELDABILITY)
|
||||
;
|
||||
/*else if (P_SuperReady(player))
|
||||
{
|
||||
// If you can turn super and aren't already,
|
||||
// and you don't have a shield, do it!
|
||||
P_DoSuperTransformation(player, false);
|
||||
}*/
|
||||
else if (player->pflags & PF_JUMPED)
|
||||
{
|
||||
if (!LUA_HookPlayer(player, HOOK(AbilitySpecial)))
|
||||
|
@ -8686,18 +8677,31 @@ void P_MovePlayer(player_t *player)
|
|||
&& player->panim == PA_IDLE && !(player->powers[pw_carry]))
|
||||
P_DoTeeter(player);
|
||||
|
||||
// Toss a flag
|
||||
if (G_GametypeHasTeams() && (cmd->buttons & BT_TOSSFLAG) && !(player->powers[pw_super]) && !(player->tossdelay))
|
||||
// Check for fire and shield buttons
|
||||
if (!player->exiting && !(player->pflags & PF_STASIS))
|
||||
{
|
||||
if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
|
||||
P_PlayerEmeraldBurst(player, true); // Toss emeralds
|
||||
else
|
||||
P_PlayerFlagBurst(player, true);
|
||||
}
|
||||
|
||||
// check for fire
|
||||
if (!player->exiting)
|
||||
// Check for fire buttons
|
||||
P_DoFiring(player, cmd);
|
||||
|
||||
// Release the shield button
|
||||
if (!(cmd->buttons & BT_SHIELD))
|
||||
player->pflags &= ~PF_SHIELDDOWN;
|
||||
|
||||
// Shield button behavior
|
||||
// Check P_PlayerShieldThink for actual shields!
|
||||
else if (!(player->pflags & PF_SHIELDDOWN))
|
||||
{
|
||||
// Transform into super if we can!
|
||||
if (P_SuperReady(player, true))
|
||||
P_DoSuperTransformation(player, false);
|
||||
|
||||
// Detransform from super if we can!
|
||||
else if (P_SuperReady(player, false))
|
||||
P_DoSuperDetransformation(player);
|
||||
|
||||
player->pflags |= PF_SHIELDDOWN;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
boolean atspinheight = false;
|
||||
|
|
|
@ -579,9 +579,9 @@ void Y_IntermissionDrawer(void)
|
|||
{
|
||||
if (LUA_HudEnabled(hud_intermissiontitletext))
|
||||
{
|
||||
const char *ringtext = "\x82" "50 rings, no shield";
|
||||
const char *tut1text = "\x82" "press " "\x80" "spin";
|
||||
const char *tut2text = "\x82" "mid-" "\x80" "jump";
|
||||
const char *ringtext = "\x82" "get 50 rings then";
|
||||
const char *tut1text = "\x82" "press " "\x80" "shield";
|
||||
const char *tut2text = "\x82" "to " "\x80" "transform";
|
||||
ttheight = 8;
|
||||
V_DrawLevelTitle(data.spec.passedx1 + xoffset1, ttheight, 0, data.spec.passed1);
|
||||
ttheight += V_LevelNameHeight(data.spec.passed3) + 2;
|
||||
|
|
Loading…
Reference in a new issue