From fc64feee60a89ee24c7c06bc63f9d64b72c3cfb9 Mon Sep 17 00:00:00 2001 From: toasterbabe Date: Thu, 10 Nov 2016 18:27:01 +0000 Subject: [PATCH] FF_ANIMATE now cooperates with Sprite2, and to this end a few player states which have non-varying animation speeds (some which previously had a speed of 0) now use it. --- src/info.c | 76 ++++++++++++++++++++++++++-------------------------- src/p_mobj.c | 45 ++++++++++++++++++------------- 2 files changed, 64 insertions(+), 57 deletions(-) diff --git a/src/info.c b/src/info.c index 9fb442883..8d4f1a5e2 100644 --- a/src/info.c +++ b/src/info.c @@ -479,32 +479,32 @@ state_t states[NUMSTATES] = {SPR_THOK, FF_TRANS50, 8, {NULL}, 0, 0, S_NULL}, // S_THOK // Player - {SPR_PLAY, SPR2_STND, 105, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_STND - {SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT - {SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK - {SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN - {SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL - {SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN - {SPR_PLAY, SPR2_DEAD, 4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD - {SPR_PLAY, SPR2_DRWN, 4, {NULL}, 0, 0, S_PLAY_DRWN}, // S_PLAY_DRWN - {SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN - {SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH - {SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP - {SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP - {SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING - {SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL - {SPR_PLAY, SPR2_EDGE, 12, {NULL}, 0, 0, S_PLAY_EDGE}, // S_PLAY_EDGE - {SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE + {SPR_PLAY, SPR2_STND|FF_ANIMATE, 105, {NULL}, 0, 7, S_PLAY_WAIT}, // S_PLAY_STND + {SPR_PLAY, SPR2_WAIT, 16, {NULL}, 0, 0, S_PLAY_WAIT}, // S_PLAY_WAIT + {SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK + {SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN + {SPR_PLAY, SPR2_PEEL, 2, {NULL}, 0, 0, S_PLAY_PEEL}, // S_PLAY_PEEL + {SPR_PLAY, SPR2_PAIN|FF_ANIMATE, 350, {NULL}, 0, 4, S_PLAY_FALL}, // S_PLAY_PAIN + {SPR_PLAY, SPR2_DEAD|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_DEAD}, // S_PLAY_DEAD + {SPR_PLAY, SPR2_DRWN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_DRWN}, // S_PLAY_DRWN + {SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN + {SPR_PLAY, SPR2_DASH, 2, {NULL}, 0, 0, S_PLAY_DASH}, // S_PLAY_DASH + {SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP + {SPR_PLAY, SPR2_JUMP, 1, {NULL}, 0, 0, S_PLAY_JUMP}, // S_PLAY_JUMP + {SPR_PLAY, SPR2_SPNG, 2, {NULL}, 0, 0, S_PLAY_SPRING}, // S_PLAY_SPRING + {SPR_PLAY, SPR2_FALL, 2, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_FALL + {SPR_PLAY, SPR2_EDGE|FF_ANIMATE, -1, {NULL}, 0, 12, S_PLAY_EDGE}, // S_PLAY_EDGE + {SPR_PLAY, SPR2_RIDE, 4, {NULL}, 0, 0, S_PLAY_RIDE}, // S_PLAY_RIDE // CA_FLY/CA_SWIM - {SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY - {SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM - {SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED + {SPR_PLAY, SPR2_FLY , 2, {NULL}, 0, 0, S_PLAY_FLY}, // S_PLAY_FLY + {SPR_PLAY, SPR2_SWIM, 2, {NULL}, 0, 0, S_PLAY_SWIM}, // S_PLAY_SWIM + {SPR_PLAY, SPR2_TIRE, 12, {NULL}, 0, 0, S_PLAY_FLY_TIRED}, // S_PLAY_FLY_TIRED // CA_GLIDEANDCLIMB - {SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE - {SPR_PLAY, SPR2_CLNG, 6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING - {SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB + {SPR_PLAY, SPR2_GLID, 2, {NULL}, 0, 0, S_PLAY_GLIDE}, // S_PLAY_GLIDE + {SPR_PLAY, SPR2_CLNG, 6, {NULL}, 0, 0, S_PLAY_CLING}, // S_PLAY_CLING + {SPR_PLAY, SPR2_CLMB, 5, {NULL}, 0, 0, S_PLAY_CLIMB}, // S_PLAY_CLIMB // CA_TWINSPIN {SPR_PLAY, SPR2_TWIN|FF_SPR2ENDSTATE, 1, {NULL}, S_PLAY_JUMP, 0, S_PLAY_TWINSPIN}, // S_PLAY_TWINSPIN @@ -514,22 +514,22 @@ state_t states[NUMSTATES] = {SPR_PLAY, SPR2_MLEE, 20, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_MELEE_FINISH // SF_SUPERANIMS - {SPR_PLAY, SPR2_SSTD, 7, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STND - {SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK - {SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN - {SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL - {SPR_PLAY, SPR2_SPAN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN - {SPR_PLAY, SPR2_SSTN, -1, {NULL}, 0, 0, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN - {SPR_PLAY, SPR2_SDTH, 4, {NULL}, 0, 0, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD - {SPR_PLAY, SPR2_SDRN, 4, {NULL}, 0, 0, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN - {SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN - {SPR_PLAY, SPR2_SGSP, 14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP - {SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP - {SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING - {SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL - {SPR_PLAY, SPR2_SEDG, 12, {NULL}, 0, 0, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE - {SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE - {SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT + {SPR_PLAY, SPR2_SSTD|FF_ANIMATE, -1, {NULL}, 0, 7, S_NULL}, // S_PLAY_SUPER_STND + {SPR_PLAY, SPR2_SWLK, 7, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_WALK + {SPR_PLAY, SPR2_SRUN, 7, {NULL}, 0, 0, S_PLAY_SUPER_RUN}, // S_PLAY_SUPER_RUN + {SPR_PLAY, SPR2_SPEE, 7, {NULL}, 0, 0, S_PLAY_SUPER_PEEL}, // S_PLAY_SUPER_PEEL + {SPR_PLAY, SPR2_SPAN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_PAIN + {SPR_PLAY, SPR2_SSTN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_STND}, // S_PLAY_SUPER_STUN + {SPR_PLAY, SPR2_SDTH|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_DEAD}, // S_PLAY_SUPER_DEAD + {SPR_PLAY, SPR2_SDRN|FF_ANIMATE, -1, {NULL}, 0, 4, S_PLAY_SUPER_DRWN}, // S_PLAY_SUPER_DRWN + {SPR_PLAY, SPR2_SSPN, 1, {NULL}, 0, 0, S_PLAY_SUPER_SPIN}, // S_PLAY_SUPER_SPIN + {SPR_PLAY, SPR2_SGSP, 14, {NULL}, 0, 0, S_PLAY_SUPER_WALK}, // S_PLAY_SUPER_GASP + {SPR_PLAY, SPR2_SJMP, 1, {NULL}, 0, 0, S_PLAY_SUPER_JUMP}, // S_PLAY_SUPER_JUMP + {SPR_PLAY, SPR2_SSPG, 2, {NULL}, 0, 0, S_PLAY_SUPER_SPRING}, // S_PLAY_SUPER_SPRING + {SPR_PLAY, SPR2_SFAL, 2, {NULL}, 0, 0, S_PLAY_SUPER_FALL}, // S_PLAY_SUPER_FALL + {SPR_PLAY, SPR2_SEDG|FF_ANIMATE, -1, {NULL}, 0, 12, S_PLAY_SUPER_EDGE}, // S_PLAY_SUPER_EDGE + {SPR_PLAY, SPR2_SRID, 4, {NULL}, 0, 0, S_PLAY_SUPER_RIDE}, // S_PLAY_SUPER_RIDE + {SPR_PLAY, SPR2_SFLT, 7, {NULL}, 0, 0, S_PLAY_SUPER_FLOAT}, // S_PLAY_SUPER_FLOAT // SF_SUPER {SPR_PLAY, SPR2_TRNS, 4, {NULL}, 0, 0, S_PLAY_SUPER_TRANS2}, // S_PLAY_SUPER_TRANS diff --git a/src/p_mobj.c b/src/p_mobj.c index a776bc05c..e21b93014 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -86,9 +86,14 @@ void P_AddCachedAction(mobj_t *mobj, INT32 statenum) // FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *st) { + INT32 animlength = (mobj->skin && mobj->sprite == SPR_PLAY) + ? (INT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes) - 1 + : st->var1; + if (!(st->frame & FF_ANIMATE)) return; - if (st->var1 == 0 || st->var2 == 0) + + if (animlength <= 0 || st->var2 == 0) { mobj->frame &= ~FF_ANIMATE; return; // Crash/stupidity prevention @@ -102,11 +107,11 @@ FUNCINLINE static ATTRINLINE void P_SetupStateAnimation(mobj_t *mobj, state_t *s if (!leveltime) return; mobj->anim_duration -= (leveltime + 2) % st->var2; // Duration synced to timer - mobj->frame += ((leveltime + 2) / st->var2) % (st->var1 + 1); // Frame synced to timer (duration taken into account) + mobj->frame += ((leveltime + 2) / st->var2) % (animlength + 1); // Frame synced to timer (duration taken into account) } else if (st->frame & FF_RANDOMANIM) { - mobj->frame += P_RandomKey(st->var1 + 1); // Random starting frame + mobj->frame += P_RandomKey(animlength + 1); // Random starting frame mobj->anim_duration -= P_RandomKey(st->var2); // Random duration for first frame } } @@ -119,8 +124,16 @@ FUNCINLINE static ATTRINLINE void P_CycleStateAnimation(mobj_t *mobj) // var2 determines delay between animation frames if (!(mobj->frame & FF_ANIMATE) || --mobj->anim_duration != 0) return; + mobj->anim_duration = (UINT16)mobj->state->var2; + if (mobj->sprite == SPR_PLAY) + { + if (mobj->skin && (((++mobj->frame) & FF_FRAMEMASK) >= (UINT32)(((skin_t *)mobj->skin)->sprites[mobj->sprite2].numframes))) + mobj->frame &= ~FF_FRAMEMASK; + return; + } + // compare the current sprite frame to the one we started from // if more than var1 away from it, swap back to the original // else just advance by one @@ -181,7 +194,10 @@ static UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2) boolean noalt = false; UINT8 numframes; - while (skin && ((numframes = skin->sprites[spr2].numframes) <= 0) + if (!skin) + return 0; + + while (((numframes = skin->sprites[spr2].numframes) <= 0) && spr2 != SPR2_STND) { switch(spr2) @@ -613,8 +629,6 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) } } - mobj->anim_duration = (UINT16)st->var2; // only used if FF_ANIMATE is set - // Player animations if (st->sprite == SPR_PLAY) { @@ -672,9 +686,10 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) { mobj->sprite = st->sprite; mobj->frame = st->frame; - P_SetupStateAnimation(mobj, st); } + P_SetupStateAnimation(mobj, st); + // Modified handling. // Call action functions when the state is set @@ -786,9 +801,10 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state) { mobj->sprite = st->sprite; mobj->frame = st->frame; - P_SetupStateAnimation(mobj, st); } + P_SetupStateAnimation(mobj, st); + // Modified handling. // Call action functions when the state is set @@ -4178,17 +4194,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) } animonly: - // cycle through states, - // calling action functions at transitions - if (mobj->tics != -1) - { - mobj->tics--; - - // you can cycle through multiple states in a tic - if (!mobj->tics) - if (!P_SetPlayerMobjState(mobj, mobj->state->nextstate)) - return; // freed itself - } + P_CyclePlayerMobjState(mobj); } static void CalculatePrecipFloor(precipmobj_t *mobj) @@ -8842,6 +8848,7 @@ void P_SpawnPlayer(INT32 playernum) // (usefulness: when body mobj is detached from player (who respawns), // the dead body mobj retains the skin through the 'spritedef' override). mobj->skin = &skins[p->skin]; + P_SetupStateAnimation(mobj, mobj->state); mobj->health = p->health; p->playerstate = PST_LIVE;