Commit graph

7459 commits

Author SHA1 Message Date
toasterbabe
c2aba46298 New S_SKIN attributes.
* radius - sets the player's radius for that skin.
* height - sets the player's normal height for that skin.
* spinheight - sets the player's spinheight for that skin.
* shieldscale - see http://i.imgur.com/BQ5DhKC.png for justification
2016-07-13 15:15:45 +01:00
toasterbabe
8087cde5db Correcting a few cockups. 2016-07-13 13:26:21 +01:00
toasterbabe
b2bfe3737a Rudimentary SOC shuffling if you add a character with the same name as a previous character to prevent character select from breaking. 2016-07-13 12:17:53 +01:00
toasterbabe
fcfe8c0132 More clearly defined handling for replacing character select images. Specifically takes into account whether the hidden character was added in this file or a seperate one.
Also, removed some commented out code regarding character selects, and removed a useless case for R_SkinAvailable().
2016-07-12 20:10:01 +01:00
toasterbabe
80a3d79d4d Some hacks added to forceskin to:
* support hidden characters
* take the skin->name, not the number
* display the skin->name in the menu

Also, minor tweaks to other things.
2016-07-12 14:40:20 +01:00
toasterbabe
b5108afe16 Substantial re-engineering for the foundations of hidden characters.
R_SkinUnlock defines the circumstances under which a skin is available. For simplicty's sake, I've currently bound it to an S_SKIN variable so I can toggle it easily, but it WILL be replaced with a hook into the savegame system at some point.
* Currently has three tiers of unlock - freebie (forceskin or modeattacking via a loaded replay), Ringslinger Only, and SP/Coop and Ringslinger.
* I don't know anything about netcode so I basically decided to make R_SkinUnlock relevant only under local circumstances, try as hard as possible to stop bad skin info from getting sent to the server, and then admit defeat once the server has the information. If this is a bad choice, please discipline me and show me how to fix it.
* Character Select now checks for whether the character is hidden or not on menu load and does/undoes it based on that info, but will never touch one disabled via SOC. I also used this opportunity to optimise, checking for/filling out charsel pictures instead of doing it later. (It now also includes special casing for a select screen with zero characters!)
* Mode Attack now hides hidden characters in its character select based on SP rules.

Things that still need to be done:
* ForceSkin_OnChange. Is there a graceful way to handle this?
* No obvious skin name conflicts. Add a salt to the names of hidden skins, and then remove it when they're unhidden?
* The gap between Knuckles' skin number and the first custom character anybody adds will be way too obvious. A seperate hidden skin numbering system? Start at 32 and count up from there? There's a few ways...
2016-07-12 03:15:58 +01:00
toasterbabe
ee92e043b9 Preparation for hidden characters, making sure R_SkinAvailable was being used where appropriate.
Also, bugfix for something my optimisation introduced.
2016-07-11 23:40:31 +01:00
toasterbabe
eee6a6ff45 Optimisations to the character select screen.
* If a character select character image is not set, don't iterate every tic - iterate on first image get and then save to the struct.
* A character select screen with only two characters now has special case handling.
* A memory leak in the making has been plugged. (specifically, picname not being Z_Free'd if the loop fails to do so)
* Logic/operation simplification.

Also, some typo corrections and clarity case movements of stuff in other files I've been looking at.
2016-07-11 23:01:43 +01:00
Alam Ed Arias
8f0994b38b Merge branch 'public_next' into master 2016-07-11 16:22:05 -04:00
Alam Ed Arias
6f8d22d507 Merge branch 'next' into public_next 2016-07-11 16:15:03 -04:00
Alam Ed Arias
765d68899f Merge branch 'master' into next 2016-07-11 16:10:40 -04:00
Alam Ed Arias
11d76a6562 Merge branch 'build-modes' into 'master'
For GCC 6.1 builds

I do not know what I was doing:

NULL checks

building without BLUA support

functions that do not depend on outside vars should be tagged with "const", AKA, FUNCMATH

See merge request !89
2016-07-11 15:59:20 -04:00
Alam Ed Arias
b347ed2ca6 Merge branch 'public_next' into master 2016-07-11 15:52:27 -04:00
Alam Ed Arias
59fd7bbe46 Merge branch 'public_next' (early part) into private 2016-07-11 15:50:06 -04:00
Alam Ed Arias
4584afbd24 Merge branch 'next' into public_next 2016-07-11 15:32:03 -04:00
Alam Ed Arias
0c8fcb5e4d Merge branch 'master' into repeat-monitors 2016-07-11 15:29:06 -04:00
Alam Ed Arias
8693be0811 Merge branch 'master' into spr2-freeslots 2016-07-11 15:26:39 -04:00
toasterbabe
7c63a96bf1 Logic error. Now works as described previously. 2016-07-10 20:03:08 +01:00
toasterbabe
8431f64300 A thorough reimplementation of Nojumpspin for the SPR2_ age.
* SF_NOJUMPSPIN - Player's height is full whilst jumping, SPR2_JUMP defaults to SPR2_SPNG instead of SPR2_SPIN, and the player goes into fall frames if they start moving downwards or use their ability.
* PA_JUMP - for jumping (upwards in the case of SF_NOJUMPSPIN.
* SF_NOJUMPDAMAGE - Ala rosy.wad, don't damage enemies, etc when jumping into them.
* SF_STOMPDAMAGE - Just for fun. Ala in Mario, always damage enemies when you land on top of them (your gravity reference, not theirs).
* SF_MARIODAMAGE - SF_NOJUMPDAMAGE|SF_STOMPDAMAGE is reasonably accurate to the Mario games, and might as well be surfaced as such.

Also, a minor change:

* Instead of not spawning the revitem if your SPR2_ is SPR2_DASH, don't spawn it if it's set to 0. This requires the player.dta I uploaded a couple days ago to behave as it was previously.
* Don't get stuck in spindash frames if your maxdash is 0, and don't flash rolling frames if you're on goop.
2016-07-10 18:41:38 +01:00
Monster Iestyn
3fba690d0a Allow $$$.sav to archive and read ffloor_t userdata Lua extvars
Oh, and P_GetFFloorByID is now a thing, to assist with the above. Also added a suitable description for P_GetFFloorBySec
2016-07-10 17:58:54 +01:00
Monster Iestyn
c8a2eaf8a6 Make sure to invalidate sector.lines and all ffloors for the previous map's sectors as well
(yes, I changed my mind about doing it in public repo, probably too much hassle if we want 2.1.16 out soon)
2016-07-10 17:35:05 +01:00
toasterbabe
d8d8333719 S_SKIN now supports both DS* and sfx_* prefixes for sounds. 2016-07-10 13:22:49 +01:00
toasterbabe
7fe80a7f31 Minor optimisations and clearer code. 2016-07-10 12:35:24 +01:00
toasterbabe
8ab32ca93a Significant improvements to the Character select screen in preperation of implementing unlockable characters.
* Characters disabled through SOC are outright removed. No awkward gap in scrolling - no hint they were ever there in the first place.
* Vertical loop - the character select images are visually continuous. No matter where you are in the chain, you'll always see a hint of the character above or below your current selection in the chain.
* Smooth scrolling - Moto and Prime showed me a gfy from back during 2.1 development where it was super smooth. I didn't make it as slow as that one, but the smoothness was easy to add and the reason it was removed previously - gaps in the character select leading to varying speeds - is no longer relevant.
2016-07-10 02:05:59 +01:00
toasterbabe
26f34d1038 Compiling fixes. 2016-07-09 17:36:24 +01:00
toasterbabe
625cb39af7 Dashmode now destroys spikes and monitors on contact. Enemies? Probably not for now. 2016-07-09 16:53:41 +01:00
toasterbabe
cee37819cd Dashmode now has its own animation, SPR2_PEEL. Requires a new PLAYER.DTA. I made a lot of references to the peelout here because I'm not sure what else to call a Sonic character's faster-than-usual-running animation and SPR2_DASH was taken.
* SPR2_PEEL, SPR2_SPEE.
* S_PLAY_PEEL, S_PLAY_SUPER_PEEL.
* PA_PEEL.
* Dashmode actually starts charging from runspeed instead of the arbitrarily calculated (normalspeed - 5*FRACUNIT). This just made things easier, honestly, and it's 1 FU of difference compared to the current test case.
2016-07-09 14:52:49 +01:00
Monster Iestyn
61304dd833 Added NF_SUBSECTOR to dehacked.c lists 2016-07-08 22:58:09 +01:00
toasterbabe
0fefd86d1e More generic name for P_ElementalFireTrail upon MI's request 2016-07-08 22:56:17 +01:00
toasterbabe
940a58b5ca Shouldn't be true by default, WOOPS 2016-07-08 22:52:49 +01:00
toasterbabe
ec85357643 Didn't properly use the #defined numangles constant. 2016-07-08 22:05:13 +01:00
toasterbabe
f8dd9b64ab Elemental shield ability now coded. REQUIRES NEW PATCH.DTA FROM THE FTP.
- Press spin in midair to stomp directly downwards (losing horizontal momentum), creating a flickering fireball around you.
- No bouncing on enemies, item boxes, etc - just go straight through.
- Hurts other players on touch whilst you're stomping.
- Spawns a bunch of flames around you when you hit the ground.

Also:

- Electric shield's ability now uses different sounds, because I'm picky.
2016-07-08 21:55:17 +01:00
Monster Iestyn
f2b3640c6a Make sure seg/node arrays are invalidated in LUA_InvalidateLevel
(I'll fix sector.lines and ffloors and other things I missed in the public repo)
2016-07-08 20:43:02 +01:00
Monster Iestyn
4c723d05ac Added node_t and nodes[] to Lua
Still some issues with node.bbox, but the rest seems to work
2016-07-08 20:05:54 +01:00
toasterbabe
95ac0fa9a0 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into shield-actions 2016-07-08 13:20:24 +01:00
toasterbabe
c5ca1a8f24 The dashmode struct variable now has a cap, per a Wolfs request. 2016-07-07 01:40:28 +01:00
toasterbabe
64ef2798a2 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into dashmode
# Conflicts:
#	src/d_clisrv.c
#	src/d_clisrv.h
2016-07-07 01:08:51 +01:00
toasterbabe
899123c58a Player doesn't go into super anims if they're not super, silly.
(This COULD be backported to .16, but I'm not gonna. Boss 5 is taking up all of my attention right now.)
2016-07-05 23:20:59 +01:00
toasterbabe
2d01e3f045 First hardcoded work for our good old friend Boss number 5.
(Look, I know I shouldn't be hardcoding things at this stage... but things broke terribly when I tried to convert A_BrakLobShot to Lua, so.)
2016-07-05 20:39:45 +01:00
Monster Iestyn
c775cdc5eb Added EV_StartCrumble to Lua 2016-07-01 20:27:09 +01:00
toasterbabe
8426ce8d9c Minor change to fans and gas jets that makes them work on slopes.
- Now checks whether the player's top is below the bottom of the fan/gas jet, instead of its bottom. zdist calculation not affected.
- mo->standingslope is NULL'd so the player isn't launched off at a wacky angle. (I also did this for springs, since Prime mentioned it was a problem for them too.)
2016-06-30 23:23:50 +01:00
Inuyasha
331ea9814f version numbers, etc 2016-06-29 20:01:22 -07:00
Monster Iestyn
88a805b331 Using colormap[n] on colormap userdata from v.getColormap (e.g. colormap[0] or colormap[255]) now gives you the palette color replacing that index 2016-06-24 19:17:35 +01:00
Monster Iestyn
2761c04cb9 Merge branch 'next' into public_next 2016-06-23 17:15:21 +01:00
Inuyasha
26b3f2e0dc Merge branch 'toast_slopes' into 'next'
Some slope improvements/fixes (plus P_GetMobjGravity)

Dear Red, I did some things.

* Made the slope flag SL_NOPHYSICS actually have an effect like we wanted to, but didn't get around to implementing yet - activated by setting the slope's linedef flags to have ML_NOSONIC.
* Made downhill slope thrusts proportional to an object's gravity and friction.
* To make the above happen - seperated out the gravity value finding code in P_CheckGravity into a seperate function, P_GetMobjGravity. (p_mobj.c, p_local.h) I also made this function available to Lua.
* Turned those PANIC n console messages (which would inevitably be followed up with a crash, since we're accessing invalid memory immediately after) into a descriptive I_Error.
* Put the SRB2CB type-shimming behind an ESLOPE_TYPESHIM ifdef.
* Removed SPRINGCLEAN-ifdef'd code.
* Cleaned up some eosteric comments.
* NEW SINCE RED +1'd THIS: The teetering code now takes slopes into account pretty well. There are edge circumstances as outlined in commit 9d221f4f3f, but this is unilaterally better behaviour in every way and the teetering code was kind of a mess anyways.
* NEW SINCE RED AND ALAM +1'd THIS: P_ReverseQuantiseMomentumToSlope. Simple function that replaces the inverse angle stuff (which also wasn't using InvAngle, just ANGLE_MAX - angle - which is inaccurate!!)

Current testing files available at /toaster/slptst3.wad and /toaster/gravitytest.lua on the ftp.

I want to do more to the branch like implement SL_ANCHORVERTEX in the near future, but this is probably safe to merge in its current state.

See merge request !77
2016-06-22 19:03:58 -04:00
Inuyasha
a938efa328 Merge branch 'climbing_shit' into 'next'
Climbing on one-sided linedefs

Does what it says on the tin. You couldn't before, now you can.

With this branch, thok barriers are now completely optional for maps with no aesthetic need for sky-topped walls. All the bugs and complications that exist with climbing right now still exist, except now there's one less issue making them suck forever and now Nev3r will be very happy.

Do I need a testing .wad? It's... not that hard to create a very small map and go nuts with Knuckles in it. I have one, but uploading it to the ftp almost feels insulting.

See merge request !90
2016-06-22 19:02:00 -04:00
Monster Iestyn
3b2ab4da1d added linedef type 446, for making FOFs remotely fall down 2016-06-21 22:04:58 +01:00
toasterbabe
f93b31f0a7 FUCK C90 2016-06-20 02:08:07 +01:00
toasterbabe
20ffbbdc41 Climbing now supports one-sided linedefs.
The whole thing needs a refactor in general, but it's almost 2am here, I need my sleeb, and this fix would probably break something with 2.1 climbing if I made it any more/less (depending on viewpoint) complicated.
2016-06-20 01:50:47 +01:00
Alam Ed Arias
7126d57fd7 whitespace cleanup 2016-06-19 20:25:09 -04:00