Commit graph

1894 commits

Author SHA1 Message Date
toasterbabe
d8065fa525 Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2Internal.git into s_skinprovements
# Conflicts:
#	src/d_player.h
#	src/dehacked.c
#	src/info.c
#	src/p_user.c
2016-07-16 17:23:25 +01:00
Monster Iestyn
99ee3d5149 Merge branch 'side-springs' into 'master'
Sideways springs, horizontal hog-launchers, perpendicular plungers...

Call them what you like, they're in the code now. And have been for months!

Nev3r uses the hell out of these and I'm fed up of them being <!>'s all over the place, so please have 'em in master so we can update srb2.srb and make things better for all of us.

See merge request !30
2016-07-16 12:20:22 -04:00
toasterbabe
94490623b5 Cleanup of P_CheckUnderwaterAndSpaceTimer's conditional checks for future PF_ROBOT changes, where characters like Metal make electric zaps instead of bubbles. 2016-07-16 17:11:34 +01:00
Monster Iestyn
9b15247191 Merge branch 'dashmode' into 'master'
Dashmode

This branch Metal Sonic's abilities (CA_DASHMODE) to the game.

See merge request !26
2016-07-16 12:09:20 -04:00
toasterbabe
226785dcd6 Putting the swim animation checks in one place. 2016-07-16 14:45:22 +01:00
toasterbabe
cc35a5e1c1 Ported CA_HAMMER from new-character-actions in a way that takes advantage of all of the non-hardcodey things I've added in this branch.
Also, it's called CA_TWINSPIN because that's more inoccouous.
2016-07-16 13:55:12 +01:00
toasterbabe
df8be73787 ...fixed this error 2016-07-15 22:13:47 +01:00
toasterbabe
1e648e4709 Woops, forgot SOC parser. 2016-07-15 17:32:29 +01:00
toasterbabe
03fe312490 On MI's reccomendation, a skin flag to disable the effects of FF_MIDDLESTARTCHANCE for specific characters whose animations might not be symmetrical. 2016-07-15 17:30:52 +01:00
toasterbabe
01dc98f8f0 New frame flags for more complicated animations.
* FF_MIDDLESTARTCHANCE - has a 50% chance of starting the spr2 or FF_ANIMATE animation halfway in
* FF_SPR2ENDSTATE - if var1 == S_NULL, don't loop, just stop incrementing the frames. Otherwise, go to the state represented by var1.

The former is just something I did for fun, the latter is something that'll come in handy when porting in new-character-moves.
2016-07-15 16:48:30 +01:00
toasterbabe
9b68da63de Minor cockup with availability handling not being updated when I changed how it worked. 2016-07-14 17:10:17 +01:00
toasterbabe
b8fe20a086 Changing irrelevant comment. 2016-07-14 16:27:48 +01:00
toasterbabe
4c6ed6da76 The availability unlockable number for a skin is now available, read only, to Lua. 2016-07-14 15:51:03 +01:00
toasterbabe
417e9187d9 Realised the potential for out-of-bounds memory accessing, so put some limits in place to prevent that from happening.
(skin->availability is a UINT8, so it'll never be negative)
2016-07-14 14:45:15 +01:00
toasterbabe
caed5718c1 Characters can now be unlocked just like any existing unlockable.
Setup:
* S_SKIN needs an "availability" line. Set to 0 to have always available, otherwise is assumed to be UINT8 unlockable number. If it's a valid unlockable, its name will be copied over with the character's realname.
* Define an unlockable via SOC or hardcode. If you don't want it visible on the Secrets menu, just set its type to None. Everything else is as normal - you can set the conditionset to whatever, objective, height, nochecklist, nocecho...
2016-07-14 14:39:22 +01:00
toasterbabe
c5f6ae8aaa Fixed forceskin to not always allow due to bad logic. 2016-07-14 13:24:57 +01:00
toasterbabe
674ec3e515 Correction of the new default revitem setup. 2016-07-14 12:31:20 +01:00
toasterbabe
6e0c9f7e18 The "forcecharacter" level header now allows for hidden characters.
Also, new default for revitem to match player.dta, and an updated Force Skin netgame option name to reflect the fact it's string based now.
2016-07-13 22:28:23 +01:00
toasterbabe
76910a8e11 Sorry, one last change. I know I should be more certain when committing. 2016-07-13 20:24:39 +01:00
toasterbabe
f1b1e1aa9b I'm stupid. 2016-07-13 20:19:52 +01:00
toasterbabe
2ee22fc40a Dedicated servers have all skins unlocked for the purpose of forceskin.
Meanwhile, a sneaky sneaky for hiding hidden characters further.
2016-07-13 20:14:07 +01:00
toasterbabe
a108fcce5b Simplification of the hide check after discussion with Rob. 2016-07-13 19:10:31 +01:00
toasterbabe
824458a5ff Swimming animation! Since I know we want it for Smiles eventually.
Also, I guess CA_SWIM isn't forced into running on water anymore.
2016-07-13 18:18:18 +01:00
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
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
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
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