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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.)
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@ -1846,6 +1846,7 @@ static actionpointer_t actionpointers[] =
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{{A_BrakLobShot}, "A_BRAKLOBSHOT"},
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{{A_NapalmScatter}, "A_NAPALMSCATTER"},
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{{A_SpawnFreshCopy}, "A_SPAWNFRESHCOPY"},
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{{A_Boss5Jump}, "A_BOSS5JUMP"},
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{{NULL}, "NONE"},
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@ -208,6 +208,7 @@ void A_BrakFireShot();
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void A_BrakLobShot();
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void A_NapalmScatter();
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void A_SpawnFreshCopy();
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void A_Boss5Jump();
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// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
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#define NUMMOBJFREESLOTS 256
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@ -236,6 +236,8 @@ void A_BrakFireShot(mobj_t *actor);
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void A_BrakLobShot(mobj_t *actor);
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void A_NapalmScatter(mobj_t *actor);
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void A_SpawnFreshCopy(mobj_t *actor);
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//
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void A_Boss5Jump(mobj_t *actor);
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//
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// ENEMY THINKING
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@ -10143,3 +10145,95 @@ void A_SpawnFreshCopy(mobj_t *actor)
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if (newObject->info->seesound)
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S_StartSound(newObject, newObject->info->seesound);
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}
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// Function: A_Boss5Jump
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//
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// Description: Makes an object jump in an arc to land on their tracer precicely.
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// Adapted from A_BrakLobShot, see there for explanation.
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//
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// var1 = unused
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// var2 = unused
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//
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void A_Boss5Jump(mobj_t *actor)
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{
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fixed_t v; // Velocity to jump at
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fixed_t a1, a2, aToUse; // Velocity squared
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fixed_t g; // Gravity
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fixed_t x; // Horizontal difference
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INT32 x_int; // x! But in integer form!
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fixed_t y; // Vertical difference (yes that's normally z in SRB2 shut up)
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INT32 y_int; // y! But in integer form!
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INT32 intHypotenuse; // x^2 + y^2. Frequently overflows fixed point, hence why we need integers proper.
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fixed_t fixedHypotenuse; // However, we can work around that and still get a fixed-point number.
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angle_t theta; // Angle of attack
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// INT32 locvar1 = var1;
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// INT32 locvar2 = var2;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_Boss5Jump", actor))
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return;
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#endif
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if (!actor->tracer)
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return; // Don't even bother if we've got nothing to aim at.
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// Look up actor's current gravity situation
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if (actor->subsector->sector->gravity)
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g = FixedMul(gravity,(FixedDiv(*actor->subsector->sector->gravity>>FRACBITS, 1000)));
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else
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g = gravity;
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// Look up distance between actor and its tracer
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x = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y);
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// Look up height difference between actor and its tracer
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y = actor->tracer->z - actor->z;
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// Get x^2 + y^2. Have to do it in a roundabout manner, because this overflows fixed_t way too easily otherwise.
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x_int = x>>FRACBITS;
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y_int = y>>FRACBITS;
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intHypotenuse = (x_int*x_int) + (y_int*y_int);
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fixedHypotenuse = FixedSqrt(intHypotenuse) *256;
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// a = g(y+/-sqrt(x^2+y^2)). a1 can be +, a2 can be -.
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a1 = FixedMul(g,y+fixedHypotenuse);
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a2 = FixedMul(g,y-fixedHypotenuse);
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// Determine which one isn't actually an imaginary number (or the smaller of the two, if both are real), and use that for v.
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if (a1 < 0 || a2 < 0)
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{
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if (a1 < 0 && a2 < 0)
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{
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//Somehow, v^2 is negative in both cases. v is therefore imaginary and something is horribly wrong. Abort!
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return;
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}
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// Just find which one's NOT negative, and use that
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aToUse = max(a1,a2);
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}
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else
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{
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// Both are positive; use whichever's smaller so it can decay faster
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aToUse = min(a1,a2);
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}
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v = FixedSqrt(aToUse);
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// Okay, so we know the velocity. Let's actually find theta.
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// We can cut the "+/- sqrt" part out entirely, since v was calculated specifically for it to equal zero. So:
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//theta = tantoangle[FixedDiv(aToUse,FixedMul(g,x)) >> DBITS];
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theta = tantoangle[SlopeDiv(aToUse,FixedMul(g,x))];
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// Okay, complicated math done. Let's make this object jump already.
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A_FaceTracer(actor);
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if (actor->info->activesound)
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S_StartSound(actor, actor->info->activesound);
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if (actor->eflags & MFE_VERTICALFLIP)
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actor->z--;
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else
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actor->z++;
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// Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle.
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actor->momx = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINECOSINE(actor->angle >> ANGLETOFINESHIFT));
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actor->momy = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINESINE(actor->angle >> ANGLETOFINESHIFT));
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// Then the vertical axis. No angle-correction needed here.
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actor->momz = FixedMul(v, FINESINE(theta >> ANGLETOFINESHIFT));
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// I hope that's all that's needed, ugh
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}
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