Pre-pinch behaviour complete - heavily reliant on a new map, which I won't be sharing until everything is ready.

Just making this commit now so I can merge in master...
This commit is contained in:
toaster 2019-07-03 00:50:12 +01:00
parent 726b0f6c83
commit 3efb49487e
6 changed files with 158 additions and 65 deletions

View file

@ -6654,6 +6654,12 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_LOCKON1",
"S_LOCKON2",
"S_LOCKON3",
"S_LOCKON4",
"S_LOCKONINF1",
"S_LOCKONINF2",
"S_LOCKONINF3",
"S_LOCKONINF4",
// Tag Sign
"S_TTAG",
@ -7732,6 +7738,7 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_DROWNNUMBERS", // Drowning Timer
"MT_GOTEMERALD", // Chaos Emerald (intangible)
"MT_LOCKON", // Target
"MT_LOCKONINF", // In-level Target
"MT_TAG", // Tag Sign
"MT_GOTFLAG", // Got Flag sign

View file

@ -384,7 +384,7 @@ enum {
LE_PINCHPHASE = -2, // A boss entered pinch phase (and, in most cases, is preparing their pinch phase attack!)
LE_ALLBOSSESDEAD = -3, // All bosses in the map are dead (Egg capsule raise)
LE_BOSSDEAD = -4, // A boss in the map died (Chaos mode boss tally)
LE_BOSS4DROP = -5, // CEZ boss dropped its cage
LE_BOSS4DROP = -5, // CEZ boss dropped its cage (also subtract the number of hitpoints it's lost)
LE_BRAKVILEATACK = -6, // Brak's doing his LOS attack, oh noes
LE_TURRET = 32000, // THZ turret
LE_BRAKPLATFORM = 4200, // v2.0 Black Eggman destroys platform

View file

@ -1352,14 +1352,15 @@ state_t states[NUMSTATES] =
{SPR_EGGP,10, 2, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RATK6
{SPR_EGGP, 0, 20, {A_Boss4Raise}, sfx_doord1, 0, S_EGGMOBILE4_RAISE2}, // S_EGGMOBILE4_RAISE1
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE3}, // S_EGGMOBILE4_RAISE2
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE4}, // S_EGGMOBILE4_RAISE3
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE2}, // S_EGGMOBILE4_RAISE3
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE5}, // S_EGGMOBILE4_RAISE4
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE6}, // S_EGGMOBILE4_RAISE5
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE7}, // S_EGGMOBILE4_RAISE6
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE8}, // S_EGGMOBILE4_RAISE7
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE9}, // S_EGGMOBILE4_RAISE8
{SPR_EGGP,14, 10, {NULL}, 0, 0, S_EGGMOBILE4_RAISE10},// S_EGGMOBILE4_RAISE9
{SPR_EGGP,13, 10, {NULL}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_RAISE10
// rename eventually
{SPR_EGGP,11, 0, {A_Boss4Reverse}, sfx_mswing, 0, S_EGGMOBILE4_PAIN}, // S_EGGMOBILE4_RAISE10
{SPR_EGGP,11, 24, {A_Pain}, 0, 0, S_EGGMOBILE4_STND}, // S_EGGMOBILE4_PAIN
{SPR_EGGP,12, 8, {A_Fall}, 0, 0, S_EGGMOBILE4_DIE2}, // S_EGGMOBILE4_DIE1
{SPR_EGGP,12, 8, {A_BossScream}, 0, 0, S_EGGMOBILE4_DIE3}, // S_EGGMOBILE4_DIE2
@ -3298,6 +3299,13 @@ state_t states[NUMSTATES] =
{SPR_LCKN, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON1
{SPR_LCKN, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON2
{SPR_LCKN, 2|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON3
{SPR_LCKN, 3|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_LOCKON4
{SPR_LCKN, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF1
{SPR_LCKN, 1|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF2
{SPR_LCKN, 2|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF3
{SPR_LCKN, 3|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_LOCKONINF4
{SPR_TTAG, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_TTAG
@ -5577,7 +5585,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_EGGMOBILE4_PAIN, // painstate
S_EGGMOBILE4_RAISE10, // painstate
0, // painchance
sfx_dmpain, // painsound
S_EGGMOBILE4_LATK1,// meleestate
@ -16529,6 +16537,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_LOCKONINF
1126, // doomednum
S_INVISIBLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
8, // speed
16*FRACUNIT, // radius
32*FRACUNIT, // height
111, // display offset
16, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_TAG
-1, // doomednum
S_TTAG, // spawnstate

View file

@ -3409,6 +3409,12 @@ typedef enum state
S_LOCKON1,
S_LOCKON2,
S_LOCKON3,
S_LOCKON4,
S_LOCKONINF1,
S_LOCKONINF2,
S_LOCKONINF3,
S_LOCKONINF4,
// Tag Sign
S_TTAG,
@ -4507,6 +4513,7 @@ typedef enum mobj_type
MT_DROWNNUMBERS, // Drowning Timer
MT_GOTEMERALD, // Chaos Emerald (intangible)
MT_LOCKON, // Target
MT_LOCKONINF, // In-level Target
MT_TAG, // Tag Sign
MT_GOTFLAG, // Got Flag sign

View file

@ -3167,8 +3167,12 @@ void A_Boss4Reverse(mobj_t *actor)
actor->reactiontime = 0;
if (actor->movedir == 1)
actor->movedir = 2;
else
else if (actor->movedir == 2)
actor->movedir = 1;
else if (actor->movedir == 4)
actor->movedir = 5;
else
actor->movedir = 4;
}
// Function: A_Boss4SpeedUp

View file

@ -4660,9 +4660,9 @@ static void P_Boss3Thinker(mobj_t *mobj)
}
// Move Boss4's sectors by delta.
static boolean P_Boss4MoveCage(fixed_t delta)
static boolean P_Boss4MoveCage(mobj_t *mobj, fixed_t delta)
{
const UINT16 tag = 65534;
const UINT16 tag = 65534 + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0);
INT32 snum;
sector_t *sector;
for (snum = sectors[tag%numsectors].firsttag; snum != -1; snum = sector->nexttag)
@ -4682,7 +4682,7 @@ static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz)
{
INT32 s;
mobj_t *base = mobj, *seg;
fixed_t dist, bz = mobj->watertop+(16<<FRACBITS);
fixed_t dist, bz = mobj->watertop+(8<<FRACBITS);
while ((base = base->tracer))
{
for (seg = base, dist = 172*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 124*FRACUNIT, --s)
@ -4692,26 +4692,44 @@ static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz)
}
// Pull them closer.
static void P_Boss4PinchSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz)
static void P_Boss4PinchSpikeballs(mobj_t *mobj, angle_t angle, fixed_t dz)
{
INT32 s;
mobj_t *base = mobj, *seg;
fixed_t dist, bz = mobj->watertop+(16<<FRACBITS);
while ((base = base->tracer))
fixed_t originx, originy, workx, worky, dx, dy, bz = mobj->watertop+(8<<FRACBITS);
if (mobj->spawnpoint)
{
for (seg = base, dist = 112*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 132*FRACUNIT, --s)
originx = mobj->spawnpoint->x << FRACBITS;
originy = mobj->spawnpoint->y << FRACBITS;
}
else
{
originx = mobj->x;
originy = mobj->y;
}
dz /= 9;
while ((base = base->tracer)) // there are 10 per spoke, remember that
{
dx = (originx + P_ReturnThrustX(mobj, angle, (9*132)<<FRACBITS) - mobj->x)/9;
dy = (originy + P_ReturnThrustY(mobj, angle, (9*132)<<FRACBITS) - mobj->y)/9;
workx = mobj->x + P_ReturnThrustX(mobj, angle, (112)<<FRACBITS);
worky = mobj->y + P_ReturnThrustY(mobj, angle, (112)<<FRACBITS);
for (seg = base, s = 9; seg; seg = seg->hnext, --s)
{
seg->z = bz + FixedMul(fz, FixedDiv(s<<FRACBITS, 9<<FRACBITS));
P_TryMove(seg, mobj->x + P_ReturnThrustX(mobj, angle, dist), mobj->y + P_ReturnThrustY(mobj, angle, dist), true);
seg->z = bz + (dz*(9-s));
P_TryMove(seg, workx + (dx*s), worky + (dy*s), true);
}
angle += ANGLE_MAX/3;
}
}
// Destroy cage FOFs.
static void P_Boss4DestroyCage(void)
static void P_Boss4DestroyCage(mobj_t *mobj)
{
const UINT16 tag = 65534;
const UINT16 tag = 65534 + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0);
INT32 snum, next;
size_t a;
sector_t *sector, *rsec;
@ -4776,7 +4794,7 @@ static void P_Boss4Thinker(mobj_t *mobj)
{
if ((statenum_t)(mobj->state-states) == mobj->info->spawnstate)
{
if (mobj->health > mobj->info->damage || mobj->movedir == 4)
if (mobj->flags2 & MF2_FRET && (mobj->health > mobj->info->damage || mobj->movedir == 4))
mobj->flags2 &= ~MF2_FRET;
mobj->reactiontime = 0; // Drop the cage immediately.
}
@ -4786,7 +4804,7 @@ static void P_Boss4Thinker(mobj_t *mobj)
{
if (mobj->tracer) // need to clean up!
{
P_Boss4DestroyCage(); // Just in case pinch phase was skipped.
P_Boss4DestroyCage(mobj); // Just in case pinch phase was skipped.
P_Boss4PopSpikeballs(mobj);
}
return;
@ -4813,6 +4831,7 @@ static void P_Boss4Thinker(mobj_t *mobj)
mobj_t *seg, *base = mobj;
// First frame init, spawn all the things.
mobj->watertop = mobj->z;
mobj->flags2 |= MF2_STRONGBOX; // don't perform the linedef executor at start
z = mobj->z + mobj->height/2 - mobjinfo[MT_EGGMOBILE4_MACE].height/2;
for (arm = 0; arm <3 ; arm++)
{
@ -4829,10 +4848,10 @@ static void P_Boss4Thinker(mobj_t *mobj)
}
// Move the cage up to the sky.
mobj->movecount = 800*FRACUNIT;
if (!P_Boss4MoveCage(mobj->movecount))
if (!P_Boss4MoveCage(mobj, mobj->movecount))
{
mobj->movecount = 0;
mobj->threshold = 3*TICRATE;
//mobj->threshold = 3*TICRATE;
mobj->extravalue1 = 1;
mobj->movedir++; // We don't have a cage, just continue.
}
@ -4846,13 +4865,18 @@ static void P_Boss4Thinker(mobj_t *mobj)
mobj->movecount += mobj->threshold;
if (mobj->movecount < 0)
mobj->movecount = 0;
P_Boss4MoveCage(mobj->movecount - oldz);
P_Boss4MoveCage(mobj, mobj->movecount - oldz);
P_Boss4MoveSpikeballs(mobj, 0, mobj->movecount);
if (mobj->movecount == 0)
{
mobj->threshold = 3*TICRATE;
//mobj->threshold = 3*TICRATE;
mobj->extravalue1 = 1;
P_LinedefExecute(LE_BOSS4DROP, mobj, NULL);
//P_LinedefExecute(LE_BOSS4DROP + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0), mobj, NULL); -- oh no you don't
S_StartSound(NULL, sfx_doorc2);
quake.intensity = 10<<FRACBITS;
quake.radius = 512<<FRACBITS;
quake.time = 20;
quake.epicenter = NULL;
mobj->movedir++; // Initialization complete, next phase!
}
}
@ -4875,10 +4899,10 @@ static void P_Boss4Thinker(mobj_t *mobj)
mobj->momz = 0;
mobj->movedir++;
}
mobj->movecount += 400<<(FRACBITS>>1);
mobj->movecount -= 210<<(FRACBITS>>1);
mobj->movecount %= 360*FRACUNIT;
z = mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2;
if (z < 0) // We haven't risen high enough to pull the spikeballs along yet
if (z < (8<<FRACBITS)) // We haven't risen high enough to pull the spikeballs along yet
P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), 0); // So don't pull the spikeballs along yet.
else
P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), z);
@ -4886,12 +4910,19 @@ static void P_Boss4Thinker(mobj_t *mobj)
}
// Pinch phase!
case 4:
case 5:
{
fixed_t movespeed = 420<<(FRACBITS>>1);
movespeed += (420*(mobj->info->damage-mobj->health)<<(FRACBITS>>1));
if (mobj->movedir == 4)
mobj->movecount -= movespeed;
else
mobj->movecount += movespeed;
if (mobj->z < (mobj->watertop + ((512+128*(mobj->info->damage-mobj->health))<<FRACBITS)))
mobj->momz = 8*FRACUNIT;
else
mobj->momz = 0;
mobj->movecount += (800+800*(mobj->info->damage-mobj->health))<<(FRACBITS>>1);
mobj->movecount %= 360*FRACUNIT;
P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2);
@ -4917,10 +4948,20 @@ static void P_Boss4Thinker(mobj_t *mobj)
if (mobj->reactiontime == 1)
{
fixed_t oldz = mobj->movefactor;
mobj->movefactor += 8*FRACUNIT;
if (mobj->movefactor > 128*FRACUNIT)
if (mobj->movefactor < 128*FRACUNIT)
{
mobj->movefactor += 8*FRACUNIT;
P_Boss4MoveCage(mobj, mobj->movefactor - oldz);
// 5 -> 2.5 second timer
mobj->threshold = 5*TICRATE-(TICRATE/2)*(mobj->info->spawnhealth-mobj->health);
if (mobj->threshold < 1)
mobj->threshold = 1;
}
else if (mobj->movefactor > 128*FRACUNIT)
{
mobj->movefactor = 128*FRACUNIT;
P_Boss4MoveCage(mobj->movefactor - oldz);
P_Boss4MoveCage(mobj, mobj->movefactor - oldz);
}
}
// Drop the cage!
else if (mobj->movefactor)
@ -4929,24 +4970,32 @@ static void P_Boss4Thinker(mobj_t *mobj)
mobj->movefactor -= 4*FRACUNIT;
if (mobj->movefactor < 0)
mobj->movefactor = 0;
P_Boss4MoveCage(mobj->movefactor - oldz);
if (!mobj->movefactor)
P_Boss4MoveCage(mobj, mobj->movefactor - oldz);
if (mobj->flags2 & MF2_STRONGBOX)
mobj->flags2 &= ~MF2_STRONGBOX;
else if (!mobj->movefactor)
{
if (mobj->health <= mobj->info->damage)
{ // Proceed to pinch phase!
P_Boss4DestroyCage();
P_Boss4DestroyCage(mobj);
mobj->movedir = 3;
P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
P_LinedefExecute(LE_PINCHPHASE + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0), mobj, NULL);
return;
}
P_LinedefExecute(LE_BOSS4DROP, mobj, NULL);
P_LinedefExecute(LE_BOSS4DROP - (mobj->info->spawnhealth-mobj->health) + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0), mobj, NULL);
S_StartSound(NULL, sfx_doorc2);
quake.intensity = 10<<FRACBITS;
quake.radius = 512<<FRACBITS;
quake.time = 20;
quake.epicenter = NULL;
}
}
{
fixed_t movespeed = 170<<(FRACBITS>>1);
if (mobj->reactiontime == 2)
movespeed *= 3;
movespeed += ((50*(mobj->info->spawnhealth-mobj->health))<<(FRACBITS>>1));
if (mobj->movefactor)
movespeed /= 2;
if (mobj->movedir == 2)
mobj->movecount -= movespeed;
else
@ -4956,37 +5005,14 @@ static void P_Boss4Thinker(mobj_t *mobj)
P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->movefactor);
// Check for attacks, always tick the timer even while animating!!
if (!(mobj->flags2 & MF2_FRET) // but pause for pain so we don't interrupt pinch phase, eep!
&& mobj->threshold-- == 0)
if (mobj->threshold)
{
// 5 -> 2.5 second timer
mobj->threshold = 5*TICRATE-(TICRATE/2)*(mobj->info->spawnhealth-mobj->health);
if (mobj->threshold < 1)
mobj->threshold = 1;
if (mobj->extravalue1-- == 0)
{
P_SetMobjState(mobj, mobj->info->raisestate);
mobj->extravalue1 = 3;
}
else
if (!(mobj->flags2 & MF2_FRET) && !(--mobj->threshold)) // but pause for pain so we don't interrupt pinch phase, eep!
{
if (mobj->reactiontime == 1) // Cage is raised?
mobj->reactiontime = 0; // Drop it!
switch(P_RandomKey(10))
{
// Telegraph Right (Speed Up!!)
case 1:
case 3:
case 4:
case 5:
case 6:
P_SetMobjState(mobj, mobj->info->missilestate);
break;
// Telegraph Left (Reverse Direction)
default:
P_SetMobjState(mobj, mobj->info->meleestate);
break;
P_SetMobjState(mobj, mobj->info->spawnstate);
mobj->reactiontime = 0; // Drop it!
}
}
}
@ -4998,13 +5024,13 @@ static void P_Boss4Thinker(mobj_t *mobj)
// Map allows us to get killed despite cage being down?
if (mobj->health <= mobj->info->damage)
{ // Proceed to pinch phase!
P_Boss4DestroyCage();
P_Boss4DestroyCage(mobj);
// spawn jet's flame now you're flying upwards
// tracer is already used, so if this ever gets reached again we've got problems
var1 = 3;
A_BossJetFume(mobj);
mobj->movedir = 3;
P_LinedefExecute(LE_PINCHPHASE, mobj, NULL);
P_LinedefExecute(LE_PINCHPHASE + (mobj->spawnpoint ? mobj->spawnpoint->extrainfo*LE_PARAMWIDTH : 0), mobj, NULL);
return;
}
@ -7183,6 +7209,17 @@ void P_MobjThinker(mobj_t *mobj)
else
mobj->z = mobj->target->z - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->target->scale) - mobj->height;
break;
case MT_LOCKONINF:
if (!(mobj->flags2 & MF2_STRONGBOX))
{
mobj->threshold = mobj->z;
mobj->flags2 |= MF2_STRONGBOX;
}
if (!(mobj->eflags & MFE_VERTICALFLIP))
mobj->z = mobj->threshold + FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale);
else
mobj->z = mobj->threshold - FixedMul((16 + abs((signed)(leveltime % TICRATE) - TICRATE/2))*FRACUNIT, mobj->scale);
break;
case MT_DROWNNUMBERS:
if (!mobj->target)
{
@ -9184,6 +9221,9 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
case MT_ALTVIEWMAN:
if (titlemapinaction) mobj->flags &= ~MF_NOTHINK;
break;
case MT_LOCKONINF:
P_SetScale(mobj, (mobj->destscale = 3*mobj->scale));
break;
case MT_CYBRAKDEMON_NAPALM_BOMB_LARGE:
mobj->fuse = mobj->info->painchance;
break;