From ea6fe56df6bc4189f53cae21d0e1030aadad00af Mon Sep 17 00:00:00 2001 From: MascaraSnake Date: Sun, 26 Dec 2021 20:31:02 +0100 Subject: [PATCH] Refactor A_BossDeath --- src/p_enemy.c | 398 ++++++++++++++++++++++++++------------------------ 1 file changed, 210 insertions(+), 188 deletions(-) diff --git a/src/p_enemy.c b/src/p_enemy.c index 26458f735..c90eb5336 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -3889,57 +3889,33 @@ static mobj_t *P_FindBossFlyPoint(mobj_t *mo, INT32 tag) return closest; } -// Function: A_BossDeath -// -// Description: Possibly trigger special effects when boss dies. -// -// var1 = unused -// var2 = unused -// -void A_BossDeath(mobj_t *mo) +static void P_DoBossVictory(mobj_t *mo) { thinker_t *th; mobj_t *mo2; INT32 i; - if (LUA_CallAction(A_BOSSDEATH, mo)) - return; - - if (mo->spawnpoint && mo->spawnpoint->extrainfo) - P_LinedefExecute(LE_BOSSDEAD+(mo->spawnpoint->extrainfo*LE_PARAMWIDTH), mo, NULL); - else - P_LinedefExecute(LE_BOSSDEAD, mo, NULL); - mo->health = 0; - - // Boss is dead (but not necessarily fleeing...) - // Lua may use this to ignore bosses after they start fleeing - mo->flags2 |= MF2_BOSSDEAD; - - // make sure there is a player alive for victory - for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i] && ((players[i].mo && players[i].mo->health) - || ((netgame || multiplayer) && (players[i].lives || players[i].continues)))) - break; - - if (i == MAXPLAYERS) - return; // no one left alive, so do not end game - - // scan the remaining thinkers to see - // if all bosses are dead + // scan the remaining thinkers to see if all bosses are dead for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; - if (mo2 != mo && (mo2->flags & MF_BOSS) && mo2->health > 0) - goto bossjustdie; // other boss not dead - just go straight to dying! + + if (mo2 == mo) + continue; + + if ((mo2->flags & MF_BOSS) && mo2->health > 0) + return; } // victory! P_LinedefExecute(LE_ALLBOSSESDEAD, mo, NULL); + if (stoppedclock && modeattacking) // if you're just time attacking, skip making the capsule appear since you don't need to step on it anyways. - goto bossjustdie; + return; + if (mo->flags2 & MF2_BOSSNOTRAP) { for (i = 0; i < MAXPLAYERS; i++) @@ -3979,8 +3955,196 @@ void A_BossDeath(mobj_t *mo) mapheaderinfo[gamemap-1]->muspostbossfadein); } } +} + +static void P_SpawnBoss1Junk(mobj_t *mo) +{ + mobj_t *mo2 = P_SpawnMobjFromMobj(mo, + P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<angle - ANGLE_90, 32<angle = mo->angle; + P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale); + P_SetObjectMomZ(mo2, 4*FRACUNIT, false); + P_SetMobjState(mo2, S_BOSSEGLZ1); + + mo2 = P_SpawnMobjFromMobj(mo, + P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<angle + ANGLE_90, 32<angle = mo->angle; + P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale); + P_SetObjectMomZ(mo2, 4*FRACUNIT, false); + P_SetMobjState(mo2, S_BOSSEGLZ2); +} + +static void P_SpawnBoss2Junk(mobj_t *mo) +{ + mobj_t *mo2 = P_SpawnMobjFromMobj(mo, + P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<angle - ANGLE_90, 32<angle = mo->angle; + P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale); + P_SetObjectMomZ(mo2, 4*FRACUNIT, false); + P_SetMobjState(mo2, S_BOSSTANK1); + + mo2 = P_SpawnMobjFromMobj(mo, + P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<angle + ANGLE_90, 32<angle = mo->angle; + P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale); + P_SetObjectMomZ(mo2, 4*FRACUNIT, false); + P_SetMobjState(mo2, S_BOSSTANK2); + + mo2 = P_SpawnMobjFromMobj(mo, 0, 0, + mobjinfo[MT_EGGMOBILE2].height + (32<angle = mo->angle; + P_SetObjectMomZ(mo2, 4*FRACUNIT, false); + mo2->momz += mo->momz; + P_SetMobjState(mo2, S_BOSSSPIGOT); +} + +static void P_SpawnBoss3Junk(mobj_t *mo) +{ + mobj_t *mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK); + mo2->angle = mo->angle; + P_SetMobjState(mo2, S_BOSSSEBH1); +} + +static void P_DoCybrakdemonDeath(mobj_t *mo) +{ + mo->flags |= MF_NOCLIP; + mo->flags &= ~(MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT); + + S_StartSound(NULL, sfx_bedie2); + P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_CYBRAKDEMON_VILE_EXPLOSION); + mo->z += P_MobjFlip(mo); + P_SetObjectMomZ(mo, 12*FRACUNIT, false); + S_StartSound(mo, sfx_bgxpld); + if (mo->spawnpoint && !(mo->spawnpoint->options & MTF_EXTRA)) + P_InstaThrust(mo, R_PointToAngle2(0, 0, mo->x, mo->y), 14*FRACUNIT); +} + +static void P_DoBoss5Death(mobj_t *mo) +{ + if (mo->flags2 & MF2_SLIDEPUSH) + { + P_RemoveMobj(mo); + return; + } + if (mo->tracer) + { + var1 = var2 = 0; + A_Boss5Jump(mo); + mo->momx = ((16 - 1)*mo->momx)/16; + mo->momy = ((16 - 1)*mo->momy)/16; + { + const fixed_t time = FixedHypot(mo->tracer->x - mo->x, mo->tracer->y - mo->y)/FixedHypot(mo->momx, mo->momy); + const fixed_t speed = 64*FRACUNIT; + mobj_t *pole = P_SpawnMobj( + mo->tracer->x - P_ReturnThrustX(mo->tracer, mo->tracer->angle, speed*time), + mo->tracer->y - P_ReturnThrustY(mo->tracer, mo->tracer->angle, speed*time), + mo->tracer->floorz + (256+1)*FRACUNIT, + MT_FSGNB); + P_SetTarget(&pole->tracer, P_SpawnMobj( + pole->x, pole->y, + pole->z - 256*FRACUNIT, + MT_FSGNB)); + P_SetTarget(&pole->tracer->tracer, P_SpawnMobj( + pole->x + P_ReturnThrustX(pole, mo->tracer->angle, FRACUNIT), + pole->y + P_ReturnThrustY(pole, mo->tracer->angle, FRACUNIT), + pole->z + 256*FRACUNIT, + MT_FSGNA)); + pole->tracer->flags |= MF_NOCLIPTHING; + P_SetScale(pole, (pole->destscale = 2*FRACUNIT)); + P_SetScale(pole->tracer, (pole->tracer->destscale = 2*FRACUNIT)); + pole->angle = pole->tracer->angle = mo->tracer->angle; + pole->tracer->tracer->angle = pole->angle - ANGLE_90; + pole->momx = P_ReturnThrustX(pole, pole->angle, speed); + pole->momy = P_ReturnThrustY(pole, pole->angle, speed); + pole->tracer->momx = pole->momx; + pole->tracer->momy = pole->momy; + pole->tracer->tracer->momx = pole->momx; + pole->tracer->tracer->momy = pole->momy; + } + } + else + { + P_SetObjectMomZ(mo, 10*FRACUNIT, false); + mo->flags |= MF_NOGRAVITY; + } + mo->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT; +} + +static void P_DoBossDefaultDeath(mobj_t *mo) +{ + UINT8 extrainfo = (mo->spawnpoint ? mo->spawnpoint->extrainfo : 0); + + // Stop exploding and prepare to run. + P_SetMobjState(mo, mo->info->xdeathstate); + if (P_MobjWasRemoved(mo)) + return; + + P_SetTarget(&mo->target, P_FindBossFlyPoint(mo, extrainfo)); + + mo->flags |= MF_NOGRAVITY|MF_NOCLIP; + mo->flags |= MF_NOCLIPHEIGHT; + + mo->movedir = 0; + mo->extravalue1 = 35; + mo->flags2 |= MF2_BOSSFLEE; + mo->momz = P_MobjFlip(mo)*2*mo->scale; + + if (mo->target) + { + angle_t diff = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y) - mo->angle; + if (diff) + { + if (diff > ANGLE_180) + diff = InvAngle(InvAngle(diff)/mo->extravalue1); + else + diff /= mo->extravalue1; + mo->movedir = diff; + } + } +} + +// Function: A_BossDeath +// +// Description: Possibly trigger special effects when boss dies. +// +// var1 = unused +// var2 = unused +// +void A_BossDeath(mobj_t *mo) +{ + INT32 i; + UINT8 extrainfo = (mo->spawnpoint ? mo->spawnpoint->extrainfo : 0); + + if (LUA_CallAction(A_BOSSDEATH, mo)) + return; + + P_LinedefExecute(LE_BOSSDEAD+(extrainfo*LE_PARAMWIDTH), mo, NULL); + mo->health = 0; + + // Boss is dead (but not necessarily fleeing...) + // Lua may use this to ignore bosses after they start fleeing + mo->flags2 |= MF2_BOSSDEAD; + + // make sure there is a player alive for victory + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i] && ((players[i].mo && players[i].mo->health) + || ((netgame || multiplayer) && (players[i].lives || players[i].continues)))) + break; + + if (i == MAXPLAYERS) + return; // no one left alive, so do not end game + + P_DoBossVictory(mo); -bossjustdie: if (LUA_HookMobj(mo, MOBJ_HOOK(BossDeath))) return; else if (P_MobjWasRemoved(mo)) @@ -3992,61 +4156,13 @@ bossjustdie: default: break; case MT_EGGMOBILE: // twin laser pods - { - mo2 = P_SpawnMobjFromMobj(mo, - P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<angle - ANGLE_90, 32<angle = mo->angle; - P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale); - P_SetObjectMomZ(mo2, 4*FRACUNIT, false); - P_SetMobjState(mo2, S_BOSSEGLZ1); - - mo2 = P_SpawnMobjFromMobj(mo, - P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<angle + ANGLE_90, 32<angle = mo->angle; - P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale); - P_SetObjectMomZ(mo2, 4*FRACUNIT, false); - P_SetMobjState(mo2, S_BOSSEGLZ2); - } + P_SpawnBoss1Junk(mo); break; case MT_EGGMOBILE2: // twin tanks + spigot - { - mo2 = P_SpawnMobjFromMobj(mo, - P_ReturnThrustX(mo, mo->angle - ANGLE_90, 32<angle - ANGLE_90, 32<angle = mo->angle; - P_InstaThrust(mo2, mo2->angle - ANGLE_90, 4*mo2->scale); - P_SetObjectMomZ(mo2, 4*FRACUNIT, false); - P_SetMobjState(mo2, S_BOSSTANK1); - - mo2 = P_SpawnMobjFromMobj(mo, - P_ReturnThrustX(mo, mo->angle + ANGLE_90, 32<angle + ANGLE_90, 32<angle = mo->angle; - P_InstaThrust(mo2, mo2->angle + ANGLE_90, 4*mo2->scale); - P_SetObjectMomZ(mo2, 4*FRACUNIT, false); - P_SetMobjState(mo2, S_BOSSTANK2); - - mo2 = P_SpawnMobjFromMobj(mo, 0, 0, - mobjinfo[MT_EGGMOBILE2].height + (32<angle = mo->angle; - P_SetObjectMomZ(mo2, 4*FRACUNIT, false); - mo2->momz += mo->momz; - P_SetMobjState(mo2, S_BOSSSPIGOT); - } + P_SpawnBoss2Junk(mo); break; case MT_EGGMOBILE3: - { - mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK); - mo2->angle = mo->angle; - P_SetMobjState(mo2, S_BOSSSEBH1); - } + P_SpawnBoss3Junk(mo); break; } @@ -4054,118 +4170,24 @@ bossjustdie: switch (mo->type) { case MT_BLACKEGGMAN: - { mo->flags |= MF_NOCLIP; mo->flags &= ~MF_SPECIAL; S_StartSound(NULL, sfx_befall); break; - } case MT_CYBRAKDEMON: - { - mo->flags |= MF_NOCLIP; - mo->flags &= ~(MF_SPECIAL|MF_NOGRAVITY|MF_NOCLIPHEIGHT); - - S_StartSound(NULL, sfx_bedie2); - P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_CYBRAKDEMON_VILE_EXPLOSION); - mo->z += P_MobjFlip(mo); - P_SetObjectMomZ(mo, 12*FRACUNIT, false); - S_StartSound(mo, sfx_bgxpld); - if (mo->spawnpoint && !(mo->spawnpoint->options & MTF_EXTRA)) - P_InstaThrust(mo, R_PointToAngle2(0, 0, mo->x, mo->y), 14*FRACUNIT); + P_DoCybrakdemonDeath(mo); break; - } case MT_KOOPA: - { if (mo->spawnpoint) EV_DoCeiling(mo->spawnpoint->args[0], NULL, raiseToHighest); - return; - } - case MT_FANG: - { - if (mo->flags2 & MF2_SLIDEPUSH) - { - P_RemoveMobj(mo); - return; - } - if (mo->tracer) - { - var1 = var2 = 0; - A_Boss5Jump(mo); - mo->momx = ((16 - 1)*mo->momx)/16; - mo->momy = ((16 - 1)*mo->momy)/16; - { - const fixed_t time = FixedHypot(mo->tracer->x - mo->x, mo->tracer->y - mo->y)/FixedHypot(mo->momx, mo->momy); - const fixed_t speed = 64*FRACUNIT; - mobj_t *pole = P_SpawnMobj( - mo->tracer->x - P_ReturnThrustX(mo->tracer, mo->tracer->angle, speed*time), - mo->tracer->y - P_ReturnThrustY(mo->tracer, mo->tracer->angle, speed*time), - mo->tracer->floorz + (256+1)*FRACUNIT, - MT_FSGNB); - P_SetTarget(&pole->tracer, P_SpawnMobj( - pole->x, pole->y, - pole->z - 256*FRACUNIT, - MT_FSGNB)); - P_SetTarget(&pole->tracer->tracer, P_SpawnMobj( - pole->x + P_ReturnThrustX(pole, mo->tracer->angle, FRACUNIT), - pole->y + P_ReturnThrustY(pole, mo->tracer->angle, FRACUNIT), - pole->z + 256*FRACUNIT, - MT_FSGNA)); - pole->tracer->flags |= MF_NOCLIPTHING; - P_SetScale(pole, (pole->destscale = 2*FRACUNIT)); - P_SetScale(pole->tracer, (pole->tracer->destscale = 2*FRACUNIT)); - pole->angle = pole->tracer->angle = mo->tracer->angle; - pole->tracer->tracer->angle = pole->angle - ANGLE_90; - pole->momx = P_ReturnThrustX(pole, pole->angle, speed); - pole->momy = P_ReturnThrustY(pole, pole->angle, speed); - pole->tracer->momx = pole->momx; - pole->tracer->momy = pole->momy; - pole->tracer->tracer->momx = pole->momx; - pole->tracer->tracer->momy = pole->momy; - } - } - else - { - P_SetObjectMomZ(mo, 10*FRACUNIT, false); - mo->flags |= MF_NOGRAVITY; - } - mo->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT; - return; - } - default: //eggmobiles - { - UINT8 extrainfo = (mo->spawnpoint ? mo->spawnpoint->extrainfo : 0); - - // Stop exploding and prepare to run. - P_SetMobjState(mo, mo->info->xdeathstate); - if (P_MobjWasRemoved(mo)) - return; - - P_SetTarget(&mo->target, P_FindBossFlyPoint(mo, extrainfo)); - - mo->flags |= MF_NOGRAVITY|MF_NOCLIP; - mo->flags |= MF_NOCLIPHEIGHT; - - mo->movedir = 0; - mo->extravalue1 = 35; - mo->flags2 |= MF2_BOSSFLEE; - mo->momz = P_MobjFlip(mo)*2*mo->scale; - - if (mo->target) - { - angle_t diff = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y) - mo->angle; - if (diff) - { - if (diff > ANGLE_180) - diff = InvAngle(InvAngle(diff)/mo->extravalue1); - else - diff /= mo->extravalue1; - mo->movedir = diff; - } - } - break; - } + case MT_FANG: + P_DoBoss5Death(mo); + break; + default: //eggmobiles + P_DoBossDefaultDeath(mo); + break; } }