Hardcoded the new Snapper behavior

This commit is contained in:
MascaraSnake 2019-06-10 20:32:50 +02:00
parent 0e80d2ec5d
commit 068e07974d
6 changed files with 361 additions and 12 deletions

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@ -2402,6 +2402,9 @@ static actionpointer_t actionpointers[] =
{{A_TrainCameo}, "A_TRAINCAMEO"},
{{A_TrainCameo2}, "A_TRAINCAMEO2"},
{{A_CanarivoreGas}, "A_CANARIVOREGAS"},
{{A_KillSegments}, "A_KILLSEGMENTS"},
{{A_SnapperSpawn}, "A_SNAPPERSPAWN"},
{{A_SnapperThinker}, "A_SNAPPERTHINKER"},
{{NULL}, "NONE"},
// This NULL entry must be the last in the list
@ -4443,11 +4446,17 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGSHIELDBREAK",
// Green Snapper
"S_SNAPPER_SPAWN",
"S_SNAPPER_SPAWN2",
"S_GSNAPPER_STND",
"S_GSNAPPER1",
"S_GSNAPPER2",
"S_GSNAPPER3",
"S_GSNAPPER4",
"S_SNAPPER_XPLD",
"S_SNAPPER_LEG",
"S_SNAPPER_LEGRAISE",
"S_SNAPPER_HEAD",
// Minus
"S_MINUS_INIT",
@ -7175,6 +7184,8 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
"MT_EGGGUARD", // Egg Guard
"MT_EGGSHIELD", // Egg Guard's shield
"MT_GSNAPPER", // Green Snapper
"MT_SNAPPER_LEG", // Green Snapper leg
"MT_SNAPPER_HEAD", // Green Snapper head
"MT_MINUS", // Minus
"MT_MINUSDIRT", // Minus dirt
"MT_SPRINGSHELL", // Spring Shell

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@ -172,6 +172,8 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_SPSH
&lspr[NOLIGHT], // SPR_ESHI
&lspr[NOLIGHT], // SPR_GSNP
&lspr[NOLIGHT], // SPR_GSNL
&lspr[NOLIGHT], // SPR_GSNH
&lspr[NOLIGHT], // SPR_MNUS
&lspr[NOLIGHT], // SPR_MNUD
&lspr[NOLIGHT], // SPR_SSHL

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@ -60,6 +60,8 @@ char sprnames[NUMSPRITES + 1][5] =
"SPSH", // Egg Guard
"ESHI", // Egg Guard's shield
"GSNP", // Green Snapper
"GSNL", // Green Snapper leg
"GSNH", // Green Snapper head
"MNUS", // Minus
"MNUD", // Minus dirt
"SSHL", // Spring Shell
@ -1054,11 +1056,17 @@ state_t states[NUMSTATES] =
{SPR_ESHI, 0, TICRATE/2, {NULL}, 0, 0, S_NULL}, // S_EGGSHIELDBREAK
// Green Snapper
{SPR_GSNP, 0, 1, {A_Look}, 0, 0, S_GSNAPPER_STND}, // S_GSNAPPER_STND
{SPR_GSNP, 0, 2, {A_Chase}, 0, 0, S_GSNAPPER2}, // S_GSNAPPER1
{SPR_GSNP, 1, 2, {A_Chase}, 0, 0, S_GSNAPPER3}, // S_GSNAPPER2
{SPR_GSNP, 2, 2, {A_Chase}, 0, 0, S_GSNAPPER4}, // S_GSNAPPER3
{SPR_GSNP, 3, 2, {A_Chase}, 0, 0, S_GSNAPPER1}, // S_GSNAPPER4
{SPR_GSNP, 0, TICRATE, {NULL}, 0, 0, S_SNAPPER_SPAWN2}, // S_SNAPPER_SPAWN
{SPR_GSNP, 0, 2, {A_SnapperSpawn}, MT_SNAPPER_LEG, MT_SNAPPER_HEAD, S_GSNAPPER_STND}, // S_SNAPPER_SPAWN2
{SPR_GSNP, 0, 1, {A_SnapperThinker}, 0, 0, S_GSNAPPER_STND}, // S_GSNAPPER_STND
{SPR_GSNP, 0, 2, {A_Chase}, 0, 0, S_GSNAPPER2}, // S_GSNAPPER1
{SPR_GSNP, 1, 2, {A_Chase}, 0, 0, S_GSNAPPER3}, // S_GSNAPPER2
{SPR_GSNP, 2, 2, {A_Chase}, 0, 0, S_GSNAPPER4}, // S_GSNAPPER3
{SPR_GSNP, 3, 2, {A_Chase}, 0, 0, S_GSNAPPER1}, // S_GSNAPPER4
{SPR_GSNP, 0, -1, {A_KillSegments}, 0, 0, S_XPLD_FLICKY}, // S_SNAPPER_XPLD
{SPR_GSNL, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNAPPER_LEG
{SPR_GSNL, 1, -1, {NULL}, 0, 0, S_NULL}, // S_SNAPPER_LEGRAISE
{SPR_GSNH, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SNAPPER_HEAD
// Minus
{SPR_MNUD, 0, 1, {NULL}, 0, 0, S_MINUS_STND}, // S_MINUS_INIT (required for objectplace to work)
@ -4679,28 +4687,82 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_GSNAPPER
120, // doomednum
S_GSNAPPER_STND,// spawnstate
S_SNAPPER_SPAWN,// spawnstate
1, // spawnhealth
S_GSNAPPER1, // seestate
sfx_None, // seesound
32, // reactiontime
10, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
200, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_XPLD_FLICKY, // deathstate
S_SNAPPER_XPLD, // deathstate
S_NULL, // xdeathstate
sfx_pop, // deathsound
3, // speed
4, // speed
24*FRACUNIT, // radius
24*FRACUNIT, // height
32*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_s3k7e, // activesound
MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE, // flags
S_NULL // raisestate
},
{ // MT_SNAPPER_LEG
-1, // doomednum
S_SNAPPER_LEG, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // 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
0, // speed
6*FRACUNIT, // radius
12*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE, // flags
MF_SCENERY|MF_PAIN|MF_NOCLIPHEIGHT|MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
S_SNAPPER_LEGRAISE // raisestate
},
{ // MT_SNAPPER_HEAD
-1, // doomednum
S_SNAPPER_HEAD, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // 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
0, // speed
6*FRACUNIT, // radius
12*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_PAIN|MF_NOBLOCKMAP|MF_NOGRAVITY, // flags
S_NULL // raisestate
},

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@ -260,6 +260,9 @@ void A_DebrisRandom();
void A_TrainCameo();
void A_TrainCameo2();
void A_CanarivoreGas();
void A_KillSegments();
void A_SnapperSpawn();
void A_SnapperThinker();
// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
#define NUMMOBJFREESLOTS 256
@ -300,6 +303,8 @@ typedef enum sprite
SPR_SPSH, // Egg Guard
SPR_ESHI, // Egg Guard's shield
SPR_GSNP, // Green Snapper
SPR_GSNL, // Green Snapper leg
SPR_GSNH, // Green Snapper head
SPR_MNUS, // Minus
SPR_MNUD, // Minus dirt
SPR_SSHL, // Spring Shell
@ -1202,11 +1207,17 @@ typedef enum state
S_EGGSHIELDBREAK,
// Green Snapper
S_SNAPPER_SPAWN,
S_SNAPPER_SPAWN2,
S_GSNAPPER_STND,
S_GSNAPPER1,
S_GSNAPPER2,
S_GSNAPPER3,
S_GSNAPPER4,
S_SNAPPER_XPLD,
S_SNAPPER_LEG,
S_SNAPPER_LEGRAISE,
S_SNAPPER_HEAD,
// Minus
S_MINUS_INIT,
@ -3954,6 +3965,8 @@ typedef enum mobj_type
MT_EGGGUARD, // Egg Guard
MT_EGGSHIELD, // Egg Guard's shield
MT_GSNAPPER, // Green Snapper
MT_SNAPPER_LEG, // Green Snapper leg
MT_SNAPPER_HEAD, // Green Snapper head
MT_MINUS, // Minus
MT_MINUSDIRT, // Minus dirt
MT_SPRINGSHELL, // Spring Shell

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@ -289,6 +289,9 @@ void A_DebrisRandom(mobj_t *actor);
void A_TrainCameo(mobj_t *actor);
void A_TrainCameo2(mobj_t *actor);
void A_CanarivoreGas(mobj_t *actor);
void A_KillSegments(mobj_t *actor);
void A_SnapperSpawn(mobj_t *actor);
void A_SnapperThinker(mobj_t *actor);
//for p_enemy.c
//
@ -13196,4 +13199,262 @@ void A_CanarivoreGas(mobj_t *actor)
P_DustRing(locvar1, 4, actor->x, actor->y, actor->z + actor->height / 5, 18, 0, FRACUNIT/10, actor->scale);
P_DustRing(locvar1, 6, actor->x, actor->y, actor->z + actor->height / 5, 28, FRACUNIT, FRACUNIT/10, actor->scale);
}
//
// Function: A_KillSegments
//
// Description: Causes segments attached via tracer chain to be killed; forces into next state.
//
// var1 = Fuse (if 0, default to TICRATE/2).
// var2 = Unused
//
void A_KillSegments(mobj_t *actor)
{
INT32 locvar1 = var1;
mobj_t *seg = actor->tracer;
INT32 fuse = locvar1 ? locvar1 : TICRATE/2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_KillSegments", actor))
return;
#endif
while (seg)
{
mobj_t *kseg = seg;
seg = seg->tracer;
kseg->flags = MF_NOBLOCKMAP|MF_BOUNCE;
kseg->flags2 = 0;
kseg->fuse = fuse;
P_Thrust(kseg, R_PointToAngle2(actor->x, actor->y, kseg->x, kseg->y), 3*actor->scale);
kseg->momz = 3*actor->scale;
}
P_SetMobjState(actor, actor->state->nextstate);
}
static void P_SnapperLegPlace(mobj_t *mo)
{
mobj_t *seg = mo->tracer;
fixed_t x0 = mo->x;
fixed_t y0 = mo->y;
angle_t a = mo->angle;
angle_t fa = (a >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t c = FINECOSINE(fa);
fixed_t s = FINESINE(fa);
fixed_t x, y;
INT32 o1, o2;
INT32 woffset = mo->extravalue1;
INT32 side = mo->extravalue2;
INT32 alt;
// Move head first.
fixed_t rad = mo->radius;
INT32 necklen = (32*(mo->info->reactiontime - mo->reactiontime))/mo->info->reactiontime; // Not in FU
P_TeleportMove(seg, mo->x + FixedMul(c, rad) + necklen*c, mo->y + FixedMul(s, rad) + necklen*s, mo->z + mo->height/3);
seg->angle = a;
// Move as many legs as available.
seg = seg->tracer;
do
{
o1 = seg->extravalue1;
o2 = seg->extravalue2;
alt = seg->cusval;
if (alt == 1)
o2 += woffset;
else
o2 -= woffset;
if (alt != side)
{
x = c*o2 + s*o1;
y = s*o2 - c*o1;
P_TryMove(seg, x0 + x, y0 + y, true);
P_SetMobjState(seg, seg->info->raisestate);
}
else
P_SetMobjState(seg, seg->info->spawnstate);
seg->angle = R_PointToAngle2(x0, y0, seg->x, seg->y);
seg = seg->tracer;
} while (seg);
}
//
// Function: A_SnapperSpawn
//
// Description: Sets up Green Snapper legs and head.
//
// var1 = Leg mobj type.
// var2 = Head mobj type.
//
void A_SnapperSpawn(mobj_t *actor)
{
mobjtype_t legtype = (mobjtype_t)var1;
mobjtype_t headtype = (mobjtype_t)var2;
mobj_t *ptr = actor;
INT32 i;
mobj_t *seg;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SnapperSpawn", actor))
return;
#endif
// It spawns 1 head.
seg = P_SpawnMobj(actor->x, actor->y, actor->z, headtype);
ptr->tracer = seg;
ptr = seg;
// It spawns 4 legs which will be handled in the thinker function.
for (i = 1; i <= 4; i++)
{
seg = P_SpawnMobj(actor->x, actor->y, actor->z, legtype);
ptr->tracer = seg;
ptr = seg;
// The legs' base offsets are stored as extravalues, as relative coordinates in xy space.
seg->extravalue1 = 28;
seg->extravalue2 = 28;
if (i % 2)
seg->extravalue1 = -seg->extravalue1;
if ((i/2) % 2)
seg->extravalue2 = -seg->extravalue2;
// Alternating motion stuff.
seg->cusval = ((i + 1)/2) % 2;
}
actor->extravalue1 = 0;
actor->extravalue2 = 0;
P_SnapperLegPlace(actor);
}
//
// Function: A_SnapperThinker
//
// Description: Thinker for Green Snapper.
//
// var1 = Unused
// var2 = Unused
//
void A_SnapperThinker(mobj_t *actor)
{
fixed_t x0 = actor->x;
fixed_t y0 = actor->y;
fixed_t xs, ys;
fixed_t x1, y1;
fixed_t dist;
boolean chasing;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_SnapperThinker", actor))
return;
#endif
// We make a check just in case there's no spawnpoint.
if (actor->spawnpoint)
{
xs = actor->spawnpoint->x*FRACUNIT;
ys = actor->spawnpoint->y*FRACUNIT;
}
else
{
xs = x0;
ys = y0;
}
// Look for nearby, valid players to chase angrily at.
if ((actor->target || P_LookForPlayers(actor, true, false, 1024*FRACUNIT))
&& P_AproxDistance(actor->target->x - xs, actor->target->y - ys) < 2048*FRACUNIT
&& abs(actor->target->z - actor->z) < 80*FRACUNIT
&& P_CheckSight(actor, actor->target))
{
chasing = true;
x1 = actor->target->x;
y1 = actor->target->y;
}
else
{
chasing = false;
x1 = xs;
y1 = ys;
}
dist = P_AproxDistance(x1 - x0, y1 - y0);
// The snapper either chases what it considers to be a nearby player, or instead decides to go back to its spawnpoint.
if (chasing || dist > 32*FRACUNIT)
{
INT32 speed = actor->info->speed + actor->info->reactiontime - actor->reactiontime;
angle_t maxang = FixedAngle(speed*FRACUNIT/2);
angle_t ang = actor->angle;
angle_t realang = R_PointToAngle2(x0, y0, x1, y1);
angle_t dif = realang - ang;
angle_t fa;
fixed_t c, s;
if (dif < ANGLE_180 && dif > maxang)
actor->angle += maxang;
else if (dif >= ANGLE_180 && dif < InvAngle(maxang))
actor->angle -= maxang;
else
actor->angle = realang;
fa = (actor->angle >> ANGLETOFINESHIFT) & FINEMASK;
c = FINECOSINE(fa);
s = FINESINE(fa);
P_TryMove(actor, actor->x + c*speed, actor->y + s*speed, false);
// The snapper spawns dust if going fast!
if (actor->reactiontime < 4)
{
mobj_t *dust = P_SpawnMobj(x0, y0, actor->z, MT_SPINDUST);
P_Thrust(dust, ang + ANGLE_180 + FixedAngle(P_RandomRange(-20, 20)*FRACUNIT), speed*FRACUNIT);
}
if (actor->extravalue2 == 0)
{
if (actor->extravalue1 > 16)
{
A_PlayActiveSound(actor);
actor->extravalue2 = 1;
// If the snapper is chasing, accelerate; otherwise, decelerate.
if (chasing)
actor->reactiontime = max(0, actor->reactiontime - 1);
else
actor->reactiontime = min(actor->info->reactiontime, actor->reactiontime + 1);
}
else
actor->extravalue1 += speed;
}
else
{
if (actor->extravalue1 < -16)
{
A_PlayActiveSound(actor);
actor->extravalue2 = 0;
// If the snapper is chasing, accelerate; otherwise, decelerate.
if (chasing)
actor->reactiontime = max(0, actor->reactiontime - 1);
else
actor->reactiontime = min(actor->info->reactiontime, actor->reactiontime + 1);
}
else
actor->extravalue1 -= speed;
}
}
P_SnapperLegPlace(actor);
}

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@ -364,7 +364,7 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3k7b", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Soft bounce"},
{"s3k7c", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Magnet"},
{"s3k7d", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, ""},
{"s3k7e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Eating dirt"},
{"s3k7e", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Dust"},
{"s3k7f", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Freeze"},
{"s3k80", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ice spike burst"},
{"s3k81", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Burst"},