Merge branch 'bossprovements' into 'master'

ACZ3 intro

Closes #217

See merge request STJr/SRB2Internal!346
This commit is contained in:
toaster 2019-09-27 08:55:19 -04:00
commit 55a2f1ee1f
10 changed files with 462 additions and 53 deletions

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@ -2432,6 +2432,7 @@ static actionpointer_t actionpointers[] =
{{A_Boss5CheckFalling}, "A_BOSS5CHECKFALLING"},
{{A_Boss5PinchShot}, "A_BOSS5PINCHSHOT"},
{{A_Boss5MakeItRain}, "A_BOSS5MAKEITRAIN"},
{{A_Boss5MakeJunk}, "A_BOSS5MAKEJUNK"},
{{A_LookForBetter}, "A_LOOKFORBETTER"},
{{A_Boss5BombExplode}, "A_BOSS5BOMBEXPLODE"},
{{A_DustDevilThink}, "A_DUSTDEVILTHINK"},
@ -4790,6 +4791,25 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_EGGROBOJET",
// Boss 5
"S_FANG_SETUP",
"S_FANG_INTRO0",
"S_FANG_INTRO1",
"S_FANG_INTRO2",
"S_FANG_INTRO3",
"S_FANG_INTRO4",
"S_FANG_INTRO5",
"S_FANG_INTRO6",
"S_FANG_INTRO7",
"S_FANG_INTRO8",
"S_FANG_INTRO9",
"S_FANG_INTRO10",
"S_FANG_INTRO11",
"S_FANG_INTRO12",
"S_FANG_CLONE1",
"S_FANG_CLONE2",
"S_FANG_CLONE3",
"S_FANG_CLONE4",
"S_FANG_IDLE0",
"S_FANG_IDLE1",
"S_FANG_IDLE2",
"S_FANG_IDLE3",
@ -4861,6 +4881,26 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_FANG_FLEEBOUNCE2",
"S_FANG_KO",
"S_BROKENROBOTRANDOM",
"S_BROKENROBOTA",
"S_BROKENROBOTB",
"S_BROKENROBOTC",
"S_BROKENROBOTD",
"S_BROKENROBOTE",
"S_BROKENROBOTF",
"S_ALART1",
"S_ALART2",
"S_VWREF",
"S_VWREB",
"S_PROJECTORLIGHT1",
"S_PROJECTORLIGHT2",
"S_PROJECTORLIGHT3",
"S_PROJECTORLIGHT4",
"S_PROJECTORLIGHT5",
"S_FBOMB1",
"S_FBOMB2",
"S_FBOMB_EXPL1",
@ -7270,6 +7310,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
// Boss 5
"MT_FANG",
"MT_BROKENROBOT",
"MT_VWREF",
"MT_VWREB",
"MT_PROJECTORLIGHT",
"MT_FBOMB",
"MT_TNTDUST", // also used by barrel
"MT_FSGNA",

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@ -205,11 +205,15 @@ light_t *t_lspr[NUMSPRITES] =
&lspr[NOLIGHT], // SPR_EGR1
// Boss 5 (Arid Canyon)
&lspr[NOLIGHT], //SPR_FANG // replaces EGGQ
&lspr[NOLIGHT], //SPR_FBOM
&lspr[NOLIGHT], //SPR_FSGN
&lspr[REDBALL_L], //SPR_BARX // bomb explosion (also used by barrel)
&lspr[NOLIGHT], //SPR_BARD // bomb dust (also used by barrel)
&lspr[NOLIGHT], // SPR_FANG // replaces EGGQ
&lspr[NOLIGHT], // SPR_BRKN
&lspr[NOLIGHT], // SPR_WHAT
&lspr[INVINCIBLE_L], // SPR_VWRE
&lspr[INVINCIBLE_L], // SPR_PROJ
&lspr[NOLIGHT], // SPR_FBOM
&lspr[NOLIGHT], // SPR_FSGN
&lspr[REDBALL_L], // SPR_BARX // bomb explosion (also used by barrel)
&lspr[NOLIGHT], // SPR_BARD // bomb dust (also used by barrel)
// Boss 6 (Red Volcano)
&lspr[NOLIGHT], // SPR_EEGR

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@ -94,6 +94,10 @@ char sprnames[NUMSPRITES + 1][5] =
// Boss 5 (Arid Canyon)
"FANG", // replaces EGGQ
"BRKN", // broken robot chunk
"WHAT", // alart
"VWRE",
"PROJ", // projector light
"FBOM",
"FSGN",
"BARX", // bomb explosion (also used by barrel)
@ -1354,6 +1358,28 @@ state_t states[NUMSTATES] =
{SPR_EFIR, FF_FULLBRIGHT|2, -1, {NULL}, 0, 0, S_NULL}, // S_EGGROBOJET
// Boss 5
{SPR_NULL, 0, 2, {A_CheckFlags2}, MF2_AMBUSH, S_FANG_IDLE0, S_FANG_INTRO0}, // S_FANG_SETUP
{SPR_NULL, 0, 2, {NULL}, 0, 0, S_FANG_INTRO1}, // S_FANG_INTRO0
{SPR_NULL, 0, 2, {A_Boss5MakeJunk}, -S_FANG_CLONE1, 0, S_FANG_INTRO2}, // S_FANG_INTRO1
{SPR_NULL, 0, 0, {A_Repeat}, 25, S_FANG_INTRO1, S_FANG_INTRO3}, // S_FANG_INTRO2
{SPR_NULL, 0, 0, {A_Boss5MakeJunk}, 0, 1, S_FANG_INTRO4}, // S_FANG_INTRO3
{SPR_FANG, 30, 1, {A_ZThrust}, 9, (1<<16)|1, S_FANG_INTRO5}, // S_FANG_INTRO4
{SPR_FANG, 27, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO6}, // S_FANG_INTRO5
{SPR_FANG, 28, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO7}, // S_FANG_INTRO6
{SPR_FANG, 29, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO8}, // S_FANG_INTRO7
{SPR_FANG, 30, 1, {A_Boss5CheckOnGround}, S_FANG_INTRO9, 0, S_FANG_INTRO5}, // S_FANG_INTRO8
{SPR_FANG, 23|FF_ANIMATE, 50, {NULL}, 1, 4, S_FANG_INTRO10}, // S_FANG_INTRO9
{SPR_FANG, 25, 5, {NULL}, 0, 0, S_FANG_INTRO11}, // S_FANG_INTRO10
{SPR_FANG, 26, 2, {A_Boss5MakeJunk}, S_BROKENROBOTD, 2, S_FANG_INTRO12}, // S_FANG_INTRO11
{SPR_FANG, 31|FF_ANIMATE, 50, {NULL}, 3, 4, S_FANG_IDLE1}, // S_FANG_INTRO12
{SPR_FANG, 11, 2, {A_Boss5MakeJunk}, 0, -1, S_FANG_CLONE2}, // S_FANG_CLONE1
{SPR_FANG, 11, 0, {A_Repeat}, 49, S_FANG_CLONE1, S_FANG_CLONE3}, // S_FANG_INTRO2
{SPR_FANG, 12, 0, {A_SetObjectFlags}, MF_NOGRAVITY, 1, S_FANG_CLONE4}, // S_FANG_CLONE3
{SPR_FANG, 12, 1, {A_Boss5CheckOnGround}, S_FANG_IDLE0, 0, S_FANG_CLONE4}, // S_FANG_CLONE4
{SPR_FANG, 0, 0, {A_SetObjectFlags}, MF_NOCLIPTHING, 1, S_FANG_IDLE1}, // S_FANG_IDLE0
{SPR_FANG, 2, 16, {A_Look}, 1, 0, S_FANG_IDLE2}, // S_FANG_IDLE1
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE3}, // S_FANG_IDLE2
{SPR_FANG, 3, 16, {A_Look}, 1, 0, S_FANG_IDLE4}, // S_FANG_IDLE3
@ -1428,8 +1454,8 @@ state_t states[NUMSTATES] =
{SPR_FANG, 21, 0, {A_DoNPCPain}, 0, 0, S_FANG_DIE2}, // S_FANG_DIE1
{SPR_FANG, 21, 1, {A_Boss5CheckOnGround}, S_FANG_DIE3, 0, S_FANG_DIE2}, // S_FANG_DIE2
{SPR_FANG, 22, 0, {A_Scream}, 0, 0, S_FANG_DIE4}, // S_FANG_DIE3
{SPR_FANG, 22, 104, {NULL}, 0, 0, S_FANG_DIE5}, // S_FANG_DIE4
{SPR_FANG, 22, 0, {A_Scream}, 0, 0, S_FANG_DIE4}, // S_FANG_DIE3
{SPR_FANG, 22, -1, {A_SetFuse}, 70, 0, S_FANG_DIE5}, // S_FANG_DIE4
{SPR_FANG, 11, 0, {A_PlaySound}, sfx_jump, 0, S_FANG_DIE6}, // S_FANG_DIE5
{SPR_FANG, 11, 1, {A_ZThrust}, 6, (1<<16)|1, S_FANG_DIE7}, // S_FANG_DIE6
@ -1443,6 +1469,26 @@ state_t states[NUMSTATES] =
{SPR_FANG, 17, 7*TICRATE, {NULL}, 0, 0, S_NULL}, // S_FANG_KO
{SPR_NULL, 0, -1, {A_RandomStateRange}, S_BROKENROBOTA, S_BROKENROBOTF, S_NULL}, // S_BROKENROBOTRANDOM
{SPR_BRKN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTA
{SPR_BRKN, 4|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTB
{SPR_BRKN, 8|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTC
{SPR_BRKN, 12|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTD
{SPR_BRKN, 16|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTE
{SPR_BRKN, 20|FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 3, 4, S_NULL}, // S_BROKENROBOTF
{SPR_WHAT, FF_ANIMATE|FF_FULLBRIGHT, 4, {NULL}, 1, 2, S_ALART2}, // S_ALART1
{SPR_WHAT, 2|FF_ANIMATE|FF_FULLBRIGHT, -1, {NULL}, 1, 2, S_NULL}, // S_ALART2
{SPR_VWRE, FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_VWREF
{SPR_VWRE, 1|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_VWREB
{SPR_PROJ, FF_TRANS20|FF_FULLBRIGHT, 4, {NULL}, 0, 0, S_PROJECTORLIGHT2}, // S_PROJECTORLIGHT1
{SPR_PROJ, 1|FF_TRANS40|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_PROJECTORLIGHT3}, // S_PROJECTORLIGHT2
{SPR_PROJ, 2|FF_TRANS20|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_PROJECTORLIGHT4}, // S_PROJECTORLIGHT3
{SPR_PROJ, 3|FF_TRANS40|FF_FULLBRIGHT, 2, {A_Repeat}, 39, S_PROJECTORLIGHT2, S_PROJECTORLIGHT5}, // S_PROJECTORLIGHT4
{SPR_PROJ, 4|FF_TRANS60|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_PROJECTORLIGHT5
{SPR_FBOM, 0, 1, {A_GhostMe}, 0, 0, S_FBOMB2}, // S_FBOMB1
{SPR_FBOM, 1, 1, {A_GhostMe}, 0, 0, S_FBOMB1}, // S_FBOMB2
{SPR_BARX, 0|FF_FULLBRIGHT, 3, {A_SetObjectFlags}, MF_NOCLIP|MF_NOGRAVITY|MF_NOBLOCKMAP, 0, S_FBOMB_EXPL2}, // S_FBOMB_EXPL1
@ -3822,21 +3868,21 @@ state_t states[NUMSTATES] =
{SPR_NULL, 0, 1, {A_RockSpawn}, 0, 0, S_ROCKSPAWN}, // S_ROCKSPAWN
{SPR_ROIA, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEA
{SPR_ROIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEN
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 4, 2, S_NULL}, // S_ROCKCRUMBLEP
{SPR_ROIB, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEB
{SPR_ROIC, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEC
{SPR_ROID, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLED
{SPR_ROIE, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEE
{SPR_ROIF, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEF
{SPR_ROIG, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEG
{SPR_ROIH, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEH
{SPR_ROII, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEI
{SPR_ROIJ, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEJ
{SPR_ROIK, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEK
{SPR_ROIL, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEL
{SPR_ROIM, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEM
{SPR_ROIN, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEN
{SPR_ROIO, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEO
{SPR_ROIP, FF_ANIMATE|FF_RANDOMANIM, -1, {NULL}, 7, 2, S_NULL}, // S_ROCKCRUMBLEP
{SPR_BRIC, FF_ANIMATE, -1, {A_DebrisRandom}, 7, 2, S_NULL}, // S_BRICKDEBRIS
@ -5631,7 +5677,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
{ // MT_FANG
204, // doomednum
S_FANG_IDLE1, // spawnstate
S_FANG_SETUP, // spawnstate
8, // spawnhealth
S_FANG_PATHINGSTART1, // seestate
sfx_None, // seesound
@ -5652,10 +5698,118 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
0, // mass
3, // damage
sfx_boingf, // activesound
MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE, // flags
MF_RUNSPAWNFUNC|MF_SPECIAL|MF_BOSS|MF_SHOOTABLE|MF_GRENADEBOUNCE|MF_NOCLIPTHING, // flags -- MF_NOCLIPTHING will be removed after intro event ends
S_NULL // raisestate
},
{ // MT_BROKENROBOT
-1, // doomednum
S_BROKENROBOTRANDOM, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_ambint, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
255, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
0, // display offset
1000, // mass
0, // damage
sfx_crumbl, // activesound
MF_RUNSPAWNFUNC|MF_NOBLOCKMAP|MF_NOCLIPTHING|MF_SCENERY|MF_NOCLIPHEIGHT, // flags
S_NULL // raisestate
},
{ // MT_VWREF
-1, // doomednum
S_VWREF, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
12*FRACUNIT, // height
1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_VWREB
-1, // doomednum
S_VWREB, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
12*FRACUNIT, // height
-1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_PROJECTORLIGHT
-1, // doomednum
S_PROJECTORLIGHT1, // spawnstate
1, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
0, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
3, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
42*FRACUNIT, // radius
52*FRACUNIT, // height
-1, // display offset
1000, // mass
8, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_SCENERY, // flags
S_NULL // raisestate
},
{ // MT_FBOMB
-1, // doomednum
S_FBOMB1, // spawnstate

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@ -253,6 +253,7 @@ void A_Boss5CheckOnGround();
void A_Boss5CheckFalling();
void A_Boss5PinchShot();
void A_Boss5MakeItRain();
void A_Boss5MakeJunk();
void A_LookForBetter();
void A_Boss5BombExplode();
void A_DustDevilThink();
@ -341,6 +342,10 @@ typedef enum sprite
// Boss 5 (Arid Canyon)
SPR_FANG, // replaces EGGQ
SPR_BRKN,
SPR_WHAT,
SPR_VWRE,
SPR_PROJ, // projector light
SPR_FBOM,
SPR_FSGN,
SPR_BARX, // bomb explosion (also used by barrel)
@ -1501,6 +1506,25 @@ typedef enum state
S_EGGROBOJET,
// Boss 5
S_FANG_SETUP,
S_FANG_INTRO0,
S_FANG_INTRO1,
S_FANG_INTRO2,
S_FANG_INTRO3,
S_FANG_INTRO4,
S_FANG_INTRO5,
S_FANG_INTRO6,
S_FANG_INTRO7,
S_FANG_INTRO8,
S_FANG_INTRO9,
S_FANG_INTRO10,
S_FANG_INTRO11,
S_FANG_INTRO12,
S_FANG_CLONE1,
S_FANG_CLONE2,
S_FANG_CLONE3,
S_FANG_CLONE4,
S_FANG_IDLE0,
S_FANG_IDLE1,
S_FANG_IDLE2,
S_FANG_IDLE3,
@ -1572,6 +1596,26 @@ typedef enum state
S_FANG_FLEEBOUNCE2,
S_FANG_KO,
S_BROKENROBOTRANDOM,
S_BROKENROBOTA,
S_BROKENROBOTB,
S_BROKENROBOTC,
S_BROKENROBOTD,
S_BROKENROBOTE,
S_BROKENROBOTF,
S_ALART1,
S_ALART2,
S_VWREF,
S_VWREB,
S_PROJECTORLIGHT1,
S_PROJECTORLIGHT2,
S_PROJECTORLIGHT3,
S_PROJECTORLIGHT4,
S_PROJECTORLIGHT5,
S_FBOMB1,
S_FBOMB2,
S_FBOMB_EXPL1,
@ -4003,6 +4047,10 @@ typedef enum mobj_type
// Boss 5
MT_FANG,
MT_BROKENROBOT,
MT_VWREF,
MT_VWREB,
MT_PROJECTORLIGHT,
MT_FBOMB,
MT_TNTDUST, // also used by barrel
MT_FSGNA,

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@ -283,6 +283,7 @@ void A_Boss5CheckOnGround(mobj_t *actor);
void A_Boss5CheckFalling(mobj_t *actor);
void A_Boss5PinchShot(mobj_t *actor);
void A_Boss5MakeItRain(mobj_t *actor);
void A_Boss5MakeJunk(mobj_t *actor);
void A_LookForBetter(mobj_t *actor);
void A_Boss5BombExplode(mobj_t *actor);
void A_DustDevilThink(mobj_t *actor);
@ -3028,10 +3029,15 @@ void A_Boss1Laser(mobj_t *actor)
if (!actor->target)
return;
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
if (actor->state->tics > 1)
dur = actor->tics;
else
{
if ((upperend & 1) && (actor->extravalue2 > 1))
actor->extravalue2--;
dur = actor->extravalue2;
dur = actor->extravalue2;
}
switch (locvar2)
{
@ -3077,23 +3083,15 @@ void A_Boss1Laser(mobj_t *actor)
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);
if (mobjinfo[locvar1].seesound)
S_StartSound(actor, mobjinfo[locvar1].seesound);
if (!(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
{
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
}
/* -- the following was relevant when the MT_EGGMOBILE_TARGET was allowed to move left and right from its path
else if (actor->target && !(actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH))
actor->angle = R_PointToAngle2(x, y, actor->target->x, actor->target->y);*/
/*if (actor->spawnpoint && actor->spawnpoint->options & MTF_AMBUSH)
angle = FixedAngle(FixedDiv(dur*160*FRACUNIT, actor->state->tics*FRACUNIT) + 10*FRACUNIT);
else*/
angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y));
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
}
angle = R_PointToAngle2(z + (mobjinfo[locvar1].height>>1), 0, actor->target->z, R_PointToDist2(x, y, actor->target->x, actor->target->y));
point = P_SpawnMobj(x, y, z, locvar1);
P_SetTarget(&point->target, actor);
@ -4029,13 +4027,17 @@ bossjustdie:
}
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;
if (!(mo->flags2 & MF2_AMBUSH))
{
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;
@ -13030,6 +13032,100 @@ void A_Boss5MakeItRain(mobj_t *actor)
actor->extravalue2 = 0;
}
// Function: A_Boss5MakeJunk
//
// Description: Make a mess.
//
// var1 = state # to set on MT_BROKENROBOT (if 0 do nothing, if -1 go to if colorized)
// var2 = mode (-1 = spin, 0 = make 1, & 1 make 8, & 2 alart mode)
//
void A_Boss5MakeJunk(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
mobj_t *broked;
angle_t ang;
INT32 i = ((locvar2 & 1) ? 8 : 1);
#ifdef HAVE_BLUA
if (LUA_CallAction("A_Boss5MakeJunk", actor))
return;
#endif
if (locvar1 < 0 && (actor->flags2 & MF2_SLIDEPUSH)) // this entire action is a hack, don't judge me
{
INT32 curextravalue2 = actor->extravalue2;
P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_PROJECTORLIGHT);
actor->z += P_MobjFlip(actor)*actor->height;
actor->flags |= MF_NOGRAVITY;
S_StartSound(actor, sfx_vwre);
actor->extravalue2 = 49;
P_SetMobjState(actor, -locvar1);
actor->extravalue2 = curextravalue2;
actor->angle -= FixedAngle((49*45)<<FRACBITS);
return;
}
if (locvar2 == -1)
{
INT32 trans = (10*actor->extravalue2)/50;
if (trans > 9)
trans = 9;
if (trans < 0)
trans = 0;
if (!(actor->extravalue2 & 1))
{
if (actor->extravalue2 > 10)
{
mobj_t *front = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_VWREF);
broked = P_SpawnMobjFromMobj(front, 0, 0, 0, MT_VWREB);
front->z = broked->z = front->z - broked->height;
P_SetObjectMomZ(front, (4<<FRACBITS), false);
broked->momz = front->momz;
broked->fuse = front->fuse = (actor->height+(2*front->height))/front->momz;
}
if (!(actor->colorized = !actor->colorized))
actor->frame |= FF_FULLBRIGHT;
}
actor->angle += ANGLE_45;
actor->frame = (actor->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT);
return;
}
ang = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
while (i--)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, FRACUNIT, MT_BROKENROBOT);
if (locvar2 & 2)
broked->fuse = TICRATE;
else
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
broked->angle = ang;
P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale);
P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))<<FRACBITS, false);
if (locvar1 > 0)
P_SetMobjState(broked, locvar1);
if (!P_MobjWasRemoved(broked))
P_TeleportMove(broked, broked->x + broked->momx, broked->y + broked->momy, broked->z);
ang += ANGLE_45;
}
if (locvar2 & 2)
{
broked = P_SpawnMobjFromMobj(actor, 0, 0, 64<<FRACBITS, MT_GHOST);
S_StartSound(broked, sfx_alart);
broked->fuse = states[S_FANG_INTRO12].tics+10;
P_SetMobjState(broked, S_ALART1);
}
else if (locvar2 & 1)
{
broked->z += broked->momz;
S_StartSound(actor, sfx_s3kccs);
actor->flags &= ~MF_NOCLIPTHING;
}
else
S_StartSound(actor, sfx_s3kd3s);
}
// Function: A_LookForBetter
//
// Description: A_Look, except it finds a better target in multiplayer, and doesn't lose the target in singleplayer.

View File

@ -746,7 +746,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
return true;
}
if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
if ((thing->flags & MF_NOCLIPTHING) || !(thing->flags & (MF_SOLID|MF_SPECIAL|MF_PAIN|MF_SHOOTABLE|MF_SPRING)))
return true;
// Don't collide with your buddies while NiGHTS-flying.

View File

@ -5078,6 +5078,24 @@ static void P_Boss5Thinker(mobj_t *mobj)
{
if (!mobj->health)
{
if (mobj->fuse)
{
if (mobj->flags2 & MF2_SLIDEPUSH)
{
INT32 trans = 10-((10*mobj->fuse)/70);
if (trans > 9)
trans = 9;
if (trans < 0)
trans = 0;
mobj->frame = (mobj->frame & ~FF_TRANSMASK)|(trans<<FF_TRANSSHIFT);
if (!(mobj->fuse & 1))
{
mobj->colorized = !mobj->colorized;
mobj->frame ^= FF_FULLBRIGHT;
}
}
return;
}
if (mobj->state == &states[mobj->info->xdeathstate])
mobj->momz -= (2*FRACUNIT)/3;
else if (mobj->tracer && P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y) < 2*mobj->radius)
@ -7665,6 +7683,17 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->movedir)
mobj->angle += mobj->movedir;
break;
case MT_VWREF:
case MT_VWREB:
{
INT32 strength;
++mobj->movedir;
mobj->frame &= ~FF_TRANSMASK;
strength = min(mobj->fuse, mobj->movedir)*3;
if (strength < 10)
mobj->frame |= ((10-strength)<<(FF_TRANSSHIFT));
}
/* FALLTHRU */
default:
if (mobj->fuse)
{ // Scenery object fuse! Very basic!
@ -9114,9 +9143,12 @@ void P_MobjThinker(mobj_t *mobj)
{
if (mobj->state->action.acp1 == (actionf_p1)A_Boss1Laser)
{
/*var1 = mobj->state->var1;
var2 = mobj->state->var2 & 65535;
mobj->state->action.acp1(mobj);*/
if (mobj->state->tics > 1)
{
var1 = mobj->state->var1;
var2 = mobj->state->var2 & 65535;
mobj->state->action.acp1(mobj);
}
}
else if (leveltime & 1) // Fire mode
{
@ -9282,6 +9314,18 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
}
P_RemoveMobj(mobj);
return;
case MT_FANG:
if (mobj->flags2 & MF2_SLIDEPUSH)
{
var1 = 0;
var2 = 0;
A_BossDeath(mobj);
return;
}
P_SetMobjState(mobj, mobj->state->nextstate);
if (P_MobjWasRemoved(mobj))
return;
break;
case MT_METALSONIC_BATTLE:
break; // don't remove
case MT_SPIKE:
@ -9880,7 +9924,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
break;
}
if (sc != -1)
if (sc != -1 && !(mobj->flags2 & MF2_SLIDEPUSH))
{
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
@ -9892,6 +9936,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
{
mobj->color = SKINCOLOR_SILVER;
mobj->colorized = true;
mobj->flags2 |= MF2_SLIDEPUSH;
break;
}
}
@ -11238,6 +11283,16 @@ You should think about modifying the deathmatch starts to take full advantage of
else
mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
break;
case MT_FANG:
case MT_METALSONIC_RACE:
case MT_METALSONIC_BATTLE:
if (mthing->options & MTF_EXTRA)
{
mobj->color = SKINCOLOR_SILVER;
mobj->colorized = true;
mobj->flags2 |= MF2_SLIDEPUSH;
}
break;
case MT_BALLOON:
if (mthing->angle > 0)
mobj->color = ((mthing->angle-1) % (MAXSKINCOLORS-1))+1;

View File

@ -8890,12 +8890,16 @@ mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
continue;
mo = (mobj_t *)think;
if (!((mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (mo->flags & MF_SHOOTABLE)) || (mo->flags & MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag
continue; // not a valid target
if (mo->flags & MF_NOCLIPTHING)
continue;
if (mo->health <= 0) // dead
continue;
if (!((mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (mo->flags & MF_SHOOTABLE)) || (mo->flags & MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag
continue; // not a valid target
if (mo == player->mo)
continue;

View File

@ -212,6 +212,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"boingf", false, 60, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bouncing"},
{"corkp", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork fired"},
{"corkh", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Cork hit"},
{"alart", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Caught red handed!"},
{"vwre", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Clone fighter!"},
{"bowl", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bowling"},
{"chuchu", false, 32, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Train horn"},
{"bsnipe", false, 200, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Home-run smash"},
@ -609,8 +611,8 @@ sfxinfo_t S_sfx[NUMSFX] =
{"s3kcal", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Energy"}, // ditto
{"s3kcbs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"},
{"s3kcbl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"}, // ditto
{"s3kccs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Collapsing"},
{"s3kccl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Collapsing"}, // ditto
{"s3kccs", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bursting"},
{"s3kccl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Bursting"}, // ditto
{"s3kcds", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"},
{"s3kcdl", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Ominous rumbling"}, // ditto
{"s3kces", false, 64, 0, -1, NULL, 0, -1, -1, LUMPERROR, "Wind tunnel"},

View File

@ -261,6 +261,8 @@ typedef enum
sfx_boingf,
sfx_corkp,
sfx_corkh,
sfx_alart,
sfx_vwre,
sfx_bowl,
sfx_chuchu,
sfx_bsnipe,