diff --git a/src/dehacked.c b/src/dehacked.c index 4bc119a19..4cdffd5ed 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -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", diff --git a/src/hardware/hw_light.c b/src/hardware/hw_light.c index ecd741849..b613fdae1 100644 --- a/src/hardware/hw_light.c +++ b/src/hardware/hw_light.c @@ -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 diff --git a/src/info.c b/src/info.c index c20568aee..5fb4d3070 100644 --- a/src/info.c +++ b/src/info.c @@ -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 diff --git a/src/info.h b/src/info.h index 3ff3c3715..79a191ccc 100644 --- a/src/info.h +++ b/src/info.h @@ -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, diff --git a/src/p_enemy.c b/src/p_enemy.c index bc43d0fa2..000b5cbfb 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -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)<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<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<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))< 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<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. diff --git a/src/p_map.c b/src/p_map.c index 01c41131b..8035d64a5 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -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. diff --git a/src/p_mobj.c b/src/p_mobj.c index 043ff2153..5c4609f04 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -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<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; diff --git a/src/p_user.c b/src/p_user.c index 49ed8aa7f..e4792c107 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -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; diff --git a/src/sounds.c b/src/sounds.c index 3c8cfa44f..6940cd9ee 100644 --- a/src/sounds.c +++ b/src/sounds.c @@ -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"}, diff --git a/src/sounds.h b/src/sounds.h index 674f51d79..e5568b59a 100644 --- a/src/sounds.h +++ b/src/sounds.h @@ -261,6 +261,8 @@ typedef enum sfx_boingf, sfx_corkp, sfx_corkh, + sfx_alart, + sfx_vwre, sfx_bowl, sfx_chuchu, sfx_bsnipe,