Add Dragonbomber enemy
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144502729a
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b721c035f8
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@ -2781,6 +2781,9 @@ static actionpointer_t actionpointers[] =
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{{A_PterabyteHover}, "A_PTERABYTEHOVER"},
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{{A_PterabyteHover}, "A_PTERABYTEHOVER"},
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{{A_RolloutSpawn}, "A_ROLLOUTSPAWN"},
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{{A_RolloutSpawn}, "A_ROLLOUTSPAWN"},
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{{A_RolloutRock}, "A_ROLLOUTROCK"},
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{{A_RolloutRock}, "A_ROLLOUTROCK"},
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{{A_DragonbomberSpawn}, "A_DRAGONBOMERSPAWN"},
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{{A_DragonWing}, "A_DRAGONWING"},
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{{A_DragonSegment}, "A_DRAGONSEGMENT"},
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{{NULL}, "NONE"},
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{{NULL}, "NONE"},
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// This NULL entry must be the last in the list
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// This NULL entry must be the last in the list
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@ -5041,6 +5044,25 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_PTERABYTE_SWOOPDOWN",
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"S_PTERABYTE_SWOOPDOWN",
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"S_PTERABYTE_SWOOPUP",
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"S_PTERABYTE_SWOOPUP",
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// Dragonbomber
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"S_DRAGONBOMBER",
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"S_DRAGONWING1",
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"S_DRAGONWING2",
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"S_DRAGONWING3",
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"S_DRAGONWING4",
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"S_DRAGONTAIL_LOADED",
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"S_DRAGONTAIL_EMPTY",
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"S_DRAGONTAIL_EMPTYLOOP",
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"S_DRAGONTAIL_RELOAD",
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"S_DRAGONMINE",
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"S_DRAGONMINE_LAND",
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"S_DRAGONMINE_GROUND1",
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"S_DRAGONMINE_FLASH1",
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"S_DRAGONMINE_LOOP1",
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"S_DRAGONMINE_GROUND2",
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"S_DRAGONMINE_FLASH2",
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"S_DRAGONMINE_LOOP2",
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// Boss Explosion
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// Boss Explosion
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"S_BOSSEXPLODE",
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"S_BOSSEXPLODE",
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@ -7712,6 +7734,10 @@ static const char *const MOBJTYPE_LIST[] = { // array length left dynamic for s
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"MT_PTERABYTESPAWNER", // Pterabyte spawner
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"MT_PTERABYTESPAWNER", // Pterabyte spawner
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"MT_PTERABYTEWAYPOINT", // Pterabyte waypoint
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"MT_PTERABYTEWAYPOINT", // Pterabyte waypoint
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"MT_PTERABYTE", // Pterabyte
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"MT_PTERABYTE", // Pterabyte
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"MT_DRAGONBOMBER", // Dragonbomber
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"MT_DRAGONWING", // Dragonbomber wing
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"MT_DRAGONTAIL", // Dragonbomber tail segment
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"MT_DRAGONMINE", // Dragonbomber mine
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// Generic Boss Items
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// Generic Boss Items
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"MT_BOSSEXPLODE",
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"MT_BOSSEXPLODE",
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@ -184,6 +184,7 @@ light_t *t_lspr[NUMSPRITES] =
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&lspr[NOLIGHT], // SPR_CANG
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&lspr[NOLIGHT], // SPR_CANG
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&lspr[NOLIGHT], // SPR_PYRE
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&lspr[NOLIGHT], // SPR_PYRE
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&lspr[NOLIGHT], // SPR_PTER
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&lspr[NOLIGHT], // SPR_PTER
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&lspr[NOLIGHT], // SPR_DRAB
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// Generic Boos Items
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// Generic Boos Items
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&lspr[JETLIGHT_L], // SPR_JETF // Boss jet fumes
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&lspr[JETLIGHT_L], // SPR_JETF // Boss jet fumes
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128
src/info.c
128
src/info.c
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@ -72,6 +72,7 @@ char sprnames[NUMSPRITES + 1][5] =
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"CANG", // Canarivore gas
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"CANG", // Canarivore gas
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"PYRE", // Pyre Fly
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"PYRE", // Pyre Fly
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"PTER", // Pterabyte
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"PTER", // Pterabyte
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"DRAB", // Dragonbomber
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// Generic Boss Items
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// Generic Boss Items
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"JETF", // Boss jet fumes
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"JETF", // Boss jet fumes
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@ -1163,6 +1164,25 @@ state_t states[NUMSTATES] =
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{SPR_PTER, 4, 1, {NULL}, 0, 0, S_PTERABYTE_SWOOPDOWN}, // S_PTERABYTE_SWOOPDOWN
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{SPR_PTER, 4, 1, {NULL}, 0, 0, S_PTERABYTE_SWOOPDOWN}, // S_PTERABYTE_SWOOPDOWN
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{SPR_PTER, 0, 1, {NULL}, 0, 0, S_PTERABYTE_SWOOPUP}, // S_PTERABYTE_SWOOPUP
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{SPR_PTER, 0, 1, {NULL}, 0, 0, S_PTERABYTE_SWOOPUP}, // S_PTERABYTE_SWOOPUP
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// Dragonbomber
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{SPR_DRAB, 0, -1, {A_DragonbomberSpawn}, 6, 0, S_NULL}, // S_DRAGONBOMBER
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{SPR_DRAB, FF_PAPERSPRITE|7, 1, {A_DragonWing}, 0, 0, S_DRAGONWING2}, // S_DRAGONWING1
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{SPR_DRAB, FF_PAPERSPRITE|8, 1, {A_DragonWing}, 0, 0, S_DRAGONWING3}, // S_DRAGONWING2
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{SPR_DRAB, FF_PAPERSPRITE|9, 1, {A_DragonWing}, 0, 0, S_DRAGONWING4}, // S_DRAGONWING3
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{SPR_DRAB, FF_PAPERSPRITE|10, 1, {A_DragonWing}, 0, 0, S_DRAGONWING1}, // S_DRAGONWING4
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{SPR_DRAB, 1, 1, {A_DragonSegment}, 0, 0, S_DRAGONTAIL_LOADED}, // S_DRAGONTAIL_LOADED
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{SPR_DRAB, 2, 1, {A_DragonSegment}, 0, 0, S_DRAGONTAIL_EMPTYLOOP}, // S_DRAGONTAIL_EMPTY
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{SPR_DRAB, 2, 0, {A_Repeat}, 3*TICRATE, S_DRAGONTAIL_EMPTY, S_DRAGONTAIL_RELOAD}, // S_DRAGONTAIL_EMPTYLOOP
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{SPR_DRAB, 1, 0, {A_PlayActiveSound}, 0, 0, S_DRAGONTAIL_LOADED}, // S_DRAGONTAIL_RELOAD
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{SPR_DRAB, 3, 1, {A_MinusCheck}, S_DRAGONMINE_LAND, 0, S_DRAGONMINE}, // S_DRAGONMINE
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{SPR_DRAB, 4, 2, {A_PlayActiveSound}, 0, 0, S_DRAGONMINE_GROUND1}, // S_DRAGONMINE_LAND
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{SPR_DRAB, 5, 11, {NULL}, 0, 0, S_DRAGONMINE_FLASH1}, // S_DRAGONMINE_GROUND1
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{SPR_DRAB, FF_FULLBRIGHT|6, 1, {A_PlayAttackSound}, 0, 0, S_DRAGONMINE_LOOP1}, // S_DRAGONMINE_FLASH1
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{SPR_DRAB, 5, 0, {A_Repeat}, 4, S_DRAGONMINE_GROUND1, S_DRAGONMINE_GROUND2}, // S_DRAGONMINE_LOOP1
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{SPR_DRAB, 5, 3, {NULL}, 0, 0, S_DRAGONMINE_FLASH2}, // S_DRAGONMINE_GROUND2
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{SPR_DRAB, FF_FULLBRIGHT|6, 1, {A_PlayAttackSound}, 0, 0, S_DRAGONMINE_LOOP2}, // S_DRAGONMINE_FLASH2
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{SPR_DRAB, 5, 0, {A_Repeat}, 5, S_DRAGONMINE_GROUND2, S_DEATHSTATE}, // S_DRAGONMINE_LOOP2
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// Boss Explosion
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// Boss Explosion
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{SPR_BOM2, FF_FULLBRIGHT|FF_ANIMATE, (5*7), {NULL}, 6, 5, S_NULL}, // S_BOSSEXPLODE
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{SPR_BOM2, FF_FULLBRIGHT|FF_ANIMATE, (5*7), {NULL}, 6, 5, S_NULL}, // S_BOSSEXPLODE
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@ -5238,6 +5258,114 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_NULL // raisestate
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S_NULL // raisestate
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},
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},
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{ // MT_DRAGONBOMBER
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137, // doomednum
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S_DRAGONBOMBER, // spawnstate
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1, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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6, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_XPLD_FLICKY, // deathstate
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S_NULL, // xdeathstate
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sfx_pop, // deathsound
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10*FRACUNIT, // speed
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28*FRACUNIT, // radius
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48*FRACUNIT, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_BOUNCE|MF_RUNSPAWNFUNC, // flags
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S_NULL // raisestate
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},
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{ // MT_DRAGONWING
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-1, // doomednum
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S_DRAGONWING1, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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0, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_XPLD_FLICKY, // deathstate
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S_NULL, // xdeathstate
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sfx_pop, // deathsound
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0, // speed
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12*FRACUNIT, // radius
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12*FRACUNIT, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_NOGRAVITY|MF_SCENERY|MF_NOBLOCKMAP|MF_NOCLIP, // flags
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S_NULL // raisestate
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},
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{ // MT_DRAGONTAIL
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-1, // doomednum
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S_DRAGONTAIL_LOADED, // spawnstate
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1000, // spawnhealth
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S_NULL, // seestate
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sfx_None, // seesound
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0, // reactiontime
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sfx_None, // attacksound
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S_NULL, // painstate
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MT_DRAGONMINE, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_XPLD1, // deathstate
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S_NULL, // xdeathstate
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sfx_None, // deathsound
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0, // speed
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20*FRACUNIT, // radius
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40*FRACUNIT, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_tink, // activesound
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MF_NOGRAVITY|MF_SLIDEME|MF_PAIN, // flags
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S_DRAGONTAIL_EMPTY // raisestate
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},
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{ // MT_DRAGONMINE
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-1, // doomednum
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S_DRAGONMINE, // spawnstate
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1, // spawnhealth
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S_NULL, // seestate
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sfx_s3k76, // seesound
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0, // reactiontime
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sfx_s3k89, // attacksound
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S_NULL, // painstate
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6, // painchance
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sfx_None, // painsound
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S_NULL, // meleestate
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S_NULL, // missilestate
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S_TNTBARREL_EXPL1, // deathstate
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S_NULL, // xdeathstate
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sfx_s3k6e, // deathsound
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0, // speed
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16*FRACUNIT, // radius
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32*FRACUNIT, // height
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0, // display offset
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100, // mass
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0, // damage
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sfx_s3k5d, // activesound
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MF_SPECIAL|MF_SHOOTABLE, // flags
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S_NULL // raisestate
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},
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{ // MT_BOSSEXPLODE
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{ // MT_BOSSEXPLODE
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-1, // doomednum
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-1, // doomednum
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S_BOSSEXPLODE, // spawnstate
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S_BOSSEXPLODE, // spawnstate
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27
src/info.h
27
src/info.h
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@ -282,6 +282,9 @@ void A_SpawnPterabytes();
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void A_PterabyteHover();
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void A_PterabyteHover();
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void A_RolloutSpawn();
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void A_RolloutSpawn();
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void A_RolloutRock();
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void A_RolloutRock();
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void A_DragonbomberSpawn();
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void A_DragonWing();
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void A_DragonSegment();
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// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
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// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
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#define NUMMOBJFREESLOTS 512
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#define NUMMOBJFREESLOTS 512
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@ -334,6 +337,7 @@ typedef enum sprite
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SPR_CANG, // Canarivore gas
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SPR_CANG, // Canarivore gas
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SPR_PYRE, // Pyre Fly
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SPR_PYRE, // Pyre Fly
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SPR_PTER, // Pterabyte
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SPR_PTER, // Pterabyte
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SPR_DRAB, // Dragonbomber
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// Generic Boss Items
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// Generic Boss Items
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SPR_JETF, // Boss jet fumes
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SPR_JETF, // Boss jet fumes
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@ -1355,6 +1359,25 @@ typedef enum state
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S_PTERABYTE_SWOOPDOWN,
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S_PTERABYTE_SWOOPDOWN,
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S_PTERABYTE_SWOOPUP,
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S_PTERABYTE_SWOOPUP,
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// Dragonbomber
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S_DRAGONBOMBER,
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S_DRAGONWING1,
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S_DRAGONWING2,
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S_DRAGONWING3,
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S_DRAGONWING4,
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S_DRAGONTAIL_LOADED,
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S_DRAGONTAIL_EMPTY,
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S_DRAGONTAIL_EMPTYLOOP,
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S_DRAGONTAIL_RELOAD,
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S_DRAGONMINE,
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S_DRAGONMINE_LAND,
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S_DRAGONMINE_GROUND1,
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S_DRAGONMINE_FLASH1,
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S_DRAGONMINE_LOOP1,
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S_DRAGONMINE_GROUND2,
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S_DRAGONMINE_FLASH2,
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S_DRAGONMINE_LOOP2,
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// Boss Explosion
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// Boss Explosion
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S_BOSSEXPLODE,
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S_BOSSEXPLODE,
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@ -4049,6 +4072,10 @@ typedef enum mobj_type
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MT_PTERABYTESPAWNER, // Pterabyte spawner
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MT_PTERABYTESPAWNER, // Pterabyte spawner
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MT_PTERABYTEWAYPOINT, // Pterabyte waypoint
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MT_PTERABYTEWAYPOINT, // Pterabyte waypoint
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MT_PTERABYTE, // Pterabyte
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MT_PTERABYTE, // Pterabyte
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MT_DRAGONBOMBER, // Dragonbomber
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MT_DRAGONWING, // Dragonbomber wing
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MT_DRAGONTAIL, // Dragonbomber tail segment
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MT_DRAGONMINE, // Dragonbomber mine
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// Generic Boss Items
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// Generic Boss Items
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MT_BOSSEXPLODE,
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MT_BOSSEXPLODE,
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102
src/p_enemy.c
102
src/p_enemy.c
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@ -312,6 +312,9 @@ void A_SpawnPterabytes(mobj_t *actor);
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void A_PterabyteHover(mobj_t *actor);
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void A_PterabyteHover(mobj_t *actor);
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void A_RolloutSpawn(mobj_t *actor);
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void A_RolloutSpawn(mobj_t *actor);
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void A_RolloutRock(mobj_t *actor);
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void A_RolloutRock(mobj_t *actor);
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void A_DragonbomberSpawn(mobj_t *actor);
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void A_DragonWing(mobj_t *actor);
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void A_DragonSegment(mobj_t *actor);
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//for p_enemy.c
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//for p_enemy.c
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@ -14597,3 +14600,102 @@ void A_RolloutRock(mobj_t *actor)
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actor->flags2 ^= MF2_DONTDRAW;
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actor->flags2 ^= MF2_DONTDRAW;
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}
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}
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// Function: A_DragonbomberSpawn
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//
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// Description: Spawns the body parts for Dragonbomber
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//
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// var1 = Tail segments to spawn
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// var2 = unused
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//
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void A_DragonbomberSpawn(mobj_t *actor)
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{
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INT32 locvar1 = var1;
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INT32 locvar2 = var2;
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UINT8 i;
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mobj_t *mo = actor;
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#ifdef HAVE_BLUA
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|
if (LUA_CallAction("A_DragonbomberSpawn", actor))
|
||||||
|
return;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
for (i = 0; i < var1; i++) // spawn tail segments
|
||||||
|
{
|
||||||
|
mobj_t *segment;
|
||||||
|
fixed_t x, y;
|
||||||
|
x = P_ReturnThrustX(mo, mo->angle, -mo->radius << 1);
|
||||||
|
y = P_ReturnThrustY(mo, mo->angle, -mo->radius << 1);
|
||||||
|
segment = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRAGONTAIL);
|
||||||
|
P_SetTarget(&segment->target, mo);
|
||||||
|
P_SetTarget(&mo->tracer, segment);
|
||||||
|
segment->angle = mo->angle;
|
||||||
|
mo = segment;
|
||||||
|
}
|
||||||
|
for (i = 0; i < 2; i++) // spawn wings
|
||||||
|
{
|
||||||
|
mo = P_SpawnMobjFromMobj(actor, 0, 0, 0, MT_DRAGONWING);
|
||||||
|
P_SetTarget(&mo->target, actor);
|
||||||
|
mo->movedir = ANGLE_90 + i * ANGLE_180;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Function: A_DragonWing
|
||||||
|
//
|
||||||
|
// Description: Moves actor such that it is placed away from its target at a distance equal to the target's radius in the direction of its target's angle.
|
||||||
|
// The actor's movedir can be used to offset the angle.
|
||||||
|
//
|
||||||
|
// var1 = unused
|
||||||
|
// var2 = unused
|
||||||
|
//
|
||||||
|
void A_DragonWing(mobj_t *actor)
|
||||||
|
{
|
||||||
|
INT32 locvar1 = var1;
|
||||||
|
INT32 locvar2 = var2;
|
||||||
|
mobj_t *target = actor->target;
|
||||||
|
fixed_t x, y;
|
||||||
|
|
||||||
|
#ifdef HAVE_BLUA
|
||||||
|
if (LUA_CallAction("A_DragonSegment", actor))
|
||||||
|
return;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
if (target == NULL || !target->health)
|
||||||
|
{
|
||||||
|
P_RemoveMobj(actor);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
actor->angle = target->angle + actor->movedir;
|
||||||
|
x = target->x + P_ReturnThrustX(actor, actor->angle, -target->radius);
|
||||||
|
y = target->y + P_ReturnThrustY(actor, actor->angle, -target->radius);
|
||||||
|
P_TeleportMove(actor, x, y, target->z);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Function: A_DragonSegment
|
||||||
|
//
|
||||||
|
// Description: Moves actor such that it is placed away from its target at an absolute distance equal to the sum of the two mobjs' radii.
|
||||||
|
//
|
||||||
|
// var1 = unused
|
||||||
|
// var2 = unused
|
||||||
|
//
|
||||||
|
void A_DragonSegment(mobj_t *actor)
|
||||||
|
{
|
||||||
|
INT32 locvar1 = var1;
|
||||||
|
INT32 locvar2 = var2;
|
||||||
|
mobj_t *target = actor->target;
|
||||||
|
fixed_t dist = P_AproxDistance(P_AproxDistance(actor->x - target->x, actor->y - target->y), actor->z - target->z);
|
||||||
|
fixed_t radius = actor->radius + target->radius;
|
||||||
|
angle_t hangle = R_PointToAngle2(target->x, target->y, actor->x, actor->y);
|
||||||
|
angle_t zangle = R_PointToAngle2(0, target->z, dist, actor->z);
|
||||||
|
fixed_t hdist = P_ReturnThrustX(target, zangle, radius);
|
||||||
|
fixed_t xdist = P_ReturnThrustX(target, hangle, hdist);
|
||||||
|
fixed_t ydist = P_ReturnThrustY(target, hangle, hdist);
|
||||||
|
fixed_t zdist = P_ReturnThrustY(target, zangle, radius);
|
||||||
|
|
||||||
|
#ifdef HAVE_BLUA
|
||||||
|
if (LUA_CallAction("A_DragonSegment", actor))
|
||||||
|
return;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
P_TeleportMove(actor, target->x + xdist, target->y + ydist, target->z + zdist);
|
||||||
|
}
|
|
@ -2678,6 +2678,17 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
|
||||||
target->flags = (target->flags|MF_NOCLIPHEIGHT) & ~MF_NOGRAVITY;
|
target->flags = (target->flags|MF_NOCLIPHEIGHT) & ~MF_NOGRAVITY;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case MT_DRAGONBOMBER:
|
||||||
|
{
|
||||||
|
mobj_t *segment = target;
|
||||||
|
while (segment->tracer != NULL)
|
||||||
|
{
|
||||||
|
P_KillMobj(segment->tracer, NULL, NULL, 0);
|
||||||
|
segment = segment->tracer;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
case MT_EGGMOBILE3:
|
case MT_EGGMOBILE3:
|
||||||
{
|
{
|
||||||
mobj_t *mo2;
|
mobj_t *mo2;
|
||||||
|
|
77
src/p_mobj.c
77
src/p_mobj.c
|
@ -9622,6 +9622,83 @@ void P_MobjThinker(mobj_t *mobj)
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
case MT_DRAGONBOMBER:
|
||||||
|
{
|
||||||
|
#define DRAGONTURNSPEED ANG2
|
||||||
|
mobj->movecount = (mobj->movecount + 9) % 360;
|
||||||
|
P_SetObjectMomZ(mobj, 4*FINESINE(((mobj->movecount*ANG1) >> ANGLETOFINESHIFT) & FINEMASK), false);
|
||||||
|
if (mobj->threshold > 0) // are we dropping mines?
|
||||||
|
{
|
||||||
|
mobj->threshold--;
|
||||||
|
if (mobj->threshold == 0) // if the timer hits 0, look for a mine to drop!
|
||||||
|
{
|
||||||
|
mobj_t *segment = mobj;
|
||||||
|
while (segment->tracer != NULL && segment->tracer->state == &states[segment->tracer->info->spawnstate])
|
||||||
|
{
|
||||||
|
segment = segment->tracer;
|
||||||
|
}
|
||||||
|
if (segment != mobj) // found an unactivated segment?
|
||||||
|
{
|
||||||
|
mobj_t *mine = P_SpawnMobjFromMobj(segment, 0, 0, 0, segment->info->painchance);
|
||||||
|
mine->angle = segment->angle;
|
||||||
|
P_InstaThrust(mine, mobj->angle, P_AproxDistance(mobj->momx, mobj->momy));
|
||||||
|
P_SetObjectMomZ(mine, -2*FRACUNIT, true);
|
||||||
|
S_StartSound(mine, mine->info->seesound);
|
||||||
|
P_SetMobjState(segment, segment->info->raisestate);
|
||||||
|
mobj->threshold = mobj->info->painchance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (mobj->target != NULL) // Are we chasing a player?
|
||||||
|
{
|
||||||
|
CONS_Printf("%s\n", "Chase state");
|
||||||
|
fixed_t dist = P_AproxDistance(mobj->x - mobj->target->x, mobj->y - mobj->target->y);
|
||||||
|
if (dist > 2000 * mobj->scale) // Not anymore!
|
||||||
|
P_SetTarget(&mobj->target, NULL);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
|
||||||
|
fixed_t z = mobj->target->z + (mobj->height >> 1) + (mobj->flags & MFE_VERTICALFLIP ? -128*mobj->scale : 128*mobj->scale + mobj->target->height);
|
||||||
|
angle_t diff = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) - mobj->angle;
|
||||||
|
if (diff > ANGLE_180)
|
||||||
|
mobj->angle -= DRAGONTURNSPEED;
|
||||||
|
else
|
||||||
|
mobj->angle += DRAGONTURNSPEED;
|
||||||
|
if (!mobj->threshold && dist < 512 * mobj->scale) // Close enough to drop bombs
|
||||||
|
{
|
||||||
|
mobj->threshold = mobj->info->painchance;
|
||||||
|
}
|
||||||
|
mobj->momz += max(min(z - mobj->z, vspeed), -vspeed);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else // Can we find a player to chase?
|
||||||
|
{
|
||||||
|
CONS_Printf("%s\n", "Search state");
|
||||||
|
if (mobj->tracer == NULL || mobj->tracer->state != &states[mobj->tracer->info->spawnstate]
|
||||||
|
|| !P_LookForPlayers(mobj, true, false, 2000*mobj->scale)) // if not, circle around the spawnpoint
|
||||||
|
{
|
||||||
|
if (!mobj->spawnpoint) // unless we don't have one, in which case uhhh just circle around wherever we currently are I guess??
|
||||||
|
mobj->angle += DRAGONTURNSPEED;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
|
||||||
|
fixed_t x = mobj->spawnpoint->x << FRACBITS;
|
||||||
|
fixed_t y = mobj->spawnpoint->y << FRACBITS;
|
||||||
|
fixed_t z = mobj->spawnpoint->z << FRACBITS;
|
||||||
|
fixed_t dist = P_AproxDistance(mobj->x - x, mobj->y - y);
|
||||||
|
angle_t diff = R_PointToAngle2(mobj->x, mobj->y, x, y) - mobj->angle;
|
||||||
|
if (diff > ANGLE_180)
|
||||||
|
mobj->angle -= DRAGONTURNSPEED;
|
||||||
|
else
|
||||||
|
mobj->angle += DRAGONTURNSPEED;
|
||||||
|
mobj->momz += max(min(z - mobj->z, vspeed), -vspeed);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
P_InstaThrust(mobj, mobj->angle, FixedMul(mobj->info->speed, mobj->scale));
|
||||||
|
#undef DRAGONTURNSPEED
|
||||||
|
}
|
||||||
|
break;
|
||||||
case MT_SPINFIRE:
|
case MT_SPINFIRE:
|
||||||
if (mobj->flags & MF_NOGRAVITY)
|
if (mobj->flags & MF_NOGRAVITY)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue