* All Flicky A_ functions ported.

* Corrected MT_EGGSHIELD spawning a flicky.
* New compared to the Lua implementation: Flickies turn around when they hit walls!
This commit is contained in:
toasterbabe 2016-12-30 19:16:20 +00:00
parent bf8bff82ba
commit d3a70eb1db
6 changed files with 374 additions and 4 deletions

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@ -1937,6 +1937,15 @@ static actionpointer_t actionpointers[] =
{{A_NapalmScatter}, "A_NAPALMSCATTER"},
{{A_SpawnFreshCopy}, "A_SPAWNFRESHCOPY"},
{{A_FlickySpawn}, "A_FLICKYSPAWN"},
{{A_FlickyAim}, "A_FLICKYAIM"},
{{A_FlickyFly}, "A_FLICKYFLY"},
{{A_FlickySoar}, "A_FLICKYSOAR"},
{{A_FlickyCoast}, "A_FLICKYCOAST"},
{{A_FlickyHop}, "A_FLICKYHOP"},
{{A_FlickyFlounder}, "A_FLICKYFLOUNDER"},
{{A_FlickyCheck}, "A_FLICKYCHECK"},
{{A_FlickyHeightCheck}, "A_FLICKYHEIGHTCHECK"},
{{A_FlickyFlutter}, "A_FLICKYFLUTTER"},
{{NULL}, "NONE"},

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@ -3602,7 +3602,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
sfx_s3k7b, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_XPLD_FLICKY, // deathstate
S_XPLD1, // deathstate
S_NULL, // xdeathstate
sfx_wbreak, // deathsound
3, // speed

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@ -215,6 +215,15 @@ void A_BrakLobShot();
void A_NapalmScatter();
void A_SpawnFreshCopy();
void A_FlickySpawn();
void A_FlickyAim();
void A_FlickyFly();
void A_FlickySoar();
void A_FlickyCoast();
void A_FlickyHop();
void A_FlickyFlounder();
void A_FlickyCheck();
void A_FlickyHeightCheck();
void A_FlickyFlutter();
// ratio of states to sprites to mobj types is roughly 6 : 1 : 1
#define NUMMOBJFREESLOTS 256

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@ -243,6 +243,15 @@ void A_BrakLobShot(mobj_t *actor);
void A_NapalmScatter(mobj_t *actor);
void A_SpawnFreshCopy(mobj_t *actor);
void A_FlickySpawn(mobj_t *actor);
void A_FlickyAim(mobj_t *actor);
void A_FlickyFly(mobj_t *actor);
void A_FlickySoar(mobj_t *actor);
void A_FlickyCoast(mobj_t *actor);
void A_FlickyHop(mobj_t *actor);
void A_FlickyFlounder(mobj_t *actor);
void A_FlickyCheck(mobj_t *actor);
void A_FlickyHeightCheck(mobj_t *actor);
void A_FlickyFlutter(mobj_t *actor);
//
// ENEMY THINKING
@ -10339,7 +10348,6 @@ void A_SpawnFreshCopy(mobj_t *actor)
}
// Internal Flicky spawning function.
mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz, boolean lookforplayers)
{
mobj_t *flicky;
@ -10371,9 +10379,13 @@ mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz
flicky = P_SpawnMobjFromMobj(actor, 0, 0, 0, flickytype);
flicky->angle = actor->angle;
if (actor->eflags & MFE_UNDERWATER)
momz = FixedDiv(momz, FixedSqrt(3*FRACUNIT));
P_SetObjectMomZ(flicky, momz, false);
flicky->movedir = P_RandomChance(FRACUNIT/2) ? -1 : 1;
flicky->movedir = (P_RandomChance(FRACUNIT/2) ? -1 : 1);
flicky->fuse = P_RandomRange(595, 700); // originally 300, 350
flicky->threshold = 0;
if (lookforplayers)
P_LookForPlayers(flicky, true, false, 0);
@ -10406,3 +10418,339 @@ void A_FlickySpawn(mobj_t *actor)
P_InternalFlickySpawn(actor, locvar1, ((locvar2) ? locvar2 : 8*FRACUNIT), true);
}
#define FLICKYHITWALL if (actor->momx == actor->momy && actor->momy == 0) actor->threshold = 1;
// Internal Flicky bubbling function.
void P_InternalFlickyBubble(mobj_t *actor)
{
if (actor->eflags & MFE_UNDERWATER)
{
mobj_t *overlay;
if (!((actor->z + 3*actor->height/2) < actor->watertop) || !mobjinfo[actor->type].raisestate || actor->tracer)
return;
overlay = P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY);
P_SetMobjStateNF(overlay, mobjinfo[actor->type].raisestate);
P_SetTarget(&actor->tracer, overlay);
P_SetTarget(&overlay->target, actor);
return;
}
if (!actor->tracer || P_MobjWasRemoved(actor->tracer))
return;
P_RemoveMobj(actor->tracer);
P_SetTarget(&actor->tracer, NULL);
}
// Function: A_FlickyAim
//
// Description: Flicky aiming function.
//
// var1 = how far around the target (in angle constants) the flicky should look
// var2 = distance from target to aim for
//
void A_FlickyAim(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickyAim", actor))
return;
#endif
P_InternalFlickyBubble(actor);
P_InstaThrust(actor, 0, 0);
if (!actor->target)
{
P_LookForPlayers(actor, true, false, 0);
actor->angle = P_RandomKey(36)*ANG10;
return;
}
if (actor->fuse > 2*TICRATE)
{
angle_t posvar;
fixed_t chasevar, chasex, chasey;
if (actor->threshold)
{
actor->movedir *= -1;
actor->threshold = 0;
}
posvar = ((R_PointToAngle2(actor->target->x, actor->target->y, actor->x, actor->y) + actor->movedir*locvar1) >> ANGLETOFINESHIFT) & FINEMASK;
chasevar = FixedSqrt(max(FRACUNIT, P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y) - locvar2)) + locvar2;
chasex = actor->target->x + FixedMul(FINECOSINE(posvar), chasevar);
chasey = actor->target->y + FixedMul(FINESINE(posvar), chasevar);
if (P_AproxDistance(chasex - actor->x, chasey - actor->y))
actor->angle = R_PointToAngle2(actor->x, actor->y, chasex, chasey);
}
else if (actor->threshold)
{
actor->angle += ANGLE_180;
actor->threshold = 0;
}
}
//Internal Flicky flying function. Also usuable as an underwater swim thrust.
void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fixed_t chasez)
{
angle_t vertangle;
flyspeed = FixedMul(flyspeed, actor->scale);
actor->flags |= MF_NOGRAVITY;
FLICKYHITWALL
var1 = ANG30;
var2 = 32*FRACUNIT;
A_FlickyAim(actor);
chasez *= 8;
if (!actor->target || !(actor->fuse > 2*TICRATE))
chasez += ((actor->eflags & MFE_VERTICALFLIP) ? actor->ceilingz - 24*FRACUNIT : actor->floorz + 24*FRACUNIT);
else
{
fixed_t add = actor->target->z + (actor->target->height - actor->height)/2;
if (add > (actor->ceilingz - 24*actor->scale - actor->height))
add = actor->ceilingz - 24*actor->scale - actor->height;
else if (add < (actor->floorz + 24*actor->scale))
add = actor->floorz + 24*actor->scale;
chasez += add;
}
if (!targetdist)
targetdist = 16*FRACUNIT; //Default!
if (abs(chasez - actor->z) > targetdist)
targetdist = P_AproxDistance(actor->target->x - actor->x, actor->target->y - actor->y);
vertangle = (R_PointToAngle2(0, actor->z, targetdist, chasez) >> ANGLETOFINESHIFT) & FINEMASK;
P_InstaThrust(actor, actor->angle, FixedMul(FINECOSINE(vertangle), flyspeed));
actor->momz = FixedMul(FINESINE(vertangle), flyspeed);
}
// Function: A_FlickyFly
//
// Description: Flicky flying function.
//
// var1 = how fast to fly
// var2 = how far ahead the target should be considered
//
void A_FlickyFly(mobj_t *actor)
{
// We're not setting up locvars here - it passes var1 and var2 through to P_InternalFlickyFly instead.
//INT32 locvar1 = var1;
//INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickyFly", actor))
return;
#endif
P_InternalFlickyFly(actor, var1, var2,
FINECOSINE((((actor->fuse % 36) * ANG10) >> ANGLETOFINESHIFT) & FINEMASK)
);
}
// Function: A_FlickySoar
//
// Description: Flicky soaring function - specific to puffin.
//
// var1 = how fast to fly
// var2 = how far ahead the target should be considered
//
void A_FlickySoar(mobj_t *actor)
{
// We're not setting up locvars here - it passes var1 and var2 through to P_InternalFlickyFly instead.
//INT32 locvar1 = var1;
//INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickySoar", actor))
return;
#endif
P_InternalFlickyFly(actor, var1, var2,
2*(FRACUNIT/2 - abs(FINECOSINE((((actor->fuse % 144) * 5*ANG1/2) >> ANGLETOFINESHIFT) & FINEMASK)))
);
if (P_MobjFlip(actor)*actor->momz > 0 && actor->frame == 1 && actor->sprite == SPR_NULL)//SPR_FLKJ)
actor->frame = 3;
}
//Function: A_FlickyCoast
//
// Description: Flicky swim-coasting function.
//
// var1 = speed to change state upon reaching
// var2 = state to change to upon slowing down
// the spawnstate of the mobj = state to change to when above water
//
void A_FlickyCoast(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickyCoast", actor))
return;
#endif
if (actor->eflags & MFE_UNDERWATER)
{
FLICKYHITWALL
actor->momx = (11*actor->momx)/12;
actor->momy = (11*actor->momy)/12;
actor->momz = (11*actor->momz)/12;
if (P_AproxDistance(P_AproxDistance(actor->momx, actor->momy), actor->momz) < locvar1)
P_SetMobjState(actor, locvar2);
return;
}
actor->flags &= ~MF_NOGRAVITY;
P_SetMobjState(actor, mobjinfo[actor->type].spawnstate);
}
// Internal Flicky hopping function.
void P_InternalFlickyHop(mobj_t *actor, fixed_t momz, fixed_t momh, angle_t angle)
{
if (((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)
|| ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz)))
{
if (momz)
{
if (actor->eflags & MFE_UNDERWATER)
momz = FixedDiv(momz, FixedSqrt(3*FRACUNIT));
P_SetObjectMomZ(actor, momz, false);
}
P_InstaThrust(actor, angle, FixedMul(momh, actor->scale));
}
}
// Function: A_FlickyHop
//
// Description: Flicky hopping function.
//
// var1 = vertical thrust
// var2 = horizontal thrust
//
void A_FlickyHop(mobj_t *actor)
{
// We're not setting up locvars here - it passes var1 and var2 through to P_InternalFlickyHop instead.
//INT32 locvar1 = var1;
//INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickyHop", actor))
return;
#endif
P_InternalFlickyHop(actor, var1, var2, actor->angle);
}
// Function: A_FlickyFlounder
//
// Description: Flicky floundering function.
//
// var1 = intended vertical thrust
// var2 = intended horizontal thrust
//
void A_FlickyFlounder(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
angle_t hopangle;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickyFlounder", actor))
return;
#endif
locvar1 *= (P_RandomKey(2) + 1);
locvar2 *= (P_RandomKey(2) + 1);
hopangle = (actor->angle + (P_RandomKey(9) - 4)*ANG2);
P_InternalFlickyHop(actor, locvar1, locvar2, hopangle);
}
// Function: A_FlickyCheck
//
// Description: Flicky airtime check function.
//
// var1 = state to change to upon touching the floor
// var2 = state to change to upon falling
// the meleestate of the mobj = state to change to when underwater
//
void A_FlickyCheck(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickyCheck", actor))
return;
#endif
FLICKYHITWALL
if (locvar2 && P_MobjFlip(actor)*actor->momz < 1)
P_SetMobjState(actor, locvar2);
else if (locvar1 && ((!(actor->eflags & MFE_VERTICALFLIP) && actor->z <= actor->floorz)
|| ((actor->eflags & MFE_VERTICALFLIP) && actor->z + actor->height >= actor->ceilingz)))
P_SetMobjState(actor, locvar1);
else if (mobjinfo[actor->type].meleestate && (actor->eflags & MFE_UNDERWATER))
P_SetMobjState(actor, mobjinfo[actor->type].meleestate);
P_InternalFlickyBubble(actor);
}
// Function: A_FlickyHeightCheck
//
// Description: Flicky height check function.
//
// var1 = state to change to when falling below height relative to target
// var2 = height relative to target to change state at
//
void A_FlickyHeightCheck(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickyHeightCheck", actor))
return;
#endif
FLICKYHITWALL
if (locvar1 && actor->target && P_MobjFlip(actor)*actor->momz < 1
&& ((P_MobjFlip(actor)*((actor->z + actor->height/2) - (actor->target->z + actor->target->height/2)) < locvar2)
|| (actor->z - actor->height < actor->floorz) || (actor->z + 2*actor->height > actor->ceilingz)))
P_SetMobjState(actor, locvar1);
P_InternalFlickyBubble(actor);
}
// Function: A_FlickyFlutter
//
// Description: Flicky fluttering function - specific to chicken.
//
// var1 = state to change to upon touching the floor
// var2 = state to change to upon falling
// the meleestate of the mobj = state to change to when underwater
//
void A_FlickyFlutter(mobj_t *actor)
{
// We're not setting up locvars here - it passes var1 and var2 through to A_FlickyCheck instead.
//INT32 locvar1 = var1;
//INT32 locvar2 = var2;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_FlickyFlutter", actor))
return;
#endif
A_FlickyCheck(actor);
var1 = ANG30;
var2 = 32*FRACUNIT;
A_FlickyAim(actor);
P_InstaThrust(actor, actor->angle, 2*actor->scale);
if (P_MobjFlip(actor)*actor->momz < -FRACUNIT/2)
actor->momz = -P_MobjFlip(actor)*actor->scale/2;
}
#undef FLICKYHITWALL

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@ -296,6 +296,9 @@ void P_NewChaseDir(mobj_t *actor);
boolean P_LookForPlayers(mobj_t *actor, boolean allaround, boolean tracer, fixed_t dist);
mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz, boolean lookforplayers);
void P_InternalFlickyBubble(mobj_t *actor);
void P_InternalFlickyFly(mobj_t *actor, fixed_t flyspeed, fixed_t targetdist, fixed_t chasez);
void P_InternalFlickyHop(mobj_t *actor, fixed_t momz, fixed_t momh, angle_t angle);
//
// P_MAP

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@ -7213,10 +7213,11 @@ void P_MobjThinker(mobj_t *mobj)
y = mobj->y + FixedMul(FINECOSINE(fa),ns);
mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE);
P_SetMobjStateNF(mo2, S_XPLD_EGGTRAP);
P_SetMobjStateNF(mo2, S_XPLD_EGGTRAP); // so the flickies don't lose their target if they spawn
ns = 4 * FRACUNIT;
mo2->momx = FixedMul(FINESINE(fa),ns);
mo2->momy = FixedMul(FINECOSINE(fa),ns);
mo2->angle = fa << ANGLETOFINESHIFT;
if (P_RandomChance(FRACUNIT/4)) // I filled a spreadsheet trying to get the equivalent chance to the original P_RandomByte hack!
S_StartSound(mo2, mobj->info->deathsound);