diff --git a/src/info.c b/src/info.c index 3d117800088e4744a391f824c465e6f2a357574f..e568d6ae2e4565322d923b9b4abca047886d2ff9 100644 --- a/src/info.c +++ b/src/info.c @@ -3760,7 +3760,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_CCOMMAND3, // seestate sfx_None, // seesound 2*TICRATE, // reactiontime - sfx_None, // attacksound + sfx_s3k60, // attacksound S_CCOMMAND3, // painstate 200, // painchance sfx_dmpain, // painsound @@ -3775,7 +3775,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 0, // display offset 100, // mass 0, // damage - sfx_None, // activesound + sfx_s3k5d, // activesound MF_SLIDEME|MF_ENEMY|MF_SPECIAL|MF_SHOOTABLE, // flags S_NULL // raisestate }, diff --git a/src/p_enemy.c b/src/p_enemy.c index 9f588bd3122b059a7ac987a2dcaf3e35299722eb..8ef75ff934252c51133a82f3fcdb075fd61c2a37 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -5005,11 +5005,6 @@ void A_CrawlaCommanderThink(mobj_t *actor) else thefloor = actor->floorz; - if (actor->fuse & 1) - actor->flags2 |= MF2_DONTDRAW; - else - actor->flags2 &= ~MF2_DONTDRAW; - if (actor->reactiontime > 0) actor->reactiontime--; @@ -5043,14 +5038,13 @@ void A_CrawlaCommanderThink(mobj_t *actor) dist = P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y); - if (actor->target->player && actor->health > 1) + if (actor->target->player) { - if (dist < FixedMul(128*FRACUNIT, actor->scale) + if (dist < FixedMul(64<<(FRACBITS+(actor->health == 1 ? 0 : 1)), actor->scale) && ((actor->target->player->pflags & PF_JUMPED) || (actor->target->player->pflags & PF_SPINNING))) { - // Auugh! He's trying to kill you! Strafe! STRAAAAFFEEE!! - if (actor->target->momx || actor->target->momy) - P_InstaThrust(actor, actor->angle - ANGLE_180, FixedMul(20*FRACUNIT, actor->scale)); + // Auugh! She's trying to kill you! Strafe! STRAAAAFFEEE!! + P_InstaThrust(actor, actor->angle - ANGLE_180, FixedMul(20*FRACUNIT, actor->scale)); return; } } @@ -5076,7 +5070,7 @@ void A_CrawlaCommanderThink(mobj_t *actor) actor->angle -= (P_RandomByte()<<10); if (actor->health > 1) - P_InstaThrust(actor, actor->angle, FixedMul(10*FRACUNIT, actor->scale)); + P_Thrust(actor, actor->angle, 2*actor->scale); } else if (!actor->reactiontime) { @@ -5085,8 +5079,9 @@ void A_CrawlaCommanderThink(mobj_t *actor) if (dist < FixedMul(512*FRACUNIT, actor->scale)) { actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); - P_InstaThrust(actor, actor->angle, FixedMul(60*FRACUNIT, actor->scale)); + P_InstaThrust(actor, actor->angle, FixedMul(30*FRACUNIT, actor->scale)); actor->threshold = 1; + S_StartSound(actor, actor->info->attacksound); } } actor->reactiontime = 2*TICRATE + P_RandomByte()/2; @@ -5103,6 +5098,7 @@ void A_CrawlaCommanderThink(mobj_t *actor) actor->momz = FixedMul(locvar2, actor->scale); actor->angle = R_PointToAngle2(actor->x, actor->y, actor->target->x, actor->target->y); P_InstaThrust(actor, actor->angle, FixedMul(locvar2/8, actor->scale)); + S_StartSound(actor, actor->info->activesound); // pogo on player } else diff --git a/src/p_inter.c b/src/p_inter.c index c9cb6539ffb9f8878871924f0a4482233d837745..c4f05963c498d5aff6f804e4eb2a1f7a29ecf907 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -349,8 +349,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) if (player->spectator) return; - // Ignore eggman in "ouchie" mode - if (special->flags & MF_BOSS && special->flags2 & MF2_FRET) + // Ignore multihits in "ouchie" mode + if (special->flags & (MF_ENEMY|MF_BOSS) && special->flags2 & MF2_FRET) return; #ifdef HAVE_BLUA @@ -363,55 +363,18 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) ? (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) ? 1 : 2) : 0); - if (special->flags & MF_BOSS) + if ((special->flags & (MF_ENEMY|MF_BOSS)) && !(special->flags & MF_MISSILE)) { + //////////////////////////////////////////////////////// + /////ENEMIES & BOSSES!!///////////////////////////////// + //////////////////////////////////////////////////////// + if (special->type == MT_BLACKEGGMAN) { P_DamageMobj(toucher, special, special, 1, 0); // ouch return; } - if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING)) - || ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) - || (player->pflags & (PF_SPINNING|PF_GLIDING)) - || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) - || ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) - || player->powers[pw_invulnerability] || player->powers[pw_super] - || elementalpierce) // Do you possess the ability to subdue the object? - { - if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1)) - { - if (elementalpierce == 2) - P_DoBubbleBounce(player); - else if (!(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)) - toucher->momz = -toucher->momz; - } - if (player->pflags & PF_BOUNCING) - P_DoAbilityBounce(player, false); - toucher->momx = -toucher->momx; - toucher->momy = -toucher->momy; - P_DamageMobj(special, toucher, toucher, 1, 0); - } - else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) - || (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) - && player->charability == CA_FLY - && (player->powers[pw_tailsfly] - || toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with his propeller. - { - toucher->momz = -toucher->momz/2; - - P_DamageMobj(special, toucher, toucher, 1, 0); - } - else - P_DamageMobj(toucher, special, special, 1, 0); - - return; - } - else if ((special->flags & MF_ENEMY) && !(special->flags & MF_MISSILE)) - { - //////////////////////////////////////////////////////// - /////ENEMIES!!////////////////////////////////////////// - //////////////////////////////////////////////////////// if (special->type == MT_BIGMINE) { special->momx = toucher->momx/3; @@ -427,32 +390,32 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) player->homing = 0; return; } - else if (special->type == MT_GSNAPPER && !(((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING)) - || player->powers[pw_invulnerability] || player->powers[pw_super] || elementalpierce) + + if (special->type == MT_GSNAPPER && !elementalpierce && toucher->z < special->z + special->height && toucher->z + toucher->height > special->z - && !(player->powers[pw_shield] & SH_PROTECTSPIKE)) - { - // Can only hit snapper from above - P_DamageMobj(toucher, special, special, 1, DMG_SPIKE); - } - else if (special->type == MT_SHARP - && ((special->state == &states[special->info->xdeathstate]) || (toucher->z > special->z + special->height/2)) - && !(player->powers[pw_shield] & SH_PROTECTSPIKE)) + && P_DamageMobj(toucher, special, special, 1, DMG_SPIKE)) + return; // Can only hit snapper from above + + if (special->type == MT_SHARP + && ((special->state == &states[special->info->xdeathstate]) || (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0))) { if (player->pflags & PF_BOUNCING) { toucher->momz = -toucher->momz; P_DoAbilityBounce(player, false); + return; } - else // Cannot hit sharp from above or when red and angry - P_DamageMobj(toucher, special, special, 1, DMG_SPIKE); + else if (P_DamageMobj(toucher, special, special, 1, DMG_SPIKE)) + return; // Cannot hit sharp from above or when red and angry } - else if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING)) + + if (((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING)) || ((player->pflags & PF_JUMPED) && (!(player->pflags & PF_NOJUMPDAMAGE) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY))) || (player->pflags & (PF_SPINNING|PF_GLIDING)) || (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2) || ((player->charflags & SF_STOMPDAMAGE || player->pflags & PF_BOUNCING) && (P_MobjFlip(toucher)*(toucher->z - (special->z + special->height/2)) > 0) && (P_MobjFlip(toucher)*toucher->momz < 0)) - || player->powers[pw_invulnerability] || player->powers[pw_super]) // Do you possess the ability to subdue the object? + || player->powers[pw_invulnerability] || player->powers[pw_super] + || elementalpierce) // Do you possess the ability to subdue the object? { if ((P_MobjFlip(toucher)*toucher->momz < 0) && (elementalpierce != 1)) { @@ -463,17 +426,20 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) } if (player->pflags & PF_BOUNCING) P_DoAbilityBounce(player, false); - + if (special->info->spawnhealth > 1) // Multi-hit? Bounce back! + { + toucher->momx = -toucher->momx; + toucher->momy = -toucher->momy; + } P_DamageMobj(special, toucher, toucher, 1, 0); } else if (((toucher->z < special->z && !(toucher->eflags & MFE_VERTICALFLIP)) - || (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) // Flame is bad at logic - JTE + || (toucher->z + toucher->height > special->z + special->height && (toucher->eflags & MFE_VERTICALFLIP))) && player->charability == CA_FLY && (player->powers[pw_tailsfly] - || toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with his propeller. + || toucher->state-states == S_PLAY_FLY_TIRED)) // Tails can shred stuff with her propeller. { - if (P_MobjFlip(toucher)*toucher->momz < 0) - toucher->momz = -toucher->momz/2; + toucher->momz = -toucher->momz/2; P_DamageMobj(special, toucher, toucher, 1, 0); } @@ -2195,21 +2161,27 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget { if (target->flags & MF_BOSS) score = 1000; - else if ((target->flags & MF_ENEMY) && !(target->flags & MF_MISSILE)) + else if ((target->flags & MF_ENEMY) && !(target->flags & MF_MISSILE) && target->info->spawnhealth) { + UINT8 locscoreadd = source->player->scoreadd + target->info->spawnhealth; mobj_t *scoremobj; UINT32 scorestate = mobjinfo[MT_SCORE].spawnstate; scoremobj = P_SpawnMobj(target->x, target->y, target->z + (target->height / 2), MT_SCORE); - // On ground? No chain starts. - if (!source->player->powers[pw_invulnerability] && P_IsObjectOnGround(source)) + // More Sonic-like point system + if (!mariomode) switch (locscoreadd) { - source->player->scoreadd = 0; - score = 100; + case 1: score = 100; break; + case 2: score = 200; scorestate += 1; break; + case 3: score = 500; scorestate += 2; break; + case 4: case 5: case 6: case 7: case 8: case 9: + case 10: case 11: case 12: case 13: case 14: + score = 1000; scorestate += 3; break; + default: score = 10000; scorestate += 4; break; } // Mario Mode has Mario-like chain point values - else if (mariomode) switch (++source->player->scoreadd) + else switch (locscoreadd) { case 1: score = 100; break; case 2: score = 200; scorestate += 1; break; @@ -2229,19 +2201,12 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget scorestate += 10; break; } - // More Sonic-like point system - else switch (++source->player->scoreadd) - { - case 1: score = 100; break; - case 2: score = 200; scorestate += 1; break; - case 3: score = 500; scorestate += 2; break; - case 4: case 5: case 6: case 7: case 8: case 9: - case 10: case 11: case 12: case 13: case 14: - score = 1000; scorestate += 3; break; - default: score = 10000; scorestate += 4; break; - } P_SetMobjState(scoremobj, scorestate); + + // On ground? No chain starts. + if (!source->player->powers[pw_invulnerability] && P_IsObjectOnGround(source)) + source->player->scoreadd = locscoreadd; } } @@ -2385,6 +2350,10 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget P_SpawnMobjFromMobj(target, 0, 0, 0, MT_YELLOWSPRING); break; + case MT_CRAWLACOMMANDER: + target->momx = target->momy = target->momz = 0; + break; + case MT_EGGMOBILE3: { thinker_t *th; @@ -3131,36 +3100,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da return false; } - // Special case for Crawla Commander - if (target->type == MT_CRAWLACOMMANDER) - { - if (!force && target->fuse) // Invincible - return false; - -#ifdef HAVE_BLUA - if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target)) - return true; -#endif - - if (target->health > 1) - { - if (target->info->painsound) - S_StartSound(target, target->info->painsound); - - target->fuse = TICRATE/2; - target->flags2 |= MF2_FRET; - } - else - { - target->flags |= MF_NOGRAVITY; - target->fuse = 0; - } - - target->momx = target->momy = target->momz = 0; - - P_InstaThrust(target, target->angle-ANGLE_180, FixedMul(5*FRACUNIT, target->scale)); - } - else if (target->flags & MF_BOSS) + if (target->flags & (MF_ENEMY|MF_BOSS)) { if (!force && target->flags2 & MF2_FRET) // Currently flashing from being hit return false; @@ -3173,13 +3113,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da if (target->health > 1) target->flags2 |= MF2_FRET; } -#ifdef HAVE_BLUA - else if (target->flags & MF_ENEMY) - { - if (LUAh_MobjDamage(target, inflictor, source, damage, damagetype) || P_MobjWasRemoved(target)) - return true; - } -#endif player = target->player; @@ -3348,6 +3281,18 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da else switch (target->type) { + case MT_CRAWLACOMMANDER: + if (target->info->painsound) + S_StartSound(target, target->info->painsound); + + target->fuse = TICRATE/2; + target->momz = 0; + + P_InstaThrust(target, target->angle-ANGLE_180, FixedMul(5*FRACUNIT, target->scale)); + + P_SetMobjState(target, target->info->painstate); + + break; case MT_EGGMOBILE2: // egg slimer if (target->health < target->info->damage) // in pinch phase { diff --git a/src/p_mobj.c b/src/p_mobj.c index 1f8b9a720578ccc0c22b2d3bf0cf89cf0a0607ae..027a5f48d780178c79855eb610e44e4cdb766d89 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -7312,376 +7312,392 @@ void P_MobjThinker(mobj_t *mobj) default: break; } - else switch (mobj->type) + else { - case MT_WALLSPIKEBASE: - if (!mobj->target) { - P_RemoveMobj(mobj); - return; - } - mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK); + if ((mobj->flags & MF_ENEMY) && (mobj->state->nextstate == mobj->info->spawnstate && mobj->tics == 1)) + mobj->flags2 &= ~MF2_FRET; + + switch (mobj->type) + { + case MT_WALLSPIKEBASE: + if (!mobj->target) { + P_RemoveMobj(mobj); + return; + } + mobj->frame = (mobj->frame & ~FF_FRAMEMASK)|(mobj->target->frame & FF_FRAMEMASK); #if 0 - if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle - { - mobj_t *target = mobj->target; // shortcut - const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale); - P_UnsetThingPosition(mobj); - mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius); - mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius); - P_SetThingPosition(mobj); - mobj->angle = target->angle + ANGLE_90; - } + if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle + { + mobj_t *target = mobj->target; // shortcut + const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale); + P_UnsetThingPosition(mobj); + mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius); + mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius); + P_SetThingPosition(mobj); + mobj->angle = target->angle + ANGLE_90; + } #endif - break; - case MT_FALLINGROCK: - // Despawn rocks here in case zmovement code can't do so (blame slopes) - if (!mobj->momx && !mobj->momy && !mobj->momz - && ((mobj->eflags & MFE_VERTICALFLIP) ? - mobj->z + mobj->height >= mobj->ceilingz - : mobj->z <= mobj->floorz)) - { - P_RemoveMobj(mobj); - return; - } - P_MobjCheckWater(mobj); - break; - case MT_EMERALDSPAWN: - if (mobj->threshold) - { - mobj->threshold--; - - if (!mobj->threshold && !mobj->target && mobj->reactiontime) + break; + case MT_FALLINGROCK: + // Despawn rocks here in case zmovement code can't do so (blame slopes) + if (!mobj->momx && !mobj->momy && !mobj->momz + && ((mobj->eflags & MFE_VERTICALFLIP) ? + mobj->z + mobj->height >= mobj->ceilingz + : mobj->z <= mobj->floorz)) { - mobj_t *emerald = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->reactiontime); - emerald->threshold = 42; - P_SetTarget(&mobj->target, emerald); - P_SetTarget(&emerald->target, mobj); + P_RemoveMobj(mobj); + return; } - } - break; - case MT_AQUABUZZ: - mobj->eflags |= MFE_UNDERWATER; //P_MobjCheckWater(mobj); // solely for MFE_UNDERWATER for A_FlickySpawn - { - if (mobj->tracer && mobj->tracer->player && mobj->tracer->health > 0 - && P_AproxDistance(P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y), mobj->tracer->z - mobj->z) <= mobj->radius * 16) + P_MobjCheckWater(mobj); + break; + case MT_EMERALDSPAWN: + if (mobj->threshold) { - // Home in on the target. - P_HomingAttack(mobj, mobj->tracer); + mobj->threshold--; - if (mobj->z < mobj->floorz) - mobj->z = mobj->floorz; + if (!mobj->threshold && !mobj->target && mobj->reactiontime) + { + mobj_t *emerald = P_SpawnMobj(mobj->x, mobj->y, mobj->z, mobj->reactiontime); + emerald->threshold = 42; + P_SetTarget(&mobj->target, emerald); + P_SetTarget(&emerald->target, mobj); + } + } + break; + case MT_AQUABUZZ: + mobj->eflags |= MFE_UNDERWATER; //P_MobjCheckWater(mobj); // solely for MFE_UNDERWATER for A_FlickySpawn + { + if (mobj->tracer && mobj->tracer->player && mobj->tracer->health > 0 + && P_AproxDistance(P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y), mobj->tracer->z - mobj->z) <= mobj->radius * 16) + { + // Home in on the target. + P_HomingAttack(mobj, mobj->tracer); + + if (mobj->z < mobj->floorz) + mobj->z = mobj->floorz; - if (leveltime % mobj->info->painchance == 0) - S_StartSound(mobj, mobj->info->activesound); + if (leveltime % mobj->info->painchance == 0) + S_StartSound(mobj, mobj->info->activesound); + } + else + { + // Try to find a player + P_LookForPlayers(mobj, true, true, mobj->radius * 16); + mobj->momx >>= 1; + mobj->momy >>= 1; + mobj->momz >>= 1; + } } - else + break; + case MT_BIGMINE: + mobj->extravalue1 += 3; + mobj->extravalue1 %= 360; + P_UnsetThingPosition(mobj); + mobj->z += FINESINE(mobj->extravalue1*(FINEMASK+1)/360); + P_SetThingPosition(mobj); + break; + case MT_SMASHINGSPIKEBALL: + mobj->momx = mobj->momy = 0; + if (mobj->state-states == S_SMASHSPIKE_FALL && P_IsObjectOnGround(mobj)) { - // Try to find a player - P_LookForPlayers(mobj, true, true, mobj->radius * 16); - mobj->momx >>= 1; - mobj->momy >>= 1; - mobj->momz >>= 1; + P_SetMobjState(mobj, S_SMASHSPIKE_STOMP1); + S_StartSound(mobj, sfx_spsmsh); } - } - break; - case MT_BIGMINE: - mobj->extravalue1 += 3; - mobj->extravalue1 %= 360; - P_UnsetThingPosition(mobj); - mobj->z += FINESINE(mobj->extravalue1*(FINEMASK+1)/360); - P_SetThingPosition(mobj); - break; - case MT_SMASHINGSPIKEBALL: - mobj->momx = mobj->momy = 0; - if (mobj->state-states == S_SMASHSPIKE_FALL && P_IsObjectOnGround(mobj)) - { - P_SetMobjState(mobj, S_SMASHSPIKE_STOMP1); - S_StartSound(mobj, sfx_spsmsh); - } - else if (mobj->state-states == S_SMASHSPIKE_RISE2 && P_MobjFlip(mobj)*(mobj->z - mobj->movecount) >= 0) - { - mobj->momz = 0; - P_SetMobjState(mobj, S_SMASHSPIKE_FLOAT); - } - break; - case MT_HANGSTER: - { - statenum_t st = mobj->state-states; - //ghost image trail when flying down - if (st == S_HANGSTER_SWOOP1 || st == S_HANGSTER_SWOOP2) + else if (mobj->state-states == S_SMASHSPIKE_RISE2 && P_MobjFlip(mobj)*(mobj->z - mobj->movecount) >= 0) { - P_SpawnGhostMobj(mobj); - //curve when in line with target, otherwise curve to avoid crashing into floor - if ((mobj->z - mobj->floorz <= 80*FRACUNIT) || (mobj->target && (mobj->z - mobj->target->z <= 80*FRACUNIT))) - P_SetMobjState(mobj, (st = S_HANGSTER_ARC1)); + mobj->momz = 0; + P_SetMobjState(mobj, S_SMASHSPIKE_FLOAT); } - - //swoop arc movement stuff - if (st == S_HANGSTER_ARC1) + break; + case MT_HANGSTER: { - A_FaceTarget(mobj); - P_Thrust(mobj, mobj->angle, 1*FRACUNIT); + statenum_t st = mobj->state-states; + //ghost image trail when flying down + if (st == S_HANGSTER_SWOOP1 || st == S_HANGSTER_SWOOP2) + { + P_SpawnGhostMobj(mobj); + //curve when in line with target, otherwise curve to avoid crashing into floor + if ((mobj->z - mobj->floorz <= 80*FRACUNIT) || (mobj->target && (mobj->z - mobj->target->z <= 80*FRACUNIT))) + P_SetMobjState(mobj, (st = S_HANGSTER_ARC1)); + } + + //swoop arc movement stuff + if (st == S_HANGSTER_ARC1) + { + A_FaceTarget(mobj); + P_Thrust(mobj, mobj->angle, 1*FRACUNIT); + } + else if (st == S_HANGSTER_ARC2) + P_Thrust(mobj, mobj->angle, 2*FRACUNIT); + else if (st == S_HANGSTER_ARC3) + P_Thrust(mobj, mobj->angle, 4*FRACUNIT); + //if movement has stopped while flying (like hitting a wall), fly up immediately + else if (st == S_HANGSTER_FLY1 && !mobj->momx && !mobj->momy) + { + mobj->extravalue1 = 0; + P_SetMobjState(mobj, S_HANGSTER_ARCUP1); + } + //after swooping back up, check for ceiling + else if ((st == S_HANGSTER_RETURN1 || st == S_HANGSTER_RETURN2) && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height)) + P_SetMobjState(mobj, (st = S_HANGSTER_RETURN3)); + + //should you roost on a ceiling with F_SKY1 as its flat, disappear forever + if (st == S_HANGSTER_RETURN3 && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height) + && mobj->subsector->sector->ceilingpic == skyflatnum + && mobj->subsector->sector->ceilingheight == mobj->ceilingz) + { + P_RemoveMobj(mobj); + return; + } } - else if (st == S_HANGSTER_ARC2) - P_Thrust(mobj, mobj->angle, 2*FRACUNIT); - else if (st == S_HANGSTER_ARC3) - P_Thrust(mobj, mobj->angle, 4*FRACUNIT); - //if movement has stopped while flying (like hitting a wall), fly up immediately - else if (st == S_HANGSTER_FLY1 && !mobj->momx && !mobj->momy) + break; + case MT_EGGCAPSULE: + if (!mobj->reactiontime) { - mobj->extravalue1 = 0; - P_SetMobjState(mobj, S_HANGSTER_ARCUP1); + // Target nearest player on your mare. + // (You can make it float up/down by adding MF_FLOAT, + // but beware level design pitfalls.) + fixed_t shortest = 1024*FRACUNIT; + INT32 i; + P_SetTarget(&mobj->target, NULL); + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i] && players[i].mo + && players[i].mare == mobj->threshold && players[i].rings > 0) + { + fixed_t dist = P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y); + if (dist < shortest) + { + P_SetTarget(&mobj->target, players[i].mo); + shortest = dist; + } + } } - //after swooping back up, check for ceiling - else if ((st == S_HANGSTER_RETURN1 || st == S_HANGSTER_RETURN2) && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height)) - P_SetMobjState(mobj, (st = S_HANGSTER_RETURN3)); - - //should you roost on a ceiling with F_SKY1 as its flat, disappear forever - if (st == S_HANGSTER_RETURN3 && mobj->momz == 0 && mobj->ceilingz == (mobj->z + mobj->height) - && mobj->subsector->sector->ceilingpic == skyflatnum - && mobj->subsector->sector->ceilingheight == mobj->ceilingz) + break; + case MT_EGGMOBILE2_POGO: + if (!mobj->target + || !mobj->target->health + || mobj->target->state == &states[mobj->target->info->spawnstate] + || mobj->target->state == &states[mobj->target->info->raisestate]) { P_RemoveMobj(mobj); return; } - } - break; - case MT_EGGCAPSULE: - if (!mobj->reactiontime) - { - // Target nearest player on your mare. - // (You can make it float up/down by adding MF_FLOAT, - // but beware level design pitfalls.) - fixed_t shortest = 1024*FRACUNIT; - INT32 i; - P_SetTarget(&mobj->target, NULL); - for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i] && players[i].mo - && players[i].mare == mobj->threshold && players[i].rings > 0) - { - fixed_t dist = P_AproxDistance(players[i].mo->x - mobj->x, players[i].mo->y - mobj->y); - if (dist < shortest) - { - P_SetTarget(&mobj->target, players[i].mo); - shortest = dist; - } - } - } - break; - case MT_EGGMOBILE2_POGO: - if (!mobj->target - || !mobj->target->health - || mobj->target->state == &states[mobj->target->info->spawnstate] - || mobj->target->state == &states[mobj->target->info->raisestate]) - { - P_RemoveMobj(mobj); - return; - } - P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z - mobj->height); - break; - case MT_HAMMER: - if (mobj->z <= mobj->floorz) - { - P_RemoveMobj(mobj); - return; - } - break; - case MT_KOOPA: - P_KoopaThinker(mobj); - break; - case MT_REDRING: - if (((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz)) - && mobj->flags & MF_MISSILE) - { - P_ExplodeMissile(mobj); - return; - } - break; - case MT_BOSSFLYPOINT: - return; - case MT_NIGHTSCORE: - mobj->color = (UINT8)(leveltime % SKINCOLOR_WHITE); - break; - case MT_JETFUME1: - { - fixed_t jetx, jety; - - if (!mobj->target // if you have no target - || (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now - { // then remove yourself as well! + P_TeleportMove(mobj, mobj->target->x, mobj->target->y, mobj->target->z - mobj->height); + break; + case MT_HAMMER: + if (mobj->z <= mobj->floorz) + { P_RemoveMobj(mobj); return; } + break; + case MT_KOOPA: + P_KoopaThinker(mobj); + break; + case MT_REDRING: + if (((mobj->z < mobj->floorz) || (mobj->z + mobj->height > mobj->ceilingz)) + && mobj->flags & MF_MISSILE) + { + P_ExplodeMissile(mobj); + return; + } + break; + case MT_BOSSFLYPOINT: + return; + case MT_NIGHTSCORE: + mobj->color = (UINT8)(leveltime % SKINCOLOR_WHITE); + break; + case MT_JETFUME1: + { + fixed_t jetx, jety; - jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale)); - jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale)); + if (!mobj->target // if you have no target + || (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now + { // then remove yourself as well! + P_RemoveMobj(mobj); + return; + } + + jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale)); + jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, FixedMul(-64*FRACUNIT, mobj->target->scale)); - if (mobj->fuse == 56) // First one + if (mobj->fuse == 56) // First one + { + P_UnsetThingPosition(mobj); + mobj->x = jetx; + mobj->y = jety; + if (mobj->target->eflags & MFE_VERTICALFLIP) + mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(38*FRACUNIT, mobj->target->scale); + else + mobj->z = mobj->target->z + FixedMul(38*FRACUNIT, mobj->target->scale); + mobj->floorz = mobj->z; + mobj->ceilingz = mobj->z+mobj->height; + P_SetThingPosition(mobj); + } + else if (mobj->fuse == 57) + { + P_UnsetThingPosition(mobj); + mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle-ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale)); + mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle-ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale)); + if (mobj->target->eflags & MFE_VERTICALFLIP) + mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale); + else + mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale); + mobj->floorz = mobj->z; + mobj->ceilingz = mobj->z+mobj->height; + P_SetThingPosition(mobj); + } + else if (mobj->fuse == 58) + { + P_UnsetThingPosition(mobj); + mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle+ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale)); + mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle+ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale)); + if (mobj->target->eflags & MFE_VERTICALFLIP) + mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale); + else + mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale); + mobj->floorz = mobj->z; + mobj->ceilingz = mobj->z+mobj->height; + P_SetThingPosition(mobj); + } + else if (mobj->fuse == 59) + { + jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, -mobj->target->radius); + jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, -mobj->target->radius); + P_UnsetThingPosition(mobj); + mobj->x = jetx; + mobj->y = jety; + if (mobj->target->eflags & MFE_VERTICALFLIP) + mobj->z = mobj->target->z + mobj->target->height/2 + mobj->height/2; + else + mobj->z = mobj->target->z + mobj->target->height/2 - mobj->height/2; + mobj->floorz = mobj->z; + mobj->ceilingz = mobj->z+mobj->height; + P_SetThingPosition(mobj); + } + mobj->fuse++; + } + break; + case MT_PROPELLER: { + fixed_t jetx, jety; + + if (!mobj->target // if you have no target + || (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now + { // then remove yourself as well! + P_RemoveMobj(mobj); + return; + } + + jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, FixedMul(-60*FRACUNIT, mobj->target->scale)); + jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, FixedMul(-60*FRACUNIT, mobj->target->scale)); + P_UnsetThingPosition(mobj); mobj->x = jetx; mobj->y = jety; - if (mobj->target->eflags & MFE_VERTICALFLIP) - mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(38*FRACUNIT, mobj->target->scale); - else - mobj->z = mobj->target->z + FixedMul(38*FRACUNIT, mobj->target->scale); - mobj->floorz = mobj->z; - mobj->ceilingz = mobj->z+mobj->height; - P_SetThingPosition(mobj); - } - else if (mobj->fuse == 57) - { - P_UnsetThingPosition(mobj); - mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle-ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale)); - mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle-ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale)); - if (mobj->target->eflags & MFE_VERTICALFLIP) - mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale); - else - mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale); + mobj->z = mobj->target->z + FixedMul(17*FRACUNIT, mobj->target->scale); + mobj->angle = mobj->target->angle - ANGLE_180; mobj->floorz = mobj->z; mobj->ceilingz = mobj->z+mobj->height; P_SetThingPosition(mobj); } - else if (mobj->fuse == 58) + break; + case MT_JETFLAME: { + if (!mobj->target // if you have no target + || (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now + { // then remove yourself as well! + P_RemoveMobj(mobj); + return; + } + P_UnsetThingPosition(mobj); - mobj->x = jetx + P_ReturnThrustX(mobj->target, mobj->target->angle+ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale)); - mobj->y = jety + P_ReturnThrustY(mobj->target, mobj->target->angle+ANGLE_90, FixedMul(24*FRACUNIT, mobj->target->scale)); - if (mobj->target->eflags & MFE_VERTICALFLIP) - mobj->z = mobj->target->z + mobj->target->height - mobj->height - FixedMul(12*FRACUNIT, mobj->target->scale); - else - mobj->z = mobj->target->z + FixedMul(12*FRACUNIT, mobj->target->scale); + mobj->x = mobj->target->x; + mobj->y = mobj->target->y; + mobj->z = mobj->target->z - FixedMul(50*FRACUNIT, mobj->target->scale); mobj->floorz = mobj->z; mobj->ceilingz = mobj->z+mobj->height; P_SetThingPosition(mobj); } - else if (mobj->fuse == 59) + break; + case MT_NIGHTSDRONE: + if (mobj->state >= &states[S_NIGHTSDRONE_SPARKLING1] && mobj->state <= &states[S_NIGHTSDRONE_SPARKLING16]) { - jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, -mobj->target->radius); - jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, -mobj->target->radius); - P_UnsetThingPosition(mobj); - mobj->x = jetx; - mobj->y = jety; - if (mobj->target->eflags & MFE_VERTICALFLIP) - mobj->z = mobj->target->z + mobj->target->height/2 + mobj->height/2; - else - mobj->z = mobj->target->z + mobj->target->height/2 - mobj->height/2; - mobj->floorz = mobj->z; - mobj->ceilingz = mobj->z+mobj->height; - P_SetThingPosition(mobj); - } - mobj->fuse++; - } - break; - case MT_PROPELLER: - { - fixed_t jetx, jety; - - if (!mobj->target // if you have no target - || (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now - { // then remove yourself as well! - P_RemoveMobj(mobj); - return; - } - - jetx = mobj->target->x + P_ReturnThrustX(mobj->target, mobj->target->angle, FixedMul(-60*FRACUNIT, mobj->target->scale)); - jety = mobj->target->y + P_ReturnThrustY(mobj->target, mobj->target->angle, FixedMul(-60*FRACUNIT, mobj->target->scale)); - - P_UnsetThingPosition(mobj); - mobj->x = jetx; - mobj->y = jety; - mobj->z = mobj->target->z + FixedMul(17*FRACUNIT, mobj->target->scale); - mobj->angle = mobj->target->angle - ANGLE_180; - mobj->floorz = mobj->z; - mobj->ceilingz = mobj->z+mobj->height; - P_SetThingPosition(mobj); - } - break; - case MT_JETFLAME: - { - if (!mobj->target // if you have no target - || (!(mobj->target->flags & MF_BOSS) && mobj->target->health <= 0)) // or your target isn't a boss and it's popped now - { // then remove yourself as well! - P_RemoveMobj(mobj); - return; - } - - P_UnsetThingPosition(mobj); - mobj->x = mobj->target->x; - mobj->y = mobj->target->y; - mobj->z = mobj->target->z - FixedMul(50*FRACUNIT, mobj->target->scale); - mobj->floorz = mobj->z; - mobj->ceilingz = mobj->z+mobj->height; - P_SetThingPosition(mobj); - } - break; - case MT_NIGHTSDRONE: - if (mobj->state >= &states[S_NIGHTSDRONE_SPARKLING1] && mobj->state <= &states[S_NIGHTSDRONE_SPARKLING16]) - { - mobj->flags2 &= ~MF2_DONTDRAW; - mobj->z = mobj->floorz + mobj->height + (mobj->spawnpoint->options >> ZSHIFT) * FRACUNIT; - mobj->angle = 0; + mobj->flags2 &= ~MF2_DONTDRAW; + mobj->z = mobj->floorz + mobj->height + (mobj->spawnpoint->options >> ZSHIFT) * FRACUNIT; + mobj->angle = 0; - if (!mobj->target) - { - mobj_t *goalpost = P_SpawnMobj(mobj->x, mobj->y, mobj->z + FRACUNIT, MT_NIGHTSGOAL); - CONS_Debug(DBG_NIGHTSBASIC, "Adding goal post\n"); - goalpost->angle = mobj->angle; - P_SetTarget(&mobj->target, goalpost); - } + if (!mobj->target) + { + mobj_t *goalpost = P_SpawnMobj(mobj->x, mobj->y, mobj->z + FRACUNIT, MT_NIGHTSGOAL); + CONS_Debug(DBG_NIGHTSBASIC, "Adding goal post\n"); + goalpost->angle = mobj->angle; + P_SetTarget(&mobj->target, goalpost); + } - if (G_IsSpecialStage(gamemap)) - { // Never show the NiGHTS drone in special stages. Check ANYONE for bonustime. - INT32 i; - boolean bonustime = false; - for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i] && players[i].bonustime) + if (G_IsSpecialStage(gamemap)) + { // Never show the NiGHTS drone in special stages. Check ANYONE for bonustime. + INT32 i; + boolean bonustime = false; + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i] && players[i].bonustime) + { + bonustime = true; + break; + } + if (!bonustime) { - bonustime = true; - break; + mobj->flags &= ~MF_NOGRAVITY; + P_SetMobjState(mobj, S_NIGHTSDRONE1); + mobj->flags2 |= MF2_DONTDRAW; } - if (!bonustime) - { - mobj->flags &= ~MF_NOGRAVITY; - P_SetMobjState(mobj, S_NIGHTSDRONE1); - mobj->flags2 |= MF2_DONTDRAW; - } - } - else if (mobj->tracer && mobj->tracer->player) - { - if (!(mobj->tracer->player->powers[pw_carry] == CR_NIGHTSMODE)) - { - mobj->flags &= ~MF_NOGRAVITY; - mobj->flags2 &= ~MF2_DONTDRAW; - P_SetMobjState(mobj, S_NIGHTSDRONE1); } - else if (!mobj->tracer->player->bonustime) + else if (mobj->tracer && mobj->tracer->player) { - mobj->flags &= ~MF_NOGRAVITY; - P_SetMobjState(mobj, S_NIGHTSDRONE1); + if (!(mobj->tracer->player->powers[pw_carry] == CR_NIGHTSMODE)) + { + mobj->flags &= ~MF_NOGRAVITY; + mobj->flags2 &= ~MF2_DONTDRAW; + P_SetMobjState(mobj, S_NIGHTSDRONE1); + } + else if (!mobj->tracer->player->bonustime) + { + mobj->flags &= ~MF_NOGRAVITY; + P_SetMobjState(mobj, S_NIGHTSDRONE1); + } } } - } - else - { - if (G_IsSpecialStage(gamemap)) - { // Never show the NiGHTS drone in special stages. Check ANYONE for bonustime. - INT32 i; + else + { + if (G_IsSpecialStage(gamemap)) + { // Never show the NiGHTS drone in special stages. Check ANYONE for bonustime. + INT32 i; - boolean bonustime = false; - for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i] && players[i].bonustime) + boolean bonustime = false; + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i] && players[i].bonustime) + { + bonustime = true; + break; + } + + if (bonustime) { - bonustime = true; - break; + P_SetMobjState(mobj, S_NIGHTSDRONE_SPARKLING1); + mobj->flags |= MF_NOGRAVITY; + } + else + { + if (mobj->target) + { + CONS_Debug(DBG_NIGHTSBASIC, "Removing goal post\n"); + P_RemoveMobj(mobj->target); + P_SetTarget(&mobj->target, NULL); + } + mobj->flags2 |= MF2_DONTDRAW; } - - if (bonustime) - { - P_SetMobjState(mobj, S_NIGHTSDRONE_SPARKLING1); - mobj->flags |= MF_NOGRAVITY; } - else + else if (mobj->tracer && mobj->tracer->player) { if (mobj->target) { @@ -7689,192 +7705,182 @@ void P_MobjThinker(mobj_t *mobj) P_RemoveMobj(mobj->target); P_SetTarget(&mobj->target, NULL); } - mobj->flags2 |= MF2_DONTDRAW; + + if (mobj->tracer->player->powers[pw_carry] == CR_NIGHTSMODE) + { + if (mobj->tracer->player->bonustime) + { + P_SetMobjState(mobj, S_NIGHTSDRONE_SPARKLING1); + mobj->flags |= MF_NOGRAVITY; + } + else + mobj->flags2 |= MF2_DONTDRAW; + } + else // Not NiGHTS + mobj->flags2 &= ~MF2_DONTDRAW; } + mobj->angle += ANG10; + if (mobj->z <= mobj->floorz) + mobj->momz = 5*FRACUNIT; } - else if (mobj->tracer && mobj->tracer->player) - { - if (mobj->target) - { - CONS_Debug(DBG_NIGHTSBASIC, "Removing goal post\n"); - P_RemoveMobj(mobj->target); - P_SetTarget(&mobj->target, NULL); - } + break; + case MT_PLAYER: + if (mobj->player) + P_PlayerMobjThinker(mobj); + return; + case MT_SKIM: + // check mobj against possible water content, before movement code + P_MobjCheckWater(mobj); - if (mobj->tracer->player->powers[pw_carry] == CR_NIGHTSMODE) + // Keep Skim at water surface + if (mobj->z <= mobj->watertop) + { + mobj->flags |= MF_NOGRAVITY; + if (mobj->z < mobj->watertop) { - if (mobj->tracer->player->bonustime) - { - P_SetMobjState(mobj, S_NIGHTSDRONE_SPARKLING1); - mobj->flags |= MF_NOGRAVITY; - } + if (mobj->watertop - mobj->z <= FixedMul(mobj->info->speed*FRACUNIT, mobj->scale)) + mobj->z = mobj->watertop; else - mobj->flags2 |= MF2_DONTDRAW; + mobj->momz = FixedMul(mobj->info->speed*FRACUNIT, mobj->scale); } - else // Not NiGHTS - mobj->flags2 &= ~MF2_DONTDRAW; } - mobj->angle += ANG10; - if (mobj->z <= mobj->floorz) - mobj->momz = 5*FRACUNIT; - } - break; - case MT_PLAYER: - if (mobj->player) - P_PlayerMobjThinker(mobj); - return; - case MT_SKIM: - // check mobj against possible water content, before movement code - P_MobjCheckWater(mobj); - - // Keep Skim at water surface - if (mobj->z <= mobj->watertop) - { - mobj->flags |= MF_NOGRAVITY; - if (mobj->z < mobj->watertop) + else { - if (mobj->watertop - mobj->z <= FixedMul(mobj->info->speed*FRACUNIT, mobj->scale)) + mobj->flags &= ~MF_NOGRAVITY; + if (mobj->z > mobj->watertop && mobj->z - mobj->watertop < FixedMul(MAXSTEPMOVE, mobj->scale)) mobj->z = mobj->watertop; - else - mobj->momz = FixedMul(mobj->info->speed*FRACUNIT, mobj->scale); } - } - else - { - mobj->flags &= ~MF_NOGRAVITY; - if (mobj->z > mobj->watertop && mobj->z - mobj->watertop < FixedMul(MAXSTEPMOVE, mobj->scale)) - mobj->z = mobj->watertop; - } - break; - case MT_RING: - case MT_COIN: - case MT_BLUEBALL: - case MT_REDTEAMRING: - case MT_BLUETEAMRING: - // No need to check water. Who cares? - P_RingThinker(mobj); - if (mobj->flags2 & MF2_NIGHTSPULL) - P_NightsItemChase(mobj); - else - A_AttractChase(mobj); - return; - // Flung items - case MT_FLINGRING: - case MT_FLINGCOIN: - if (mobj->flags2 & MF2_NIGHTSPULL) - P_NightsItemChase(mobj); - else - A_AttractChase(mobj); - break; - case MT_NIGHTSWING: - if (mobj->flags2 & MF2_NIGHTSPULL) - P_NightsItemChase(mobj); - break; - case MT_EMBLEM: - if (mobj->flags2 & MF2_NIGHTSPULL) - P_NightsItemChase(mobj); - break; - case MT_SHELL: - if (mobj->threshold && mobj->threshold != TICRATE) - mobj->threshold--; - - if (mobj->threshold >= TICRATE) - { - mobj->angle += ((mobj->movedir == 1) ? ANGLE_22h : ANGLE_337h); - P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), (mobj->info->speed*mobj->scale)); - } - break; - case MT_TURRET: - P_MobjCheckWater(mobj); - P_CheckPosition(mobj, mobj->x, mobj->y); - if (P_MobjWasRemoved(mobj)) + break; + case MT_RING: + case MT_COIN: + case MT_BLUEBALL: + case MT_REDTEAMRING: + case MT_BLUETEAMRING: + // No need to check water. Who cares? + P_RingThinker(mobj); + if (mobj->flags2 & MF2_NIGHTSPULL) + P_NightsItemChase(mobj); + else + A_AttractChase(mobj); return; - mobj->floorz = tmfloorz; - mobj->ceilingz = tmceilingz; + // Flung items + case MT_FLINGRING: + case MT_FLINGCOIN: + if (mobj->flags2 & MF2_NIGHTSPULL) + P_NightsItemChase(mobj); + else + A_AttractChase(mobj); + break; + case MT_NIGHTSWING: + if (mobj->flags2 & MF2_NIGHTSPULL) + P_NightsItemChase(mobj); + break; + case MT_EMBLEM: + if (mobj->flags2 & MF2_NIGHTSPULL) + P_NightsItemChase(mobj); + break; + case MT_SHELL: + if (mobj->threshold && mobj->threshold != TICRATE) + mobj->threshold--; - if ((mobj->eflags & MFE_UNDERWATER) && mobj->health > 0) - { - P_SetMobjState(mobj, mobj->info->deathstate); - mobj->health = 0; - mobj->flags2 &= ~MF2_FIRING; - } - else if (mobj->health > 0 && mobj->z + mobj->height > mobj->ceilingz) // Crushed - { - INT32 i,j; - fixed_t ns; - fixed_t x,y,z; - mobj_t *mo2; + if (mobj->threshold >= TICRATE) + { + mobj->angle += ((mobj->movedir == 1) ? ANGLE_22h : ANGLE_337h); + P_InstaThrust(mobj, R_PointToAngle2(0, 0, mobj->momx, mobj->momy), (mobj->info->speed*mobj->scale)); + } + break; + case MT_TURRET: + P_MobjCheckWater(mobj); + P_CheckPosition(mobj, mobj->x, mobj->y); + if (P_MobjWasRemoved(mobj)) + return; + mobj->floorz = tmfloorz; + mobj->ceilingz = tmceilingz; - z = mobj->subsector->sector->floorheight + FixedMul(64*FRACUNIT, mobj->scale); - for (j = 0; j < 2; j++) + if ((mobj->eflags & MFE_UNDERWATER) && mobj->health > 0) { - for (i = 0; i < 32; i++) + P_SetMobjState(mobj, mobj->info->deathstate); + mobj->health = 0; + mobj->flags2 &= ~MF2_FIRING; + } + else if (mobj->health > 0 && mobj->z + mobj->height > mobj->ceilingz) // Crushed + { + INT32 i,j; + fixed_t ns; + fixed_t x,y,z; + mobj_t *mo2; + + z = mobj->subsector->sector->floorheight + FixedMul(64*FRACUNIT, mobj->scale); + for (j = 0; j < 2; j++) { - const angle_t fa = (i*FINEANGLES/16) & FINEMASK; - ns = FixedMul(64 * FRACUNIT, mobj->scale); - x = mobj->x + FixedMul(FINESINE(fa),ns); - y = mobj->y + FixedMul(FINECOSINE(fa),ns); - - mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE); - ns = FixedMul(16 * FRACUNIT, mobj->scale); - mo2->momx = FixedMul(FINESINE(fa),ns); - mo2->momy = FixedMul(FINECOSINE(fa),ns); + for (i = 0; i < 32; i++) + { + const angle_t fa = (i*FINEANGLES/16) & FINEMASK; + ns = FixedMul(64 * FRACUNIT, mobj->scale); + x = mobj->x + FixedMul(FINESINE(fa),ns); + y = mobj->y + FixedMul(FINECOSINE(fa),ns); + + mo2 = P_SpawnMobj(x, y, z, MT_EXPLODE); + ns = FixedMul(16 * FRACUNIT, mobj->scale); + mo2->momx = FixedMul(FINESINE(fa),ns); + mo2->momy = FixedMul(FINECOSINE(fa),ns); + } + z -= FixedMul(32*FRACUNIT, mobj->scale); } - z -= FixedMul(32*FRACUNIT, mobj->scale); + P_SetMobjState(mobj, mobj->info->deathstate); + mobj->health = 0; + mobj->flags2 &= ~MF2_FIRING; } - P_SetMobjState(mobj, mobj->info->deathstate); - mobj->health = 0; - mobj->flags2 &= ~MF2_FIRING; - } - break; - case MT_BLUEFLAG: - case MT_REDFLAG: - { - sector_t *sec2; - sec2 = P_ThingOnSpecial3DFloor(mobj); - if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2)) - mobj->fuse = 1; // Return to base. break; - } - case MT_CANNONBALL: + case MT_BLUEFLAG: + case MT_REDFLAG: + { + sector_t *sec2; + sec2 = P_ThingOnSpecial3DFloor(mobj); + if ((sec2 && GETSECSPECIAL(sec2->special, 4) == 2) || (GETSECSPECIAL(mobj->subsector->sector->special, 4) == 2)) + mobj->fuse = 1; // Return to base. + break; + } + case MT_CANNONBALL: #ifdef FLOORSPLATS - R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x, - mobj->tracer->y, mobj->tracer->floorz, SPLATDRAWMODE_SHADE); + R_AddFloorSplat(mobj->tracer->subsector, mobj->tracer, "TARGET", mobj->tracer->x, + mobj->tracer->y, mobj->tracer->floorz, SPLATDRAWMODE_SHADE); #endif - break; - case MT_SPINDUST: // Spindash dust - mobj->momx = FixedMul(mobj->momx, (3*FRACUNIT)/4); // originally 50000 - mobj->momy = FixedMul(mobj->momy, (3*FRACUNIT)/4); // same - //mobj->momz = mobj->momz+P_MobjFlip(mobj)/3; // no meaningful change in value to be frank - if (mobj->state >= &states[S_SPINDUST_BUBBLE1] && mobj->state <= &states[S_SPINDUST_BUBBLE4]) // bubble dust! + break; + case MT_SPINDUST: // Spindash dust + mobj->momx = FixedMul(mobj->momx, (3*FRACUNIT)/4); // originally 50000 + mobj->momy = FixedMul(mobj->momy, (3*FRACUNIT)/4); // same + //mobj->momz = mobj->momz+P_MobjFlip(mobj)/3; // no meaningful change in value to be frank + if (mobj->state >= &states[S_SPINDUST_BUBBLE1] && mobj->state <= &states[S_SPINDUST_BUBBLE4]) // bubble dust! + { + P_MobjCheckWater(mobj); + if (mobj->watertop != mobj->subsector->sector->floorheight - 1000*FRACUNIT + && mobj->z+mobj->height >= mobj->watertop - 5*FRACUNIT) + mobj->flags2 |= MF2_DONTDRAW; + } + break; + case MT_SPINFIRE: + if (mobj->flags & MF_NOGRAVITY) { - P_MobjCheckWater(mobj); - if (mobj->watertop != mobj->subsector->sector->floorheight - 1000*FRACUNIT - && mobj->z+mobj->height >= mobj->watertop - 5*FRACUNIT) - mobj->flags2 |= MF2_DONTDRAW; + if (mobj->eflags & MFE_VERTICALFLIP) + mobj->z = mobj->ceilingz - mobj->height; + else + mobj->z = mobj->floorz; } - break; - case MT_SPINFIRE: - if (mobj->flags & MF_NOGRAVITY) - { - if (mobj->eflags & MFE_VERTICALFLIP) - mobj->z = mobj->ceilingz - mobj->height; - else - mobj->z = mobj->floorz; - } - /* FALLTHRU */ - default: - // check mobj against possible water content, before movement code - P_MobjCheckWater(mobj); + /* FALLTHRU */ + default: + // check mobj against possible water content, before movement code + P_MobjCheckWater(mobj); - // Extinguish fire objects in water - if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL - && (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) - { - P_KillMobj(mobj, NULL, NULL, 0); - return; - } - break; + // Extinguish fire objects in water + if (mobj->flags & MF_FIRE && mobj->type != MT_PUMA && mobj->type != MT_FIREBALL + && (mobj->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER))) + { + P_KillMobj(mobj, NULL, NULL, 0); + return; + } + break; + } } if (P_MobjWasRemoved(mobj)) return; diff --git a/src/r_things.c b/src/r_things.c index fad47d26b12472876a5b97dd9fe304eb0dfc84a6..b0cb3ab8ef0c92cf837b7fa18020668075fb39ab 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -717,7 +717,7 @@ static void R_DrawVisSprite(vissprite_t *vis) colfunc = basecolfunc; // hack: this isn't resetting properly somewhere. dc_colormap = vis->colormap; - if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & MF_BOSS) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" + if (!(vis->cut & SC_PRECIP) && (vis->mobj->flags & (MF_ENEMY|MF_BOSS)) && (vis->mobj->flags2 & MF2_FRET) && (leveltime & 1)) // Bosses "flash" { // translate certain pixels to white colfunc = transcolfunc;