mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-20 11:21:25 +00:00
195 lines
5.3 KiB
C++
195 lines
5.3 KiB
C++
|
#include "actor.h"
|
||
|
#include "p_enemy.h"
|
||
|
#include "a_action.h"
|
||
|
#include "p_local.h"
|
||
|
#include "m_random.h"
|
||
|
|
||
|
static FRandom pr_sentinelrefire ("SentinelRefire");
|
||
|
|
||
|
void A_TossGib (AActor *);
|
||
|
|
||
|
// Sentinel -----------------------------------------------------------------
|
||
|
|
||
|
void A_SentinelBob (AActor *);
|
||
|
void A_SentinelAttack (AActor *);
|
||
|
void A_SentinelRefire (AActor *);
|
||
|
|
||
|
class ASentinel : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (ASentinel, AActor)
|
||
|
};
|
||
|
|
||
|
FState ASentinel::States[] =
|
||
|
{
|
||
|
#define S_SENTINEL_STND 0
|
||
|
S_NORMAL (SEWR, 'A', 10, A_Look, &States[S_SENTINEL_STND]),
|
||
|
|
||
|
#define S_SENTINEL_RUN (S_SENTINEL_STND+1)
|
||
|
S_NORMAL (SEWR, 'A', 6, A_SentinelBob, &States[S_SENTINEL_RUN+1]),
|
||
|
S_NORMAL (SEWR, 'A', 6, A_Chase, &States[S_SENTINEL_RUN]),
|
||
|
|
||
|
#define S_SENTINEL_ATK (S_SENTINEL_RUN+2)
|
||
|
S_NORMAL (SEWR, 'B', 4, A_FaceTarget, &States[S_SENTINEL_ATK+1]),
|
||
|
S_BRIGHT (SEWR, 'C', 8, A_SentinelAttack, &States[S_SENTINEL_ATK+2]),
|
||
|
S_BRIGHT (SEWR, 'C', 4, A_SentinelRefire, &States[S_SENTINEL_ATK+1]),
|
||
|
|
||
|
#define S_SENTINEL_PAIN (S_SENTINEL_ATK+3)
|
||
|
S_NORMAL (SEWR, 'D', 5, A_Pain, &States[S_SENTINEL_ATK+2]),
|
||
|
|
||
|
#define S_SENTINEL_DIE (S_SENTINEL_PAIN+1)
|
||
|
S_NORMAL (SEWR, 'D', 7, A_NoBlocking, &States[S_SENTINEL_DIE+1]),
|
||
|
S_BRIGHT (SEWR, 'E', 8, A_TossGib, &States[S_SENTINEL_DIE+2]),
|
||
|
S_BRIGHT (SEWR, 'F', 5, A_Scream, &States[S_SENTINEL_DIE+3]),
|
||
|
S_BRIGHT (SEWR, 'G', 4, A_TossGib, &States[S_SENTINEL_DIE+4]),
|
||
|
S_BRIGHT (SEWR, 'H', 4, A_TossGib, &States[S_SENTINEL_DIE+5]),
|
||
|
S_NORMAL (SEWR, 'I', 4, NULL, &States[S_SENTINEL_DIE+6]),
|
||
|
S_NORMAL (SEWR, 'J', 5, NULL, NULL)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (ASentinel, Strife, 3006, 0)
|
||
|
PROP_SpawnState (S_SENTINEL_STND)
|
||
|
PROP_SeeState (S_SENTINEL_RUN)
|
||
|
PROP_PainState (S_SENTINEL_PAIN)
|
||
|
PROP_MissileState (S_SENTINEL_ATK)
|
||
|
PROP_DeathState (S_SENTINEL_DIE)
|
||
|
|
||
|
PROP_SpawnHealth (100)
|
||
|
PROP_PainChance (255)
|
||
|
PROP_SpeedFixed (7)
|
||
|
PROP_RadiusFixed (23)
|
||
|
PROP_HeightFixed (53)
|
||
|
PROP_Mass (300)
|
||
|
PROP_StrifeType (91)
|
||
|
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_SPAWNCEILING|MF_NOGRAVITY|MF_DROPOFF|
|
||
|
/*MF_FLOAT|*/MF_NOBLOOD|MF_COUNTKILL)
|
||
|
PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
|
||
|
PROP_Flags3 (MF3_NOBLOCKMONST)
|
||
|
PROP_Flags4 (MF4_INCOMBAT|MF4_MISSILEMORE|MF4_LOOKALLAROUND)
|
||
|
PROP_MinMissileChance (150)
|
||
|
|
||
|
PROP_SeeSound ("sentinel/sight")
|
||
|
PROP_DeathSound ("sentinel/death")
|
||
|
PROP_ActiveSound ("sentinel/active")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Sentinel FX 1 ------------------------------------------------------------
|
||
|
|
||
|
class ASentinelFX1 : public AActor
|
||
|
{
|
||
|
DECLARE_ACTOR (ASentinelFX1, AActor)
|
||
|
};
|
||
|
|
||
|
FState ASentinelFX1::States[] =
|
||
|
{
|
||
|
S_NORMAL (SHT1, 'A', 4, NULL, &States[1]),
|
||
|
S_NORMAL (SHT1, 'B', 4, NULL, &States[0]),
|
||
|
|
||
|
#define S_SENTINELFX2_X 2
|
||
|
S_NORMAL (POW1, 'F', 4, NULL, &States[S_SENTINELFX2_X+1]),
|
||
|
S_NORMAL (POW1, 'G', 4, NULL, &States[S_SENTINELFX2_X+2]),
|
||
|
S_NORMAL (POW1, 'H', 4, NULL, &States[S_SENTINELFX2_X+3]),
|
||
|
S_NORMAL (POW1, 'I', 4, NULL, &States[S_SENTINELFX2_X+4]),
|
||
|
#define S_SENTINELFX1_X (S_SENTINELFX2_X+4)
|
||
|
S_NORMAL (POW1, 'J', 4, NULL, NULL),
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_ACTOR (ASentinelFX1, Strife, -1, 0)
|
||
|
PROP_SpawnState (0)
|
||
|
PROP_DeathState (S_SENTINELFX1_X)
|
||
|
PROP_SpeedFixed (40)
|
||
|
PROP_RadiusFixed (10)
|
||
|
PROP_HeightFixed (8)
|
||
|
PROP_Damage (0)
|
||
|
PROP_DamageType (MOD_DISINTEGRATE)
|
||
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
|
||
|
PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
|
||
|
PROP_Flags4 (MF4_STRIFEDAMAGE)
|
||
|
PROP_MaxStepHeight (4)
|
||
|
PROP_RenderStyle (STYLE_Add)
|
||
|
END_DEFAULTS
|
||
|
|
||
|
// Sentinel FX 2 ------------------------------------------------------------
|
||
|
|
||
|
class ASentinelFX2 : public ASentinelFX1
|
||
|
{
|
||
|
DECLARE_STATELESS_ACTOR (ASentinelFX2, ASentinelFX1)
|
||
|
};
|
||
|
|
||
|
IMPLEMENT_STATELESS_ACTOR (ASentinelFX2, Strife, -1, 0)
|
||
|
PROP_DeathState (S_SENTINELFX2_X)
|
||
|
PROP_Damage (1)
|
||
|
PROP_SeeSound ("sentinel/plasma")
|
||
|
END_DEFAULTS
|
||
|
|
||
|
void A_SentinelBob (AActor *self)
|
||
|
{
|
||
|
fixed_t minz, maxz;
|
||
|
|
||
|
if (self->flags & MF_INFLOAT)
|
||
|
{
|
||
|
self->momz = 0;
|
||
|
return;
|
||
|
}
|
||
|
if (self->threshold != 0)
|
||
|
return;
|
||
|
|
||
|
maxz = self->ceilingz - self->height - 16*FRACUNIT;
|
||
|
minz = self->floorz + 96*FRACUNIT;
|
||
|
if (minz > maxz)
|
||
|
{
|
||
|
minz = maxz;
|
||
|
}
|
||
|
if (minz < self->z)
|
||
|
{
|
||
|
self->momz -= FRACUNIT;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self->momz += FRACUNIT;
|
||
|
}
|
||
|
self->reactiontime = (minz >= self->z) ? 4 : 0;
|
||
|
}
|
||
|
|
||
|
void A_SentinelAttack (AActor *self)
|
||
|
{
|
||
|
AActor *missile, *trail;
|
||
|
|
||
|
missile = P_SpawnMissileZAimed (self, self->z + 32*FRACUNIT, self->target, RUNTIME_CLASS(ASentinelFX2));
|
||
|
|
||
|
if (missile != NULL && (missile->momx|missile->momy) != 0)
|
||
|
{
|
||
|
for (int i = 8; i > 1; --i)
|
||
|
{
|
||
|
trail = Spawn<ASentinelFX1> (
|
||
|
self->x + FixedMul (missile->radius * i, finecosine[missile->angle >> ANGLETOFINESHIFT]),
|
||
|
self->y + FixedMul (missile->radius * i, finesine[missile->angle >> ANGLETOFINESHIFT]),
|
||
|
missile->z + (missile->momz / 4 * i));
|
||
|
if (trail != NULL)
|
||
|
{
|
||
|
trail->target = self;
|
||
|
trail->momx = missile->momx;
|
||
|
trail->momy = missile->momy;
|
||
|
trail->momz = missile->momz;
|
||
|
P_CheckMissileSpawn (trail);
|
||
|
}
|
||
|
}
|
||
|
missile->z += missile->momz >> 2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void A_SentinelRefire (AActor *self)
|
||
|
{
|
||
|
A_FaceTarget (self);
|
||
|
|
||
|
if (pr_sentinelrefire() >= 30)
|
||
|
{
|
||
|
if (self->target == NULL ||
|
||
|
self->target->health <= 0 ||
|
||
|
!P_CheckSight (self, self->target) ||
|
||
|
pr_sentinelrefire() < 40)
|
||
|
{
|
||
|
self->SetState (self->SeeState);
|
||
|
}
|
||
|
}
|
||
|
}
|