#include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" static FRandom pr_inq ("Inquisitor"); void A_InquisitorWalk (AActor *); void A_InquisitorDecide (AActor *); void A_InquisitorAttack (AActor *); void A_InquisitorJump (AActor *); void A_InquisitorCheckLand (AActor *); void A_TossArm (AActor *); void A_ShutUp (AActor *); void A_ReaverRanged (AActor *); void A_TossGib (AActor *); void A_Countdown (AActor *); // Inquisitor --------------------------------------------------------------- class AInquisitor : public AActor { DECLARE_ACTOR (AInquisitor, AActor) }; FState AInquisitor::States[] = { #define S_INQ_STND 0 S_NORMAL (ROB3, 'A', 10, A_Look, &States[S_INQ_STND+1]), S_NORMAL (ROB3, 'B', 10, A_Look, &States[S_INQ_STND]), #define S_INQ_CHASE (S_INQ_STND+2) S_NORMAL (ROB3, 'B', 3, A_InquisitorWalk, &States[S_INQ_CHASE+1]), S_NORMAL (ROB3, 'B', 3, A_Chase, &States[S_INQ_CHASE+2]), S_NORMAL (ROB3, 'C', 4, A_Chase, &States[S_INQ_CHASE+3]), S_NORMAL (ROB3, 'C', 4, A_Chase, &States[S_INQ_CHASE+4]), S_NORMAL (ROB3, 'D', 4, A_Chase, &States[S_INQ_CHASE+5]), S_NORMAL (ROB3, 'D', 4, A_Chase, &States[S_INQ_CHASE+6]), S_NORMAL (ROB3, 'E', 3, A_InquisitorWalk, &States[S_INQ_CHASE+7]), S_NORMAL (ROB3, 'E', 3, A_InquisitorDecide, &States[S_INQ_CHASE]), #define S_INQ_ATK (S_INQ_CHASE+8) S_NORMAL (ROB3, 'A', 2, A_InquisitorDecide, &States[S_INQ_ATK+1]), S_NORMAL (ROB3, 'F', 6, A_FaceTarget, &States[S_INQ_ATK+2]), S_BRIGHT (ROB3, 'G', 8, A_ReaverRanged, &States[S_INQ_ATK+3]), S_NORMAL (ROB3, 'G', 8, A_ReaverRanged, &States[S_INQ_CHASE]), #define S_INQ_ATK2 (S_INQ_ATK+4) S_NORMAL (ROB3, 'K', 12, A_FaceTarget, &States[S_INQ_ATK2+1]), S_BRIGHT (ROB3, 'J', 6, A_InquisitorAttack, &States[S_INQ_ATK2+2]), S_NORMAL (ROB3, 'K', 12, NULL, &States[S_INQ_CHASE]), #define S_INQ_BAR (S_INQ_ATK2+3) S_BRIGHT (ROB3, 'H', 8, A_InquisitorJump, &States[S_INQ_BAR+1]), S_BRIGHT (ROB3, 'I', 4, A_InquisitorCheckLand, &States[S_INQ_BAR+2]), S_BRIGHT (ROB3, 'H', 4, A_InquisitorCheckLand, &States[S_INQ_BAR+1]), #define S_INQ_DIE (S_INQ_BAR+3) S_NORMAL (ROB3, 'L', 0, A_ShutUp, &States[S_INQ_DIE+1]), S_NORMAL (ROB3, 'L', 4, A_TossGib, &States[S_INQ_DIE+2]), S_NORMAL (ROB3, 'M', 4, A_Scream, &States[S_INQ_DIE+3]), S_NORMAL (ROB3, 'N', 4, A_TossGib, &States[S_INQ_DIE+4]), S_BRIGHT (ROB3, 'O', 4, A_ExplodeAndAlert, &States[S_INQ_DIE+5]), S_BRIGHT (ROB3, 'P', 4, A_TossGib, &States[S_INQ_DIE+6]), S_BRIGHT (ROB3, 'Q', 4, A_NoBlocking, &States[S_INQ_DIE+7]), S_NORMAL (ROB3, 'R', 4, A_TossGib, &States[S_INQ_DIE+8]), S_NORMAL (ROB3, 'S', 4, A_TossGib, &States[S_INQ_DIE+9]), S_NORMAL (ROB3, 'T', 4, A_TossGib, &States[S_INQ_DIE+10]), S_NORMAL (ROB3, 'U', 4, A_TossGib, &States[S_INQ_DIE+11]), S_NORMAL (ROB3, 'V', 4, A_TossGib, &States[S_INQ_DIE+12]), S_BRIGHT (ROB3, 'W', 4, A_ExplodeAndAlert, &States[S_INQ_DIE+13]), S_BRIGHT (ROB3, 'X', 4, A_TossGib, &States[S_INQ_DIE+14]), S_BRIGHT (ROB3, 'Y', 4, A_TossGib, &States[S_INQ_DIE+15]), S_NORMAL (ROB3, 'Z', 4, A_TossGib, &States[S_INQ_DIE+16]), S_NORMAL (ROB3, '[', 4, A_TossGib, &States[S_INQ_DIE+17]), S_NORMAL (ROB3, '\\', 3, A_TossGib, &States[S_INQ_DIE+18]), S_BRIGHT (ROB3, ']', 3, A_ExplodeAndAlert, &States[S_INQ_DIE+19]), S_BRIGHT (RBB3, 'A', 3, A_TossArm, &States[S_INQ_DIE+20]), S_BRIGHT (RBB3, 'B', 3, A_TossGib, &States[S_INQ_DIE+21]), S_NORMAL (RBB3, 'C', 3, A_TossGib, &States[S_INQ_DIE+22]), S_NORMAL (RBB3, 'D', 3, A_TossGib, &States[S_INQ_DIE+23]), S_NORMAL (RBB3, 'E', -1, NULL, NULL), // The Inquisitor called A_BossDeath in Strife, but A_BossDeath doesn't // do anything for it, so there's no reason to call it. }; IMPLEMENT_ACTOR (AInquisitor, Strife, 16, 0) PROP_StrifeType (93) PROP_SpawnHealth (1000) PROP_SpawnState (S_INQ_STND) PROP_SeeState (S_INQ_CHASE) PROP_MissileState (S_INQ_ATK) PROP_DeathState (S_INQ_DIE) PROP_SpeedFixed (12) PROP_RadiusFixed (40) PROP_HeightFixed (110) PROP_MassLong(0x7fffffff) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_DROPOFF|MF_NOBLOOD|MF_COUNTKILL) PROP_Flags2 (MF2_BOSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS) PROP_Flags3 (MF3_DONTMORPH|MF3_NORADIUSDMG) PROP_MaxDropOffHeight (32) PROP_MinMissileChance (150) PROP_SeeSound ("inquisitor/sight") PROP_DeathSound ("inquisitor/death") PROP_ActiveSound ("inquisitor/active") END_DEFAULTS // Inquisitor Shot ---------------------------------------------------------- class AInquisitorShot : public AActor { DECLARE_ACTOR (AInquisitorShot, AActor) public: void GetExplodeParms (int &damage, int &dist, bool &hurtSource); }; FState AInquisitorShot::States[] = { S_NORMAL (UBAM, 'A', 3, A_Countdown, &States[1]), S_NORMAL (UBAM, 'B', 3, A_Countdown, &States[0]), S_BRIGHT (BNG2, 'A', 4, A_ExplodeAndAlert, &States[3]), S_BRIGHT (BNG2, 'B', 4, NULL, &States[4]), S_BRIGHT (BNG2, 'C', 4, NULL, &States[5]), S_BRIGHT (BNG2, 'D', 4, NULL, &States[6]), S_BRIGHT (BNG2, 'E', 4, NULL, &States[7]), S_BRIGHT (BNG2, 'F', 4, NULL, &States[8]), S_BRIGHT (BNG2, 'G', 4, NULL, &States[9]), S_BRIGHT (BNG2, 'H', 4, NULL, &States[10]), S_BRIGHT (BNG2, 'I', 4, NULL, NULL) }; IMPLEMENT_ACTOR (AInquisitorShot, Strife, -1, 0) PROP_StrifeType (108) PROP_SpawnState (0) PROP_DeathState (2) PROP_ReactionTime (15) PROP_SpeedFixed (25) PROP_RadiusFixed (13) PROP_HeightFixed (13) PROP_Mass (15) PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_SeeSound ("inquisitor/attack") PROP_DeathSound ("inquisitor/atkexplode") END_DEFAULTS void AInquisitorShot::GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = dist = 192; RenderStyle = STYLE_Add; } // The Dead Inquisitor's Detached Arm --------------------------------------- class AInquisitorArm : public AActor { DECLARE_ACTOR (AInquisitorArm, AActor) }; FState AInquisitorArm::States[] = { S_BRIGHT (RBB3, 'F', 5, NULL, &States[1]), S_BRIGHT (RBB3, 'G', 5, NULL, &States[2]), S_NORMAL (RBB3, 'H', -1, NULL, NULL) }; IMPLEMENT_ACTOR (AInquisitorArm, Strife, -1, 0) PROP_StrifeType (94) PROP_SpawnState (0) PROP_SpeedFixed (25) PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOBLOOD) END_DEFAULTS void A_InquisitorWalk (AActor *self) { S_Sound (self, CHAN_BODY, "inquisitor/walk", 1, ATTN_NORM); A_Chase (self); } bool InquisitorCheckDistance (AActor *self) { if (self->reactiontime == 0 && P_CheckSight (self, self->target)) { return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT; } return false; } void A_InquisitorDecide (AActor *self) { if (self->target == NULL) return; A_FaceTarget (self); if (!InquisitorCheckDistance (self)) { self->SetState (&AInquisitor::States[S_INQ_ATK2]); } if (self->target->z != self->z) { if (self->z + self->height + 54*FRACUNIT < self->ceilingz) { self->SetState (&AInquisitor::States[S_INQ_BAR]); } } } void A_InquisitorAttack (AActor *self) { AActor *proj; if (self->target == NULL) return; A_FaceTarget (self); self->z += 32*FRACBITS; self->angle -= ANGLE_45/32; proj = P_SpawnMissileZAimed (self, self->z, self->target, RUNTIME_CLASS(AInquisitorShot)); if (proj != NULL) { proj->momz += 9*FRACUNIT; } self->angle += ANGLE_45/16; proj = P_SpawnMissileZAimed (self, self->z, self->target, RUNTIME_CLASS(AInquisitorShot)); if (proj != NULL) { proj->momz += 16*FRACUNIT; } self->z -= 32*FRACBITS; } void A_InquisitorJump (AActor *self) { fixed_t dist; fixed_t speed; angle_t an; if (self->target == NULL) return; S_LoopedSound (self, CHAN_ITEM, "inquisitor/jump", 1, ATTN_NORM); self->z += 64*FRACUNIT; A_FaceTarget (self); an = self->angle >> ANGLETOFINESHIFT; speed = self->Speed * 2/3; self->momx += FixedMul (speed, finecosine[an]); self->momy += FixedMul (speed, finesine[an]); dist = P_AproxDistance (self->target->x - self->x, self->target->y - self->y); dist /= speed; if (dist < 1) { dist = 1; } self->momz = (self->target->z - self->z) / dist; self->reactiontime = 60; self->flags |= MF_NOGRAVITY; } void A_InquisitorCheckLand (AActor *self) { self->reactiontime--; if (self->reactiontime < 0 || self->momx == 0 || self->momy == 0 || self->z <= self->floorz) { self->SetState (self->SeeState); self->reactiontime = 0; self->flags &= ~MF_NOGRAVITY; A_ShutUp (self); return; } if (!S_IsActorPlayingSomething (self, CHAN_ITEM)) { S_LoopedSound (self, CHAN_ITEM, "inquisitor/jump", 1, ATTN_NORM); } } void A_TossArm (AActor *self) { AActor *foo = Spawn (self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE); foo->angle = self->angle - ANGLE_90 + (pr_inq.Random2() << 22); foo->momx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3; foo->momy = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3; foo->momz = pr_inq() << 10; } void A_ShutUp (AActor *self) { S_StopSound (self, CHAN_ITEM); }