#include "actor.h" #include "p_enemy.h" #include "a_action.h" #include "s_sound.h" #include "p_local.h" void A_TossGib (AActor *); // Bishop ------------------------------------------------------------------- void A_SBishopAttack (AActor *); void A_SpawnSpectre2 (AActor *); class AStrifeBishop : public AActor { DECLARE_ACTOR (AStrifeBishop, AActor) public: void GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = dist = 64; } void NoBlockingSet () { P_DropItem (this, "CrateOfMissiles", 20, 256); } }; FState AStrifeBishop::States[] = { #define S_BISHOP_STND 0 S_NORMAL (MLDR, 'A', 10, A_Look, &States[S_BISHOP_STND]), #define S_BISHOP_RUN (S_BISHOP_STND+1) S_NORMAL (MLDR, 'A', 3, A_Chase, &States[S_BISHOP_RUN+1]), S_NORMAL (MLDR, 'A', 3, A_Chase, &States[S_BISHOP_RUN+2]), S_NORMAL (MLDR, 'B', 3, A_Chase, &States[S_BISHOP_RUN+3]), S_NORMAL (MLDR, 'B', 3, A_Chase, &States[S_BISHOP_RUN+4]), S_NORMAL (MLDR, 'C', 3, A_Chase, &States[S_BISHOP_RUN+5]), S_NORMAL (MLDR, 'C', 3, A_Chase, &States[S_BISHOP_RUN+6]), S_NORMAL (MLDR, 'D', 3, A_Chase, &States[S_BISHOP_RUN+7]), S_NORMAL (MLDR, 'D', 3, A_Chase, &States[S_BISHOP_RUN]), #define S_BISHOP_ATK (S_BISHOP_RUN+8) S_NORMAL (MLDR, 'E', 3, A_FaceTarget, &States[S_BISHOP_ATK+1]), S_BRIGHT (MLDR, 'F', 2, A_SBishopAttack, &States[S_BISHOP_RUN]), #define S_BISHOP_PAIN (S_BISHOP_ATK+2) S_NORMAL (MLDR, 'D', 1, A_Pain, &States[S_BISHOP_RUN]), #define S_BISHOP_DIE (S_BISHOP_PAIN+1) S_BRIGHT (MLDR, 'G', 3, NULL, &States[S_BISHOP_DIE+1]), S_BRIGHT (MLDR, 'H', 5, A_Scream, &States[S_BISHOP_DIE+2]), S_BRIGHT (MLDR, 'I', 4, A_TossGib, &States[S_BISHOP_DIE+3]), S_BRIGHT (MLDR, 'J', 4, A_ExplodeAndAlert, &States[S_BISHOP_DIE+4]), S_BRIGHT (MLDR, 'K', 4, NULL, &States[S_BISHOP_DIE+5]), S_BRIGHT (MLDR, 'L', 4, NULL, &States[S_BISHOP_DIE+6]), S_BRIGHT (MLDR, 'M', 4, A_NoBlocking, &States[S_BISHOP_DIE+7]), S_BRIGHT (MLDR, 'N', 4, NULL, &States[S_BISHOP_DIE+8]), S_BRIGHT (MLDR, 'O', 4, A_TossGib, &States[S_BISHOP_DIE+9]), S_BRIGHT (MLDR, 'P', 4, NULL, &States[S_BISHOP_DIE+10]), S_BRIGHT (MLDR, 'Q', 4, A_TossGib, &States[S_BISHOP_DIE+11]), S_BRIGHT (MLDR, 'R', 4, NULL, &States[S_BISHOP_DIE+12]), S_BRIGHT (MLDR, 'S', 4, A_TossGib, &States[S_BISHOP_DIE+13]), S_BRIGHT (MLDR, 'T', 4, NULL, &States[S_BISHOP_DIE+14]), S_BRIGHT (MLDR, 'U', 4, A_TossGib, &States[S_BISHOP_DIE+15]), S_BRIGHT (MLDR, 'V', 4, A_SpawnSpectre2, NULL), }; IMPLEMENT_ACTOR (AStrifeBishop, Strife, 187, 0) PROP_SpawnState (S_BISHOP_STND) PROP_SeeState (S_BISHOP_RUN) PROP_PainState (S_BISHOP_PAIN) PROP_MissileState (S_BISHOP_ATK) PROP_DeathState (S_BISHOP_DIE) PROP_SpawnHealth (500) PROP_PainChance (128) PROP_SpeedFixed (8) PROP_RadiusFixed (40) PROP_HeightFixed (56) PROP_Mass (500) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH) PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS) PROP_Flags4 (MF4_INCOMBAT|MF4_FIRERESIST|MF4_NOICEDEATH) PROP_MinMissileChance (150) PROP_MaxDropOffHeight (32) PROP_StrifeType (64) PROP_SeeSound ("bishop/sight") PROP_PainSound ("bishop/pain") PROP_DeathSound ("bishop/death") PROP_ActiveSound ("bishop/active") END_DEFAULTS // The Bishop's missile ----------------------------------------------------- void A_RocketInFlight (AActor *); void A_Tracer2 (AActor *); class ABishopMissile : public AActor { DECLARE_ACTOR (ABishopMissile, AActor) public: void PreExplode () { RenderStyle = STYLE_Add; S_StopSound (this, CHAN_VOICE); } void GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = dist = 64; } }; FState ABishopMissile::States[] = { S_BRIGHT (MISS, 'A', 4, A_RocketInFlight, &States[1]), S_BRIGHT (MISS, 'B', 3, A_Tracer2, &States[0]), S_BRIGHT (SMIS, 'A', 5, A_ExplodeAndAlert, &States[3]), S_BRIGHT (SMIS, 'B', 5, NULL, &States[4]), S_BRIGHT (SMIS, 'C', 4, NULL, &States[5]), S_BRIGHT (SMIS, 'D', 2, NULL, &States[6]), S_BRIGHT (SMIS, 'E', 2, NULL, &States[7]), S_BRIGHT (SMIS, 'F', 2, NULL, &States[8]), S_BRIGHT (SMIS, 'G', 2, NULL, NULL), }; IMPLEMENT_ACTOR (ABishopMissile, Strife, -1, 0) PROP_SpawnState (0) PROP_DeathState (2) PROP_SpeedFixed (20) PROP_RadiusFixed (10) PROP_HeightFixed (14) PROP_Damage (10) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT|MF2_SEEKERMISSILE) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_SeeSound ("bishop/misl") PROP_DeathSound ("bishop/mislx") END_DEFAULTS void A_SBishopAttack (AActor *self) { if (self->target != NULL) { AActor *missile = P_SpawnMissileZ (self, self->z + 64*FRACUNIT, self->target, RUNTIME_CLASS(ABishopMissile)); if (missile != NULL) { missile->tracer = self->target; } } } // In Strife, this number is stored in the data segment, but it doesn't seem to be // altered anywhere. #define TRACEANGLE (0xe000000) void A_Tracer2 (AActor *self) { AActor *dest; angle_t exact; fixed_t dist; fixed_t slope; dest = self->tracer; if (dest == NULL || dest->health <= 0) return; // change angle exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y); if (exact != self->angle) { if (exact - self->angle > 0x80000000) { self->angle -= TRACEANGLE; if (exact - self->angle < 0x80000000) self->angle = exact; } else { self->angle += TRACEANGLE; if (exact - self->angle > 0x80000000) self->angle = exact; } } exact = self->angle >> ANGLETOFINESHIFT; self->momx = FixedMul (self->Speed, finecosine[exact]); self->momy = FixedMul (self->Speed, finesine[exact]); // change slope dist = P_AproxDistance (dest->x - self->x, dest->y - self->y); dist /= self->Speed; if (dist < 1) { dist = 1; } slope = (dest->z + 40*FRACUNIT - self->z) / dist; if (slope < self->momz) { self->momz -= FRACUNIT/8; } else { self->momz += FRACUNIT/8; } }