#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 ( 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); } } }