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