#include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "a_strifeglobal.h" void A_TossGib (AActor *); // Crusader ----------------------------------------------------------------- void A_CrusaderChoose (AActor *); void A_CrusaderSweepLeft (AActor *); void A_CrusaderSweepRight (AActor *); void A_CrusaderRefire (AActor *); void A_CrusaderDeath (AActor *); class ACrusader : public AActor { DECLARE_ACTOR (ACrusader, AActor) public: void GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = dist = 64; } void NoBlockingSet () { P_DropItem (this, "EnergyPod", 20, 256); } }; FState ACrusader::States[] = { #define S_CRUSADER_STND 0 S_NORMAL (ROB2, 'Q', 10, A_Look, &States[S_CRUSADER_STND]), #define S_CRUSADER_RUN (S_CRUSADER_STND+1) S_NORMAL (ROB2, 'A', 3, A_Chase, &States[S_CRUSADER_RUN+1]), S_NORMAL (ROB2, 'A', 3, A_Chase, &States[S_CRUSADER_RUN+2]), S_NORMAL (ROB2, 'B', 3, A_Chase, &States[S_CRUSADER_RUN+3]), S_NORMAL (ROB2, 'B', 3, A_Chase, &States[S_CRUSADER_RUN+4]), S_NORMAL (ROB2, 'C', 3, A_Chase, &States[S_CRUSADER_RUN+5]), S_NORMAL (ROB2, 'C', 3, A_Chase, &States[S_CRUSADER_RUN+6]), S_NORMAL (ROB2, 'D', 3, A_Chase, &States[S_CRUSADER_RUN+7]), S_NORMAL (ROB2, 'D', 3, A_Chase, &States[S_CRUSADER_RUN]), #define S_CRUSADER_ATTACK (S_CRUSADER_RUN+8) S_NORMAL (ROB2, 'E', 3, A_FaceTarget, &States[S_CRUSADER_ATTACK+1]), S_BRIGHT (ROB2, 'F', 2, A_CrusaderChoose, &States[S_CRUSADER_ATTACK+2]), S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+3]), S_BRIGHT (ROB2, 'F', 3, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+4]), S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+5]), S_BRIGHT (ROB2, 'F', 2, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+6]), S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepRight, &States[S_CRUSADER_ATTACK+7]), S_BRIGHT (ROB2, 'F', 2, A_CrusaderSweepRight, &States[S_CRUSADER_ATTACK+8]), S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepRight, &States[S_CRUSADER_ATTACK+9]), S_BRIGHT (ROB2, 'F', 2, A_CrusaderRefire, &States[S_CRUSADER_ATTACK]), #define S_CRUSADER_PAIN (S_CRUSADER_ATTACK+10) S_NORMAL (ROB2, 'D', 1, A_Pain, &States[S_CRUSADER_RUN]), #define S_CRUSADER_DEATH (S_CRUSADER_PAIN+1) S_NORMAL (ROB2, 'G', 3, A_Scream, &States[S_CRUSADER_DEATH+1]), S_NORMAL (ROB2, 'H', 5, A_TossGib, &States[S_CRUSADER_DEATH+2]), S_BRIGHT (ROB2, 'I', 4, A_TossGib, &States[S_CRUSADER_DEATH+3]), S_BRIGHT (ROB2, 'J', 4, A_ExplodeAndAlert, &States[S_CRUSADER_DEATH+4]), S_BRIGHT (ROB2, 'K', 4, A_NoBlocking, &States[S_CRUSADER_DEATH+5]), S_NORMAL (ROB2, 'L', 4, A_ExplodeAndAlert, &States[S_CRUSADER_DEATH+6]), S_NORMAL (ROB2, 'M', 4, A_TossGib, &States[S_CRUSADER_DEATH+7]), S_NORMAL (ROB2, 'N', 4, A_TossGib, &States[S_CRUSADER_DEATH+8]), S_NORMAL (ROB2, 'O', 4, A_ExplodeAndAlert, &States[S_CRUSADER_DEATH+9]), S_NORMAL (ROB2, 'P', -1, A_CrusaderDeath, NULL) }; IMPLEMENT_ACTOR (ACrusader, Strife, 3005, 0) PROP_SpawnState (S_CRUSADER_STND) PROP_SeeState (S_CRUSADER_RUN) PROP_MissileState (S_CRUSADER_ATTACK) PROP_PainState (S_CRUSADER_PAIN) PROP_DeathState (S_CRUSADER_DEATH) PROP_SpeedFixed (8) PROP_RadiusFixed (40) PROP_HeightFixed (56) PROP_Mass (400) PROP_SpawnHealth (400) PROP_PainChance (128) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL) PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS) PROP_Flags3 (MF3_DONTMORPH) PROP_Flags4 (MF4_MISSILEMORE|MF4_INCOMBAT|MF4_NOICEDEATH) PROP_MinMissileChance (120) PROP_StrifeType (63) PROP_MaxDropOffHeight (32) PROP_SeeSound ("crusader/sight") PROP_PainSound ("crusader/pain") PROP_DeathSound ("crusader/death") PROP_ActiveSound ("crusader/active") END_DEFAULTS // Fast Flame Projectile (used by Crusader) --------------------------------- class AFastFlameMissile : public AFlameMissile { DECLARE_STATELESS_ACTOR (AFastFlameMissile, AFlameMissile) }; IMPLEMENT_STATELESS_ACTOR (AFastFlameMissile, Strife, -1, 0) PROP_Mass (50) PROP_Damage (1) PROP_SpeedFixed (35) END_DEFAULTS // Crusader Missile --------------------------------------------------------- // This is just like the mini missile the player shoots, except it doesn't // explode when it dies, and it does slightly less damage for a direct hit. void A_RocketInFlight (AActor *); void A_RocketDead (AActor *); class ACrusaderMissile : public AActor { DECLARE_ACTOR (ACrusaderMissile, AActor) }; FState ACrusaderMissile::States[] = { S_BRIGHT (MICR, 'A', 6, A_RocketInFlight, &States[0]), S_BRIGHT (SMIS, 'A', 5, A_RocketDead, &States[2]), S_BRIGHT (SMIS, 'B', 5, NULL, &States[3]), S_BRIGHT (SMIS, 'C', 4, NULL, &States[4]), S_BRIGHT (SMIS, 'D', 2, NULL, &States[5]), S_BRIGHT (SMIS, 'E', 2, NULL, &States[6]), S_BRIGHT (SMIS, 'F', 2, NULL, &States[7]), S_BRIGHT (SMIS, 'G', 2, NULL, NULL), }; IMPLEMENT_ACTOR (ACrusaderMissile, Strife, -1, 0) PROP_SpawnState (0) PROP_DeathState (1) PROP_SpeedFixed (20) PROP_RadiusFixed (10) PROP_HeightFixed (14) PROP_Damage (7) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_SeeSound ("crusader/misl") PROP_DeathSound ("crusader/mislx") END_DEFAULTS bool Sys_1ed64 (AActor *self) { if (P_CheckSight (self, self->target) && self->reactiontime == 0) { return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT; } return false; } void A_CrusaderChoose (AActor *self) { if (self->target == NULL) return; if (Sys_1ed64 (self)) { A_FaceTarget (self); self->angle -= ANGLE_180/16; P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, RUNTIME_CLASS(AFastFlameMissile)); } else { if (P_CheckMissileRange (self)) { A_FaceTarget (self); P_SpawnMissileZAimed (self, self->z + 56*FRACUNIT, self->target, RUNTIME_CLASS(ACrusaderMissile)); self->angle -= ANGLE_45/32; P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, RUNTIME_CLASS(ACrusaderMissile)); self->angle += ANGLE_45/16; P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, RUNTIME_CLASS(ACrusaderMissile)); self->angle -= ANGLE_45/16; self->reactiontime += 15; } self->SetState (self->SeeState); } } void A_CrusaderSweepLeft (AActor *self) { self->angle += ANGLE_90/16; AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, RUNTIME_CLASS(AFastFlameMissile)); if (misl != NULL) { misl->momz += FRACUNIT; } } void A_CrusaderSweepRight (AActor *self) { self->angle -= ANGLE_90/16; AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, RUNTIME_CLASS(AFastFlameMissile)); if (misl != NULL) { misl->momz += FRACUNIT; } } void A_CrusaderRefire (AActor *self) { if (self->target == NULL || self->target->health <= 0 || !P_CheckSight (self, self->target)) { self->SetState (self->SeeState); } } void A_CrusaderDeath (AActor *self) { if (CheckBossDeath (self)) { EV_DoFloor (DFloor::floorLowerToLowest, NULL, 667, FRACUNIT, 0, 0, 0); } } void A_RocketDead (AActor *self) { self->RenderStyle = STYLE_Add; S_StopSound (self, CHAN_VOICE); } // Dead Crusader ------------------------------------------------------------ class ADeadCrusader : public AActor { DECLARE_ACTOR (ADeadCrusader, AActor) }; FState ADeadCrusader::States[] = { S_NORMAL (ROB2, 'N', 4, A_TossGib, &States[1]), S_NORMAL (ROB2, 'O', 4, A_ExplodeAndAlert, &States[2]), S_NORMAL (ROB2, 'P',-1, NULL, NULL) }; IMPLEMENT_ACTOR (ADeadCrusader, Strife, 22, 0) PROP_SpawnState (0) PROP_StrifeType (230) END_DEFAULTS