#include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "gi.h" #include "a_sharedglobal.h" #include "a_strifeglobal.h" static FRandom pr_shootgun ("ShootGun"); void A_ShootGun (AActor *); void A_TossGib (AActor *); void A_Beacon (AActor *); // Base class for the rebels ------------------------------------------------ class ARebel : public AStrifeHumanoid { DECLARE_ACTOR (ARebel, AStrifeHumanoid) }; FState ARebel::States[] = { #define S_REBEL_STND 0 S_NORMAL (HMN1, 'P', 5, A_Look2, &States[S_REBEL_STND]), S_NORMAL (HMN1, 'Q', 8, NULL, &States[S_REBEL_STND]), S_NORMAL (HMN1, 'R', 8, NULL, &States[S_REBEL_STND]), #define S_REBEL_WAND (S_REBEL_STND+3) S_NORMAL (HMN1, 'A', 6, A_Wander, &States[S_REBEL_WAND+1]), S_NORMAL (HMN1, 'B', 6, A_Wander, &States[S_REBEL_WAND+2]), S_NORMAL (HMN1, 'C', 6, A_Wander, &States[S_REBEL_WAND+3]), S_NORMAL (HMN1, 'D', 6, A_Wander, &States[S_REBEL_WAND+4]), S_NORMAL (HMN1, 'A', 6, A_Wander, &States[S_REBEL_WAND+5]), S_NORMAL (HMN1, 'B', 6, A_Wander, &States[S_REBEL_WAND+6]), S_NORMAL (HMN1, 'C', 6, A_Wander, &States[S_REBEL_WAND+7]), S_NORMAL (HMN1, 'D', 6, A_Wander, &States[S_REBEL_STND]), #define S_REBEL_CHASE (S_REBEL_WAND+8) S_NORMAL (HMN1, 'A', 3, A_Chase, &States[S_REBEL_CHASE+1]), S_NORMAL (HMN1, 'A', 3, A_Chase, &States[S_REBEL_CHASE+2]), S_NORMAL (HMN1, 'B', 3, A_Chase, &States[S_REBEL_CHASE+3]), S_NORMAL (HMN1, 'B', 3, A_Chase, &States[S_REBEL_CHASE+4]), S_NORMAL (HMN1, 'C', 3, A_Chase, &States[S_REBEL_CHASE+5]), S_NORMAL (HMN1, 'C', 3, A_Chase, &States[S_REBEL_CHASE+6]), S_NORMAL (HMN1, 'D', 3, A_Chase, &States[S_REBEL_CHASE+7]), S_NORMAL (HMN1, 'D', 3, A_Chase, &States[S_REBEL_CHASE]), #define S_REBEL_ATK (S_REBEL_CHASE+8) S_NORMAL (HMN1, 'E', 10, A_FaceTarget, &States[S_REBEL_ATK+1]), S_BRIGHT (HMN1, 'F', 10, A_ShootGun, &States[S_REBEL_ATK+2]), S_NORMAL (HMN1, 'E', 10, A_ShootGun, &States[S_REBEL_CHASE]), #define S_REBEL_PAIN (S_REBEL_ATK+3) S_NORMAL (HMN1, 'O', 3, NULL, &States[S_REBEL_PAIN+1]), S_NORMAL (HMN1, 'O', 3, A_Pain, &States[S_REBEL_CHASE]), #define S_REBEL_DIE (S_REBEL_PAIN+2) S_NORMAL (HMN1, 'G', 5, NULL, &States[S_REBEL_DIE+1]), S_NORMAL (HMN1, 'H', 5, A_Scream, &States[S_REBEL_DIE+2]), S_NORMAL (HMN1, 'I', 3, A_NoBlocking, &States[S_REBEL_DIE+3]), S_NORMAL (HMN1, 'J', 4, NULL, &States[S_REBEL_DIE+4]), S_NORMAL (HMN1, 'K', 3, NULL, &States[S_REBEL_DIE+5]), S_NORMAL (HMN1, 'L', 3, NULL, &States[S_REBEL_DIE+6]), S_NORMAL (HMN1, 'M', 3, NULL, &States[S_REBEL_DIE+7]), S_NORMAL (HMN1, 'N', -1, NULL, NULL), #define S_REBEL_XDIE (S_REBEL_DIE+8) S_NORMAL (RGIB, 'A', 4, A_TossGib, &States[S_REBEL_XDIE+1]), S_NORMAL (RGIB, 'B', 4, A_XScream, &States[S_REBEL_XDIE+2]), S_NORMAL (RGIB, 'C', 3, A_NoBlocking, &States[S_REBEL_XDIE+3]), S_NORMAL (RGIB, 'D', 3, A_TossGib, &States[S_REBEL_XDIE+4]), S_NORMAL (RGIB, 'E', 3, A_TossGib, &States[S_REBEL_XDIE+5]), S_NORMAL (RGIB, 'F', 3, A_TossGib, &States[S_REBEL_XDIE+6]), S_NORMAL (RGIB, 'G', 3, NULL, &States[S_REBEL_XDIE+7]), S_NORMAL (RGIB, 'H', 1400, NULL, NULL) }; IMPLEMENT_ACTOR (ARebel, Strife, -1, 0) PROP_SpawnState (S_REBEL_STND) PROP_SeeState (S_REBEL_CHASE) PROP_PainState (S_REBEL_PAIN) PROP_MissileState (S_REBEL_ATK) PROP_DeathState (S_REBEL_DIE) PROP_XDeathState (S_REBEL_XDIE) PROP_SpawnHealth (60) PROP_PainChance (250) PROP_SpeedFixed (8) PROP_RadiusFixed (20) PROP_HeightFixed (56) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_FRIENDLY) PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS) PROP_Flags3 (MF3_ISMONSTER) PROP_Flags4 (MF4_NOSPLASHALERT) PROP_MinMissileChance (150) PROP_Tag ("Rebel") PROP_SeeSound ("rebel/sight") PROP_PainSound ("rebel/pain") PROP_DeathSound ("rebel/death") PROP_ActiveSound ("rebel/active") PROP_Obituary ("$OB_REBEL") END_DEFAULTS //============================================================================ // // A_ShootGun // //============================================================================ void A_ShootGun (AActor *self) { int pitch; if (self->target == NULL) return; S_Sound (self, CHAN_WEAPON, "monsters/rifle", 1, ATTN_NORM); A_FaceTarget (self); pitch = P_AimLineAttack (self, self->angle, MISSILERANGE); P_LineAttack (self, self->angle + (pr_shootgun.Random2() << 19), MISSILERANGE, pitch, 3*(pr_shootgun() % 5 + 1), NAME_None, RUNTIME_CLASS(AStrifePuff)); } // Rebel 1 ------------------------------------------------------------------ class ARebel1 : public ARebel { DECLARE_STATELESS_ACTOR (ARebel1, ARebel) public: void NoBlockingSet (); }; IMPLEMENT_STATELESS_ACTOR (ARebel1, Strife, 9, 0) PROP_StrifeType (43) PROP_StrifeTeaserType (42) PROP_StrifeTeaserType2 (43) END_DEFAULTS //============================================================================ // // ARebel1 :: NoBlockingSet // // Only this type of rebel drops bullet clips by default. // //============================================================================ void ARebel1::NoBlockingSet () { P_DropItem (this, "ClipOfBullets", -1, 256); } // Rebel 2 ------------------------------------------------------------------ class ARebel2 : public ARebel { DECLARE_STATELESS_ACTOR (ARebel2, ARebel) }; IMPLEMENT_STATELESS_ACTOR (ARebel2, Strife, 144, 0) PROP_StrifeType (44) PROP_StrifeTeaserType (43) PROP_StrifeTeaserType2 (44) END_DEFAULTS // Rebel 3 ------------------------------------------------------------------ class ARebel3 : public ARebel { DECLARE_STATELESS_ACTOR (ARebel3, ARebel) }; IMPLEMENT_STATELESS_ACTOR (ARebel3, Strife, 145, 0) PROP_StrifeType (45) PROP_StrifeTeaserType (44) PROP_StrifeTeaserType2 (45) END_DEFAULTS // Rebel 4 ------------------------------------------------------------------ class ARebel4 : public ARebel { DECLARE_STATELESS_ACTOR (ARebel4, ARebel) }; IMPLEMENT_STATELESS_ACTOR (ARebel4, Strife, 149, 0) PROP_StrifeType (46) PROP_StrifeTeaserType (45) PROP_StrifeTeaserType2 (46) END_DEFAULTS // Rebel 5 ------------------------------------------------------------------ class ARebel5 : public ARebel { DECLARE_STATELESS_ACTOR (ARebel5, ARebel) }; IMPLEMENT_STATELESS_ACTOR (ARebel5, Strife, 150, 0) PROP_StrifeType (47) PROP_StrifeTeaserType (46) PROP_StrifeTeaserType2 (47) END_DEFAULTS // Rebel 6 ------------------------------------------------------------------ class ARebel6 : public ARebel { DECLARE_STATELESS_ACTOR (ARebel6, ARebel) }; IMPLEMENT_STATELESS_ACTOR (ARebel6, Strife, 151, 0) PROP_StrifeType (48) PROP_StrifeTeaserType (47) PROP_StrifeTeaserType2 (48) END_DEFAULTS // Teleporter Beacon -------------------------------------------------------- class ATeleporterBeacon : public AInventory { DECLARE_ACTOR (ATeleporterBeacon, AInventory) public: bool Use (bool pickup); }; FState ATeleporterBeacon::States[] = { S_NORMAL (BEAC, 'A', -1, NULL, NULL), S_NORMAL (BEAC, 'A', 30, NULL, &States[2]), S_NORMAL (BEAC, 'A', 160, A_Beacon, &States[1]) }; IMPLEMENT_ACTOR (ATeleporterBeacon, Strife, 10, 0) PROP_StrifeType (166) PROP_SpawnHealth (5) PROP_SpawnState (0) PROP_SeeState (1) PROP_RadiusFixed (16) PROP_HeightFixed (16) PROP_Inventory_MaxAmount (3) PROP_Flags (MF_SPECIAL|MF_DROPPED) PROP_Inventory_FlagsSet (IF_INVBAR) PROP_Inventory_Icon ("I_BEAC") PROP_Tag ("Teleporter_Beacon") PROP_Inventory_PickupMessage("$TXT_BEACON") END_DEFAULTS bool ATeleporterBeacon::Use (bool pickup) { AInventory *drop; // Increase the amount by one so that when DropInventory decrements it, // the actor will have the same number of beacons that he started with. // When we return to UseInventory, it will take care of decrementing // Amount again and disposing of this item if there are no more. Amount++; drop = Owner->DropInventory (this); if (drop == NULL) { Amount--; return false; } else { drop->SetState (drop->SeeState); drop->target = Owner; return true; } } void A_Beacon (AActor *self) { AActor *owner = self->target; ARebel *rebel; angle_t an; rebel = Spawn (self->x, self->y, ONFLOORZ, ALLOW_REPLACE); if (!P_TryMove (rebel, rebel->x, rebel->y, true)) { rebel->Destroy (); return; } // Once the rebels start teleporting in, you can't pick up the beacon anymore. self->flags &= ~MF_SPECIAL; static_cast(self)->DropTime = 0; // Set up the new rebel. rebel->threshold = BASETHRESHOLD; rebel->target = NULL; rebel->flags4 |= MF4_INCOMBAT; rebel->LastHeard = owner; // Make sure the rebels look for targets if (deathmatch) { rebel->health *= 2; } if (owner != NULL) { // Rebels are the same color as their owner rebel->Translation = owner->Translation; rebel->FriendPlayer = owner->player != NULL ? BYTE(owner->player - players + 1) : 0; // Set the rebel's target to whatever last hurt the player, so long as it's not // one of the player's other rebels. if (owner->target != NULL && !rebel->IsFriend (owner->target)) { rebel->target = owner->target; } } rebel->SetState (rebel->SeeState); rebel->angle = self->angle; an = self->angle >> ANGLETOFINESHIFT; Spawn (rebel->x + 20*finecosine[an], rebel->y + 20*finesine[an], rebel->z + TELEFOGHEIGHT, ALLOW_REPLACE); if (--self->health < 0) { self->Destroy (); } }