qzdoom/src/g_strife/a_sentinel.cpp
Randy Heit 2874d927b1 - Random spawners no longer move the missile forward when spawning them, because presumably
whatever spawned the random spawner already took care of this.
- Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely 
  move the spawned missile outside of its shooter (and potentially beyond a wall the shooter
  might happen to be standing next to).

SVN r4194 (trunk)
2013-03-21 03:06:04 +00:00

90 lines
2 KiB
C++

/*
#include "actor.h"
#include "p_enemy.h"
#include "a_action.h"
#include "p_local.h"
#include "m_random.h"
#include "thingdef/thingdef.h"
*/
static FRandom pr_sentinelrefire ("SentinelRefire");
DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob)
{
fixed_t minz, maxz;
if (self->flags & MF_INFLOAT)
{
self->velz = 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->velz -= FRACUNIT;
}
else
{
self->velz += FRACUNIT;
}
self->reactiontime = (minz >= self->z) ? 4 : 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
{
AActor *missile, *trail;
// [BB] Without a target the P_SpawnMissileZAimed call will crash.
if (!self->target)
{
return;
}
missile = P_SpawnMissileZAimed (self, self->z + 32*FRACUNIT, self->target, PClass::FindClass("SentinelFX2"));
if (missile != NULL && (missile->velx | missile->vely) != 0)
{
for (int i = 8; i > 1; --i)
{
trail = Spawn("SentinelFX1",
self->x + FixedMul (missile->radius * i, finecosine[missile->angle >> ANGLETOFINESHIFT]),
self->y + FixedMul (missile->radius * i, finesine[missile->angle >> ANGLETOFINESHIFT]),
missile->z + (missile->velz / 4 * i), ALLOW_REPLACE);
if (trail != NULL)
{
trail->target = self;
trail->velx = missile->velx;
trail->vely = missile->vely;
trail->velz = missile->velz;
P_CheckMissileSpawn (trail, self->radius);
}
}
missile->z += missile->velz >> 2;
}
}
DEFINE_ACTION_FUNCTION(AActor, A_SentinelRefire)
{
A_FaceTarget (self);
if (pr_sentinelrefire() >= 30)
{
if (self->target == NULL ||
self->target->health <= 0 ||
!P_CheckSight (self, self->target, SF_SEEPASTBLOCKEVERYTHING|SF_SEEPASTSHOOTABLELINES) ||
P_HitFriend(self) ||
(self->MissileState == NULL && !self->CheckMeleeRange()) ||
pr_sentinelrefire() < 40)
{
self->SetState (self->SeeState);
}
}
}