qzdoom/src/g_strife/a_sentinel.cpp
Christoph Oelckers b599eda17d - Moved A_ThrowGrenade from Inventory to Actor because it can also be used by
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
  even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.


SVN r404 (trunk)
2006-12-06 10:38:47 +00:00

196 lines
5.4 KiB
C++

#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")
PROP_Obituary ("$OB_SENTINEL")
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 (NAME_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<ASentinelFX1> (
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), ALLOW_REPLACE);
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) ||
P_HitFriend(self) ||
pr_sentinelrefire() < 40)
{
self->SetState (self->SeeState);
}
}
}