gzdoom-gles/src/g_strife/a_crusader.cpp

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/*
#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"
#include "thingdef/thingdef.h"
*/
static bool CrusaderCheckRange (AActor *self)
{
if (self->reactiontime == 0 && P_CheckSight (self, self->target))
{
return self->AproxDistance (self->target) < 264*FRACUNIT;
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose)
{
PARAM_ACTION_PROLOGUE;
if (self->target == NULL)
return 0;
if (CrusaderCheckRange (self))
{
A_FaceTarget (self);
self->Angles.Yaw -= 180./16;
P_SpawnMissileZAimed (self, self->_f_Z() + 40*FRACUNIT, self->target, PClass::FindActor("FastFlameMissile"));
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}
else
{
if (P_CheckMissileRange (self))
{
A_FaceTarget (self);
P_SpawnMissileZAimed (self, self->_f_Z() + 56*FRACUNIT, self->target, PClass::FindActor("CrusaderMissile"));
self->Angles.Yaw -= 45./32;
P_SpawnMissileZAimed (self, self->_f_Z() + 40*FRACUNIT, self->target, PClass::FindActor("CrusaderMissile"));
self->Angles.Yaw += 45./16;
P_SpawnMissileZAimed (self, self->_f_Z() + 40*FRACUNIT, self->target, PClass::FindActor("CrusaderMissile"));
self->Angles.Yaw -= 45./16;
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self->reactiontime += 15;
}
self->SetState (self->SeeState);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepLeft)
{
PARAM_ACTION_PROLOGUE;
self->Angles.Yaw += 90./16;
AActor *misl = P_SpawnMissileZAimed (self, self->_f_Z() + 48*FRACUNIT, self->target, PClass::FindActor("FastFlameMissile"));
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if (misl != NULL)
{
misl->Vel.Z += 1;
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}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepRight)
{
PARAM_ACTION_PROLOGUE;
self->Angles.Yaw -= 90./16;
AActor *misl = P_SpawnMissileZAimed (self, self->_f_Z() + 48*FRACUNIT, self->target, PClass::FindActor("FastFlameMissile"));
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if (misl != NULL)
{
misl->Vel.Z += 1;
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}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderRefire)
{
PARAM_ACTION_PROLOGUE;
if (self->target == NULL ||
self->target->health <= 0 ||
!P_CheckSight (self, self->target))
{
self->SetState (self->SeeState);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderDeath)
{
PARAM_ACTION_PROLOGUE;
if (CheckBossDeath (self))
{
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 667, FRACUNIT, 0, -1, 0, false);
}
return 0;
}