/* #include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "thingdef/thingdef.h" */ static FRandom pr_inq ("Inquisitor"); DEFINE_ACTION_FUNCTION(AActor, A_InquisitorWalk) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_BODY, "inquisitor/walk", 1, ATTN_NORM); A_Chase (stack, self); return 0; } bool InquisitorCheckDistance (AActor *self) { if (self->reactiontime == 0 && P_CheckSight (self, self->target)) { return self->Distance2D (self->target) < 264.; } return false; } DEFINE_ACTION_FUNCTION(AActor, A_InquisitorDecide) { PARAM_ACTION_PROLOGUE; if (self->target == NULL) return 0; A_FaceTarget (self); if (!InquisitorCheckDistance (self)) { self->SetState (self->FindState("Grenade")); } if (self->target->Z() != self->Z()) { if (self->Top() + 54 < self->ceilingz) { self->SetState (self->FindState("Jump")); } } return 0; } DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack) { PARAM_ACTION_PROLOGUE; AActor *proj; if (self->target == NULL) return 0; A_FaceTarget (self); self->AddZ(32); self->Angles.Yaw -= 45./32; proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot")); if (proj != NULL) { proj->Vel.Z += 9; } self->Angles.Yaw += 45./16; proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot")); if (proj != NULL) { proj->Vel.Z += 16; } self->AddZ(-32); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump) { PARAM_ACTION_PROLOGUE; double dist; double speed; if (self->target == NULL) return 0; S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM); self->AddZ(64); A_FaceTarget (self); speed = self->Speed * (2./3); self->VelFromAngle(speed); dist = self->DistanceBySpeed(self->target, speed); self->Vel.Z = (self->target->Z() - self->Z()) / dist; self->reactiontime = 60; self->flags |= MF_NOGRAVITY; return 0; } DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand) { PARAM_ACTION_PROLOGUE; self->reactiontime--; if (self->reactiontime < 0 || self->Vel.X == 0 || self->Vel.Y == 0 || self->Z() <= self->floorz) { self->SetState (self->SeeState); self->reactiontime = 0; self->flags &= ~MF_NOGRAVITY; S_StopSound (self, CHAN_ITEM); return 0; } if (!S_IsActorPlayingSomething (self, CHAN_ITEM, -1)) { S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM); } return 0; } DEFINE_ACTION_FUNCTION(AActor, A_TossArm) { PARAM_ACTION_PROLOGUE; AActor *foo = Spawn("InquisitorArm", self->PosPlusZ(24.), ALLOW_REPLACE); foo->Angles.Yaw = self->Angles.Yaw - 90. + pr_inq.Random2() * (360./1024.); foo->VelFromAngle(foo->Speed / 8); foo->Vel.Z = pr_inq() / 64.; return 0; }