/* #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) { S_Sound (self, CHAN_BODY, "inquisitor/walk", 1, ATTN_NORM); A_Chase (self); } bool InquisitorCheckDistance (AActor *self) { if (self->reactiontime == 0 && P_CheckSight (self, self->target)) { return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT; } return false; } DEFINE_ACTION_FUNCTION(AActor, A_InquisitorDecide) { if (self->target == NULL) return; A_FaceTarget (self); if (!InquisitorCheckDistance (self)) { self->SetState (self->FindState("Grenade")); } if (self->target->z != self->z) { if (self->z + self->height + 54*FRACUNIT < self->ceilingz) { self->SetState (self->FindState("Jump")); } } } DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack) { AActor *proj; if (self->target == NULL) return; A_FaceTarget (self); self->z += 32*FRACBITS; self->angle -= ANGLE_45/32; proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot")); if (proj != NULL) { proj->velz += 9*FRACUNIT; } self->angle += ANGLE_45/16; proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot")); if (proj != NULL) { proj->velz += 16*FRACUNIT; } self->z -= 32*FRACBITS; } DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump) { fixed_t dist; fixed_t speed; angle_t an; if (self->target == NULL) return; S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM); self->z += 64*FRACUNIT; A_FaceTarget (self); an = self->angle >> ANGLETOFINESHIFT; speed = self->Speed * 2/3; self->velx += FixedMul (speed, finecosine[an]); self->vely += FixedMul (speed, finesine[an]); dist = P_AproxDistance (self->target->x - self->x, self->target->y - self->y); dist /= speed; if (dist < 1) { dist = 1; } self->velz = (self->target->z - self->z) / dist; self->reactiontime = 60; self->flags |= MF_NOGRAVITY; } DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand) { self->reactiontime--; if (self->reactiontime < 0 || self->velx == 0 || self->vely == 0 || self->z <= self->floorz) { self->SetState (self->SeeState); self->reactiontime = 0; self->flags &= ~MF_NOGRAVITY; S_StopSound (self, CHAN_ITEM); return; } if (!S_IsActorPlayingSomething (self, CHAN_ITEM, -1)) { S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM); } } DEFINE_ACTION_FUNCTION(AActor, A_TossArm) { AActor *foo = Spawn("InquisitorArm", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE); foo->angle = self->angle - ANGLE_90 + (pr_inq.Random2() << 22); foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3; foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3; foo->velz = pr_inq() << 10; }