gzdoom/src/g_strife/a_inquisitor.cpp
Christoph Oelckers 760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
so that all files are included by a central one instead of compiling 
  each one separately. This speeds up the compilation process by 25%
  when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.

SVN r1226 (trunk)
2008-09-15 14:11:05 +00:00

128 lines
3 KiB
C++

/*
#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->momz += 9*FRACUNIT;
}
self->angle += ANGLE_45/16;
proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot"));
if (proj != NULL)
{
proj->momz += 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->momx += FixedMul (speed, finecosine[an]);
self->momy += 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->momz = (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->momx == 0 ||
self->momy == 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->momx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
foo->momy = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
foo->momz = pr_inq() << 10;
}