gzdoom/src/g_strife/a_crusader.cpp
Christoph Oelckers 1436f0a4fa - Fixed: It was no longer possible to talk to non-shootable NPCs. Also took
the opportunity to merge the various boolean parameters to P_AimLineAttack into one flag parameter.



SVN r2254 (trunk)
2010-03-28 10:51:35 +00:00

85 lines
2.2 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 "a_strifeglobal.h"
#include "thingdef/thingdef.h"
*/
static bool CrusaderCheckRange (AActor *self)
{
if (P_CheckSight (self, self->target) && self->reactiontime == 0)
{
return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT;
}
return false;
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose)
{
if (self->target == NULL)
return;
if (CrusaderCheckRange (self))
{
A_FaceTarget (self);
self->angle -= ANGLE_180/16;
P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
}
else
{
if (P_CheckMissileRange (self))
{
A_FaceTarget (self);
P_SpawnMissileZAimed (self, self->z + 56*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
self->angle -= ANGLE_45/32;
P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
self->angle += ANGLE_45/16;
P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass("CrusaderMissile"));
self->angle -= ANGLE_45/16;
self->reactiontime += 15;
}
self->SetState (self->SeeState);
}
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepLeft)
{
self->angle += ANGLE_90/16;
AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
if (misl != NULL)
{
misl->velz += FRACUNIT;
}
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepRight)
{
self->angle -= ANGLE_90/16;
AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, PClass::FindClass("FastFlameMissile"));
if (misl != NULL)
{
misl->velz += FRACUNIT;
}
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderRefire)
{
if (self->target == NULL ||
self->target->health <= 0 ||
!P_CheckSight (self, self->target))
{
self->SetState (self->SeeState);
}
}
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderDeath)
{
if (CheckBossDeath (self))
{
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 667, FRACUNIT, 0, 0, 0, false);
}
}