mirror of
https://github.com/ZDoom/gzdoom.git
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f8cf4bcf3d
This still needs some cleanup in a few calling functions.
136 lines
2.7 KiB
C++
136 lines
2.7 KiB
C++
/*
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#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "thingdef/thingdef.h"
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*/
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static FRandom pr_inq ("Inquisitor");
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorWalk)
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{
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PARAM_ACTION_PROLOGUE;
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S_Sound (self, CHAN_BODY, "inquisitor/walk", 1, ATTN_NORM);
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A_Chase (stack, self);
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return 0;
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}
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bool InquisitorCheckDistance (AActor *self)
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{
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if (self->reactiontime == 0 && P_CheckSight (self, self->target))
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{
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return self->Distance2D (self->target) < 264.;
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorDecide)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->target == NULL)
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return 0;
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A_FaceTarget (self);
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if (!InquisitorCheckDistance (self))
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{
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self->SetState (self->FindState("Grenade"));
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}
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if (self->target->Z() != self->Z())
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{
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if (self->Top() + 54 < self->ceilingz)
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{
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self->SetState (self->FindState("Jump"));
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}
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *proj;
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if (self->target == NULL)
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return 0;
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A_FaceTarget (self);
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self->AddZ(32);
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self->Angles.Yaw -= 45./32;
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proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot"));
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if (proj != NULL)
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{
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proj->Vel.Z += 9;
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}
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self->Angles.Yaw += 45./16;
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proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot"));
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if (proj != NULL)
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{
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proj->Vel.Z += 16;
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}
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self->AddZ(-32);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
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{
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PARAM_ACTION_PROLOGUE;
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double dist;
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double speed;
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if (self->target == NULL)
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return 0;
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S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM);
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self->AddZ(64);
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A_FaceTarget (self);
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speed = self->Speed * (2./3);
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self->VelFromAngle(speed);
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dist = self->DistanceBySpeed(self->target, speed);
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self->Vel.Z = (self->target->Z() - self->Z()) / dist;
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self->reactiontime = 60;
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self->flags |= MF_NOGRAVITY;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand)
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{
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PARAM_ACTION_PROLOGUE;
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self->reactiontime--;
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if (self->reactiontime < 0 ||
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self->Vel.X == 0 ||
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self->Vel.Y == 0 ||
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self->Z() <= self->floorz)
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{
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self->SetState (self->SeeState);
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self->reactiontime = 0;
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self->flags &= ~MF_NOGRAVITY;
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S_StopSound (self, CHAN_ITEM);
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return 0;
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}
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if (!S_IsActorPlayingSomething (self, CHAN_ITEM, -1))
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{
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S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TossArm)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *foo = Spawn("InquisitorArm", self->PosPlusZ(24.), ALLOW_REPLACE);
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foo->Angles.Yaw = self->Angles.Yaw - 90. + pr_inq.Random2() * (360./1024.);
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foo->VelFromAngle(foo->Speed / 8);
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foo->Vel.Z = pr_inq() / 64.;
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return 0;
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}
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