gzdoom/src/g_strife/a_inquisitor.cpp
Christoph Oelckers f8cf4bcf3d - trimmed down the AActor Spawn interface and removed all non-float variants.
This still needs some cleanup in a few calling functions.
2016-03-23 10:42:41 +01:00

136 lines
2.7 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)
{
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;
}