mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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e4af82ae96
velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. SVN r1689 (trunk)
128 lines
3 KiB
C++
128 lines
3 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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S_Sound (self, CHAN_BODY, "inquisitor/walk", 1, ATTN_NORM);
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A_Chase (self);
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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 P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT;
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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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if (self->target == NULL)
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return;
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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->z + self->height + 54*FRACUNIT < 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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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack)
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{
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AActor *proj;
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if (self->target == NULL)
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return;
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A_FaceTarget (self);
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self->z += 32*FRACBITS;
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self->angle -= ANGLE_45/32;
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proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot"));
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if (proj != NULL)
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{
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proj->velz += 9*FRACUNIT;
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}
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self->angle += ANGLE_45/16;
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proj = P_SpawnMissileZAimed (self, self->z, self->target, PClass::FindClass("InquisitorShot"));
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if (proj != NULL)
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{
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proj->velz += 16*FRACUNIT;
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}
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self->z -= 32*FRACBITS;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
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{
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fixed_t dist;
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fixed_t speed;
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angle_t an;
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if (self->target == NULL)
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return;
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S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM);
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self->z += 64*FRACUNIT;
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A_FaceTarget (self);
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an = self->angle >> ANGLETOFINESHIFT;
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speed = self->Speed * 2/3;
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self->velx += FixedMul (speed, finecosine[an]);
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self->vely += FixedMul (speed, finesine[an]);
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dist = P_AproxDistance (self->target->x - self->x, self->target->y - self->y);
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dist /= speed;
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if (dist < 1)
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{
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dist = 1;
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}
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self->velz = (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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}
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DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand)
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{
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self->reactiontime--;
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if (self->reactiontime < 0 ||
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self->velx == 0 ||
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self->vely == 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;
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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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}
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DEFINE_ACTION_FUNCTION(AActor, A_TossArm)
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{
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AActor *foo = Spawn("InquisitorArm", self->x, self->y, self->z + 24*FRACUNIT, ALLOW_REPLACE);
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foo->angle = self->angle - ANGLE_90 + (pr_inq.Random2() << 22);
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foo->velx = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
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foo->vely = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
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foo->velz = pr_inq() << 10;
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}
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