qzdoom/src/g_strife/a_inquisitor.cpp

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/*
#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->AproxDistance (self->target) < 264*FRACUNIT;
}
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*FRACUNIT < 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*FRACUNIT);
self->angle -= ANGLE_45/32;
proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot"));
if (proj != NULL)
{
proj->vel.z += 9*FRACUNIT;
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}
self->angle += ANGLE_45/16;
proj = P_SpawnMissileZAimed (self, self->Z(), self->target, PClass::FindActor("InquisitorShot"));
if (proj != NULL)
{
proj->vel.z += 16*FRACUNIT;
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}
self->AddZ(-32*FRACUNIT);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
{
PARAM_ACTION_PROLOGUE;
fixed_t dist;
fixed_t speed;
angle_t an;
if (self->target == NULL)
return 0;
S_Sound (self, CHAN_ITEM|CHAN_LOOP, "inquisitor/jump", 1, ATTN_NORM);
self->AddZ(64*FRACUNIT);
A_FaceTarget (self);
an = self->angle >> ANGLETOFINESHIFT;
speed = self->Speed * 2/3;
self->vel.x += FixedMul (speed, finecosine[an]);
self->vel.y += FixedMul (speed, finesine[an]);
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dist = self->AproxDistance (self->target);
dist /= speed;
if (dist < 1)
{
dist = 1;
}
self->vel.z = (self->target->Z() - self->Z()) / dist;
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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 ||
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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*FRACUNIT), ALLOW_REPLACE);
foo->angle = self->angle - ANGLE_90 + (pr_inq.Random2() << 22);
foo->vel.x = FixedMul (foo->Speed, finecosine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
foo->vel.y = FixedMul (foo->Speed, finesine[foo->angle >> ANGLETOFINESHIFT]) >> 3;
foo->vel.z = pr_inq() << 10;
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return 0;
}