gzdoom-gles/src/g_strife/a_stalker.cpp
Christoph Oelckers 063c85b157 - Fixed: The global WeaponSection string was never freed. It has been replaced
with an FString now.
- Fixed: The music strings in the default level info were never freed and
  caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
  came from the environment. If it comes from a monster the monster specific
  obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage 
  type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also 
  be used by other actors so a more generalized approach is needed than hard
  coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
  first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
  some bugs I found in that code. Unfortunately it wasn't all salvageable
  and it was easier to recreate some parts from scratch.



SVN r368 (trunk)
2006-10-31 14:53:21 +00:00

194 lines
5.8 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"
static FRandom pr_stalker ("Stalker");
void A_StalkerLookInit (AActor *);
void A_StalkerChaseDecide (AActor *);
void A_StalkerWalk (AActor *);
void A_StalkerAttack (AActor *);
void A_StalkerDrop (AActor *);
// Stalker ------------------------------------------------------------------
class AStalker : public AActor
{
DECLARE_ACTOR (AStalker, AActor)
public:
bool CheckMeleeRange ();
};
FState AStalker::States[] =
{
#define S_STALK_SPAWN 0
S_NORMAL (STLK, 'A', 1, A_StalkerLookInit, &States[S_STALK_SPAWN]),
#define S_STALK_STND_CEIL (S_STALK_SPAWN+1)
S_NORMAL (STLK, 'A', 10, A_Look, &States[S_STALK_STND_CEIL]),
#define S_STALK_STND_FLOOR (S_STALK_STND_CEIL+1)
S_NORMAL (STLK, 'J', 10, A_Look, &States[S_STALK_STND_FLOOR]),
#define S_STALK_CHASE (S_STALK_STND_FLOOR+1)
S_NORMAL (STLK, 'A', 1, A_StalkerChaseDecide, &States[S_STALK_CHASE+1]),
S_NORMAL (STLK, 'A', 3, A_Chase, &States[S_STALK_CHASE+2]),
S_NORMAL (STLK, 'B', 3, A_Chase, &States[S_STALK_CHASE+3]),
S_NORMAL (STLK, 'B', 3, A_Chase, &States[S_STALK_CHASE+4]),
S_NORMAL (STLK, 'C', 3, A_StalkerWalk, &States[S_STALK_CHASE+5]),
S_NORMAL (STLK, 'C', 3, A_Chase, &States[S_STALK_CHASE]),
#define S_STALK_ATK (S_STALK_CHASE+6)
S_NORMAL (STLK, 'J', 3, A_FaceTarget, &States[S_STALK_ATK+1]),
S_NORMAL (STLK, 'K', 3, A_StalkerAttack, &States[S_STALK_ATK+2]),
#define S_STALK_GROUND_CHASE (S_STALK_ATK+2)
S_NORMAL (STLK, 'J', 3, A_StalkerWalk, &States[S_STALK_GROUND_CHASE+1]),
S_NORMAL (STLK, 'K', 3, A_Chase, &States[S_STALK_GROUND_CHASE+2]),
S_NORMAL (STLK, 'K', 3, A_Chase, &States[S_STALK_GROUND_CHASE+3]),
S_NORMAL (STLK, 'L', 3, A_StalkerWalk, &States[S_STALK_GROUND_CHASE+4]),
S_NORMAL (STLK, 'L', 3, A_Chase, &States[S_STALK_GROUND_CHASE]),
#define S_STALK_PAIN (S_STALK_GROUND_CHASE+5)
S_NORMAL (STLK, 'L', 1, A_Pain, &States[S_STALK_CHASE]),
#define S_STALK_FLIP (S_STALK_PAIN+1)
S_NORMAL (STLK, 'C', 2, A_StalkerDrop, &States[S_STALK_FLIP+1]),
S_NORMAL (STLK, 'I', 3, NULL, &States[S_STALK_FLIP+2]),
S_NORMAL (STLK, 'H', 3, NULL, &States[S_STALK_FLIP+3]),
S_NORMAL (STLK, 'G', 3, NULL, &States[S_STALK_FLIP+4]),
S_NORMAL (STLK, 'F', 3, NULL, &States[S_STALK_FLIP+5]),
S_NORMAL (STLK, 'E', 3, NULL, &States[S_STALK_FLIP+6]),
S_NORMAL (STLK, 'D', 3, NULL, &States[S_STALK_GROUND_CHASE]),
#define S_STALK_DIE (S_STALK_FLIP+7)
S_NORMAL (STLK, 'O', 4, NULL, &States[S_STALK_DIE+1]),
S_NORMAL (STLK, 'P', 4, A_Scream, &States[S_STALK_DIE+2]),
S_NORMAL (STLK, 'Q', 4, NULL, &States[S_STALK_DIE+3]),
S_NORMAL (STLK, 'R', 4, NULL, &States[S_STALK_DIE+4]),
S_NORMAL (STLK, 'S', 4, NULL, &States[S_STALK_DIE+5]),
S_NORMAL (STLK, 'T', 4, NULL, &States[S_STALK_DIE+6]),
S_NORMAL (STLK, 'U', 4, A_NoBlocking, &States[S_STALK_DIE+7]),
S_NORMAL (STLK, 'V', 4, NULL, &States[S_STALK_DIE+8]),
S_NORMAL (STLK, 'W', 4, NULL, &States[S_STALK_DIE+9]),
S_BRIGHT (STLK, 'X', 4, NULL, &States[S_STALK_DIE+10]),
S_BRIGHT (STLK, 'Y', 4, NULL, &States[S_STALK_DIE+11]),
S_BRIGHT (STLK, 'Z', 4, NULL, &States[S_STALK_DIE+12]),
S_BRIGHT (STLK, '[', 4, NULL, NULL)
};
IMPLEMENT_ACTOR (AStalker, Strife, 186, 0)
PROP_StrifeType (92)
PROP_SpawnHealth (80)
PROP_SpawnState (S_STALK_SPAWN)
PROP_SeeState (S_STALK_CHASE)
PROP_PainState (S_STALK_PAIN)
PROP_PainChance (40)
PROP_MeleeState (S_STALK_ATK)
PROP_DeathState (S_STALK_DIE)
PROP_SpeedFixed (16)
PROP_RadiusFixed (31)
PROP_HeightFixed (25)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_SPAWNCEILING|MF_NOGRAVITY|MF_DROPOFF|
MF_NOBLOOD|MF_COUNTKILL)
PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags4 (MF4_INCOMBAT)
PROP_MaxDropOffHeight (32)
PROP_MinMissileChance (150)
PROP_SeeSound ("stalker/sight")
PROP_AttackSound ("stalker/attack")
PROP_PainSound ("stalker/pain")
PROP_DeathSound ("stalker/death")
PROP_ActiveSound ("stalker/active")
END_DEFAULTS
void A_StalkerChaseDecide (AActor *self)
{
if (!(self->flags & MF_NOGRAVITY))
{
self->SetState (&AStalker::States[S_STALK_GROUND_CHASE]);
}
else if (self->ceilingz - self->height > self->z)
{
self->SetState (&AStalker::States[S_STALK_FLIP]);
}
}
void A_StalkerLookInit (AActor *self)
{
if (self->flags & MF_NOGRAVITY)
{
if (self->state->NextState != &AStalker::States[S_STALK_STND_CEIL])
{
self->SetState (&AStalker::States[S_STALK_STND_CEIL]);
}
}
else
{
if (self->state->NextState != &AStalker::States[S_STALK_STND_FLOOR])
{
self->SetState (&AStalker::States[S_STALK_STND_FLOOR]);
}
}
}
void A_StalkerDrop (AActor *self)
{
self->flags &= ~MF_NOGRAVITY;
}
void A_StalkerAttack (AActor *self)
{
if (self->flags & MF_NOGRAVITY)
{
self->SetState (&AStalker::States[S_STALK_FLIP]);
}
else if (self->target != NULL)
{
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = (pr_stalker() & 7) * 2 + 2;
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
}
}
}
void A_StalkerWalk (AActor *self)
{
S_Sound (self, CHAN_BODY, "stalker/walk", 1, ATTN_NORM);
A_Chase (self);
}
bool AStalker::CheckMeleeRange ()
{
if (!(flags & MF_NOGRAVITY))
{
return Super::CheckMeleeRange ();
}
else
{
AActor *pl;
fixed_t dist;
if (!target)
return false;
pl = target;
dist = P_AproxDistance (pl->x - x, pl->y - y);
if (dist >= MELEERANGE-20*FRACUNIT + pl->radius)
return false;
if (!P_CheckSight (this, pl, 0))
return false;
return true;
}
}