mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 19:01:24 +00:00
063c85b157
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)
194 lines
5.8 KiB
C++
194 lines
5.8 KiB
C++
#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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static FRandom pr_stalker ("Stalker");
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void A_StalkerLookInit (AActor *);
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void A_StalkerChaseDecide (AActor *);
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void A_StalkerWalk (AActor *);
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void A_StalkerAttack (AActor *);
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void A_StalkerDrop (AActor *);
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// Stalker ------------------------------------------------------------------
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class AStalker : public AActor
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{
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DECLARE_ACTOR (AStalker, AActor)
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public:
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bool CheckMeleeRange ();
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};
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FState AStalker::States[] =
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{
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#define S_STALK_SPAWN 0
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S_NORMAL (STLK, 'A', 1, A_StalkerLookInit, &States[S_STALK_SPAWN]),
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#define S_STALK_STND_CEIL (S_STALK_SPAWN+1)
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S_NORMAL (STLK, 'A', 10, A_Look, &States[S_STALK_STND_CEIL]),
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#define S_STALK_STND_FLOOR (S_STALK_STND_CEIL+1)
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S_NORMAL (STLK, 'J', 10, A_Look, &States[S_STALK_STND_FLOOR]),
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#define S_STALK_CHASE (S_STALK_STND_FLOOR+1)
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S_NORMAL (STLK, 'A', 1, A_StalkerChaseDecide, &States[S_STALK_CHASE+1]),
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S_NORMAL (STLK, 'A', 3, A_Chase, &States[S_STALK_CHASE+2]),
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S_NORMAL (STLK, 'B', 3, A_Chase, &States[S_STALK_CHASE+3]),
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S_NORMAL (STLK, 'B', 3, A_Chase, &States[S_STALK_CHASE+4]),
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S_NORMAL (STLK, 'C', 3, A_StalkerWalk, &States[S_STALK_CHASE+5]),
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S_NORMAL (STLK, 'C', 3, A_Chase, &States[S_STALK_CHASE]),
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#define S_STALK_ATK (S_STALK_CHASE+6)
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S_NORMAL (STLK, 'J', 3, A_FaceTarget, &States[S_STALK_ATK+1]),
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S_NORMAL (STLK, 'K', 3, A_StalkerAttack, &States[S_STALK_ATK+2]),
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#define S_STALK_GROUND_CHASE (S_STALK_ATK+2)
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S_NORMAL (STLK, 'J', 3, A_StalkerWalk, &States[S_STALK_GROUND_CHASE+1]),
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S_NORMAL (STLK, 'K', 3, A_Chase, &States[S_STALK_GROUND_CHASE+2]),
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S_NORMAL (STLK, 'K', 3, A_Chase, &States[S_STALK_GROUND_CHASE+3]),
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S_NORMAL (STLK, 'L', 3, A_StalkerWalk, &States[S_STALK_GROUND_CHASE+4]),
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S_NORMAL (STLK, 'L', 3, A_Chase, &States[S_STALK_GROUND_CHASE]),
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#define S_STALK_PAIN (S_STALK_GROUND_CHASE+5)
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S_NORMAL (STLK, 'L', 1, A_Pain, &States[S_STALK_CHASE]),
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#define S_STALK_FLIP (S_STALK_PAIN+1)
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S_NORMAL (STLK, 'C', 2, A_StalkerDrop, &States[S_STALK_FLIP+1]),
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S_NORMAL (STLK, 'I', 3, NULL, &States[S_STALK_FLIP+2]),
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S_NORMAL (STLK, 'H', 3, NULL, &States[S_STALK_FLIP+3]),
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S_NORMAL (STLK, 'G', 3, NULL, &States[S_STALK_FLIP+4]),
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S_NORMAL (STLK, 'F', 3, NULL, &States[S_STALK_FLIP+5]),
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S_NORMAL (STLK, 'E', 3, NULL, &States[S_STALK_FLIP+6]),
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S_NORMAL (STLK, 'D', 3, NULL, &States[S_STALK_GROUND_CHASE]),
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#define S_STALK_DIE (S_STALK_FLIP+7)
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S_NORMAL (STLK, 'O', 4, NULL, &States[S_STALK_DIE+1]),
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S_NORMAL (STLK, 'P', 4, A_Scream, &States[S_STALK_DIE+2]),
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S_NORMAL (STLK, 'Q', 4, NULL, &States[S_STALK_DIE+3]),
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S_NORMAL (STLK, 'R', 4, NULL, &States[S_STALK_DIE+4]),
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S_NORMAL (STLK, 'S', 4, NULL, &States[S_STALK_DIE+5]),
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S_NORMAL (STLK, 'T', 4, NULL, &States[S_STALK_DIE+6]),
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S_NORMAL (STLK, 'U', 4, A_NoBlocking, &States[S_STALK_DIE+7]),
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S_NORMAL (STLK, 'V', 4, NULL, &States[S_STALK_DIE+8]),
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S_NORMAL (STLK, 'W', 4, NULL, &States[S_STALK_DIE+9]),
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S_BRIGHT (STLK, 'X', 4, NULL, &States[S_STALK_DIE+10]),
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S_BRIGHT (STLK, 'Y', 4, NULL, &States[S_STALK_DIE+11]),
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S_BRIGHT (STLK, 'Z', 4, NULL, &States[S_STALK_DIE+12]),
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S_BRIGHT (STLK, '[', 4, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AStalker, Strife, 186, 0)
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PROP_StrifeType (92)
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PROP_SpawnHealth (80)
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PROP_SpawnState (S_STALK_SPAWN)
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PROP_SeeState (S_STALK_CHASE)
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PROP_PainState (S_STALK_PAIN)
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PROP_PainChance (40)
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PROP_MeleeState (S_STALK_ATK)
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PROP_DeathState (S_STALK_DIE)
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PROP_SpeedFixed (16)
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PROP_RadiusFixed (31)
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PROP_HeightFixed (25)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_SPAWNCEILING|MF_NOGRAVITY|MF_DROPOFF|
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MF_NOBLOOD|MF_COUNTKILL)
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PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags4 (MF4_INCOMBAT)
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PROP_MaxDropOffHeight (32)
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PROP_MinMissileChance (150)
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PROP_SeeSound ("stalker/sight")
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PROP_AttackSound ("stalker/attack")
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PROP_PainSound ("stalker/pain")
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PROP_DeathSound ("stalker/death")
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PROP_ActiveSound ("stalker/active")
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END_DEFAULTS
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void A_StalkerChaseDecide (AActor *self)
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{
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if (!(self->flags & MF_NOGRAVITY))
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{
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self->SetState (&AStalker::States[S_STALK_GROUND_CHASE]);
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}
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else if (self->ceilingz - self->height > self->z)
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{
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self->SetState (&AStalker::States[S_STALK_FLIP]);
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}
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}
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void A_StalkerLookInit (AActor *self)
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{
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if (self->flags & MF_NOGRAVITY)
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{
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if (self->state->NextState != &AStalker::States[S_STALK_STND_CEIL])
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{
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self->SetState (&AStalker::States[S_STALK_STND_CEIL]);
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}
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}
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else
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{
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if (self->state->NextState != &AStalker::States[S_STALK_STND_FLOOR])
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{
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self->SetState (&AStalker::States[S_STALK_STND_FLOOR]);
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}
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}
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}
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void A_StalkerDrop (AActor *self)
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{
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self->flags &= ~MF_NOGRAVITY;
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}
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void A_StalkerAttack (AActor *self)
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{
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if (self->flags & MF_NOGRAVITY)
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{
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self->SetState (&AStalker::States[S_STALK_FLIP]);
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}
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else if (self->target != NULL)
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{
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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int damage = (pr_stalker() & 7) * 2 + 2;
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P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (damage, self->target, self);
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}
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}
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}
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void A_StalkerWalk (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "stalker/walk", 1, ATTN_NORM);
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A_Chase (self);
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}
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bool AStalker::CheckMeleeRange ()
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{
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if (!(flags & MF_NOGRAVITY))
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{
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return Super::CheckMeleeRange ();
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}
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else
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{
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AActor *pl;
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fixed_t dist;
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if (!target)
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return false;
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pl = target;
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dist = P_AproxDistance (pl->x - x, pl->y - y);
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if (dist >= MELEERANGE-20*FRACUNIT + pl->radius)
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return false;
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if (!P_CheckSight (this, pl, 0))
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return false;
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return true;
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}
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}
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