#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, MOD_HIT); 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; } }