mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-14 00:20:51 +00:00
cf11cbdb30
SVN r4 (trunk)
194 lines
5.8 KiB
C++
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, 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;
|
|
}
|
|
}
|
|
|