qzdoom/src/g_strife/a_stalker.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_stalker ("Stalker");
DEFINE_ACTION_FUNCTION(AActor, A_StalkerChaseDecide)
{
if (!(self->flags & MF_NOGRAVITY))
{
self->SetState (self->FindState("SeeFloor"));
}
else if (self->ceilingz - self->height > self->z)
{
self->SetState (self->FindState("Drop"));
}
}
DEFINE_ACTION_FUNCTION(AActor, A_StalkerLookInit)
{
FState *state;
if (self->flags & MF_NOGRAVITY)
{
state = self->FindState("LookCeiling");
}
else
{
state = self->FindState("LookFloor");
}
if (self->state->NextState != state)
{
self->SetState (state);
}
}
DEFINE_ACTION_FUNCTION(AActor, A_StalkerDrop)
{
self->flags5 &= ~MF5_NOVERTICALMELEERANGE;
self->flags &= ~MF_NOGRAVITY;
}
DEFINE_ACTION_FUNCTION(AActor, A_StalkerAttack)
{
if (self->flags & MF_NOGRAVITY)
{
self->SetState (self->FindState("Drop"));
}
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);
}
}
}
DEFINE_ACTION_FUNCTION(AActor, A_StalkerWalk)
{
S_Sound (self, CHAN_BODY, "stalker/walk", 1, ATTN_NORM);
A_Chase (self);
}