#include "actor.h" #include "info.h" #include "m_random.h" #include "s_sound.h" #include "p_local.h" #include "p_enemy.h" #include "a_action.h" #include "gstrings.h" static FRandom pr_clinkattack ("ClinkAttack"); void A_ClinkAttack (AActor *); // Clink -------------------------------------------------------------------- class AClink : public AActor { DECLARE_ACTOR (AClink, AActor) public: void NoBlockingSet (); const char *GetObituary (); }; FState AClink::States[] = { #define S_CLINK_LOOK 0 S_NORMAL (CLNK, 'A', 10, A_Look , &States[S_CLINK_LOOK+1]), S_NORMAL (CLNK, 'B', 10, A_Look , &States[S_CLINK_LOOK+0]), #define S_CLINK_WALK (S_CLINK_LOOK+2) S_NORMAL (CLNK, 'A', 3, A_Chase , &States[S_CLINK_WALK+1]), S_NORMAL (CLNK, 'B', 3, A_Chase , &States[S_CLINK_WALK+2]), S_NORMAL (CLNK, 'C', 3, A_Chase , &States[S_CLINK_WALK+3]), S_NORMAL (CLNK, 'D', 3, A_Chase , &States[S_CLINK_WALK+0]), #define S_CLINK_ATK (S_CLINK_WALK+4) S_NORMAL (CLNK, 'E', 5, A_FaceTarget , &States[S_CLINK_ATK+1]), S_NORMAL (CLNK, 'F', 4, A_FaceTarget , &States[S_CLINK_ATK+2]), S_NORMAL (CLNK, 'G', 7, A_ClinkAttack , &States[S_CLINK_WALK+0]), #define S_CLINK_PAIN (S_CLINK_ATK+3) S_NORMAL (CLNK, 'H', 3, NULL , &States[S_CLINK_PAIN+1]), S_NORMAL (CLNK, 'H', 3, A_Pain , &States[S_CLINK_WALK+0]), #define S_CLINK_DIE (S_CLINK_PAIN+2) S_NORMAL (CLNK, 'I', 6, NULL , &States[S_CLINK_DIE+1]), S_NORMAL (CLNK, 'J', 6, NULL , &States[S_CLINK_DIE+2]), S_NORMAL (CLNK, 'K', 5, A_Scream , &States[S_CLINK_DIE+3]), S_NORMAL (CLNK, 'L', 5, A_NoBlocking , &States[S_CLINK_DIE+4]), S_NORMAL (CLNK, 'M', 5, NULL , &States[S_CLINK_DIE+5]), S_NORMAL (CLNK, 'N', 5, NULL , &States[S_CLINK_DIE+6]), S_NORMAL (CLNK, 'O', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AClink, Heretic, 90, 1) PROP_SpawnHealth (150) PROP_RadiusFixed (20) PROP_HeightFixed (64) PROP_Mass (75) PROP_SpeedFixed (14) PROP_PainChance (32) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_NOBLOOD) PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL) PROP_SpawnState (S_CLINK_LOOK) PROP_SeeState (S_CLINK_WALK) PROP_PainState (S_CLINK_PAIN) PROP_MeleeState (S_CLINK_ATK) PROP_DeathState (S_CLINK_DIE) PROP_SeeSound ("clink/sight") PROP_AttackSound ("clink/attack") PROP_PainSound ("clink/pain") PROP_DeathSound ("clink/death") PROP_ActiveSound ("clink/active") END_DEFAULTS void AClink::NoBlockingSet () { P_DropItem (this, "SkullRodAmmo", 20, 84); } const char *AClink::GetObituary () { return GStrings("OB_CLINK"); } //---------------------------------------------------------------------------- // // PROC A_ClinkAttack // //---------------------------------------------------------------------------- void A_ClinkAttack (AActor *actor) { int damage; if (!actor->target) { return; } S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM); if (actor->CheckMeleeRange ()) { damage = ((pr_clinkattack()%7)+3); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); P_TraceBleed (damage, actor->target, actor); } }