qzdoom/src/g_heretic/a_clink.cpp

109 lines
3.1 KiB
C++

#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);
}
}