mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 23:21:35 +00:00
217 lines
4.5 KiB
Text
217 lines
4.5 KiB
Text
/***********************************************************************
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ai_monster_zombie.script
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monster_zombie_chainsaw
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monster_zombie_jumpsuit
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monster_zombie_morgue
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monster_zombie_civilian
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monster_zombie_scientist1
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monster_zombie_scientist2
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monster_zombie_scientist3
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monster_zombie_maint
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monster_zombie_fat
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monster_zombie_fat2
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monster_zombie_fat3
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monster_zombie_zfem
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***********************************************************************/
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#define ZOMBIE_RUNDISTANCE 192
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#define ZOMBIE_WALKTURN 65
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object monster_zombie : monster_zombie_base {
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boolean can_run;
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void state_Begin();
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void state_Idle();
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void combat_melee();
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void init();
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// torso anim states
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void Torso_Idle();
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void Torso_Pain();
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void Torso_MeleeAttack();
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// legs anim states
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void Legs_Idle();
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void Legs_Walk();
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void Legs_Run();
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// attacks
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float check_attacks();
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void do_attack( float attack_flags );
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};
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/***********************************************************************
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Torso animation control
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***********************************************************************/
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void monster_zombie::Torso_Idle() {
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idleAnim( ANIMCHANNEL_TORSO, "idle" );
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while( !AI_PAIN ) {
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waitFrame();
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}
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animState( ANIMCHANNEL_TORSO, "Torso_Pain", 3 );
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}
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void monster_zombie::Torso_Pain() {
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string animname;
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float nextpain;
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float currenttime;
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animname = getPainAnim();
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playAnim( ANIMCHANNEL_TORSO, animname );
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nextpain = sys.getTime() + 0.25;
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while( !animDone( ANIMCHANNEL_TORSO, 3 ) ) {
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if ( AI_PAIN ) {
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currenttime = sys.getTime();
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if ( currenttime > nextpain ) {
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animState( ANIMCHANNEL_TORSO, "Torso_Pain", 8 );
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}
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}
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waitFrame();
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}
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finishAction( "pain" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
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}
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void monster_zombie::Torso_MeleeAttack() {
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playAnim( ANIMCHANNEL_TORSO, "melee_attack" );
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while( !animDone( ANIMCHANNEL_TORSO, 8 ) ) {
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waitFrame();
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}
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finishAction( "melee_attack" );
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
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}
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/***********************************************************************
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Legs animation control
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***********************************************************************/
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void monster_zombie::Legs_Idle() {
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idleAnim( ANIMCHANNEL_LEGS, "idle" );
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eachFrame {
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if ( can_run && run && AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Run", 8 ); }
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if ( AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); }
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}
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}
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void monster_zombie::Legs_Walk() {
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playCycle( ANIMCHANNEL_LEGS, "walk" );
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eachFrame {
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if ( can_run && run && AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Run", 8 ); }
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if ( !AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); }
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}
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}
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void monster_zombie::Legs_Run() {
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playCycle( ANIMCHANNEL_LEGS, "run" );
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eachFrame {
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if ( !run && AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Walk", 8 ); }
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if ( !AI_FORWARD ) { animState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 ); }
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}
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}
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/***********************************************************************
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AI
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***********************************************************************/
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/*
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=====================
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monster_zombie::init
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=====================
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*/
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void monster_zombie::init() {
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run_distance = ZOMBIE_RUNDISTANCE;
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walk_turn = ZOMBIE_WALKTURN;
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can_run = hasAnim( ANIMCHANNEL_LEGS, "run" );
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setState( "state_Begin" );
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}
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/*
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=====================
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monster_zombie::state_Begin
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=====================
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*/
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void monster_zombie::state_Begin() {
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animState( ANIMCHANNEL_TORSO, "Torso_Idle", 8 );
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animState( ANIMCHANNEL_LEGS, "Legs_Idle", 8 );
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monster_begin();
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setMoveType( MOVETYPE_ANIM );
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setState( "state_Idle" );
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}
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/*
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=====================
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monster_zombie::state_Idle
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=====================
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*/
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void monster_zombie::state_Idle() {
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wait_for_enemy();
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setState( "state_Combat" );
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}
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/***********************************************************************
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attacks
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***********************************************************************/
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/*
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=====================
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monster_zombie::do_attack
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=====================
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*/
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void monster_zombie::do_attack( float attack_flags ) {
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if ( attack_flags & ATTACK_MELEE ) {
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combat_melee();
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}
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}
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/*
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=====================
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monster_zombie::check_attacks
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=====================
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*/
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float monster_zombie::check_attacks() {
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float attack_flags;
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attack_flags = 0;
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if ( testMeleeAttack() ) {
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attack_flags |= ATTACK_MELEE;
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}
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return attack_flags;
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}
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/*
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=====================
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monster_zombie::combat_melee
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=====================
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*/
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void monster_zombie::combat_melee() {
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lookAtEnemy( 100 );
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faceEnemy();
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animState( ANIMCHANNEL_TORSO, "Torso_MeleeAttack", 8 );
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waitAction( "melee_attack" );
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lookAtEnemy( 1 );
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}
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