mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-12 05:31:58 +00:00
1502215009
so now larger scales than 4 can be done. SVN r381 (trunk)
988 lines
29 KiB
C++
988 lines
29 KiB
C++
#include "actor.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "r_draw.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "a_doomglobal.h"
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#include "s_sound.h"
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#define MARINE_PAIN_CHANCE 160
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static FRandom pr_m_refire ("SMarineRefire");
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static FRandom pr_m_punch ("SMarinePunch");
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static FRandom pr_m_gunshot ("SMarineGunshot");
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static FRandom pr_m_saw ("SMarineSaw");
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static FRandom pr_m_fireshotgun2 ("SMarineFireSSG");
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void A_MarineLook (AActor *);
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void A_MarineNoise (AActor *);
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void A_MarineChase (AActor *);
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void A_M_Refire (AActor *);
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void A_M_SawRefire (AActor *);
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void A_M_Saw (AActor *);
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void A_M_Punch (AActor *);
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void A_M_BerserkPunch (AActor *);
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void A_M_FirePistol (AActor *);
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void A_M_FirePistolInaccurate (AActor *);
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void A_M_FireShotgun (AActor *);
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void A_M_CheckAttack (AActor *);
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void A_M_FireShotgun2 (AActor *);
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void A_M_FireCGunAccurate (AActor *);
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void A_M_FireCGun (AActor *);
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void A_M_FireMissile (AActor *);
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void A_M_FireRailgun (AActor *);
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void A_M_FirePlasma (AActor *);
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void A_M_BFGsound (AActor *);
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void A_M_FireBFG (AActor *);
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// Scriptable marine -------------------------------------------------------
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FState AScriptedMarine::States[] =
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{
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#define S_MPLAYSTILL 0
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S_NORMAL (PLAY, 'A', 4, A_MarineLook , &States[S_MPLAYSTILL+1]),
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S_NORMAL (PLAY, 'A', 4, A_MarineNoise , &States[S_MPLAYSTILL]),
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#define S_MPLAY (S_MPLAYSTILL+2)
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S_NORMAL (PLAY, 'A', 4, A_MarineLook , &States[S_MPLAY+1]),
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S_NORMAL (PLAY, 'A', 4, A_MarineNoise , &States[S_MPLAY+2]),
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S_NORMAL (PLAY, 'A', 4, A_MarineLook , &States[S_MPLAY+3]),
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S_NORMAL (PLAY, 'B', 4, A_MarineNoise , &States[S_MPLAY+4]),
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S_NORMAL (PLAY, 'B', 4, A_MarineLook , &States[S_MPLAY+5]),
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S_NORMAL (PLAY, 'B', 4, A_MarineNoise , &States[S_MPLAY]),
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#define S_MPLAY_RUN (S_MPLAY+6)
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S_NORMAL (PLAY, 'A', 4, A_MarineChase , &States[S_MPLAY_RUN+1]),
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S_NORMAL (PLAY, 'B', 4, A_MarineChase , &States[S_MPLAY_RUN+2]),
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S_NORMAL (PLAY, 'C', 4, A_MarineChase , &States[S_MPLAY_RUN+3]),
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S_NORMAL (PLAY, 'D', 4, A_MarineChase , &States[S_MPLAY_RUN+0]),
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#define S_MPLAY_ATK (S_MPLAY_RUN+4)
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S_NORMAL (PLAY, 'E', 12, A_FaceTarget , &States[S_MPLAY]),
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S_BRIGHT (PLAY, 'F', 6, NULL , &States[S_MPLAY_ATK+0]),
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#define S_MPLAY_PAIN (S_MPLAY_ATK+2)
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S_NORMAL (PLAY, 'G', 4, NULL , &States[S_MPLAY_PAIN+1]),
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S_NORMAL (PLAY, 'G', 4, A_Pain , &States[S_MPLAY]),
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#define S_MPLAY_DIE (S_MPLAY_PAIN+2)
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S_NORMAL (PLAY, 'H', 10, NULL , &States[S_MPLAY_DIE+1]),
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S_NORMAL (PLAY, 'I', 10, A_Scream , &States[S_MPLAY_DIE+2]),
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S_NORMAL (PLAY, 'J', 10, A_NoBlocking , &States[S_MPLAY_DIE+3]),
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S_NORMAL (PLAY, 'K', 10, NULL , &States[S_MPLAY_DIE+4]),
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S_NORMAL (PLAY, 'L', 10, NULL , &States[S_MPLAY_DIE+5]),
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S_NORMAL (PLAY, 'M', 10, NULL , &States[S_MPLAY_DIE+6]),
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S_NORMAL (PLAY, 'N', -1, NULL , NULL),
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#define S_MPLAY_XDIE (S_MPLAY_DIE+7)
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S_NORMAL (PLAY, 'O', 5, NULL , &States[S_MPLAY_XDIE+1]),
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S_NORMAL (PLAY, 'P', 5, A_XScream , &States[S_MPLAY_XDIE+2]),
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S_NORMAL (PLAY, 'Q', 5, A_NoBlocking , &States[S_MPLAY_XDIE+3]),
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S_NORMAL (PLAY, 'R', 5, NULL , &States[S_MPLAY_XDIE+4]),
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S_NORMAL (PLAY, 'S', 5, NULL , &States[S_MPLAY_XDIE+5]),
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S_NORMAL (PLAY, 'T', 5, NULL , &States[S_MPLAY_XDIE+6]),
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S_NORMAL (PLAY, 'U', 5, NULL , &States[S_MPLAY_XDIE+7]),
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S_NORMAL (PLAY, 'V', 5, NULL , &States[S_MPLAY_XDIE+8]),
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S_NORMAL (PLAY, 'W', -1, NULL , NULL),
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#define S_MPLAY_RAISE (S_MPLAY_XDIE+9)
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S_NORMAL (PLAY, 'M', 5, NULL , &States[S_MPLAY_RAISE+1]),
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S_NORMAL (PLAY, 'L', 5, NULL , &States[S_MPLAY_RAISE+2]),
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S_NORMAL (PLAY, 'K', 5, NULL , &States[S_MPLAY_RAISE+3]),
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S_NORMAL (PLAY, 'J', 5, NULL , &States[S_MPLAY_RAISE+4]),
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S_NORMAL (PLAY, 'I', 5, NULL , &States[S_MPLAY_RAISE+5]),
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S_NORMAL (PLAY, 'H', 5, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_CHAINSAW (S_MPLAY_RAISE+6)
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S_NORMAL (PLAY, 'E', 4, A_MarineNoise , &States[S_MPLAY_ATK_CHAINSAW+1]),
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S_BRIGHT (PLAY, 'F', 4, A_M_Saw , &States[S_MPLAY_ATK_CHAINSAW+2]),
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S_BRIGHT (PLAY, 'F', 0, A_M_SawRefire , &States[S_MPLAY_ATK_CHAINSAW+1]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_FIST (S_MPLAY_ATK_CHAINSAW+4)
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S_NORMAL (PLAY, 'E', 4, A_FaceTarget , &States[S_MPLAY_ATK_FIST+1]),
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S_NORMAL (PLAY, 'F', 4, A_M_Punch , &States[S_MPLAY_ATK_FIST+2]), // Purposefully not BRIGHT
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S_NORMAL (PLAY, 'A', 9, NULL , &States[S_MPLAY_ATK_FIST+3]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_FIST]),
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S_NORMAL (PLAY, 'A', 5, A_FaceTarget , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_BERSERK (S_MPLAY_ATK_FIST+5)
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S_NORMAL (PLAY, 'E', 4, A_FaceTarget , &States[S_MPLAY_ATK_BERSERK+1]),
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S_NORMAL (PLAY, 'F', 4, A_M_BerserkPunch , &States[S_MPLAY_ATK_BERSERK+2]), // Purposefully not BRIGHT
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S_NORMAL (PLAY, 'A', 9, NULL , &States[S_MPLAY_ATK_BERSERK+3]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_BERSERK]),
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S_NORMAL (PLAY, 'A', 5, A_FaceTarget , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_PISTOL (S_MPLAY_ATK_BERSERK+5)
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S_NORMAL (PLAY, 'E', 4, A_FaceTarget , &States[S_MPLAY_ATK_PISTOL+1]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FirePistol , &States[S_MPLAY_ATK_PISTOL+2]),
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S_NORMAL (PLAY, 'A', 4, A_FaceTarget , &States[S_MPLAY_ATK_PISTOL+3]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_PISTOL+5]),
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S_NORMAL (PLAY, 'A', 5, NULL , &States[S_MPLAY_RUN]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FirePistolInaccurate , &States[S_MPLAY_ATK_PISTOL+6]),
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S_NORMAL (PLAY, 'A', 4, A_FaceTarget , &States[S_MPLAY_ATK_PISTOL+7]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_PISTOL+5]),
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S_NORMAL (PLAY, 'A', 5, A_FaceTarget , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_SHOTGUN (S_MPLAY_ATK_PISTOL+9)
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S_NORMAL (PLAY, 'E', 3, A_M_CheckAttack , &States[S_MPLAY_ATK_SHOTGUN+1]),
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S_BRIGHT (PLAY, 'F', 7, A_M_FireShotgun , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_DSHOTGUN (S_MPLAY_ATK_SHOTGUN+2)
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S_NORMAL (PLAY, 'E', 3, A_M_CheckAttack , &States[S_MPLAY_ATK_DSHOTGUN+1]),
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S_BRIGHT (PLAY, 'F', 7, A_M_FireShotgun2 , &States[S_MPLAY_RUN]),
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#define S_MPLAY_SKIP_ATTACK (S_MPLAY_ATK_DSHOTGUN+2)
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S_NORMAL (PLAY, 'A', 1, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_CHAINGUN (S_MPLAY_SKIP_ATTACK+1)
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S_NORMAL (PLAY, 'E', 4, A_FaceTarget , &States[S_MPLAY_ATK_CHAINGUN+1]),
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S_BRIGHT (PLAY, 'F', 4, A_M_FireCGunAccurate , &States[S_MPLAY_ATK_CHAINGUN+2]),
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S_BRIGHT (PLAY, 'F', 4, A_M_FireCGunAccurate , &States[S_MPLAY_ATK_CHAINGUN+3]),
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S_BRIGHT (PLAY, 'F', 4, A_M_FireCGun , &States[S_MPLAY_ATK_CHAINGUN+4]),
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S_BRIGHT (PLAY, 'F', 4, A_M_FireCGun , &States[S_MPLAY_ATK_CHAINGUN+5]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_CHAINGUN+3]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_ROCKET (S_MPLAY_ATK_CHAINGUN+7)
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S_NORMAL (PLAY, 'E', 8, A_FaceTarget , &States[S_MPLAY_ATK_ROCKET+1]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FireMissile , &States[S_MPLAY_ATK_ROCKET+2]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_ROCKET]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_RAILGUN (S_MPLAY_ATK_ROCKET+4)
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S_NORMAL (PLAY, 'E', 4, A_M_CheckAttack , &States[S_MPLAY_ATK_RAILGUN+1]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FireRailgun , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_PLASMA (S_MPLAY_ATK_RAILGUN+2)
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S_NORMAL (PLAY, 'E', 2, A_FaceTarget , &States[S_MPLAY_ATK_PLASMA+1]),
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S_BRIGHT (PLAY, 'F', 3, A_M_FirePlasma , &States[S_MPLAY_ATK_PLASMA+2]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_PLASMA+1]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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#define S_MPLAY_ATK_BFG (S_MPLAY_ATK_PLASMA+4)
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S_NORMAL (PLAY, 'E', 5, A_M_BFGsound , &States[S_MPLAY_ATK_BFG+1]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+2]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+3]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+4]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+5]),
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S_NORMAL (PLAY, 'E', 5, A_FaceTarget , &States[S_MPLAY_ATK_BFG+6]),
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S_BRIGHT (PLAY, 'F', 6, A_M_FireBFG , &States[S_MPLAY_ATK_BFG+7]),
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S_NORMAL (PLAY, 'A', 4, A_FaceTarget , &States[S_MPLAY_ATK_BFG+8]),
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S_NORMAL (PLAY, 'A', 0, A_M_Refire , &States[S_MPLAY_ATK_BFG]),
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S_NORMAL (PLAY, 'A', 0, NULL , &States[S_MPLAY_RUN]),
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};
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IMPLEMENT_ACTOR (AScriptedMarine, Doom, 9100, 151)
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PROP_SpawnHealth (100)
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PROP_RadiusFixed (16)
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PROP_HeightFixed (56)
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PROP_Mass (100)
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PROP_SpeedFixed (8)
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PROP_PainChance (MARINE_PAIN_CHANCE)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE)
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PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
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PROP_Flags3 (MF3_ISMONSTER)
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PROP_Translation (TRANSLATION_Standard,0) // Scripted marines wear black
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PROP_Damage (100)
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PROP_SpawnState (S_MPLAYSTILL)
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PROP_SeeState (S_MPLAY_RUN)
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PROP_PainState (S_MPLAY_PAIN)
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PROP_MissileState (S_MPLAY_ATK)
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PROP_DeathState (S_MPLAY_DIE)
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PROP_XDeathState (S_MPLAY_XDIE)
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PROP_RaiseState (S_MPLAY_RAISE)
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PROP_DeathSound ("*death")
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PROP_PainSound ("*pain50")
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END_DEFAULTS
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void AScriptedMarine::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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if (arc.IsStoring ())
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{
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arc.WriteSprite (SpriteOverride);
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}
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else
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{
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SpriteOverride = arc.ReadSprite ();
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}
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}
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void AScriptedMarine::Activate (AActor *activator)
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{
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if (flags2 & MF2_DORMANT)
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{
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flags2 &= ~MF2_DORMANT;
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tics = 1;
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}
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}
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void AScriptedMarine::Deactivate (AActor *activator)
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{
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if (!(flags2 & MF2_DORMANT))
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{
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flags2 |= MF2_DORMANT;
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tics = -1;
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}
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}
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void AScriptedMarine::BeginPlay ()
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{
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Super::BeginPlay ();
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// Copy the standard player's scaling
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AActor * playerdef = GetDefaultByName("DoomPlayer");
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if (playerdef != NULL)
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{
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scaleX = playerdef->scaleX;
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scaleY = playerdef->scaleY;
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}
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}
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void AScriptedMarine::Tick ()
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{
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Super::Tick ();
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// Override the standard sprite, if desired
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if (SpriteOverride != 0 && sprite == States[0].sprite.index)
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{
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sprite = SpriteOverride;
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}
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if (special1 != 0)
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{
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if (MissileState == &States[S_MPLAY_ATK_DSHOTGUN])
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{ // Play SSG reload sounds
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int ticks = level.maptime - special1;
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if (ticks < 47)
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{
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switch (ticks)
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{
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case 14:
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S_Sound (this, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM);
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break;
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case 28:
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S_Sound (this, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM);
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break;
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case 41:
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S_Sound (this, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
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break;
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}
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}
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else
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{
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special1 = 0;
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}
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}
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else
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{ // Wait for a long refire time
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if (level.maptime >= special1)
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{
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special1 = 0;
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}
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else
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{
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flags |= MF_JUSTATTACKED;
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}
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}
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}
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}
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//============================================================================
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//
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// A_M_Refire
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//
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//============================================================================
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void A_M_Refire (AActor *self)
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{
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if (self->target == NULL || self->target->health <= 0)
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{
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if (self->MissileState && pr_m_refire() < 160)
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{ // Look for a new target most of the time
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if (P_LookForPlayers (self, true) && P_CheckMissileRange (self))
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{ // Found somebody new and in range, so don't stop shooting
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return;
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}
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}
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self->SetState (self->state + 1);
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return;
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}
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if ((self->MissileState == NULL && !self->CheckMeleeRange ()) ||
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!P_CheckSight (self, self->target) ||
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pr_m_refire() < 4) // Small chance of stopping even when target not dead
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{
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self->SetState (self->state + 1);
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}
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}
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//============================================================================
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//
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// A_M_SawRefire
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//
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//============================================================================
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void A_M_SawRefire (AActor *self)
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{
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if (self->target == NULL || self->target->health <= 0)
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{
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self->SetState (self->state + 1);
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return;
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}
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if (!self->CheckMeleeRange ())
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{
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self->SetState (self->state + 1);
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}
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}
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//============================================================================
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//
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// A_MarineChase
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//
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//============================================================================
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void A_MarineChase (AActor *self)
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{
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if (self->MeleeState == &AScriptedMarine::States[S_MPLAY_ATK_CHAINSAW])
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{
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S_Sound (self, CHAN_WEAPON, "weapons/sawidle", 1, ATTN_NORM);
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}
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A_Chase (self);
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}
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//============================================================================
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//
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// A_MarineLook
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//
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//============================================================================
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void A_MarineLook (AActor *self)
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{
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A_MarineNoise (self);
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A_Look (self);
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}
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//============================================================================
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//
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// A_MarineNoise
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//
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//============================================================================
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void A_MarineNoise (AActor *self)
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{
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if (self->MeleeState == &AScriptedMarine::States[S_MPLAY_ATK_CHAINSAW])
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{
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S_Sound (self, CHAN_WEAPON, "weapons/sawidle", 1, ATTN_NORM);
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}
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}
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//============================================================================
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//
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// A_M_Saw
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//
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//============================================================================
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|
void A_M_Saw (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
A_FaceTarget (self);
|
|
if (self->CheckMeleeRange ())
|
|
{
|
|
angle_t angle;
|
|
int damage;
|
|
|
|
damage = 2 * (pr_m_saw()%10+1);
|
|
angle = self->angle + (pr_m_saw.Random2() << 18);
|
|
|
|
P_LineAttack (self, angle, MELEERANGE+1,
|
|
P_AimLineAttack (self, angle, MELEERANGE+1), damage,
|
|
NAME_Melee, NAME_BulletPuff);
|
|
|
|
if (!linetarget)
|
|
{
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sawfull", 1, ATTN_NORM);
|
|
return;
|
|
}
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sawhit", 1, ATTN_NORM);
|
|
|
|
// turn to face target
|
|
angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y);
|
|
if (angle - self->angle > ANG180)
|
|
{
|
|
if (angle - self->angle < (angle_t)(-ANG90/20))
|
|
self->angle = angle + ANG90/21;
|
|
else
|
|
self->angle -= ANG90/20;
|
|
}
|
|
else
|
|
{
|
|
if (angle - self->angle > ANG90/20)
|
|
self->angle = angle - ANG90/21;
|
|
else
|
|
self->angle += ANG90/20;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sawfull", 1, ATTN_NORM);
|
|
}
|
|
//A_Chase (self);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_Punch
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_Punch (AActor *self)
|
|
{
|
|
angle_t angle;
|
|
int damage;
|
|
int pitch;
|
|
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
damage = (pr_m_punch()%10+1) << 1;
|
|
|
|
A_FaceTarget (self);
|
|
angle = self->angle + (pr_m_punch.Random2() << 18);
|
|
pitch = P_AimLineAttack (self, angle, MELEERANGE);
|
|
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff);
|
|
|
|
// turn to face target
|
|
if (linetarget)
|
|
{
|
|
S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
|
|
self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_BerserkPunch
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_BerserkPunch (AActor *self)
|
|
{
|
|
angle_t angle;
|
|
int damage;
|
|
int pitch;
|
|
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
damage = ((pr_m_punch()%10+1) << 1) * 10;
|
|
|
|
A_FaceTarget (self);
|
|
angle = self->angle + (pr_m_punch.Random2() << 18);
|
|
pitch = P_AimLineAttack (self, angle, MELEERANGE);
|
|
P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff);
|
|
|
|
// turn to face target
|
|
if (linetarget)
|
|
{
|
|
S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
|
|
self->angle = R_PointToAngle2 (self->x, self->y, linetarget->x, linetarget->y);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_GunShot2
|
|
//
|
|
//============================================================================
|
|
|
|
void P_GunShot2 (AActor *mo, bool accurate, int pitch, const PClass *pufftype)
|
|
{
|
|
angle_t angle;
|
|
int damage;
|
|
|
|
damage = 5*(pr_m_gunshot()%3+1);
|
|
angle = mo->angle;
|
|
|
|
if (!accurate)
|
|
{
|
|
angle += pr_m_gunshot.Random2 () << 18;
|
|
}
|
|
|
|
P_LineAttack (mo, angle, MISSILERANGE, pitch, damage, NAME_None, pufftype);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FirePistol
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FirePistol (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
|
|
A_FaceTarget (self);
|
|
P_GunShot2 (self, true, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
|
PClass::FindClass(NAME_BulletPuff));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FirePistolInaccurate
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FirePistolInaccurate (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
|
|
A_FaceTarget (self);
|
|
P_GunShot2 (self, false, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
|
PClass::FindClass(NAME_BulletPuff));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FireShotgun
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FireShotgun (AActor *self)
|
|
{
|
|
int pitch;
|
|
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
|
|
A_FaceTarget (self);
|
|
pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
|
|
for (int i = 0; i < 7; ++i)
|
|
{
|
|
P_GunShot2 (self, false, pitch, PClass::FindClass(NAME_BulletPuff));
|
|
}
|
|
self->special1 = level.maptime + 27;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_CheckAttack
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_CheckAttack (AActor *self)
|
|
{
|
|
if (self->special1 != 0 || self->target == NULL)
|
|
{
|
|
self->SetState (&AScriptedMarine::States[S_MPLAY_SKIP_ATTACK]);
|
|
}
|
|
else
|
|
{
|
|
A_FaceTarget (self);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FireShotgun2
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FireShotgun2 (AActor *self)
|
|
{
|
|
int pitch;
|
|
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
|
|
A_FaceTarget (self);
|
|
pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
|
|
for (int i = 0; i < 20; ++i)
|
|
{
|
|
int damage = 5*(pr_m_fireshotgun2()%3+1);
|
|
angle_t angle = self->angle + (pr_m_fireshotgun2.Random2() << 19);
|
|
|
|
P_LineAttack (self, angle, MISSILERANGE,
|
|
pitch + (pr_m_fireshotgun2.Random2() * 332063), damage,
|
|
NAME_None, PClass::FindClass(NAME_BulletPuff));
|
|
}
|
|
self->special1 = level.maptime;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FireCGunAccurate
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FireCGunAccurate (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
|
|
A_FaceTarget (self);
|
|
P_GunShot2 (self, true, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
|
PClass::FindClass(NAME_BulletPuff));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FireCGun
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FireCGun (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
|
|
A_FaceTarget (self);
|
|
P_GunShot2 (self, false, P_AimLineAttack (self, self->angle, MISSILERANGE),
|
|
PClass::FindClass(NAME_BulletPuff));
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FireMissile
|
|
//
|
|
// Giving a marine a rocket launcher is probably a bad idea unless you pump
|
|
// up his health, because he's just as likely to kill himself as he is to
|
|
// kill anything else with it.
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FireMissile (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
if (self->CheckMeleeRange ())
|
|
{ // If too close, punch it
|
|
A_M_Punch (self);
|
|
}
|
|
else
|
|
{
|
|
A_FaceTarget (self);
|
|
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ARocket));
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FireRailgun
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FireRailgun (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
A_MonsterRail (self);
|
|
self->special1 = level.maptime + 50;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FirePlasma
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FirePlasma (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
A_FaceTarget (self);
|
|
P_SpawnMissile (self, self->target, RUNTIME_CLASS(APlasmaBall));
|
|
self->special1 = level.maptime + 20;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_BFGsound
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_BFGsound (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
if (self->special1 != 0)
|
|
{
|
|
self->SetState (self->SeeState);
|
|
}
|
|
else
|
|
{
|
|
A_FaceTarget (self);
|
|
S_Sound (self, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM);
|
|
// Don't interrupt the firing sequence
|
|
self->PainChance = 0;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FireBFG
|
|
//
|
|
//============================================================================
|
|
|
|
void A_M_FireBFG (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
A_FaceTarget (self);
|
|
P_SpawnMissile (self, self->target, RUNTIME_CLASS(ABFGBall));
|
|
self->special1 = level.maptime + 30;
|
|
self->PainChance = MARINE_PAIN_CHANCE;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarineFist : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarineFist, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarineFist, Doom, 9101, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (S_MPLAY_ATK_FIST)
|
|
PROP_MissileState (255)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarineBerserk : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarineBerserk, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarineBerserk, Doom, 9102, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (S_MPLAY_ATK_BERSERK)
|
|
PROP_MissileState (255)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarineChainsaw : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarineChainsaw, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarineChainsaw, Doom, 9103, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (S_MPLAY_ATK_CHAINSAW)
|
|
PROP_MissileState (255)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarinePistol : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarinePistol, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarinePistol, Doom, 9104, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (255)
|
|
PROP_MissileState (S_MPLAY_ATK_PISTOL)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarineShotgun : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarineShotgun, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarineShotgun, Doom, 9105, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (255)
|
|
PROP_MissileState (S_MPLAY_ATK_SHOTGUN)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarineSSG : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarineSSG, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarineSSG, Doom, 9106, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (255)
|
|
PROP_MissileState (S_MPLAY_ATK_DSHOTGUN)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarineChaingun : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarineChaingun, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarineChaingun, Doom, 9107, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (255)
|
|
PROP_MissileState (S_MPLAY_ATK_CHAINGUN)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarineRocket : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarineRocket, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarineRocket, Doom, 9108, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (255)
|
|
PROP_MissileState (S_MPLAY_ATK_ROCKET)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarinePlasma : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarinePlasma, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarinePlasma, Doom, 9109, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (255)
|
|
PROP_MissileState (S_MPLAY_ATK_PLASMA)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarineRailgun : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarineRailgun, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarineRailgun, Doom, 9110, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (255)
|
|
PROP_MissileState (S_MPLAY_ATK_RAILGUN)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
class AMarineBFG : public AScriptedMarine
|
|
{
|
|
DECLARE_STATELESS_ACTOR (AMarineBFG, AScriptedMarine)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (AMarineBFG, Doom, 9111, 0)
|
|
PROP_SpawnState (S_MPLAYSTILL)
|
|
PROP_MeleeState (255)
|
|
PROP_MissileState (S_MPLAY_ATK_BFG)
|
|
END_DEFAULTS
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
void AScriptedMarine::SetWeapon (EMarineWeapon type)
|
|
{
|
|
MissileState = NULL;
|
|
MeleeState = NULL;
|
|
DecalGenerator = NULL;
|
|
|
|
switch (type)
|
|
{
|
|
default:
|
|
case WEAPON_Dummy:
|
|
MissileState = &States[S_MPLAY_ATK];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AScriptedMarine))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_Fist:
|
|
MeleeState = &States[S_MPLAY_ATK_FIST];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineFist))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_BerserkFist:
|
|
MeleeState = &States[S_MPLAY_ATK_BERSERK];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineBerserk))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_Chainsaw:
|
|
MeleeState = &States[S_MPLAY_ATK_CHAINSAW];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineChainsaw))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_Pistol:
|
|
MissileState = &States[S_MPLAY_ATK_PISTOL];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarinePistol))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_Shotgun:
|
|
MissileState = &States[S_MPLAY_ATK_SHOTGUN];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineShotgun))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_SuperShotgun:
|
|
MissileState = &States[S_MPLAY_ATK_DSHOTGUN];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineSSG))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_Chaingun:
|
|
MissileState = &States[S_MPLAY_ATK_CHAINGUN];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineChaingun))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_RocketLauncher:
|
|
MissileState = &States[S_MPLAY_ATK_ROCKET];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineRocket))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_PlasmaRifle:
|
|
MissileState = &States[S_MPLAY_ATK_PLASMA];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarinePlasma))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_Railgun:
|
|
MissileState = &States[S_MPLAY_ATK_RAILGUN];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineRailgun))->DecalGenerator;
|
|
break;
|
|
|
|
case WEAPON_BFG:
|
|
MissileState = &States[S_MPLAY_ATK_BFG];
|
|
DecalGenerator = GetDefaultByType (RUNTIME_CLASS(AMarineBFG))->DecalGenerator;
|
|
break;
|
|
}
|
|
}
|
|
|
|
void AScriptedMarine::SetSprite (const PClass *source)
|
|
{
|
|
if (source == NULL || source->ActorInfo == NULL)
|
|
{ // A valid actor class wasn't passed, so use the standard sprite
|
|
SpriteOverride = sprite = States[0].sprite.index;
|
|
// Copy the standard player's scaling
|
|
AActor * playerdef = GetDefaultByName("DoomPlayer");
|
|
if (playerdef == NULL) playerdef = GetDefaultByType(RUNTIME_CLASS(AScriptedMarine));
|
|
scaleX = playerdef->scaleX;
|
|
scaleY = playerdef->scaleY;
|
|
}
|
|
else
|
|
{ // Use the same sprite the passed class spawns with
|
|
SpriteOverride = sprite = GetDefaultByType (source)->SpawnState->sprite.index;
|
|
scaleX = GetDefaultByType(source)->scaleX;
|
|
scaleY = GetDefaultByType(source)->scaleY;
|
|
}
|
|
}
|