mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 21:41:07 +00:00
671291227e
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
661 lines
14 KiB
C++
661 lines
14 KiB
C++
/*
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#include "actor.h"
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#include "p_enemy.h"
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#include "a_action.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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#include "r_data/r_translate.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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*/
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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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IMPLEMENT_CLASS (AScriptedMarine)
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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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arc << CurrentWeapon;
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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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bool AScriptedMarine::GetWeaponStates(int weap, FState *&melee, FState *&missile)
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{
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static ENamedName WeaponNames[] =
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{
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NAME_None,
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NAME_Fist,
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NAME_Berserk,
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NAME_Chainsaw,
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NAME_Pistol,
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NAME_Shotgun,
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NAME_SSG,
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NAME_Chaingun,
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NAME_Rocket,
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NAME_Plasma,
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NAME_Railgun,
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NAME_BFG
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};
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if (weap < WEAPON_Dummy || weap > WEAPON_BFG) weap = WEAPON_Dummy;
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melee = FindState(NAME_Melee, WeaponNames[weap], true);
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missile = FindState(NAME_Missile, WeaponNames[weap], true);
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return melee != NULL || missile != NULL;
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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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// Set the current weapon
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for(int i=WEAPON_Dummy; i<=WEAPON_BFG; i++)
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{
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FState *melee, *missile;
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if (GetWeaponStates(i, melee, missile))
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{
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if (melee == MeleeState && missile == MissileState)
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{
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CurrentWeapon = i;
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}
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}
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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 == SpawnState->sprite)
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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 (CurrentWeapon == WEAPON_SuperShotgun)
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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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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Refire)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_BOOL_OPT(ignoremissile) { ignoremissile = false; }
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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, NULL) && P_CheckMissileRange (self))
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{ // Found somebody new and in range, so don't stop shooting
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return 0;
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}
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}
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self->SetState (self->state + 1);
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return 0;
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}
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if (((ignoremissile || 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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return 0;
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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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DEFINE_ACTION_FUNCTION(AActor, A_M_SawRefire)
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{
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PARAM_ACTION_PROLOGUE;
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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 0;
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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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return 0;
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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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DEFINE_ACTION_FUNCTION(AActor, A_MarineNoise)
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{
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PARAM_ACTION_PROLOGUE;
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if (static_cast<AScriptedMarine *>(self)->CurrentWeapon == AScriptedMarine::WEAPON_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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return 0;
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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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DEFINE_ACTION_FUNCTION(AActor, A_MarineChase)
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{
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PARAM_ACTION_PROLOGUE;
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CALL_ACTION(A_MarineNoise, self);
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A_Chase (stack, self);
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return 0;
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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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DEFINE_ACTION_FUNCTION(AActor, A_MarineLook)
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{
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PARAM_ACTION_PROLOGUE;
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CALL_ACTION(A_MarineNoise, self);
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CALL_ACTION(A_Look, self);
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return 0;
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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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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SOUND_OPT (fullsound) { fullsound = "weapons/sawfull"; }
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PARAM_SOUND_OPT (hitsound) { hitsound = "weapons/sawhit"; }
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PARAM_INT_OPT (damage) { damage = 2; }
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PARAM_CLASS_OPT (pufftype, AActor) { pufftype = NULL; }
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if (self->target == NULL)
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return 0;
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if (pufftype == NULL)
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{
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pufftype = PClass::FindActor(NAME_BulletPuff);
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}
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if (damage == 0)
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{
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damage = 2;
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}
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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{
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angle_t Angle;
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FTranslatedLineTarget t;
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damage *= (pr_m_saw()%10+1);
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Angle = self->_f_angle() + (pr_m_saw.Random2() << 18);
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P_LineAttack (self, Angle, MELEERANGE+1,
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P_AimLineAttack (self, Angle, MELEERANGE+1), damage,
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NAME_Melee, pufftype, false, &t);
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if (!t.linetarget)
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{
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S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM);
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, hitsound, 1, ATTN_NORM);
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// turn to face target
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DAngle angle = t.angleFromSource;
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DAngle anglediff = deltaangle(self->Angles.Yaw, angle);
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if (anglediff < 0.0)
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{
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if (anglediff < -4.5)
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self->Angles.Yaw = angle + 90.0 / 21;
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else
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self->Angles.Yaw -= 4.5;
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}
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else
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{
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if (anglediff > 4.5)
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self->Angles.Yaw = angle - 90.0 / 21;
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else
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self->Angles.Yaw += 4.5;
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}
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}
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else
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{
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S_Sound (self, CHAN_WEAPON, fullsound, 1, ATTN_NORM);
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}
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//A_Chase (self);
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return 0;
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}
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//============================================================================
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//
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// A_M_Punch
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//
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//============================================================================
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static void MarinePunch(AActor *self, int damagemul)
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{
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angle_t angle;
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int damage;
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int pitch;
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FTranslatedLineTarget t;
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if (self->target == NULL)
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return;
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damage = ((pr_m_punch()%10+1) << 1) * damagemul;
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A_FaceTarget (self);
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angle = self->_f_angle() + (pr_m_punch.Random2() << 18);
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pitch = P_AimLineAttack (self, angle, MELEERANGE);
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P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, true, &t);
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// turn to face target
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if (t.linetarget)
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{
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S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
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self->Angles.Yaw = t.angleFromSource;
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}
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT(mult);
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MarinePunch(self, mult);
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return 0;
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}
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//============================================================================
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//
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// P_GunShot2
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//
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//============================================================================
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void P_GunShot2 (AActor *mo, bool accurate, int pitch, PClassActor *pufftype)
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{
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angle_t angle;
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int damage;
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damage = 5*(pr_m_gunshot()%3+1);
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angle = mo->_f_angle();
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if (!accurate)
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{
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angle += pr_m_gunshot.Random2 () << 18;
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}
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P_LineAttack (mo, angle, MISSILERANGE, pitch, damage, NAME_Hitscan, pufftype);
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}
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//============================================================================
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//
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// A_M_FirePistol
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FirePistol)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_BOOL(accurate);
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if (self->target == NULL)
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return 0;
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S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
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A_FaceTarget (self);
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P_GunShot2 (self, accurate, P_AimLineAttack (self, self->_f_angle(), MISSILERANGE),
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PClass::FindActor(NAME_BulletPuff));
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return 0;
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}
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//============================================================================
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//
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// A_M_FireShotgun
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun)
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{
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PARAM_ACTION_PROLOGUE;
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int pitch;
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if (self->target == NULL)
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return 0;
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S_Sound (self, CHAN_WEAPON, "weapons/shotgf", 1, ATTN_NORM);
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A_FaceTarget (self);
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pitch = P_AimLineAttack (self, self->_f_angle(), MISSILERANGE);
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for (int i = 0; i < 7; ++i)
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{
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P_GunShot2 (self, false, pitch, PClass::FindActor(NAME_BulletPuff));
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}
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self->special1 = level.maptime + 27;
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return 0;
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}
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//============================================================================
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//
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// A_M_CheckAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_M_CheckAttack)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->special1 != 0 || self->target == NULL)
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{
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self->SetState (self->FindState("SkipAttack"));
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}
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else
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{
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A_FaceTarget (self);
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}
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return 0;
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}
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//============================================================================
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//
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// A_M_FireShotgun2
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun2)
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{
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PARAM_ACTION_PROLOGUE;
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int pitch;
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if (self->target == NULL)
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return 0;
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S_Sound (self, CHAN_WEAPON, "weapons/sshotf", 1, ATTN_NORM);
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A_FaceTarget (self);
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pitch = P_AimLineAttack (self, self->_f_angle(), MISSILERANGE);
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for (int i = 0; i < 20; ++i)
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{
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int damage = 5*(pr_m_fireshotgun2()%3+1);
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angle_t angle = self->_f_angle() + (pr_m_fireshotgun2.Random2() << 19);
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P_LineAttack (self, angle, MISSILERANGE,
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pitch + (pr_m_fireshotgun2.Random2() * 332063), damage,
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NAME_Hitscan, NAME_BulletPuff);
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}
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self->special1 = level.maptime;
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return 0;
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}
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//============================================================================
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//
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// A_M_FireCGun
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FireCGun)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_BOOL(accurate);
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if (self->target == NULL)
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return 0;
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S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
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A_FaceTarget (self);
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P_GunShot2 (self, accurate, P_AimLineAttack (self, self->_f_angle(), MISSILERANGE),
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PClass::FindActor(NAME_BulletPuff));
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return 0;
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}
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//============================================================================
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//
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// A_M_FireMissile
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//
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// Giving a marine a rocket launcher is probably a bad idea unless you pump
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// up his health, because he's just as likely to kill himself as he is to
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// kill anything else with it.
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_M_FireMissile)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->target == NULL)
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return 0;
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if (self->CheckMeleeRange ())
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{ // If too close, punch it
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MarinePunch(self, 1);
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}
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else
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{
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A_FaceTarget (self);
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P_SpawnMissile (self, self->target, PClass::FindActor("Rocket"));
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}
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return 0;
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}
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//============================================================================
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//
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// A_M_FireRailgun
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_M_FireRailgun)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->target == NULL)
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return 0;
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CALL_ACTION(A_MonsterRail, self);
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self->special1 = level.maptime + 50;
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return 0;
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}
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//============================================================================
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//
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// A_M_FirePlasma
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_M_FirePlasma)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->target == NULL)
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return 0;
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A_FaceTarget (self);
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P_SpawnMissile (self, self->target, PClass::FindActor("PlasmaBall"));
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self->special1 = level.maptime + 20;
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return 0;
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}
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//============================================================================
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//
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// A_M_BFGsound
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_M_BFGsound)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->target == NULL)
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return 0;
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|
|
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;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_M_FireBFG
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_M_FireBFG)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self->target == NULL)
|
|
return 0;
|
|
|
|
A_FaceTarget (self);
|
|
P_SpawnMissile (self, self->target, PClass::FindActor("BFGBall"));
|
|
self->special1 = level.maptime + 30;
|
|
self->PainChance = MARINE_PAIN_CHANCE;
|
|
return 0;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
void AScriptedMarine::SetWeapon (EMarineWeapon type)
|
|
{
|
|
if (GetWeaponStates(type, MeleeState, MissileState))
|
|
{
|
|
static const char *classes[] = {
|
|
"ScriptedMarine",
|
|
"MarineFist",
|
|
"MarineBerserk",
|
|
"MarineChainsaw",
|
|
"MarinePistol",
|
|
"MarineShotgun",
|
|
"MarineSSG",
|
|
"MarineChaingun",
|
|
"MarineRocket",
|
|
"MarinePlasma",
|
|
"MarineRailgun",
|
|
"MarineBFG"
|
|
};
|
|
|
|
const PClass *cls = PClass::FindClass(classes[type]);
|
|
if (cls != NULL)
|
|
DecalGenerator = GetDefaultByType(cls)->DecalGenerator;
|
|
else
|
|
DecalGenerator = NULL;
|
|
}
|
|
}
|
|
|
|
void AScriptedMarine::SetSprite (PClassActor *source)
|
|
{
|
|
if (source == NULL)
|
|
{ // A valid actor class wasn't passed, so use the standard sprite
|
|
SpriteOverride = sprite = GetClass()->OwnedStates[0].sprite;
|
|
// Copy the standard scaling
|
|
scaleX = GetDefault()->scaleX;
|
|
scaleY = GetDefault()->scaleY;
|
|
}
|
|
else
|
|
{ // Use the same sprite and scaling the passed class spawns with
|
|
SpriteOverride = sprite = GetDefaultByType (source)->SpawnState->sprite;
|
|
scaleX = GetDefaultByType(source)->scaleX;
|
|
scaleY = GetDefaultByType(source)->scaleY;
|
|
}
|
|
}
|