qzdoom/wadsrc/static/zscript/actors/doom/scriptedmarine.zs

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17 KiB
Text

// Scriptable marine -------------------------------------------------------
class ScriptedMarine : Actor
{
const MARINE_PAIN_CHANCE = 160;
enum EMarineWeapon
{
WEAPON_Dummy,
WEAPON_Fist,
WEAPON_BerserkFist,
WEAPON_Chainsaw,
WEAPON_Pistol,
WEAPON_Shotgun,
WEAPON_SuperShotgun,
WEAPON_Chaingun,
WEAPON_RocketLauncher,
WEAPON_PlasmaRifle,
WEAPON_Railgun,
WEAPON_BFG
};
struct WeaponStates
{
state melee;
state missile;
}
int CurrentWeapon;
SpriteID SpriteOverride;
Default
{
Health 100;
Radius 16;
Height 56;
Mass 100;
Speed 8;
Painchance MARINE_PAIN_CHANCE;
MONSTER;
-COUNTKILL
Translation 0;
Damage 100;
DeathSound "*death";
PainSound "*pain50";
}
States
{
Spawn:
PLAY A 4 A_MarineLook;
PLAY A 4 A_MarineNoise;
Loop;
Idle:
PLAY A 4 A_MarineLook;
PLAY A 4 A_MarineNoise;
PLAY A 4 A_MarineLook;
PLAY B 4 A_MarineNoise;
PLAY B 4 A_MarineLook;
PLAY B 4 A_MarineNoise;
Loop;
See:
PLAY ABCD 4 A_MarineChase;
Loop;
Melee.Fist:
PLAY E 4 A_FaceTarget;
PLAY E 4 A_M_Punch(1);
PLAY A 9;
PLAY A 0 A_M_Refire(1, "FistEnd");
Loop;
FistEnd:
PLAY A 5 A_FaceTarget;
Goto See;
Melee.Berserk:
PLAY E 4 A_FaceTarget;
PLAY E 4 A_M_Punch(10);
PLAY A 9;
PLAY A 0 A_M_Refire(1, "FistEnd");
Loop;
Melee.Chainsaw:
PLAY E 4 A_MarineNoise;
PLAY E 4 A_M_Saw;
PLAY E 0 A_M_SawRefire;
goto Melee.Chainsaw+1;
Missile:
Missile.None:
PLAY E 12 A_FaceTarget;
Goto Idle;
PLAY F 6 BRIGHT;
Loop;
Missile.Pistol:
PLAY E 4 A_FaceTarget;
PLAY F 6 BRIGHT A_M_FirePistol(1);
PLAY A 4 A_FaceTarget;
PLAY A 0 A_M_Refire(0, "ShootEnd");
Goto Fireloop.Pistol;
ShootEnd:
PLAY A 5;
Goto See;
Fireloop.Pistol:
PLAY F 6 BRIGHT A_M_FirePistol(0);
PLAY A 4 A_FaceTarget;
PLAY A 0 A_M_Refire(0, "ShootEnd");
Goto Fireloop.Pistol;
Missile.Shotgun:
PLAY E 3 A_M_CheckAttack;
PLAY F 7 BRIGHT A_M_FireShotgun;
Goto See;
Missile.SSG:
PLAY E 3 A_M_CheckAttack;
PLAY F 7 BRIGHT A_M_FireShotgun2;
Goto See;
Missile.Chaingun:
PLAY E 4 A_FaceTarget;
PLAY FF 4 BRIGHT A_M_FireCGun(1);
PLAY FF 4 BRIGHT A_M_FireCGun(0);
PLAY A 0 A_M_Refire(0, "See");
Goto Missile.Chaingun+3;
Missile.Rocket:
PLAY E 8;
PLAY F 6 BRIGHT A_M_FireMissile;
PLAY E 6;
PLAY A 0 A_M_Refire(0, "See");
Loop;
Missile.Plasma:
PLAY E 2 A_FaceTarget;
PLAY E 0 A_FaceTarget;
PLAY F 3 BRIGHT A_M_FirePlasma;
PLAY A 0 A_M_Refire(0, "See");
Goto Missile.Plasma+1;
Missile.Railgun:
PLAY E 4 A_M_CheckAttack;
PLAY F 6 BRIGHT A_M_FireRailgun;
Goto See;
Missile.BFG:
PLAY E 5 A_M_BFGSound;
PLAY EEEEE 5 A_FaceTarget;
PLAY F 6 BRIGHT A_M_FireBFG;
PLAY A 4 A_FaceTarget;
PLAY A 0 A_M_Refire(0, "See");
Loop;
SkipAttack:
PLAY A 1;
Goto See;
Pain:
PLAY G 4;
PLAY G 4 A_Pain;
Goto Idle;
Death:
PLAY H 10;
PLAY I 10 A_Scream;
PLAY J 10 A_NoBlocking;
PLAY KLM 10;
PLAY N -1;
Stop;
XDeath:
PLAY O 5;
PLAY P 5 A_XScream;
PLAY Q 5 A_NoBlocking;
PLAY RSTUV 5;
PLAY W -1;
Stop;
Raise:
PLAY MLKJIH 5;
Goto See;
}
//============================================================================
//
//
//
//============================================================================
private bool GetWeaponStates(int weap, out WeaponStates wstates)
{
static const statelabel MeleeNames[] =
{
"Melee.None", "Melee.Fist", "Melee.Berserk", "Melee.Chainsaw", "Melee.Pistol", "Melee.Shotgun",
"Melee.SSG", "Melee.Chaingun", "Melee.Rocket", "Melee.Plasma", "Melee.Railgun", "Melee.BFG"
};
static const statelabel MissileNames[] =
{
"Missile.None", "Missile.Fist", "Missile.Berserk", "Missile.Chainsaw", "Missile.Pistol", "Missile.Shotgun",
"Missile.SSG", "Missile.Chaingun", "Missile.Rocket", "Missile.Plasma", "Missile.Railgun", "Missile.BFG"
};
if (weap < WEAPON_Dummy || weap > WEAPON_BFG) weap = WEAPON_Dummy;
wstates.melee = FindState(MeleeNames[weap], true);
wstates.missile = FindState(MissileNames[weap], true);
return wstates.melee != null || wstates.missile != null;
}
//============================================================================
//
//
//
//============================================================================
override void BeginPlay ()
{
Super.BeginPlay ();
// Set the current weapon
for(int i = WEAPON_Dummy; i <= WEAPON_BFG; i++)
{
WeaponStates wstates;
if (GetWeaponStates(i, wstates))
{
if (wstates.melee == MeleeState && wstates.missile == MissileState)
{
CurrentWeapon = i;
}
}
}
}
//============================================================================
//
//
//
//============================================================================
override void Tick ()
{
Super.Tick ();
// Override the standard sprite, if desired
if (SpriteOverride != 0 && sprite == SpawnState.sprite)
{
sprite = SpriteOverride;
}
if (special1 != 0)
{
if (CurrentWeapon == WEAPON_SuperShotgun)
{ // Play SSG reload sounds
int ticks = level.maptime - special1;
if (ticks < 47)
{
switch (ticks)
{
case 14:
A_PlaySound ("weapons/sshoto", CHAN_WEAPON);
break;
case 28:
A_PlaySound ("weapons/sshotl", CHAN_WEAPON);
break;
case 41:
A_PlaySound ("weapons/sshotc", CHAN_WEAPON);
break;
}
}
else
{
special1 = 0;
}
}
else
{ // Wait for a long refire time
if (level.maptime >= special1)
{
special1 = 0;
}
else
{
bJustAttacked = true;
}
}
}
}
//============================================================================
//
// A_M_Refire
//
//============================================================================
void A_M_Refire (bool ignoremissile = false, statelabel jumpto = null)
{
if (target == null || target.health <= 0)
{
if (MissileState && random[SMarineRefire]() < 160)
{ // Look for a new target most of the time
if (LookForPlayers (true) && CheckMissileRange ())
{ // Found somebody new and in range, so don't stop shooting
return;
}
}
if (jumpto != null) SetStateLabel (jumpto);
else SetState(CurState + 1);
return;
}
if (((ignoremissile || MissileState == null) && !CheckMeleeRange ()) ||
!CheckSight (target) || random[SMarineRefire]() < 4) // Small chance of stopping even when target not dead
{
if (jumpto != null) SetStateLabel (jumpto);
else SetState(CurState + 1);
}
}
//============================================================================
//
// A_M_SawRefire
//
//============================================================================
void A_M_SawRefire ()
{
if (target == null || target.health <= 0 || !CheckMeleeRange ())
{
SetStateLabel ("See");
}
}
//============================================================================
//
// A_MarineNoise
//
//============================================================================
void A_MarineNoise ()
{
if (CurrentWeapon == WEAPON_Chainsaw)
{
A_PlaySound ("weapons/sawidle", CHAN_WEAPON);
}
}
//============================================================================
//
// A_MarineChase
//
//============================================================================
void A_MarineChase ()
{
A_MarineNoise();
A_Chase ();
}
//============================================================================
//
// A_MarineLook
//
//============================================================================
void A_MarineLook ()
{
A_MarineNoise();
A_Look();
}
//============================================================================
//
// A_M_Punch (also used in the rocket attack.)
//
//============================================================================
void A_M_Punch(int damagemul)
{
FTranslatedLineTarget t;
if (target == null)
return;
int damage = (random[SMarinePunch](1, 10) << 1) * damagemul;
A_FaceTarget ();
double ang = angle + random2[SMarinePunch]() * (5.625 / 256);
double pitch = AimLineAttack (ang, DEFMELEERANGE);
LineAttack (ang, DEFMELEERANGE, pitch, damage, 'Melee', "BulletPuff", true, t);
// turn to face target
if (t.linetarget)
{
A_PlaySound ("*fist", CHAN_WEAPON);
angle = t.angleFromSource;
}
}
//============================================================================
//
// P_GunShot2
//
//============================================================================
private void GunShot2 (bool accurate, double pitch, class<Actor> pufftype)
{
int damage = 5 * random[SMarineGunshot](1,3);
double ang = angle;
if (!accurate)
{
ang += Random2[SMarineGunshot]() * (5.625 / 256);
}
LineAttack (ang, MISSILERANGE, pitch, damage, 'Hitscan', pufftype);
}
//============================================================================
//
// A_M_FirePistol
//
//============================================================================
void A_M_FirePistol (bool accurate)
{
if (target == null)
return;
A_PlaySound ("weapons/pistol", CHAN_WEAPON);
A_FaceTarget ();
GunShot2 (accurate, AimLineAttack (angle, MISSILERANGE), "BulletPuff");
}
//============================================================================
//
// A_M_FireShotgun
//
//============================================================================
void A_M_FireShotgun ()
{
if (target == null)
return;
A_PlaySound ("weapons/shotgf", CHAN_WEAPON);
A_FaceTarget ();
double pitch = AimLineAttack (angle, MISSILERANGE);
for (int i = 0; i < 7; ++i)
{
GunShot2 (false, pitch, "BulletPuff");
}
special1 = level.maptime + 27;
}
//============================================================================
//
// A_M_CheckAttack
//
//============================================================================
void A_M_CheckAttack ()
{
if (special1 != 0 || target == null)
{
SetStateLabel ("SkipAttack");
}
else
{
A_FaceTarget ();
}
}
//============================================================================
//
// A_M_FireShotgun2
//
//============================================================================
void A_M_FireShotgun2 ()
{
if (target == null)
return;
A_PlaySound ("weapons/sshotf", CHAN_WEAPON);
A_FaceTarget ();
double pitch = AimLineAttack (angle, MISSILERANGE);
for (int i = 0; i < 20; ++i)
{
int damage = 5*(random[SMarineFireSSG](1, 3));
double ang = angle + Random2[SMarineFireSSG]() * (11.25 / 256);
LineAttack (ang, MISSILERANGE, pitch + Random2[SMarineFireSSG]() * (7.097 / 256), damage, 'Hitscan', "BulletPuff");
}
special1 = level.maptime;
}
//============================================================================
//
// A_M_FireCGun
//
//============================================================================
void A_M_FireCGun(bool accurate)
{
if (target == null)
return;
A_PlaySound ("weapons/chngun", CHAN_WEAPON);
A_FaceTarget ();
GunShot2 (accurate, AimLineAttack (angle, MISSILERANGE), "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 ()
{
if (target == null)
return;
if (CheckMeleeRange ())
{ // If too close, punch it
A_M_Punch(1);
}
else
{
A_FaceTarget ();
SpawnMissile (target, "Rocket");
}
}
//============================================================================
//
// A_M_FireRailgun
//
//============================================================================
void A_M_FireRailgun ()
{
if (target == null)
return;
A_MonsterRail();
special1 = level.maptime + 50;
}
//============================================================================
//
// A_M_FirePlasma
//
//============================================================================
void A_M_FirePlasma ()
{
if (target == null)
return;
A_FaceTarget ();
SpawnMissile (target, "PlasmaBall");
special1 = level.maptime + 20;
}
//============================================================================
//
// A_M_BFGsound
//
//============================================================================
void A_M_BFGsound ()
{
if (target == null)
return;
if (special1 != 0)
{
SetState (SeeState);
}
else
{
A_FaceTarget ();
A_PlaySound ("weapons/bfgf", CHAN_WEAPON);
// Don't interrupt the firing sequence
PainChance = 0;
}
}
//============================================================================
//
// A_M_FireBFG
//
//============================================================================
void A_M_FireBFG ()
{
if (target == null)
return;
A_FaceTarget ();
SpawnMissile (target, "BFGBall");
special1 = level.maptime + 30;
PainChance = MARINE_PAIN_CHANCE;
}
//---------------------------------------------------------------------------
final void SetWeapon (int type)
{
WeaponStates wstates;
if (GetWeaponStates(type, wstates))
{
static const class<Actor> classes[] = {
"ScriptedMarine",
"MarineFist",
"MarineBerserk",
"MarineChainsaw",
"MarinePistol",
"MarineShotgun",
"MarineSSG",
"MarineChaingun",
"MarineRocket",
"MarinePlasma",
"MarineRailgun",
"MarineBFG"
};
MeleeState = wstates.melee;
MissileState = wstates.missile;
DecalGenerator = GetDefaultByType(classes[type]).DecalGenerator;
}
}
final void SetSprite (class<Actor> source)
{
if (source == null)
{ // A valid actor class wasn't passed, so use the standard sprite
SpriteOverride = sprite = SpawnState.sprite;
// Copy the standard scaling
Scale = Default.Scale;
}
else
{ // Use the same sprite and scaling the passed class spawns with
readonly<Actor> def = GetDefaultByType (source);
SpriteOverride = sprite = def.SpawnState.sprite;
Scale = def.Scale;
}
}
}
extend class Actor
{
//============================================================================
//
// A_M_Saw (this is globally exported)
//
//============================================================================
void A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff")
{
if (target == null)
return;
if (pufftype == null) pufftype = "BulletPuff";
if (damage == 0) damage = 2;
A_FaceTarget ();
if (CheckMeleeRange ())
{
FTranslatedLineTarget t;
damage *= random[SMarineSaw](1, 10);
double ang = angle + Random2[SMarineSaw]() * (5.625 / 256);
LineAttack (angle, SAWRANGE, AimLineAttack (angle, SAWRANGE), damage, 'Melee', pufftype, false, t);
if (!t.linetarget)
{
A_PlaySound (fullsound, 1, CHAN_WEAPON);
return;
}
A_PlaySound (hitsound, CHAN_WEAPON);
// turn to face target
ang = t.angleFromSource;
double anglediff = deltaangle(angle, ang);
if (anglediff < 0.0)
{
if (anglediff < -4.5)
angle = ang + 90.0 / 21;
else
angle -= 4.5;
}
else
{
if (anglediff > 4.5)
angle = ang - 90.0 / 21;
else
angle += 4.5;
}
}
else
{
A_PlaySound (fullsound, 1, CHAN_WEAPON);
}
}
}
//---------------------------------------------------------------------------
class MarineFist : ScriptedMarine
{
States
{
Melee:
Goto Super::Melee.Fist;
Missile:
Stop;
}
}
//---------------------------------------------------------------------------
class MarineBerserk : MarineFist
{
States
{
Melee:
Goto Super::Melee.Berserk;
Missile:
Stop;
}
}
//---------------------------------------------------------------------------
class MarineChainsaw : ScriptedMarine
{
States
{
Melee:
Goto Super::Melee.Chainsaw;
Missile:
Stop;
}
}
//---------------------------------------------------------------------------
class MarinePistol : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Pistol;
}
}
//---------------------------------------------------------------------------
class MarineShotgun : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Shotgun;
}
}
//---------------------------------------------------------------------------
class MarineSSG : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.SSG;
}
}
//---------------------------------------------------------------------------
class MarineChaingun : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Chaingun;
}
}
//---------------------------------------------------------------------------
class MarineRocket : MarineFist
{
States
{
Missile:
Goto Super::Missile.Rocket;
}
}
//---------------------------------------------------------------------------
class MarinePlasma : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Plasma;
}
}
//---------------------------------------------------------------------------
class MarineRailgun : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.Railgun;
}
}
//---------------------------------------------------------------------------
class MarineBFG : ScriptedMarine
{
States
{
Missile:
Goto Super::Missile.BFG;
}
}