//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "build.h" #include "keys.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "ai.h" #include "pal.h" #include "player.h" #include "network.h" #include "sprite.h" #include "weapon.h" #include "actor.h" #include "track.h" BEGIN_SW_NS //extern short Zombies; #define ZOMBIE_TIME_LIMIT ((120*20)/ACTORMOVETICS) DECISION ZombieBattle[] = { {399, InitActorMoveCloser}, {1024, InitActorAttack} }; DECISION ZombieOffense[] = { {399, InitActorMoveCloser}, {1024, InitActorAttack} }; DECISION ZombieBroadcast[] = { {6, InitActorAmbientNoise}, {1024, InitActorDecide} }; DECISION ZombieSurprised[] = { {701, InitActorMoveCloser}, {1024, InitActorDecide} }; DECISION ZombieEvasive[] = { {400, InitActorDuck}, {1024, NULL} }; DECISION ZombieLostTarget[] = { {900, InitActorFindPlayer}, {1024, InitActorWanderAround} }; DECISION ZombieCloseRange[] = { {800, InitActorAttack }, {1024, InitActorReposition } }; PERSONALITY ZombiePersonality = { ZombieBattle, ZombieOffense, ZombieBroadcast, ZombieSurprised, ZombieEvasive, ZombieLostTarget, ZombieCloseRange, ZombieCloseRange }; ATTRIBUTE ZombieAttrib = { //{50, 60, 70, 80}, // Speeds {120, 140, 170, 200}, // Speeds {4, 0, 0, -2}, // Tic Adjusts 3, // MaxWeapons; { DIGI_NINJAAMBIENT, DIGI_NINJAALERT, DIGI_STAR, DIGI_NINJAPAIN, DIGI_NINJASCREAM,0,0,0,0,0 } }; ////////////////////// // // ZOMBIE RUN // ////////////////////// #define ZOMBIE_RATE 32 ANIMATOR DoZombieMove, NullZombie; STATE s_ZombieRun[5][4] = { { {PLAYER_NINJA_RUN_R0 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[0][1]}, {PLAYER_NINJA_RUN_R0 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[0][2]}, {PLAYER_NINJA_RUN_R0 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[0][3]}, {PLAYER_NINJA_RUN_R0 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[0][0]}, }, { {PLAYER_NINJA_RUN_R1 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[1][1]}, {PLAYER_NINJA_RUN_R1 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[1][2]}, {PLAYER_NINJA_RUN_R1 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[1][3]}, {PLAYER_NINJA_RUN_R1 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[1][0]}, }, { {PLAYER_NINJA_RUN_R2 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[2][1]}, {PLAYER_NINJA_RUN_R2 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[2][2]}, {PLAYER_NINJA_RUN_R2 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[2][3]}, {PLAYER_NINJA_RUN_R2 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[2][0]}, }, { {PLAYER_NINJA_RUN_R3 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[3][1]}, {PLAYER_NINJA_RUN_R3 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[3][2]}, {PLAYER_NINJA_RUN_R3 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[3][3]}, {PLAYER_NINJA_RUN_R3 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[3][0]}, }, { {PLAYER_NINJA_RUN_R4 + 0, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[4][1]}, {PLAYER_NINJA_RUN_R4 + 1, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[4][2]}, {PLAYER_NINJA_RUN_R4 + 2, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[4][3]}, {PLAYER_NINJA_RUN_R4 + 3, ZOMBIE_RATE | SF_TIC_ADJUST, DoZombieMove, &s_ZombieRun[4][0]}, }, }; STATEp sg_ZombieRun[] = { s_ZombieRun[0], s_ZombieRun[1], s_ZombieRun[2], s_ZombieRun[3], s_ZombieRun[4] }; ////////////////////// // // PLAYER_ZOMBIE STAND // ////////////////////// #define ZOMBIE_STAND_RATE 10 STATE s_ZombieStand[5][1] = { { {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[0][0]}, }, { {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[1][0]}, }, { {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[2][0]}, }, { {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[3][0]}, }, { {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_STAND_RATE, NullZombie, &s_ZombieStand[4][0]}, }, }; STATEp sg_ZombieStand[] = { s_ZombieStand[0], s_ZombieStand[1], s_ZombieStand[2], s_ZombieStand[3], s_ZombieStand[4] }; ////////////////////// // // ZOMBIE PAIN // ////////////////////// #define ZOMBIE_PAIN_RATE 15 ANIMATOR DoZombiePain; STATE s_ZombiePain[5][2] = { { {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[0][1]}, {PLAYER_NINJA_STAND_R0 + 1, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[0][1]}, }, { {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[1][1]}, {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[1][1]}, }, { {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[2][1]}, {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[2][1]}, }, { {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[3][1]}, {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[3][1]}, }, { {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[4][1]}, {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_PAIN_RATE, DoZombiePain, &s_ZombiePain[4][1]}, }, }; STATEp sg_ZombiePain[] = { s_ZombiePain[0], s_ZombiePain[1], s_ZombiePain[2], s_ZombiePain[3], s_ZombiePain[4] }; ////////////////////// // // ZOMBIE NUKE // ////////////////////// #define ZOMBIE_NUKE_RATE 18 ANIMATOR InitEnemyNuke; STATE s_ZombieNuke[5][6] = { { {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[0][1]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[0][2]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[0][3]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[0][4]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[0][5]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[0][5]}, }, { {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[1][1]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[1][2]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[1][3]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[1][4]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[1][5]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[1][5]}, }, { {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[2][1]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[2][2]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[2][3]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[2][4]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[2][5]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[2][5]}, }, { {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[3][1]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[3][2]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[3][3]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[3][4]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[3][5]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[3][5]}, }, { {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[4][1]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, NullZombie, &s_ZombieNuke[4][2]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyNuke, &s_ZombieNuke[4][3]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE * 2, NullZombie, &s_ZombieNuke[4][4]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieNuke[4][5]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_NUKE_RATE, DoZombieMove, &s_ZombieNuke[4][5]}, }, }; STATEp sg_ZombieNuke[] = { s_ZombieNuke[0], s_ZombieNuke[1], s_ZombieNuke[2], s_ZombieNuke[3], s_ZombieNuke[4] }; ////////////////////// // // ZOMBIE ROCKET // ////////////////////// #define ZOMBIE_ROCKET_RATE 14 ANIMATOR InitEnemyRocket; STATE s_ZombieRocket[5][5] = { { {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[0][1]}, {PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[0][2]}, {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[0][3]}, {PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[0][4]}, {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[0][4]}, }, { {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[1][1]}, {PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[1][2]}, {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[1][3]}, {PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[1][4]}, {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[1][4]}, }, { {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[2][1]}, {PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[2][2]}, {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[2][3]}, {PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[2][4]}, {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[2][4]}, }, { {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[3][1]}, {PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[3][2]}, {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[3][3]}, {PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[3][4]}, {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[3][4]}, }, { {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieRocket[4][1]}, {PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyRocket, &s_ZombieRocket[4][2]}, {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieRocket[4][3]}, {PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRocket[4][4]}, {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieRocket[4][4]}, }, }; STATEp sg_ZombieRocket[] = { s_ZombieRocket[0], s_ZombieRocket[1], s_ZombieRocket[2], s_ZombieRocket[3], s_ZombieRocket[4] }; ////////////////////// // // ZOMBIE ROCKET // ////////////////////// #define ZOMBIE_RAIL_RATE 14 ANIMATOR InitEnemyRail; STATE s_ZombieRail[5][5] = { { {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[0][1]}, {PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[0][2]}, {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[0][3]}, {PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[0][4]}, {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[0][4]}, }, { {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[1][1]}, {PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[1][2]}, {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[1][3]}, {PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[1][4]}, {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[1][4]}, }, { {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[2][1]}, {PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[2][2]}, {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[2][3]}, {PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[2][4]}, {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[2][4]}, }, { {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[3][1]}, {PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[3][2]}, {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[3][3]}, {PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[3][4]}, {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[3][4]}, }, { {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_RAIL_RATE * 2, NullZombie, &s_ZombieRail[4][1]}, {PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyRail, &s_ZombieRail[4][2]}, {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_RAIL_RATE, NullZombie, &s_ZombieRail[4][3]}, {PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieRail[4][4]}, {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_RAIL_RATE, DoZombieMove, &s_ZombieRail[4][4]}, }, }; STATEp sg_ZombieRail[] = { s_ZombieRail[0], s_ZombieRail[1], s_ZombieRail[2], s_ZombieRail[3], s_ZombieRail[4] }; ////////////////////// // // ZOMBIE GRENADE // ////////////////////// #define ZOMBIE_ROCKET_RATE 14 ANIMATOR InitSpriteGrenade; STATE s_ZombieGrenade[5][5] = { { {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[0][1]}, {PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[0][2]}, {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[0][3]}, {PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[0][4]}, {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[0][4]}, }, { {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[1][1]}, {PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[1][2]}, {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[1][3]}, {PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[1][4]}, {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[1][4]}, }, { {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[2][1]}, {PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[2][2]}, {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[2][3]}, {PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[2][4]}, {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[2][4]}, }, { {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[3][1]}, {PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[3][2]}, {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[3][3]}, {PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[3][4]}, {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[3][4]}, }, { {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE * 2, NullZombie, &s_ZombieGrenade[4][1]}, {PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitSpriteGrenade, &s_ZombieGrenade[4][2]}, {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE, NullZombie, &s_ZombieGrenade[4][3]}, {PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieGrenade[4][4]}, {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_ROCKET_RATE, DoZombieMove, &s_ZombieGrenade[4][4]}, }, }; STATEp sg_ZombieGrenade[] = { s_ZombieGrenade[0], s_ZombieGrenade[1], s_ZombieGrenade[2], s_ZombieGrenade[3], s_ZombieGrenade[4] }; ////////////////////// // // ZOMBIE FLASHBOMB // ////////////////////// #define ZOMBIE_FLASHBOMB_RATE 14 ANIMATOR InitFlashBomb; STATE s_ZombieFlashBomb[5][5] = { { {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[0][1]}, {PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[0][2]}, {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[0][3]}, {PLAYER_NINJA_STAND_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[0][4]}, {PLAYER_NINJA_STAND_R0 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[0][4]}, }, { {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[1][1]}, {PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[1][2]}, {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[1][3]}, {PLAYER_NINJA_STAND_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[1][4]}, {PLAYER_NINJA_STAND_R1 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[1][4]}, }, { {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[2][1]}, {PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[2][2]}, {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[2][3]}, {PLAYER_NINJA_STAND_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[2][4]}, {PLAYER_NINJA_STAND_R2 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[2][4]}, }, { {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[3][1]}, {PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[3][2]}, {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[3][3]}, {PLAYER_NINJA_STAND_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[3][4]}, {PLAYER_NINJA_STAND_R3 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[3][4]}, }, { {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_FLASHBOMB_RATE * 2, NullZombie, &s_ZombieFlashBomb[4][1]}, {PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitFlashBomb, &s_ZombieFlashBomb[4][2]}, {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_FLASHBOMB_RATE, NullZombie, &s_ZombieFlashBomb[4][3]}, {PLAYER_NINJA_STAND_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieFlashBomb[4][4]}, {PLAYER_NINJA_STAND_R4 + 0, ZOMBIE_FLASHBOMB_RATE, DoZombieMove, &s_ZombieFlashBomb[4][4]}, }, }; STATEp sg_ZombieFlashBomb[] = { s_ZombieFlashBomb[0], s_ZombieFlashBomb[1], s_ZombieFlashBomb[2], s_ZombieFlashBomb[3], s_ZombieFlashBomb[4] }; ////////////////////// // // ZOMBIE UZI // ////////////////////// #define ZOMBIE_UZI_RATE 8 ANIMATOR InitEnemyUzi,CheckFire; STATE s_ZombieUzi[5][17] = { { {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][1]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[0][2]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][3]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][4]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][5]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][6]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][7]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][8]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][9]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][10]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][11]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][12]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][13]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][14]}, {PLAYER_NINJA_SHOOT_R0 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[0][15]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[0][16]}, {PLAYER_NINJA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[0][16]}, }, { {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][1]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[1][2]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][3]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][4]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][5]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][6]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][7]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][8]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][9]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][10]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][11]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][12]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][13]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][14]}, {PLAYER_NINJA_SHOOT_R1 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[1][15]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[1][16]}, {PLAYER_NINJA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[1][16]}, }, { {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][1]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[2][2]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][3]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][4]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][5]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][6]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][7]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][8]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][9]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][10]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][11]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][12]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][13]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][14]}, {PLAYER_NINJA_SHOOT_R2 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[2][15]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[2][16]}, {PLAYER_NINJA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[2][16]}, }, { {PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][1]}, {PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[3][2]}, {PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][3]}, {PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][4]}, {PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][5]}, {PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][6]}, {PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][7]}, {PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][8]}, {PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][9]}, {PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][10]}, {PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][11]}, {PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][12]}, {PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][13]}, {PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][14]}, {PLAYER_NINJA_SHOOT_R3 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[3][15]}, {PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[3][16]}, {PLAYER_NINJA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[3][16]}, }, { {PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][1]}, {PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, CheckFire, &s_ZombieUzi[4][2]}, {PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][3]}, {PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][4]}, {PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][5]}, {PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][6]}, {PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][7]}, {PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][8]}, {PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][9]}, {PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][10]}, {PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][11]}, {PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][12]}, {PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][13]}, {PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][14]}, {PLAYER_NINJA_SHOOT_R4 + 0, ZOMBIE_UZI_RATE, NullZombie, &s_ZombieUzi[4][15]}, {PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZombieUzi[4][16]}, {PLAYER_NINJA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZombieUzi[4][16]}, }, }; STATEp sg_ZombieUzi[] = { s_ZombieUzi[0], s_ZombieUzi[1], s_ZombieUzi[2], s_ZombieUzi[3], s_ZombieUzi[4] }; ////////////////////// // // ZOMBIE FALL // ////////////////////// #define ZOMBIE_FALL_RATE 25 STATE s_ZombieFall[5][1] = { { {PLAYER_NINJA_JUMP_R0 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[0][0]}, }, { {PLAYER_NINJA_JUMP_R1 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[1][0]}, }, { {PLAYER_NINJA_JUMP_R2 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[2][0]}, }, { {PLAYER_NINJA_JUMP_R3 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[3][0]}, }, { {PLAYER_NINJA_JUMP_R4 + 3, ZOMBIE_FALL_RATE, DoZombieMove, &s_ZombieFall[4][0]}, } }; STATEp sg_ZombieFall[] = { &s_ZombieFall[0][0], &s_ZombieFall[1][0], &s_ZombieFall[2][0], &s_ZombieFall[3][0], &s_ZombieFall[4][0] }; /* STATEp *Stand[MAX_WEAPONS]; STATEp *Run; STATEp *Jump; STATEp *Fall; STATEp *Crawl; STATEp *Swim; STATEp *Fly; STATEp *Rise; STATEp *Sit; STATEp *Look; STATEp *Climb; STATEp *Pain; STATEp *Death1; STATEp *Death2; STATEp *Dead; STATEp *DeathJump; STATEp *DeathFall; STATEp *CloseAttack[2]; STATEp *Attack[6]; STATEp *Special[2]; */ ACTOR_ACTION_SET ZombieActionSet = { sg_ZombieStand, sg_ZombieRun, NULL, sg_ZombieFall, NULL, NULL, NULL, sg_ZombieRun, sg_ZombieRun, NULL, NULL, sg_ZombiePain, sg_ZombieRun, NULL, NULL, NULL, NULL, #if 0 {sg_ZombieUzi}, {1024}, {sg_ZombieUzi, sg_ZombieRocket, sg_ZombieGrenade, sg_ZombieNuke}, {400, 750, 1000, 1024}, #endif {sg_ZombieRail}, {1024}, {sg_ZombieRail}, {1024}, {NULL}, NULL, NULL }; int SetupZombie(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; ANIMATOR DoActorDecide; short pic = sp->picnum; u->Health = 100; u->StateEnd = &s_ZombiePain[0][0]; u->Rot = sg_ZombieRun; sp->xrepeat = PLAYER_NINJA_XREPEAT; sp->yrepeat = PLAYER_NINJA_YREPEAT; u->Attrib = &ZombieAttrib; EnemyDefaults(SpriteNum, &ZombieActionSet, &ZombiePersonality); ChangeState(SpriteNum, s_ZombieRun[0]); DoActorSetSpeed(SpriteNum, NORM_SPEED); u->Radius = 280; SET(u->Flags, SPR_XFLIP_TOGGLE); return 0; } int SpawnZombie(PLAYERp pp, short Weapon) { short New,i,nexti; SPRITEp np,sp; USERp nu,u; short owner; owner = sprite[Weapon].owner; if (owner < 0) return -1; //Zombies++; New = SpawnSprite(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursectnum, pp->posx, pp->posy, pp->posz, pp->pang, 0); np = &sprite[New]; nu = User[New]; np->sectnum = pp->cursectnum; np->owner = owner; np->pal = nu->spal = User[owner]->spal; np->ang = RANDOM_P2(2048); SetupZombie(New); //np->shade = sprite[pp->PlayerSprite].shade; np->shade = -10; SET(nu->Flags2, SPR2_DONT_TARGET_OWNER); SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT); DoActorPickClosePlayer(New); //nu->tgt_sp = pp->SpriteP; // Make it target last killed player initially // make immediately active SET(nu->Flags, SPR_ACTIVE); RESET(nu->Flags, SPR_JUMPING); RESET(nu->Flags, SPR_FALLING); // if I didn't do this here they get stuck in the air sometimes DoActorZrange(New); return New; } int SpawnZombie2(short Weapon) { SPRITEp sp = &sprite[Weapon]; USERp u = User[Weapon]; short New,i,nexti; SPRITEp np; USERp nu; short owner; SECT_USERp sectu = SectUser[sp->sectnum]; SECTORp sectp = §or[sp->sectnum]; owner = sprite[Weapon].owner; if (owner < 0) return -1; if (sectu && (TEST(sectp->extra, SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)) return -1; if (SectorIsUnderwaterArea(sp->sectnum)) return -1; //if (FAF_ConnectArea(sp->sectnum)) // return(-1); if (FAF_ConnectArea(sp->sectnum)) { short sectnum = sp->sectnum; updatesectorz(sp->x, sp->y, sp->z + Z(10), §num); if (sectnum >= 0 && SectorIsUnderwaterArea(sectnum)) return -1; } //Zombies++; New = SpawnSprite(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 0); np = &sprite[New]; nu = User[New]; nu->Counter3 = 0; np->owner = owner; np->pal = nu->spal = User[owner]->spal; np->ang = RANDOM_P2(2048); SetupZombie(New); //np->shade = sprite[pp->PlayerSprite].shade; np->shade = -10; SET(nu->Flags2, SPR2_DONT_TARGET_OWNER); SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT); DoActorPickClosePlayer(New); //nu->tgt_sp = pp->SpriteP; // Make it target last killed player initially // make immediately active SET(nu->Flags, SPR_ACTIVE); RESET(nu->Flags, SPR_JUMPING); RESET(nu->Flags, SPR_FALLING); // if I didn't do this here they get stuck in the air sometimes DoActorZrange(New); return New; } int DoZombieMove(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; if (u->Counter3++ >= ZOMBIE_TIME_LIMIT) { InitBloodSpray(SpriteNum,TRUE,105); InitBloodSpray(SpriteNum,TRUE,105); InitBloodSpray(SpriteNum,TRUE,105); SetSuicide(SpriteNum); return 0; } if (u->tgt_sp && User[u->tgt_sp-sprite] && TEST(User[u->tgt_sp-sprite]->Flags, PF_DEAD)) // JBF: added User[] null check DoActorPickClosePlayer(SpriteNum); // jumping and falling if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (TEST(u->Flags, SPR_JUMPING)) DoActorJump(SpriteNum); else if (TEST(u->Flags, SPR_FALLING)) DoActorFall(SpriteNum); } // sliding if (TEST(u->Flags, SPR_SLIDING)) DoActorSlide(SpriteNum); // Do track or call current action function - such as DoActorMoveCloser() if (u->track >= 0) ActorFollowTrack(SpriteNum, ACTORMOVETICS); else { (*u->ActorActionFunc)(SpriteNum); } // stay on floor unless doing certain things if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { KeepActorOnFloor(SpriteNum); } // take damage from environment DoActorSectorDamage(SpriteNum); return 0; } int NullZombie(short SpriteNum) { USERp u = User[SpriteNum]; SPRITEp sp = User[SpriteNum]->SpriteP; if (u->Counter3++ >= ZOMBIE_TIME_LIMIT) { InitBloodSpray(SpriteNum,TRUE,105); InitBloodSpray(SpriteNum,TRUE,105); InitBloodSpray(SpriteNum,TRUE,105); SetSuicide(SpriteNum); return 0; } if (u->tgt_sp && User[u->tgt_sp-sprite] && TEST(User[u->tgt_sp-sprite]->Flags, PF_DEAD)) DoActorPickClosePlayer(SpriteNum); if (u->WaitTics > 0) u->WaitTics -= ACTORMOVETICS; if (TEST(u->Flags, SPR_SLIDING) && !TEST(u->Flags, SPR_JUMPING|SPR_FALLING)) DoActorSlide(SpriteNum); if (!TEST(u->Flags, SPR_JUMPING|SPR_FALLING)) KeepActorOnFloor(SpriteNum); DoActorSectorDamage(SpriteNum); return 0; } int DoZombiePain(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; NullZombie(SpriteNum); if ((u->WaitTics -= ACTORMOVETICS) <= 0) InitActorDecide(SpriteNum); return 0; } #include "saveable.h" static saveable_code saveable_zombie_code[] = { SAVE_CODE(SetupZombie), SAVE_CODE(SpawnZombie), SAVE_CODE(SpawnZombie2), SAVE_CODE(DoZombieMove), SAVE_CODE(NullZombie), SAVE_CODE(DoZombiePain), }; static saveable_data saveable_zombie_data[] = { SAVE_DATA(ZombieBattle), SAVE_DATA(ZombieOffense), SAVE_DATA(ZombieBroadcast), SAVE_DATA(ZombieSurprised), SAVE_DATA(ZombieEvasive), SAVE_DATA(ZombieLostTarget), SAVE_DATA(ZombieCloseRange), SAVE_DATA(ZombiePersonality), SAVE_DATA(ZombieAttrib), SAVE_DATA(s_ZombieRun), SAVE_DATA(sg_ZombieRun), SAVE_DATA(s_ZombieStand), SAVE_DATA(sg_ZombieStand), SAVE_DATA(s_ZombiePain), SAVE_DATA(sg_ZombiePain), SAVE_DATA(s_ZombieNuke), SAVE_DATA(sg_ZombieNuke), SAVE_DATA(s_ZombieRocket), SAVE_DATA(sg_ZombieRocket), SAVE_DATA(s_ZombieRail), SAVE_DATA(sg_ZombieRail), SAVE_DATA(s_ZombieGrenade), SAVE_DATA(sg_ZombieGrenade), SAVE_DATA(s_ZombieFlashBomb), SAVE_DATA(sg_ZombieFlashBomb), SAVE_DATA(s_ZombieUzi), SAVE_DATA(sg_ZombieUzi), SAVE_DATA(s_ZombieFall), SAVE_DATA(sg_ZombieFall), SAVE_DATA(ZombieActionSet), }; saveable_module saveable_zombie = { // code saveable_zombie_code, SIZ(saveable_zombie_code), // data saveable_zombie_data, SIZ(saveable_zombie_data) }; END_SW_NS