raze/source/sw/src/goro.cpp

624 lines
18 KiB
C++

//-------------------------------------------------------------------------
/*
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 "tags.h"
#include "game.h"
#include "ai.h"
#include "actor.h"
#include "track.h"
BEGIN_SW_NS
#define GORO_PAIN_R0 GORO_STAND_R0
#define GORO_PAIN_R1 GORO_STAND_R1
#define GORO_PAIN_R2 GORO_STAND_R2
#define GORO_PAIN_R3 GORO_STAND_R3
#define GORO_PAIN_R4 GORO_STAND_R4
DECISION GoroBattle[] =
{
{697, InitActorMoveCloser },
{700, InitActorAmbientNoise },
{1024, InitActorAttack }
};
DECISION GoroOffense[] =
{
{797, InitActorMoveCloser },
{800, InitActorAttackNoise },
{1024, InitActorAttack }
};
DECISION GoroBroadcast[] =
{
{3, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION GoroSurprised[] =
{
{701, InitActorMoveCloser },
{1024, InitActorDecide }
};
DECISION GoroEvasive[] =
{
{10, InitActorEvade },
{1024, InitActorMoveCloser }
};
DECISION GoroLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION GoroCloseRange[] =
{
{700, InitActorAttack },
{1024, InitActorReposition }
};
PERSONALITY GoroPersonality =
{
GoroBattle,
GoroOffense,
GoroBroadcast,
GoroSurprised,
GoroEvasive,
GoroLostTarget,
GoroCloseRange,
GoroCloseRange
};
ATTRIBUTE GoroAttrib =
{
{160, 180, 200, 230}, // Speeds
{3, 0, -2, -3}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_GRDAMBIENT, DIGI_GRDALERT, 0,
DIGI_GRDPAIN, DIGI_GRDSCREAM, DIGI_GRDSWINGAXE,
DIGI_GRDFIREBALL,0,0,0
}
};
//////////////////////
//
// GORO RUN
//
//////////////////////
#define GORO_RUN_RATE 18
ANIMATOR DoGoroMove,NullGoro,DoActorDebris,NullAnimator,InitEnemyFireball;
STATE s_GoroRun[5][4] =
{
{
{GORO_RUN_R0 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[0][1]},
{GORO_RUN_R0 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[0][2]},
{GORO_RUN_R0 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[0][3]},
{GORO_RUN_R0 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[0][0]},
},
{
{GORO_RUN_R1 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[1][1]},
{GORO_RUN_R1 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[1][2]},
{GORO_RUN_R1 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[1][3]},
{GORO_RUN_R1 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[1][0]},
},
{
{GORO_RUN_R2 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[2][1]},
{GORO_RUN_R2 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[2][2]},
{GORO_RUN_R2 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[2][3]},
{GORO_RUN_R2 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[2][0]},
},
{
{GORO_RUN_R3 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[3][1]},
{GORO_RUN_R3 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[3][2]},
{GORO_RUN_R3 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[3][3]},
{GORO_RUN_R3 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[3][0]},
},
{
{GORO_RUN_R4 + 0, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[4][1]},
{GORO_RUN_R4 + 1, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[4][2]},
{GORO_RUN_R4 + 2, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[4][3]},
{GORO_RUN_R4 + 3, GORO_RUN_RATE|SF_TIC_ADJUST, DoGoroMove, &s_GoroRun[4][0]},
}
};
STATEp sg_GoroRun[] =
{
&s_GoroRun[0][0],
&s_GoroRun[1][0],
&s_GoroRun[2][0],
&s_GoroRun[3][0],
&s_GoroRun[4][0]
};
//////////////////////
//
// GORO CHOP
//
//////////////////////
#define GORO_CHOP_RATE 14
ANIMATOR InitActorDecide;
ANIMATOR InitGoroChop;
STATE s_GoroChop[5][7] =
{
{
{GORO_CHOP_R0 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[0][1]},
{GORO_CHOP_R0 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[0][2]},
{GORO_CHOP_R0 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[0][3]},
{GORO_CHOP_R0 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[0][4]},
{GORO_CHOP_R0 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[0][5]},
{GORO_CHOP_R0 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[0][6]},
{GORO_CHOP_R0 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[0][6]},
},
{
{GORO_CHOP_R1 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[1][1]},
{GORO_CHOP_R1 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[1][2]},
{GORO_CHOP_R1 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[1][3]},
{GORO_CHOP_R1 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[1][4]},
{GORO_CHOP_R1 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[1][5]},
{GORO_CHOP_R1 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[1][6]},
{GORO_CHOP_R1 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[1][6]},
},
{
{GORO_CHOP_R2 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[2][1]},
{GORO_CHOP_R2 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[2][2]},
{GORO_CHOP_R2 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[2][3]},
{GORO_CHOP_R2 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[2][4]},
{GORO_CHOP_R2 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[2][5]},
{GORO_CHOP_R2 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[2][6]},
{GORO_CHOP_R2 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[2][6]},
},
{
{GORO_CHOP_R3 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[3][1]},
{GORO_CHOP_R3 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[3][2]},
{GORO_CHOP_R3 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[3][3]},
{GORO_CHOP_R3 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[3][4]},
{GORO_CHOP_R3 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[3][5]},
{GORO_CHOP_R3 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[3][6]},
{GORO_CHOP_R3 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[3][6]},
},
{
{GORO_CHOP_R4 + 0, GORO_CHOP_RATE, NullGoro, &s_GoroChop[4][1]},
{GORO_CHOP_R4 + 1, GORO_CHOP_RATE, NullGoro, &s_GoroChop[4][2]},
{GORO_CHOP_R4 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[4][3]},
{GORO_CHOP_R4 + 2, 0|SF_QUICK_CALL, InitGoroChop, &s_GoroChop[4][4]},
{GORO_CHOP_R4 + 2, GORO_CHOP_RATE, NullGoro, &s_GoroChop[4][5]},
{GORO_CHOP_R4 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroChop[4][6]},
{GORO_CHOP_R4 + 2, GORO_CHOP_RATE, DoGoroMove, &s_GoroChop[4][6]},
}
};
STATEp sg_GoroChop[] =
{
&s_GoroChop[0][0],
&s_GoroChop[1][0],
&s_GoroChop[2][0],
&s_GoroChop[3][0],
&s_GoroChop[4][0]
};
//////////////////////
//
// GORO SPELL
//
//////////////////////
#define GORO_SPELL_RATE 6
#define GORO_SPELL_PAUSE 30
STATE s_GoroSpell[5][10] =
{
{
{GORO_SPELL_R0 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[0][1]},
{GORO_SPELL_R0 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[0][2]},
{GORO_SPELL_R0 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[0][3]},
{GORO_SPELL_R0 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[0][4]},
{GORO_SPELL_R0 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[0][5]},
{GORO_SPELL_R0 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[0][6]},
{GORO_SPELL_R0 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[0][7]},
{GORO_SPELL_R0 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[0][8]},
{GORO_SPELL_R0 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[0][9]},
{GORO_SPELL_R0 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[0][9]},
},
{
{GORO_SPELL_R1 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[1][1]},
{GORO_SPELL_R1 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[1][2]},
{GORO_SPELL_R1 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[1][3]},
{GORO_SPELL_R1 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[1][4]},
{GORO_SPELL_R1 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[1][5]},
{GORO_SPELL_R1 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[1][6]},
{GORO_SPELL_R1 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[1][7]},
{GORO_SPELL_R1 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[1][8]},
{GORO_SPELL_R1 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[1][9]},
{GORO_SPELL_R1 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[1][9]},
},
{
{GORO_SPELL_R2 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[2][1]},
{GORO_SPELL_R2 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[2][2]},
{GORO_SPELL_R2 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[2][3]},
{GORO_SPELL_R2 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[2][4]},
{GORO_SPELL_R2 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[2][5]},
{GORO_SPELL_R2 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[2][6]},
{GORO_SPELL_R2 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[2][7]},
{GORO_SPELL_R2 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[2][8]},
{GORO_SPELL_R2 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[2][9]},
{GORO_SPELL_R2 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[2][9]},
},
{
{GORO_SPELL_R3 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[3][1]},
{GORO_SPELL_R3 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[3][2]},
{GORO_SPELL_R3 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[3][3]},
{GORO_SPELL_R3 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[3][4]},
{GORO_SPELL_R3 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[3][5]},
{GORO_SPELL_R3 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[3][6]},
{GORO_SPELL_R3 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[3][7]},
{GORO_SPELL_R3 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[3][8]},
{GORO_SPELL_R3 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[3][9]},
{GORO_SPELL_R3 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[3][9]},
},
{
{GORO_SPELL_R4 + 0, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[4][1]},
{GORO_SPELL_R4 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[4][2]},
{GORO_SPELL_R4 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[4][3]},
{GORO_SPELL_R4 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[4][4]},
{GORO_SPELL_R4 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[4][5]},
{GORO_SPELL_R4 + 1, GORO_SPELL_RATE, NullGoro, &s_GoroSpell[4][6]},
{GORO_SPELL_R4 + 1, GORO_SPELL_RATE, InitEnemyFireball, &s_GoroSpell[4][7]},
{GORO_SPELL_R4 + 1, GORO_SPELL_PAUSE, NullGoro, &s_GoroSpell[4][8]},
{GORO_SPELL_R4 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_GoroSpell[4][9]},
{GORO_SPELL_R4 + 1, GORO_SPELL_RATE, DoGoroMove, &s_GoroSpell[4][9]},
}
};
STATEp sg_GoroSpell[] =
{
&s_GoroSpell[0][0],
&s_GoroSpell[1][0],
&s_GoroSpell[2][0],
&s_GoroSpell[3][0],
&s_GoroSpell[4][0]
};
//////////////////////
//
// GORO STAND
//
//////////////////////
#define GORO_STAND_RATE 12
STATE s_GoroStand[5][1] =
{
{
{GORO_STAND_R0 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[0][0]},
},
{
{GORO_STAND_R1 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[1][0]},
},
{
{GORO_STAND_R2 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[2][0]},
},
{
{GORO_STAND_R3 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[3][0]},
},
{
{GORO_STAND_R4 + 0, GORO_STAND_RATE, DoGoroMove, &s_GoroStand[4][0]},
},
};
STATEp sg_GoroStand[] =
{
s_GoroStand[0],
s_GoroStand[1],
s_GoroStand[2],
s_GoroStand[3],
s_GoroStand[4]
};
//////////////////////
//
// GORO PAIN
//
//////////////////////
#define GORO_PAIN_RATE 12
ANIMATOR DoGoroPain;
STATE s_GoroPain[5][1] =
{
{
{GORO_PAIN_R0 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[0][0]},
},
{
{GORO_PAIN_R1 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[1][0]},
},
{
{GORO_PAIN_R2 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[2][0]},
},
{
{GORO_PAIN_R3 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[3][0]},
},
{
{GORO_PAIN_R4 + 0, GORO_PAIN_RATE, DoGoroPain, &s_GoroPain[4][0]},
},
};
STATEp sg_GoroPain[] =
{
s_GoroPain[0],
s_GoroPain[1],
s_GoroPain[2],
s_GoroPain[3],
s_GoroPain[4]
};
//////////////////////
//
// GORO DIE
//
//////////////////////
#define GORO_DIE_RATE 16
STATE s_GoroDie[] =
{
{GORO_DIE + 0, GORO_DIE_RATE, NullGoro, &s_GoroDie[1]},
{GORO_DIE + 1, GORO_DIE_RATE, NullGoro, &s_GoroDie[2]},
{GORO_DIE + 2, GORO_DIE_RATE, NullGoro, &s_GoroDie[3]},
{GORO_DIE + 3, GORO_DIE_RATE, NullGoro, &s_GoroDie[4]},
{GORO_DIE + 4, GORO_DIE_RATE, NullGoro, &s_GoroDie[5]},
{GORO_DIE + 5, GORO_DIE_RATE, NullGoro, &s_GoroDie[6]},
{GORO_DIE + 6, GORO_DIE_RATE, NullGoro, &s_GoroDie[7]},
{GORO_DIE + 7, GORO_DIE_RATE, NullGoro, &s_GoroDie[8]},
{GORO_DIE + 8, GORO_DIE_RATE, NullGoro, &s_GoroDie[9]},
{GORO_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_GoroDie[10]},
{GORO_DEAD, GORO_DIE_RATE, DoActorDebris, &s_GoroDie[10]},
};
STATE s_GoroDead[] =
{
{GORO_DEAD, GORO_DIE_RATE, DoActorDebris, &s_GoroDead[0]},
};
STATEp sg_GoroDie[] =
{
s_GoroDie
};
STATEp sg_GoroDead[] =
{
s_GoroDead
};
/*
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 GoroActionSet =
{
sg_GoroStand,
sg_GoroRun,
NULL, //sg_GoroJump,
NULL, //sg_GoroFall,
NULL, //sg_GoroCrawl,
NULL, //sg_GoroSwim,
NULL, //sg_GoroFly,
NULL, //sg_GoroRise,
NULL, //sg_GoroSit,
NULL, //sg_GoroLook,
NULL, //climb
sg_GoroPain,
sg_GoroDie,
NULL, //sg_GoroHariKari,
sg_GoroDead,
NULL, //sg_GoroDeathJump,
NULL, //sg_GoroDeathFall,
{sg_GoroChop},
{1024},
{sg_GoroSpell},
{1024},
{NULL,NULL},
NULL,
NULL
};
int
SetupGoro(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u;
ANIMATOR DoActorDecide;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{
u = User[SpriteNum];
ASSERT(u);
}
else
{
User[SpriteNum] = u = SpawnUser(SpriteNum,GORO_RUN_R0,s_GoroRun[0]);
u->Health = HEALTH_GORO;
}
ChangeState(SpriteNum, s_GoroRun[0]);
u->Attrib = &GoroAttrib;
DoActorSetSpeed(SpriteNum, NORM_SPEED);
u->StateEnd = s_GoroDie;
u->Rot = sg_GoroRun;
EnemyDefaults(SpriteNum, &GoroActionSet, &GoroPersonality);
sp->clipdist = 512 >> 2;
SET(u->Flags, SPR_XFLIP_TOGGLE);
return 0;
}
int NullGoro(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ASSERT(SpriteNum >= 0);
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
KeepActorOnFloor(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoGoroPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ASSERT(SpriteNum >= 0);
NullGoro(SpriteNum);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(SpriteNum);
return 0;
}
int DoGoroMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ASSERT(SpriteNum >= 0);
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
(*u->ActorActionFunc)(SpriteNum);
ASSERT(User[SpriteNum]);
KeepActorOnFloor(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
#include "saveable.h"
static saveable_code saveable_goro_code[] =
{
SAVE_CODE(SetupGoro),
SAVE_CODE(NullGoro),
SAVE_CODE(DoGoroPain),
SAVE_CODE(DoGoroMove),
};
static saveable_data saveable_goro_data[] =
{
SAVE_DATA(GoroBattle),
SAVE_DATA(GoroOffense),
SAVE_DATA(GoroBroadcast),
SAVE_DATA(GoroSurprised),
SAVE_DATA(GoroEvasive),
SAVE_DATA(GoroLostTarget),
SAVE_DATA(GoroCloseRange),
SAVE_DATA(GoroPersonality),
SAVE_DATA(GoroAttrib),
SAVE_DATA(s_GoroRun),
SAVE_DATA(sg_GoroRun),
SAVE_DATA(s_GoroChop),
SAVE_DATA(sg_GoroChop),
SAVE_DATA(s_GoroSpell),
SAVE_DATA(sg_GoroSpell),
SAVE_DATA(s_GoroStand),
SAVE_DATA(sg_GoroStand),
SAVE_DATA(s_GoroPain),
SAVE_DATA(sg_GoroPain),
SAVE_DATA(s_GoroDie),
SAVE_DATA(s_GoroDead),
SAVE_DATA(sg_GoroDie),
SAVE_DATA(sg_GoroDead),
SAVE_DATA(GoroActionSet),
};
saveable_module saveable_goro =
{
// code
saveable_goro_code,
SIZ(saveable_goro_code),
// data
saveable_goro_data,
SIZ(saveable_goro_data)
};
END_SW_NS