mirror of
https://github.com/DrBeef/Raze.git
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929 lines
22 KiB
C++
929 lines
22 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "names2.h"
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#include "misc.h"
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#include "tags.h"
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#include "ai.h"
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#include "weapon.h"
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BEGIN_SW_NS
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int InitSpriteGrenade(DSWActor* actor);
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int InitSpriteChemBomb(DSWActor*);
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int InitFlashBomb(DSWActor* actor);
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int InitCaltrops(DSWActor* actor);
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//////////////////////
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//
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// SKULL Wait
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//
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//////////////////////
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extern DAMAGE_DATA DamageData[];
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ANIMATOR DoSkullMove,DoActorDebris;
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#define SKULL_RATE 10
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ANIMATOR DoSkullWait;
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STATE s_SkullWait[5][1] =
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{
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{
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{SKULL_R0 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[0][0]},
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},
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{
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{SKULL_R1 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[1][0]},
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},
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{
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{SKULL_R2 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[2][0]},
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},
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{
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{SKULL_R3 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[3][0]},
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},
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{
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{SKULL_R4 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[4][0]},
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}
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};
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STATEp sg_SkullWait[] =
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{
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&s_SkullWait[0][0],
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&s_SkullWait[1][0],
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&s_SkullWait[2][0],
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&s_SkullWait[3][0],
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&s_SkullWait[4][0]
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};
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ATTRIBUTE SkullAttrib =
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{
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{60, 80, 100, 130}, // Speeds
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{3, 0, -2, -3}, // Tic Adjusts
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3, // MaxWeapons;
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{
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DIGI_AHAMBIENT, 0, 0, 0, DIGI_AHSCREAM,
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DIGI_AHEXPLODE,0,0,0,0
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}
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};
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//////////////////////
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//
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// SKULL for Serp God
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//
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//////////////////////
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ANIMATOR DoSerpRing;
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STATE s_SkullRing[5][1] =
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{
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{
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{SKULL_R0 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[0][0]},
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},
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{
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{SKULL_R1 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[1][0]},
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},
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{
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{SKULL_R2 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[2][0]},
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},
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{
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{SKULL_R3 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[3][0]},
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},
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{
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{SKULL_R4 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[4][0]},
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}
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};
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STATEp sg_SkullRing[] =
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{
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&s_SkullRing[0][0],
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&s_SkullRing[1][0],
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&s_SkullRing[2][0],
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&s_SkullRing[3][0],
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&s_SkullRing[4][0]
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};
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//////////////////////
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//
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// SKULL Jump
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//
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//////////////////////
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ANIMATOR DoSkullJump;
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STATE s_SkullJump[5][1] =
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{
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{
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{SKULL_R0 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[0][0]},
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},
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{
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{SKULL_R1 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[1][0]},
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},
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{
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{SKULL_R2 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[2][0]},
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},
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{
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{SKULL_R3 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[3][0]},
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},
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{
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{SKULL_R4 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[4][0]},
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}
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};
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STATEp sg_SkullJump[] =
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{
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&s_SkullJump[0][0],
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&s_SkullJump[1][0],
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&s_SkullJump[2][0],
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&s_SkullJump[3][0],
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&s_SkullJump[4][0]
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};
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//////////////////////
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//
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// SKULL Explode
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//
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//////////////////////
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#define SKULL_EXPLODE_RATE 11
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ANIMATOR DoSuicide;
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ANIMATOR DoSkullSpawnShrap;
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STATE s_SkullExplode[] =
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{
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{SKULL_EXPLODE + 0, 1, NullAnimator, &s_SkullExplode[1]},
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{SKULL_EXPLODE + 0, SF_QUICK_CALL, DoDamageTest, &s_SkullExplode[2]},
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{SKULL_EXPLODE + 0, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[3]},
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{SKULL_EXPLODE + 1, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[4]},
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{SKULL_EXPLODE + 2, SF_QUICK_CALL, DoSkullSpawnShrap, &s_SkullExplode[5]},
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{SKULL_EXPLODE + 2, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[6]},
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{SKULL_EXPLODE + 3, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[7]},
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{SKULL_EXPLODE + 4, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[8]},
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{SKULL_EXPLODE + 5, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[9]},
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{SKULL_EXPLODE + 6, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[10]},
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{SKULL_EXPLODE + 7, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[11]},
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{SKULL_EXPLODE + 8, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[12]},
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{SKULL_EXPLODE + 9, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[13]},
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{SKULL_EXPLODE +10, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[14]},
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{SKULL_EXPLODE +11, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[15]},
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{SKULL_EXPLODE +12, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[16]},
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{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[17]},
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{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, DoSuicide, &s_SkullExplode[17]}
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};
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STATEp sg_SkullExplode[] =
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{
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s_SkullExplode,
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};
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int SetupSkull(DSWActor* actor)
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{
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USERp u;
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ANIMATOR DoActorDecide;
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if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
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{
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u = actor->u();
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ASSERT(u);
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}
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else
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{
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u = SpawnUser(actor,SKULL_R0,s_SkullWait[0]);
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u->Health = HEALTH_SKULL;
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}
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ChangeState(actor, s_SkullWait[0]);
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u->Attrib = &SkullAttrib;
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DoActorSetSpeed(actor, NORM_SPEED);
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u->StateEnd = s_SkullExplode;
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u->Rot = sg_SkullWait;
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u->ID = SKULL_R0;
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EnemyDefaults(actor, nullptr, nullptr);
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actor->spr.clipdist = (128+64) >> 2;
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
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u->Radius = 400;
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if (ActorZOfBottom(actor) > u->loz - Z(16))
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{
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actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
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u->loz = actor->spr.pos.Z;
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// leave 8 pixels above the ground
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actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);;
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}
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else
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{
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u->Counter = RANDOM_P2(2048);
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u->sz = actor->spr.pos.Z;
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}
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return 0;
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}
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int DoSkullMove(DSWActor* actor)
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{
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USER* u = actor->u();
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int32_t dax, day, daz;
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dax = MOVEx(actor->spr.xvel, actor->spr.ang);
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day = MOVEy(actor->spr.xvel, actor->spr.ang);
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daz = actor->spr.zvel;
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u->coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
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DoFindGroundPoint(actor);
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return 0;
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}
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int DoSkullBeginDeath(DSWActor* actor)
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{
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USER* u = actor->u();
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int16_t i,num_ord=0;
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// Decrease for Serp God
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auto own = GetOwner(actor);
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if (own != nullptr && own->hasU())
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own->user.Counter--;
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// starts the explosion that does the actual damage
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switch (actor->spr.hitag)
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{
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case 1:
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if (actor->spr.lotag) num_ord = actor->spr.lotag;
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else
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num_ord = 2;
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if (num_ord > 3) num_ord = 3;
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for (i=0; i<num_ord; i++)
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{
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actor->spr.ang = NORM_ANGLE(actor->spr.ang+(i*1024));
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InitSpriteChemBomb(actor);
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}
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break;
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case 2:
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if (actor->spr.lotag) num_ord = actor->spr.lotag;
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else
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num_ord = 5;
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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actor->spr.ang = NORM_ANGLE(RandomRange(2048));
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InitCaltrops(actor);
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}
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break;
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case 3:
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UpdateSinglePlayKills(actor);
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InitFlashBomb(actor);
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break;
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case 4:
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if (actor->spr.lotag) num_ord = actor->spr.lotag;
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else
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num_ord = 5;
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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actor->spr.ang = NORM_ANGLE(actor->spr.ang+(i*(2048/num_ord)));
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InitSpriteGrenade(actor);
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}
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break;
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default:
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SpawnMineExp(actor);
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for (i=0; i<3; i++)
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{
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actor->spr.ang = NORM_ANGLE(RandomRange(2048));
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InitPhosphorus(actor);
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}
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break;
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}
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RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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u->RotNum = 0;
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u->Tics = 0;
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u->ID = SKULL_R0;
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u->Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusSkull;
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u->OverlapZ = Z(64);
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change_actor_stat(actor, STAT_DEAD_ACTOR);
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actor->spr.shade = -40;
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SpawnLittleExp(actor);
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SetSuicide(actor);
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return 0;
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}
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int DoSkullJump(DSWActor* actor)
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{
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USER* u = actor->u();
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if (actor->spr.xvel)
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DoSkullMove(actor);
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else
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actor->spr.ang = NORM_ANGLE(actor->spr.ang + (64 * ACTORMOVETICS));
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if (TEST(u->Flags,SPR_JUMPING))
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{
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DoJump(actor);
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}
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else if (TEST(u->Flags,SPR_FALLING))
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{
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DoFall(actor);
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// jump/fall type
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if (actor->spr.xvel)
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{
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int dist,a,b,c;
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DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
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if (dist < 1000 &&
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SpriteOverlapZ(actor, u->targetActor, Z(32)))
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{
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UpdateSinglePlayKills(actor);
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DoSkullBeginDeath(actor);
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return 0;
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}
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if ((actor->spr.pos.Z > u->loz - Z(36)))
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{
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actor->spr.pos.Z = u->loz - Z(36);
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UpdateSinglePlayKills(actor);
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DoSkullBeginDeath(actor);
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return 0;
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}
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}
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// non jumping type
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else
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{
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if (u->jump_speed > 200)
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{
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UpdateSinglePlayKills(actor);
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DoSkullBeginDeath(actor);
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}
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}
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}
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else
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{
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UpdateSinglePlayKills(actor);
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DoSkullBeginDeath(actor);
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}
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return 0;
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}
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int DoSkullBob(DSWActor* actor)
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{
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USER* u = actor->u();
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// actor does a sine wave about u->sz - this is the z mid point
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const int SKULL_BOB_AMT = (Z(16));
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u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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actor->spr.pos.Z = u->sz + MulScale(SKULL_BOB_AMT, bsin(u->Counter), 14) +
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MulScale(DIV2(SKULL_BOB_AMT), bsin(u->Counter), 14);
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return 0;
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}
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int DoSkullSpawnShrap(DSWActor* actor)
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{
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SpawnShrap(actor, nullptr);
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//PlaySpriteSound(actor,attr_extra1,v3df_none);
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return 0;
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}
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int DoSkullWait(DSWActor* actor)
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{
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USER* u = actor->u();
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int a,b,c,dist;
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DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
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DoActorPickClosePlayer(actor);
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//if (dist < u->active_range)
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// return(0);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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{
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PlaySound(DIGI_AHSCREAM, actor, v3df_none);
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u->WaitTics = SEC(3) + RandomRange(360);
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}
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// below the floor type
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if (actor->spr.pos.Z > u->loz)
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{
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// look for closest player every once in a while
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if (dist < 3500)
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{
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actor->spr.xvel = 0;
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u->jump_speed = -600;
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NewStateGroup(actor, sg_SkullJump);
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DoBeginJump(actor);
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}
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}
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else
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// above the floor type
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{
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actor->spr.ang = NORM_ANGLE(actor->spr.ang + (48 * ACTORMOVETICS));
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DoSkullBob(actor);
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if (dist < 8000)
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{
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actor->spr.ang = getangle(u->targetActor->spr.pos.X - actor->spr.pos.X, u->targetActor->spr.pos.Y - actor->spr.pos.Y);
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actor->spr.xvel = 128 + (RANDOM_P2(256<<8)>>8);
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u->jump_speed = -700;
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NewStateGroup(actor, sg_SkullJump);
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DoBeginJump(actor);
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}
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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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//
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// BETTY Wait
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//
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//////////////////////
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|
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|
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ANIMATOR DoBettyMove,DoActorDebris;
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|
|
#define BETTY_RATE 10
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ANIMATOR DoBettyWait;
|
|
|
|
STATE s_BettyWait[5][3] =
|
|
{
|
|
{
|
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{BETTY_R0 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[0][1]},
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{BETTY_R0 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[0][2]},
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{BETTY_R0 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[0][0]},
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},
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{
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{BETTY_R1 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[1][1]},
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{BETTY_R1 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[1][2]},
|
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{BETTY_R1 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[1][0]},
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},
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{
|
|
{BETTY_R2 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[2][1]},
|
|
{BETTY_R2 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[2][2]},
|
|
{BETTY_R2 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[2][0]},
|
|
},
|
|
{
|
|
{BETTY_R3 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[3][1]},
|
|
{BETTY_R3 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[3][2]},
|
|
{BETTY_R3 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[3][0]},
|
|
},
|
|
{
|
|
{BETTY_R4 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[4][1]},
|
|
{BETTY_R4 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[4][2]},
|
|
{BETTY_R4 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATEp sg_BettyWait[] =
|
|
{
|
|
&s_BettyWait[0][0],
|
|
&s_BettyWait[1][0],
|
|
&s_BettyWait[2][0],
|
|
&s_BettyWait[3][0],
|
|
&s_BettyWait[4][0]
|
|
};
|
|
|
|
ATTRIBUTE BettyAttrib =
|
|
{
|
|
{60, 80, 100, 130}, // Speeds
|
|
{3, 0, -2, -3}, // Tic Adjusts
|
|
3, // MaxWeapons;
|
|
{0, 0, 0, 0, 0, 0,0,0,0,0}
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// BETTY Jump
|
|
//
|
|
//////////////////////
|
|
|
|
ANIMATOR DoBettyJump;
|
|
|
|
STATE s_BettyJump[5][1] =
|
|
{
|
|
{
|
|
{BETTY_R0 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[0][0]},
|
|
},
|
|
{
|
|
{BETTY_R1 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[1][0]},
|
|
},
|
|
{
|
|
{BETTY_R2 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[2][0]},
|
|
},
|
|
{
|
|
{BETTY_R3 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[3][0]},
|
|
},
|
|
{
|
|
{BETTY_R4 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATEp sg_BettyJump[] =
|
|
{
|
|
&s_BettyJump[0][0],
|
|
&s_BettyJump[1][0],
|
|
&s_BettyJump[2][0],
|
|
&s_BettyJump[3][0],
|
|
&s_BettyJump[4][0]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// BETTY Explode
|
|
//
|
|
//////////////////////
|
|
|
|
#define BETTY_EXPLODE_RATE 11
|
|
#define BETTY_EXPLODE BETTY_R0
|
|
ANIMATOR DoSuicide;
|
|
ANIMATOR DoBettySpawnShrap;
|
|
|
|
STATE s_BettyExplode[] =
|
|
{
|
|
{BETTY_EXPLODE + 0, SF_QUICK_CALL, DoDamageTest, &s_BettyExplode[1]},
|
|
{BETTY_EXPLODE + 0, BETTY_EXPLODE_RATE, DoSuicide, &s_BettyExplode[0]}
|
|
};
|
|
|
|
STATEp sg_BettyExplode[] =
|
|
{
|
|
s_BettyExplode,
|
|
};
|
|
|
|
|
|
int SetupBetty(DSWActor* actor)
|
|
{
|
|
USERp u;
|
|
ANIMATOR DoActorDecide;
|
|
|
|
if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
|
|
{
|
|
u = actor->u();
|
|
ASSERT(u);
|
|
}
|
|
else
|
|
{
|
|
u = SpawnUser(actor,BETTY_R0,s_BettyWait[0]);
|
|
u->Health = HEALTH_SKULL;
|
|
}
|
|
|
|
ChangeState(actor, s_BettyWait[0]);
|
|
u->Attrib = &BettyAttrib;
|
|
DoActorSetSpeed(actor, NORM_SPEED);
|
|
u->StateEnd = s_BettyExplode;
|
|
u->Rot = sg_BettyWait;
|
|
|
|
u->ID = BETTY_R0;
|
|
|
|
EnemyDefaults(actor, nullptr, nullptr);
|
|
actor->spr.clipdist = (128+64) >> 2;
|
|
SET(u->Flags, SPR_XFLIP_TOGGLE);
|
|
SET(actor->spr.cstat, CSTAT_SPRITE_YCENTER);
|
|
|
|
u->Radius = 400;
|
|
|
|
if (ActorZOfBottom(actor) > u->loz - Z(16))
|
|
{
|
|
actor->spr.pos.Z = u->loz + Z(tileTopOffset(actor->spr.picnum));
|
|
|
|
u->loz = actor->spr.pos.Z;
|
|
// leave 8 pixels above the ground
|
|
actor->spr.pos.Z += ActorSizeToTop(actor) - Z(3);;
|
|
}
|
|
else
|
|
{
|
|
u->Counter = RANDOM_P2(2048);
|
|
u->sz = actor->spr.pos.Z;
|
|
}
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DoBettyMove(DSWActor* actor)
|
|
{
|
|
USER* u = actor->u();
|
|
int32_t dax, day, daz;
|
|
|
|
dax = MOVEx(actor->spr.xvel, actor->spr.ang);
|
|
day = MOVEy(actor->spr.xvel, actor->spr.ang);
|
|
daz = actor->spr.zvel;
|
|
|
|
u->coll = move_missile(actor, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
|
|
|
|
DoFindGroundPoint(actor);
|
|
return 0;
|
|
}
|
|
|
|
int DoBettyBeginDeath(DSWActor* actor)
|
|
{
|
|
USER* u = actor->u();
|
|
int16_t i,num_ord=0;
|
|
|
|
// starts the explosion that does the actual damage
|
|
|
|
switch (actor->spr.hitag)
|
|
{
|
|
case 1:
|
|
if (actor->spr.lotag) num_ord = actor->spr.lotag;
|
|
else
|
|
num_ord = 2;
|
|
if (num_ord > 3) num_ord = 3;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
actor->spr.ang = NORM_ANGLE(actor->spr.ang+(i*1024));
|
|
InitSpriteChemBomb(actor);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
if (actor->spr.lotag) num_ord = actor->spr.lotag;
|
|
else
|
|
num_ord = 5;
|
|
if (num_ord > 10) num_ord = 10;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
actor->spr.ang = NORM_ANGLE(RandomRange(2048));
|
|
InitCaltrops(actor);
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
InitFlashBomb(actor);
|
|
break;
|
|
|
|
case 4:
|
|
if (actor->spr.lotag) num_ord = actor->spr.lotag;
|
|
else
|
|
num_ord = 5;
|
|
if (num_ord > 10) num_ord = 10;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
actor->spr.ang = NORM_ANGLE(actor->spr.ang + (i*(2048/num_ord)));
|
|
InitSpriteGrenade(actor);
|
|
}
|
|
break;
|
|
default:
|
|
for (i=0; i<5; i++)
|
|
{
|
|
actor->spr.ang = NORM_ANGLE(RandomRange(2048));
|
|
InitPhosphorus(actor);
|
|
SpawnMineExp(actor);
|
|
}
|
|
break;
|
|
}
|
|
|
|
RESET(actor->spr.cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
u->RotNum = 0;
|
|
u->Tics = 0;
|
|
u->ID = BETTY_R0;
|
|
u->Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusBetty;
|
|
u->OverlapZ = Z(64);
|
|
change_actor_stat(actor, STAT_DEAD_ACTOR);
|
|
actor->spr.shade = -40;
|
|
|
|
SpawnLittleExp(actor);
|
|
SetSuicide(actor);
|
|
return 0;
|
|
}
|
|
|
|
|
|
int DoBettyJump(DSWActor* actor)
|
|
{
|
|
USER* u = actor->u();
|
|
|
|
if (actor->spr.xvel)
|
|
DoBettyMove(actor);
|
|
else
|
|
actor->spr.ang = NORM_ANGLE(actor->spr.ang + (64 * ACTORMOVETICS));
|
|
|
|
if (TEST(u->Flags,SPR_JUMPING))
|
|
{
|
|
DoJump(actor);
|
|
}
|
|
else if (TEST(u->Flags,SPR_FALLING))
|
|
{
|
|
DoFall(actor);
|
|
|
|
// jump/fall type
|
|
if (actor->spr.xvel)
|
|
{
|
|
int dist,a,b,c;
|
|
|
|
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
|
|
|
|
if (dist < 1000 &&
|
|
SpriteOverlapZ(actor, u->targetActor, Z(32)))
|
|
{
|
|
UpdateSinglePlayKills(actor);
|
|
DoBettyBeginDeath(actor);
|
|
return 0;
|
|
}
|
|
|
|
if ((actor->spr.pos.Z > u->loz - Z(36)))
|
|
{
|
|
actor->spr.pos.Z = u->loz - Z(36);
|
|
UpdateSinglePlayKills(actor);
|
|
DoBettyBeginDeath(actor);
|
|
return 0;
|
|
}
|
|
}
|
|
// non jumping type
|
|
else
|
|
{
|
|
if (u->jump_speed > 200)
|
|
{
|
|
UpdateSinglePlayKills(actor);
|
|
DoBettyBeginDeath(actor);
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
UpdateSinglePlayKills(actor);
|
|
DoBettyBeginDeath(actor);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int DoBettyBob(DSWActor* actor)
|
|
{
|
|
USER* u = actor->u();
|
|
|
|
// actor does a sine wave about u->sz - this is the z mid point
|
|
const int BETTY_BOB_AMT = (Z(16));
|
|
|
|
u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
|
|
actor->spr.pos.Z = u->sz + MulScale(BETTY_BOB_AMT, bsin(u->Counter), 14) +
|
|
MulScale(DIV2(BETTY_BOB_AMT), bsin(u->Counter), 14);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DoBettySpawnShrap(DSWActor* actor)
|
|
{
|
|
SpawnShrap(actor, nullptr);
|
|
//PlaySpriteSound(actor,attr_extra1,v3df_none);
|
|
return 0;
|
|
}
|
|
|
|
int DoBettyWait(DSWActor* actor)
|
|
{
|
|
USER* u = actor->u();
|
|
int a,b,c,dist;
|
|
|
|
DISTANCE(actor->spr.pos.X, actor->spr.pos.Y, u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, dist, a, b, c);
|
|
|
|
DoActorPickClosePlayer(actor);
|
|
|
|
//if (dist < u->active_range)
|
|
// return(0);
|
|
|
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
|
{
|
|
PlaySound(DIGI_MINEBEEP, actor, v3df_none);
|
|
u->WaitTics = SEC(3);
|
|
}
|
|
|
|
// below the floor type
|
|
if (actor->spr.pos.Z > u->loz)
|
|
{
|
|
// look for closest player every once in a while
|
|
if (dist < 3500)
|
|
{
|
|
actor->spr.xvel = 0;
|
|
u->jump_speed = -600;
|
|
NewStateGroup(actor, sg_BettyJump);
|
|
DoBeginJump(actor);
|
|
}
|
|
}
|
|
else
|
|
// above the floor type
|
|
{
|
|
actor->spr.ang = NORM_ANGLE(actor->spr.ang + (48 * ACTORMOVETICS));
|
|
|
|
DoBettyBob(actor);
|
|
|
|
if (dist < 8000)
|
|
{
|
|
actor->spr.ang = getangle(u->targetActor->spr.pos.X - actor->spr.pos.X, u->targetActor->spr.pos.Y - actor->spr.pos.Y);
|
|
actor->spr.xvel = 128 + (RANDOM_P2(256<<8)>>8);
|
|
u->jump_speed = -700;
|
|
NewStateGroup(actor, sg_BettyJump);
|
|
DoBeginJump(actor);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_code saveable_skull_code[] =
|
|
{
|
|
SAVE_CODE(DoSkullMove),
|
|
SAVE_CODE(DoSkullBeginDeath),
|
|
SAVE_CODE(DoSkullJump),
|
|
SAVE_CODE(DoSkullBob),
|
|
SAVE_CODE(DoSkullSpawnShrap),
|
|
SAVE_CODE(DoSkullWait),
|
|
|
|
SAVE_CODE(DoBettyMove),
|
|
SAVE_CODE(DoBettyBeginDeath),
|
|
SAVE_CODE(DoBettyJump),
|
|
SAVE_CODE(DoBettyBob),
|
|
SAVE_CODE(DoBettySpawnShrap),
|
|
SAVE_CODE(DoBettyWait),
|
|
};
|
|
|
|
static saveable_data saveable_skull_data[] =
|
|
{
|
|
SAVE_DATA(s_SkullWait),
|
|
SAVE_DATA(sg_SkullWait),
|
|
|
|
SAVE_DATA(SkullAttrib),
|
|
|
|
SAVE_DATA(s_SkullRing),
|
|
SAVE_DATA(sg_SkullRing),
|
|
SAVE_DATA(s_SkullJump),
|
|
SAVE_DATA(sg_SkullJump),
|
|
SAVE_DATA(s_SkullExplode),
|
|
SAVE_DATA(sg_SkullExplode),
|
|
SAVE_DATA(s_BettyWait),
|
|
SAVE_DATA(sg_BettyWait),
|
|
|
|
SAVE_DATA(BettyAttrib),
|
|
|
|
SAVE_DATA(s_BettyJump),
|
|
SAVE_DATA(sg_BettyJump),
|
|
SAVE_DATA(s_BettyExplode),
|
|
SAVE_DATA(sg_BettyExplode),
|
|
};
|
|
|
|
saveable_module saveable_skull =
|
|
{
|
|
// code
|
|
saveable_skull_code,
|
|
SIZ(saveable_skull_code),
|
|
|
|
// data
|
|
saveable_skull_data,
|
|
SIZ(saveable_skull_data)
|
|
};
|
|
END_SW_NS
|