raze/source/games/sw/src/ripper2.cpp
Christoph Oelckers 959147c656 - smaller stuff
2021-12-30 09:57:48 +01:00

1404 lines
41 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 "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "pal.h"
#include "sprite.h"
#include "misc.h"
BEGIN_SW_NS
ANIMATOR InitRipper2Hang;
ANIMATOR DoRipper2MoveJump;
ANIMATOR DoRipper2HangJF;
ANIMATOR DoRipper2QuickJump;
ANIMATOR InitRipper2Charge;
DECISION Ripper2Battle[] =
{
{879, InitRipper2Charge},
{883, InitActorAttackNoise},
{900, InitRipper2Hang},
{1024, InitActorAttack}
};
DECISION Ripper2Offense[] =
{
{789, InitActorMoveCloser},
{790, InitActorAttackNoise},
{800, InitRipper2Hang},
{1024, InitActorAttack}
};
DECISION Ripper2Broadcast[] =
{
{3, InitActorAmbientNoise},
{1024, InitActorDecide}
};
DECISION Ripper2Surprised[] =
{
{40, InitRipper2Hang},
{701, InitActorMoveCloser},
{1024, InitActorDecide}
};
DECISION Ripper2Evasive[] =
{
{10, InitActorMoveCloser},
{1024, InitRipper2Charge}
};
DECISION Ripper2LostTarget[] =
{
{900, InitActorFindPlayer},
{1024, InitActorWanderAround}
};
DECISION Ripper2CloseRange[] =
{
{1024, InitActorAttack }
};
PERSONALITY Ripper2Personality =
{
Ripper2Battle,
Ripper2Offense,
Ripper2Broadcast,
Ripper2Surprised,
Ripper2Evasive,
Ripper2LostTarget,
Ripper2CloseRange,
Ripper2CloseRange
};
ATTRIBUTE Ripper2Attrib =
{
{100, 120, 300, 380}, // Speeds
{5, 0, -2, -4}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_RIPPER2AMBIENT, DIGI_RIPPER2ALERT, DIGI_RIPPER2ATTACK,
DIGI_RIPPER2PAIN, DIGI_RIPPER2SCREAM, DIGI_RIPPER2HEARTOUT,
0,0,0,0
}
};
//////////////////////
//
// RIPPER2 RUN
//
//////////////////////
#define RIPPER2_RUN_RATE 16
ANIMATOR DoRipper2Move, NullRipper2, DoActorDebris;
STATE s_Ripper2Run[5][4] =
{
{
{RIPPER2_RUN_R0 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][1]},
{RIPPER2_RUN_R0 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][2]},
{RIPPER2_RUN_R0 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][3]},
{RIPPER2_RUN_R0 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[0][0]},
},
{
{RIPPER2_RUN_R1 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][1]},
{RIPPER2_RUN_R1 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][2]},
{RIPPER2_RUN_R1 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][3]},
{RIPPER2_RUN_R1 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[1][0]},
},
{
{RIPPER2_RUN_R2 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][1]},
{RIPPER2_RUN_R2 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][2]},
{RIPPER2_RUN_R2 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][3]},
{RIPPER2_RUN_R2 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[2][0]},
},
{
{RIPPER2_RUN_R3 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][1]},
{RIPPER2_RUN_R3 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][2]},
{RIPPER2_RUN_R3 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][3]},
{RIPPER2_RUN_R3 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[3][0]},
},
{
{RIPPER2_RUN_R4 + 0, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][1]},
{RIPPER2_RUN_R4 + 1, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][2]},
{RIPPER2_RUN_R4 + 2, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][3]},
{RIPPER2_RUN_R4 + 3, RIPPER2_RUN_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2Run[4][0]},
}
};
STATEp sg_Ripper2Run[] =
{
&s_Ripper2Run[0][0],
&s_Ripper2Run[1][0],
&s_Ripper2Run[2][0],
&s_Ripper2Run[3][0],
&s_Ripper2Run[4][0]
};
//////////////////////
//
// RIPPER2 RUNFAST
//
//////////////////////
#define RIPPER2_RUNFAST_RATE 14
ANIMATOR NullRipper2, DoActorDebris;
STATE s_Ripper2RunFast[5][4] =
{
{
{RIPPER2_RUNFAST_R0 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][1]},
{RIPPER2_RUNFAST_R0 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][2]},
{RIPPER2_RUNFAST_R0 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][3]},
{RIPPER2_RUNFAST_R0 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[0][0]},
},
{
{RIPPER2_RUNFAST_R1 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][1]},
{RIPPER2_RUNFAST_R1 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][2]},
{RIPPER2_RUNFAST_R1 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][3]},
{RIPPER2_RUNFAST_R1 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[1][0]},
},
{
{RIPPER2_RUNFAST_R2 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][1]},
{RIPPER2_RUNFAST_R2 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][2]},
{RIPPER2_RUNFAST_R2 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][3]},
{RIPPER2_RUNFAST_R2 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[2][0]},
},
{
{RIPPER2_RUNFAST_R3 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][1]},
{RIPPER2_RUNFAST_R3 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][2]},
{RIPPER2_RUNFAST_R3 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][3]},
{RIPPER2_RUNFAST_R3 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[3][0]},
},
{
{RIPPER2_RUNFAST_R4 + 0, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][1]},
{RIPPER2_RUNFAST_R4 + 1, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][2]},
{RIPPER2_RUNFAST_R4 + 2, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][3]},
{RIPPER2_RUNFAST_R4 + 3, RIPPER2_RUNFAST_RATE | SF_TIC_ADJUST, DoRipper2Move, &s_Ripper2RunFast[4][0]},
}
};
STATEp sg_Ripper2RunFast[] =
{
&s_Ripper2RunFast[0][0],
&s_Ripper2RunFast[1][0],
&s_Ripper2RunFast[2][0],
&s_Ripper2RunFast[3][0],
&s_Ripper2RunFast[4][0]
};
//////////////////////
//
// RIPPER2 STAND
//
//////////////////////
#define RIPPER2_STAND_RATE 12
STATE s_Ripper2Stand[5][1] =
{
{
{RIPPER2_STAND_R0 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[0][0]},
},
{
{RIPPER2_STAND_R1 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[1][0]},
},
{
{RIPPER2_STAND_R2 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[2][0]},
},
{
{RIPPER2_STAND_R3 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[3][0]},
},
{
{RIPPER2_STAND_R4 + 0, RIPPER2_STAND_RATE, DoRipper2Move, &s_Ripper2Stand[4][0]},
},
};
STATEp sg_Ripper2Stand[] =
{
s_Ripper2Stand[0],
s_Ripper2Stand[1],
s_Ripper2Stand[2],
s_Ripper2Stand[3],
s_Ripper2Stand[4]
};
//////////////////////
//
// RIPPER2 SWIPE
//
//////////////////////
#define RIPPER2_SWIPE_RATE 14
ANIMATOR InitActorDecide;
ANIMATOR InitRipperSlash;
STATE s_Ripper2Swipe[5][8] =
{
{
{RIPPER2_SWIPE_R0 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][1]},
{RIPPER2_SWIPE_R0 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][2]},
{RIPPER2_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[0][3]},
{RIPPER2_SWIPE_R0 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][4]},
{RIPPER2_SWIPE_R0 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[0][5]},
{RIPPER2_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[0][6]},
{RIPPER2_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[0][7]},
{RIPPER2_SWIPE_R0 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[0][7]},
},
{
{RIPPER2_SWIPE_R1 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][1]},
{RIPPER2_SWIPE_R1 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][2]},
{RIPPER2_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[1][3]},
{RIPPER2_SWIPE_R1 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][4]},
{RIPPER2_SWIPE_R1 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[1][5]},
{RIPPER2_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[1][6]},
{RIPPER2_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[1][7]},
{RIPPER2_SWIPE_R1 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[1][7]},
},
{
{RIPPER2_SWIPE_R2 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][1]},
{RIPPER2_SWIPE_R2 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][2]},
{RIPPER2_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[2][3]},
{RIPPER2_SWIPE_R2 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][4]},
{RIPPER2_SWIPE_R2 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[2][5]},
{RIPPER2_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[2][6]},
{RIPPER2_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[2][7]},
{RIPPER2_SWIPE_R2 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[2][7]},
},
{
{RIPPER2_SWIPE_R3 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][1]},
{RIPPER2_SWIPE_R3 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][2]},
{RIPPER2_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[3][3]},
{RIPPER2_SWIPE_R3 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][4]},
{RIPPER2_SWIPE_R3 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[3][5]},
{RIPPER2_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[3][6]},
{RIPPER2_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[3][7]},
{RIPPER2_SWIPE_R3 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[3][7]},
},
{
{RIPPER2_SWIPE_R4 + 0, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][1]},
{RIPPER2_SWIPE_R4 + 1, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][2]},
{RIPPER2_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[4][3]},
{RIPPER2_SWIPE_R4 + 2, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][4]},
{RIPPER2_SWIPE_R4 + 3, RIPPER2_SWIPE_RATE, NullRipper2, &s_Ripper2Swipe[4][5]},
{RIPPER2_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_Ripper2Swipe[4][6]},
{RIPPER2_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Swipe[4][7]},
{RIPPER2_SWIPE_R4 + 3, RIPPER2_SWIPE_RATE, DoRipper2Move, &s_Ripper2Swipe[4][7]},
}
};
STATEp sg_Ripper2Swipe[] =
{
&s_Ripper2Swipe[0][0],
&s_Ripper2Swipe[1][0],
&s_Ripper2Swipe[2][0],
&s_Ripper2Swipe[3][0],
&s_Ripper2Swipe[4][0]
};
//////////////////////
//
// RIPPER2 KONG
//
//////////////////////
#define RIPPER2_MEKONG_RATE 18
ANIMATOR InitActorDecide, ChestRipper2;
STATE s_Ripper2Kong[5][7] =
{
{
{RIPPER2_MEKONG_R0 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][1]},
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[0][2]},
{RIPPER2_MEKONG_R0 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][3]},
{RIPPER2_MEKONG_R0 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][4]},
{RIPPER2_MEKONG_R0 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[0][5]},
{RIPPER2_MEKONG_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[0][6]},
{RIPPER2_MEKONG_R0 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[0][6]},
},
{
{RIPPER2_MEKONG_R1 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][1]},
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[1][2]},
{RIPPER2_MEKONG_R1 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][3]},
{RIPPER2_MEKONG_R1 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][4]},
{RIPPER2_MEKONG_R1 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[1][5]},
{RIPPER2_MEKONG_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[1][6]},
{RIPPER2_MEKONG_R1 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[1][6]},
},
{
{RIPPER2_MEKONG_R2 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][1]},
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[2][2]},
{RIPPER2_MEKONG_R2 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][3]},
{RIPPER2_MEKONG_R2 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][4]},
{RIPPER2_MEKONG_R2 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[2][5]},
{RIPPER2_MEKONG_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[2][6]},
{RIPPER2_MEKONG_R2 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[2][6]},
},
{
{RIPPER2_MEKONG_R3 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][1]},
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[3][2]},
{RIPPER2_MEKONG_R3 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][3]},
{RIPPER2_MEKONG_R3 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][4]},
{RIPPER2_MEKONG_R3 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[3][5]},
{RIPPER2_MEKONG_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[3][6]},
{RIPPER2_MEKONG_R3 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[3][6]},
},
{
{RIPPER2_MEKONG_R4 + 0, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][1]},
{RIPPER2_MEKONG_R0 + 0, SF_QUICK_CALL, ChestRipper2, &s_Ripper2Kong[4][2]},
{RIPPER2_MEKONG_R4 + 1, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][3]},
{RIPPER2_MEKONG_R4 + 2, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][4]},
{RIPPER2_MEKONG_R4 + 3, RIPPER2_MEKONG_RATE, NullRipper2, &s_Ripper2Kong[4][5]},
{RIPPER2_MEKONG_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_Ripper2Kong[4][6]},
{RIPPER2_MEKONG_R4 + 0, RIPPER2_MEKONG_RATE, DoRipper2Move, &s_Ripper2Kong[4][6]},
}
};
STATEp sg_Ripper2Kong[] =
{
&s_Ripper2Kong[0][0],
&s_Ripper2Kong[1][0],
&s_Ripper2Kong[2][0],
&s_Ripper2Kong[3][0],
&s_Ripper2Kong[4][0]
};
//////////////////////
//
// RIPPER2 HEART - show players heart
//
//////////////////////
#define RIPPER2_HEART_RATE 20
ANIMATOR DoRipper2StandHeart;
STATE s_Ripper2Heart[5][4] =
{
{
{RIPPER2_HEART_R0 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[0][1]},
{RIPPER2_HEART_R0 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[0][0]},
},
{
{RIPPER2_HEART_R1 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[1][1]},
{RIPPER2_HEART_R1 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[1][0]},
},
{
{RIPPER2_HEART_R2 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[2][1]},
{RIPPER2_HEART_R2 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[2][0]},
},
{
{RIPPER2_HEART_R3 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[3][1]},
{RIPPER2_HEART_R3 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[3][0]},
},
{
{RIPPER2_HEART_R4 + 0, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[4][1]},
{RIPPER2_HEART_R4 + 1, RIPPER2_HEART_RATE, DoRipper2StandHeart, &s_Ripper2Heart[4][0]},
}
};
STATEp sg_Ripper2Heart[] =
{
&s_Ripper2Heart[0][0],
&s_Ripper2Heart[1][0],
&s_Ripper2Heart[2][0],
&s_Ripper2Heart[3][0],
&s_Ripper2Heart[4][0]
};
//////////////////////
//
// RIPPER2 HANG
//
//////////////////////
#define RIPPER2_HANG_RATE 14
ANIMATOR DoRipper2Hang;
STATE s_Ripper2Hang[5][4] =
{
{
{RIPPER2_HANG_R0, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[0][0]},
},
{
{RIPPER2_HANG_R1, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[1][0]},
},
{
{RIPPER2_HANG_R2, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[2][0]},
},
{
{RIPPER2_HANG_R3, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[3][0]},
},
{
{RIPPER2_HANG_R4, RIPPER2_HANG_RATE, DoRipper2Hang, &s_Ripper2Hang[4][0]},
}
};
STATEp sg_Ripper2Hang[] =
{
&s_Ripper2Hang[0][0],
&s_Ripper2Hang[1][0],
&s_Ripper2Hang[2][0],
&s_Ripper2Hang[3][0],
&s_Ripper2Hang[4][0]
};
//////////////////////
//
// RIPPER2 PAIN
//
//////////////////////
#define RIPPER2_PAIN_RATE 38
ANIMATOR DoRipper2Pain;
STATE s_Ripper2Pain[5][1] =
{
{
{4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[0][0]},
},
{
{4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[1][0]},
},
{
{4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[2][0]},
},
{
{4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[3][0]},
},
{
{4414 + 0, RIPPER2_PAIN_RATE, DoRipper2Pain, &s_Ripper2Pain[4][0]},
}
};
STATEp sg_Ripper2Pain[] =
{
&s_Ripper2Pain[0][0],
&s_Ripper2Pain[1][0],
&s_Ripper2Pain[2][0],
&s_Ripper2Pain[3][0],
&s_Ripper2Pain[4][0]
};
//////////////////////
//
// RIPPER2 JUMP
//
//////////////////////
#define RIPPER2_JUMP_RATE 25
STATE s_Ripper2Jump[5][6] =
{
{
{RIPPER2_JUMP_R0 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[0][1]},
{RIPPER2_JUMP_R0 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[0][1]},
},
{
{RIPPER2_JUMP_R1 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[1][1]},
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[1][1]},
},
{
{RIPPER2_JUMP_R2 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[2][1]},
{RIPPER2_JUMP_R2 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[2][1]},
},
{
{RIPPER2_JUMP_R3 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[3][1]},
{RIPPER2_JUMP_R3 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[3][1]},
},
{
{RIPPER2_JUMP_R4 + 0, RIPPER2_JUMP_RATE, NullRipper2, &s_Ripper2Jump[4][1]},
{RIPPER2_JUMP_R4 + 1, RIPPER2_JUMP_RATE, DoRipper2MoveJump, &s_Ripper2Jump[4][1]},
}
};
STATEp sg_Ripper2Jump[] =
{
&s_Ripper2Jump[0][0],
&s_Ripper2Jump[1][0],
&s_Ripper2Jump[2][0],
&s_Ripper2Jump[3][0],
&s_Ripper2Jump[4][0]
};
//////////////////////
//
// RIPPER2 FALL
//
//////////////////////
#define RIPPER2_FALL_RATE 25
STATE s_Ripper2Fall[5][6] =
{
{
{RIPPER2_FALL_R0 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[0][0]},
},
{
{RIPPER2_FALL_R1 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[1][0]},
},
{
{RIPPER2_FALL_R2 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[2][0]},
},
{
{RIPPER2_FALL_R3 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[3][0]},
},
{
{RIPPER2_FALL_R4 + 0, RIPPER2_FALL_RATE, DoRipper2MoveJump, &s_Ripper2Fall[4][0]},
}
};
STATEp sg_Ripper2Fall[] =
{
&s_Ripper2Fall[0][0],
&s_Ripper2Fall[1][0],
&s_Ripper2Fall[2][0],
&s_Ripper2Fall[3][0],
&s_Ripper2Fall[4][0]
};
//////////////////////
//
// RIPPER2 JUMP ATTACK
//
//////////////////////
#define RIPPER2_JUMP_ATTACK_RATE 35
int DoRipper2BeginJumpAttack(DSWActor* actor);
STATE s_Ripper2JumpAttack[5][6] =
{
{
{RIPPER2_JUMP_R0 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[0][1]},
{RIPPER2_JUMP_R0 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[0][2]},
{RIPPER2_JUMP_R0 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[0][3]},
{RIPPER2_JUMP_R0 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[0][3]},
},
{
{RIPPER2_JUMP_R1 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[1][1]},
{RIPPER2_JUMP_R1 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[1][2]},
{RIPPER2_JUMP_R1 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[1][3]},
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[1][3]},
},
{
{RIPPER2_JUMP_R2 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[2][1]},
{RIPPER2_JUMP_R2 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[2][2]},
{RIPPER2_JUMP_R2 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[2][3]},
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[2][3]},
},
{
{RIPPER2_JUMP_R3 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[3][1]},
{RIPPER2_JUMP_R3 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[3][2]},
{RIPPER2_JUMP_R3 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[3][3]},
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[3][3]},
},
{
{RIPPER2_JUMP_R4 + 0, RIPPER2_JUMP_ATTACK_RATE, NullRipper2, &s_Ripper2JumpAttack[4][1]},
{RIPPER2_JUMP_R4 + 0, 0 | SF_QUICK_CALL, DoRipper2BeginJumpAttack, &s_Ripper2JumpAttack[4][2]},
{RIPPER2_JUMP_R4 + 2, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[4][3]},
{RIPPER2_JUMP_R1 + 1, RIPPER2_JUMP_ATTACK_RATE, DoRipper2MoveJump, &s_Ripper2JumpAttack[4][3]},
}
};
STATEp sg_Ripper2JumpAttack[] =
{
&s_Ripper2JumpAttack[0][0],
&s_Ripper2JumpAttack[1][0],
&s_Ripper2JumpAttack[2][0],
&s_Ripper2JumpAttack[3][0],
&s_Ripper2JumpAttack[4][0]
};
//////////////////////
//
// RIPPER2 HANG_JUMP
//
//////////////////////
#define RIPPER2_HANG_JUMP_RATE 20
STATE s_Ripper2HangJump[5][6] =
{
{
{RIPPER2_JUMP_R0 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[0][1]},
{RIPPER2_JUMP_R0 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[0][1]},
},
{
{RIPPER2_JUMP_R1 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[1][1]},
{RIPPER2_JUMP_R1 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[1][1]},
},
{
{RIPPER2_JUMP_R2 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[2][1]},
{RIPPER2_JUMP_R2 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[2][1]},
},
{
{RIPPER2_JUMP_R3 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[3][1]},
{RIPPER2_JUMP_R3 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[3][1]},
},
{
{RIPPER2_JUMP_R4 + 0, RIPPER2_HANG_JUMP_RATE, NullRipper2, &s_Ripper2HangJump[4][1]},
{RIPPER2_JUMP_R4 + 1, RIPPER2_HANG_JUMP_RATE, DoRipper2HangJF, &s_Ripper2HangJump[4][1]},
}
};
STATEp sg_Ripper2HangJump[] =
{
&s_Ripper2HangJump[0][0],
&s_Ripper2HangJump[1][0],
&s_Ripper2HangJump[2][0],
&s_Ripper2HangJump[3][0],
&s_Ripper2HangJump[4][0]
};
//////////////////////
//
// RIPPER2 HANG_FALL
//
//////////////////////
#define RIPPER2_FALL_RATE 25
STATE s_Ripper2HangFall[5][6] =
{
{
{RIPPER2_FALL_R0 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[0][0]},
},
{
{RIPPER2_FALL_R1 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[1][0]},
},
{
{RIPPER2_FALL_R2 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[2][0]},
},
{
{RIPPER2_FALL_R3 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[3][0]},
},
{
{RIPPER2_FALL_R4 + 0, RIPPER2_FALL_RATE, DoRipper2HangJF, &s_Ripper2HangFall[4][0]},
}
};
STATEp sg_Ripper2HangFall[] =
{
&s_Ripper2HangFall[0][0],
&s_Ripper2HangFall[1][0],
&s_Ripper2HangFall[2][0],
&s_Ripper2HangFall[3][0],
&s_Ripper2HangFall[4][0]
};
//////////////////////
//
// RIPPER2 DIE
//
//////////////////////
#define RIPPER2_DIE_RATE 18
STATE s_Ripper2Die[] =
{
{RIPPER2_DIE + 0, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[1]},
{RIPPER2_DIE + 1, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[2]},
{RIPPER2_DIE + 2, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[3]},
{RIPPER2_DIE + 3, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[4]},
{RIPPER2_DIE + 4, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[5]},
{RIPPER2_DIE + 5, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[6]},
{RIPPER2_DIE + 6, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Die[7]},
{RIPPER2_DEAD, RIPPER2_DIE_RATE, DoActorDebris, &s_Ripper2Die[7]},
};
#define RIPPER2_DEAD_RATE 8
STATE s_Ripper2Dead[] =
{
{RIPPER2_DIE + 0, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[1]},
{RIPPER2_DIE + 1, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[2]},
{RIPPER2_DIE + 2, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[3]},
{RIPPER2_DIE + 3, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[4]},
{RIPPER2_DIE + 4, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[5]},
{RIPPER2_DIE + 5, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[6]},
{RIPPER2_DIE + 6, RIPPER2_DIE_RATE, NullRipper2, &s_Ripper2Dead[7]},
{RIPPER2_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_Ripper2Dead[8]},
{RIPPER2_DEAD, RIPPER2_DEAD_RATE, DoActorDebris, &s_Ripper2Dead[8]},
};
STATEp sg_Ripper2Die[] =
{
s_Ripper2Die
};
STATEp sg_Ripper2Dead[] =
{
s_Ripper2Dead
};
STATE s_Ripper2DeathJump[] =
{
{RIPPER2_DIE + 0, RIPPER2_DIE_RATE, DoActorDeathMove, &s_Ripper2DeathJump[0]}
};
STATE s_Ripper2DeathFall[] =
{
{RIPPER2_DIE + 1, RIPPER2_DIE_RATE, DoActorDeathMove, &s_Ripper2DeathFall[0]}
};
STATEp sg_Ripper2DeathJump[] =
{
s_Ripper2DeathJump
};
STATEp sg_Ripper2DeathFall[] =
{
s_Ripper2DeathFall
};
/*
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 Ripper2ActionSet =
{
sg_Ripper2Stand,
sg_Ripper2Run,
sg_Ripper2Jump,
sg_Ripper2Fall,
nullptr, // sg_Ripper2Crawl,
nullptr, // sg_Ripper2Swim,
nullptr, // sg_Ripper2Fly,
nullptr, // sg_Ripper2Rise,
nullptr, // sg_Ripper2Sit,
nullptr, // sg_Ripper2Look,
nullptr, // climb
sg_Ripper2Pain,
sg_Ripper2Die,
nullptr, // sg_Ripper2HariKari,
sg_Ripper2Dead,
sg_Ripper2DeathJump,
sg_Ripper2DeathFall,
{sg_Ripper2Swipe},
{1024},
{sg_Ripper2JumpAttack, sg_Ripper2Kong},
{500, 1024},
{sg_Ripper2Heart, sg_Ripper2Hang},
nullptr,
nullptr
};
ACTOR_ACTION_SET Ripper2BrownActionSet =
{
sg_Ripper2Stand,
sg_Ripper2Run,
sg_Ripper2Jump,
sg_Ripper2Fall,
nullptr, // sg_Ripper2Crawl,
nullptr, // sg_Ripper2Swim,
nullptr, // sg_Ripper2Fly,
nullptr, // sg_Ripper2Rise,
nullptr, // sg_Ripper2Sit,
nullptr, // sg_Ripper2Look,
nullptr, // climb
sg_Ripper2Pain, // pain
sg_Ripper2Die,
nullptr, // sg_Ripper2HariKari,
sg_Ripper2Dead,
sg_Ripper2DeathJump,
sg_Ripper2DeathFall,
{sg_Ripper2Swipe},
{1024},
{sg_Ripper2JumpAttack, sg_Ripper2Kong},
{400, 1024},
{sg_Ripper2Heart, sg_Ripper2Hang},
nullptr,
nullptr
};
int SetupRipper2(DSWActor* actor)
{
USERp u;
ANIMATOR DoActorDecide;
if (TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
{
u = actor->u();
ASSERT(u);
}
else
{
u = SpawnUser(actor, RIPPER2_RUN_R0, s_Ripper2Run[0]);
u->Health = HEALTH_RIPPER2;
}
ChangeState(actor, s_Ripper2Run[0]);
u->Attrib = &Ripper2Attrib;
DoActorSetSpeed(actor, NORM_SPEED);
u->StateEnd = s_Ripper2Die;
u->Rot = sg_Ripper2Run;
actor->spr.clipdist = 512 >> 2; // This actor is bigger, needs bigger box.
actor->spr.xrepeat = actor->spr.yrepeat = 55;
if (actor->spr.pal == PALETTE_BROWN_RIPPER)
{
EnemyDefaults(actor, &Ripper2BrownActionSet, &Ripper2Personality);
actor->spr.xrepeat += 40;
actor->spr.yrepeat += 40;
if (!TEST(actor->spr.cstat, CSTAT_SPRITE_RESTORE))
u->Health = HEALTH_MOMMA_RIPPER;
actor->spr.clipdist += 128 >> 2;
}
else
{
EnemyDefaults(actor, &Ripper2ActionSet, &Ripper2Personality);
}
SET(u->Flags, SPR_XFLIP_TOGGLE);
return 0;
}
//
// HANGING - Jumping/Falling/Stationary
//
int InitRipper2Hang(DSWActor* actor)
{
USER* u = actor->u();
int dist;
HitInfo hit{};
bool Found = false;
short dang, tang;
for (dang = 0; dang < 2048; dang += 128)
{
tang = NORM_ANGLE(actor->spr.ang + dang);
FAFhitscan(actor->spr.pos.X, actor->spr.pos.Y, actor->spr.pos.Z - ActorSizeZ(actor), actor->spr.sector(), // Start position
bcos(tang), // X vector of 3D ang
bsin(tang), // Y vector of 3D ang
0, // Z vector of 3D ang
hit, CLIPMASK_MISSILE);
if (hit.hitSector == nullptr)
continue;
dist = Distance(actor->spr.pos.X, actor->spr.pos.Y, hit.hitpos.X, hit.hitpos.Y);
if (hit.hitWall == nullptr || dist < 2000 || dist > 7000)
{
continue;
}
Found = true;
actor->spr.ang = tang;
break;
}
if (!Found)
{
InitActorDecide(actor);
return 0;
}
NewStateGroup(actor, sg_Ripper2HangJump);
u->StateFallOverride = sg_Ripper2HangFall;
DoActorSetSpeed(actor, FAST_SPEED);
//u->jump_speed = -800;
PickJumpMaxSpeed(actor, -(RandomRange(400)+100));
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
// set up individual actor jump gravity
u->jump_grav = 8;
DoJump(actor);
return 0;
}
int DoRipper2Hang(DSWActor* actor)
{
USER* u = actor->u();
if ((u->WaitTics -= ACTORMOVETICS) > 0)
return 0;
NewStateGroup(actor, sg_Ripper2JumpAttack);
// move to the 2nd frame - past the pause frame
u->Tics += u->State->Tics;
return 0;
}
int DoRipper2MoveHang(DSWActor* actor)
{
USER* u = actor->u();
int nx, ny;
// Move while jumping
nx = MulScale(actor->spr.xvel, bcos(actor->spr.ang), 14);
ny = MulScale(actor->spr.xvel, bsin(actor->spr.ang), 14);
// if cannot move the sprite
if (!move_actor(actor, nx, ny, 0L))
{
if (u->coll.type == kHitWall)
{
short hit_wall;
short w, nw;
// Don't keep clinging and going ever higher!
if (abs(actor->spr.pos.Z - u->targetActor->spr.pos.Z) > (4000<<4))
return 0;
NewStateGroup(actor, u->ActorActionSet->Special[1]);
if (RANDOM_P2(1024<<8)>>8 > 500)
u->WaitTics = ((RANDOM_P2(2 << 8) >> 8) * 120);
else
u->WaitTics = 0; // Double jump
// hang flush with the wall
actor->spr.ang = NORM_ANGLE(getangle(u->coll.hitWall->delta()) - 512);
return 0;
}
}
return 0;
}
int DoRipper2HangJF(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoJump(actor);
else
DoFall(actor);
}
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (DoRipper2QuickJump(actor))
return 0;
InitActorDecide(actor);
}
DoRipper2MoveHang(actor);
return 0;
}
//
// JUMP ATTACK
//
int DoRipper2BeginJumpAttack(DSWActor* actor)
{
USER* u = actor->u();
DSWActor* target = u->targetActor;
short tang;
tang = getangle(target->spr.pos.X - actor->spr.pos.X, target->spr.pos.Y - actor->spr.pos.Y);
// Always jump at player if mad.
Collision coll = move_sprite(actor, bcos(tang, -7), bsin(tang, -7),
0, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS);
if (coll.type != kHitNone)
actor->spr.ang = NORM_ANGLE((actor->spr.ang + 1024) + (RANDOM_NEG(256, 6) >> 6));
else
actor->spr.ang = NORM_ANGLE(tang);
DoActorSetSpeed(actor, FAST_SPEED);
//u->jump_speed = -800;
PickJumpMaxSpeed(actor, -(RandomRange(400)+100));
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
// set up individual actor jump gravity
u->jump_grav = 8;
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actor);
DoJump(actor);
return 0;
}
int DoRipper2MoveJump(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoJump(actor);
else
DoFall(actor);
}
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (DoRipper2QuickJump(actor))
return 0;
InitActorDecide(actor);
}
DoRipper2MoveHang(actor);
return 0;
}
//
// STD MOVEMENT
//
int DoRipper2QuickJump(DSWActor* actor)
{
USER* u = actor->u();
// Tests to see if ripper2 is on top of a player/enemy and then immediatly
// does another jump
DSWActor* low = u->targetActor;
if (low)
{
if (TEST(low->spr.extra, SPRX_PLAYER_OR_ENEMY))
{
NewStateGroup(actor, sg_Ripper2JumpAttack);
// move past the first state
u->Tics = 30;
return true;
}
}
return false;
}
int NullRipper2(DSWActor* actor)
{
USER* u = actor->u();
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(actor);
DoActorSectorDamage(actor);
return 0;
}
int DoRipper2Pain(DSWActor* actor)
{
USER* u = actor->u();
NullRipper2(actor);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(actor);
return 0;
}
int DoRipper2RipHeart(DSWActor* actor)
{
USERp u = actor->u();
DSWActor* target = u->targetActor;
NewStateGroup(actor, sg_Ripper2Heart);
u->WaitTics = 6 * 120;
// player face ripper2
target->spr.ang = getangle(actor->spr.pos.X - target->spr.pos.X, actor->spr.pos.Y - target->spr.pos.Y);
return 0;
}
int DoRipper2StandHeart(DSWActor* actor)
{
USER* u = actor->u();
NullRipper2(actor);
if (!SoundValidAndActive(actor, CHAN_RipHeart))
PlaySound(DIGI_RIPPER2HEARTOUT, actor, v3df_none, CHAN_RipHeart);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
NewStateGroup(actor, sg_Ripper2Run);
return 0;
}
void Ripper2Hatch(DSWActor* actor)
{
USERp nu;
const int MAX_RIPPER2S = 1;
short rip_ang[MAX_RIPPER2S];
rip_ang[0] = RANDOM_P2(2048);
//rip_ang[1] = NORM_ANGLE(rip_ang[0] + 1024 + (RANDOM_P2(512) - 256));
for (int i = 0; i < MAX_RIPPER2S; i++)
{
auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT);
actorNew->spr.clear();
ClearOwner(actorNew);
actorNew->spr.pos = actor->spr.pos;
actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64;
actorNew->spr.ang = rip_ang[i];
actorNew->spr.pal = 0;
actorNew->spr.shade = -10;
SetupRipper2(actorNew);
nu = actorNew->u();
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
NewStateGroup(actorNew, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(actorNew, FAST_SPEED);
PickJumpMaxSpeed(actorNew, -600);
SET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
nu->jump_grav = 8;
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(actorNew);
DoJump(actorNew);
}
}
int DoRipper2Move(DSWActor* actor)
{
USER* u = actor->u();
if (actor->spr.hitag == TAG_SWARMSPOT && actor->spr.lotag == 1)
DoCheckSwarm(actor);
if (u->scale_speed)
{
DoScaleSprite(actor);
}
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoJump(actor);
else
DoFall(actor);
}
// if on a player/enemy sprite jump quickly
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (DoRipper2QuickJump(actor))
return 0;
KeepActorOnFloor(actor);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(actor);
if (u->track >= 0)
ActorFollowTrack(actor, ACTORMOVETICS);
else
(*u->ActorActionFunc)(actor);
DoActorSectorDamage(actor);
return 0;
}
int InitRipper2Charge(DSWActor* actor)
{
DoActorSetSpeed(actor, FAST_SPEED);
InitActorMoveCloser(actor);
NewStateGroup(actor, sg_Ripper2RunFast);
return 0;
}
int ChestRipper2(DSWActor* actor)
{
PlaySound(DIGI_RIPPER2CHEST, actor, v3df_follow);
return 0;
}
#include "saveable.h"
static saveable_code saveable_ripper2_code[] =
{
SAVE_CODE(InitRipper2Hang),
SAVE_CODE(DoRipper2Hang),
SAVE_CODE(DoRipper2MoveHang),
SAVE_CODE(DoRipper2HangJF),
SAVE_CODE(DoRipper2BeginJumpAttack),
SAVE_CODE(DoRipper2MoveJump),
SAVE_CODE(DoRipper2QuickJump),
SAVE_CODE(NullRipper2),
SAVE_CODE(DoRipper2Pain),
SAVE_CODE(DoRipper2RipHeart),
SAVE_CODE(DoRipper2StandHeart),
SAVE_CODE(Ripper2Hatch),
SAVE_CODE(DoRipper2Move),
SAVE_CODE(InitRipper2Charge),
SAVE_CODE(ChestRipper2),
};
static saveable_data saveable_ripper2_data[] =
{
SAVE_DATA(Ripper2Battle),
SAVE_DATA(Ripper2Offense),
SAVE_DATA(Ripper2Broadcast),
SAVE_DATA(Ripper2Surprised),
SAVE_DATA(Ripper2Evasive),
SAVE_DATA(Ripper2LostTarget),
SAVE_DATA(Ripper2CloseRange),
SAVE_DATA(Ripper2Personality),
SAVE_DATA(Ripper2Attrib),
SAVE_DATA(s_Ripper2Run),
SAVE_DATA(sg_Ripper2Run),
SAVE_DATA(s_Ripper2RunFast),
SAVE_DATA(sg_Ripper2RunFast),
SAVE_DATA(s_Ripper2Stand),
SAVE_DATA(sg_Ripper2Stand),
SAVE_DATA(s_Ripper2Swipe),
SAVE_DATA(sg_Ripper2Swipe),
SAVE_DATA(s_Ripper2Kong),
SAVE_DATA(sg_Ripper2Kong),
SAVE_DATA(s_Ripper2Heart),
SAVE_DATA(sg_Ripper2Heart),
SAVE_DATA(s_Ripper2Hang),
SAVE_DATA(sg_Ripper2Hang),
SAVE_DATA(s_Ripper2Pain),
SAVE_DATA(sg_Ripper2Pain),
SAVE_DATA(s_Ripper2Jump),
SAVE_DATA(sg_Ripper2Jump),
SAVE_DATA(s_Ripper2Fall),
SAVE_DATA(sg_Ripper2Fall),
SAVE_DATA(s_Ripper2JumpAttack),
SAVE_DATA(sg_Ripper2JumpAttack),
SAVE_DATA(s_Ripper2HangJump),
SAVE_DATA(sg_Ripper2HangJump),
SAVE_DATA(s_Ripper2HangFall),
SAVE_DATA(sg_Ripper2HangFall),
SAVE_DATA(s_Ripper2Die),
SAVE_DATA(s_Ripper2Dead),
SAVE_DATA(sg_Ripper2Die),
SAVE_DATA(sg_Ripper2Dead),
SAVE_DATA(s_Ripper2DeathJump),
SAVE_DATA(s_Ripper2DeathFall),
SAVE_DATA(sg_Ripper2DeathJump),
SAVE_DATA(sg_Ripper2DeathFall),
SAVE_DATA(Ripper2ActionSet),
SAVE_DATA(Ripper2BrownActionSet),
};
saveable_module saveable_ripper2 =
{
// code
saveable_ripper2_code,
SIZ(saveable_ripper2_code),
// data
saveable_ripper2_data,
SIZ(saveable_ripper2_data)
};
END_SW_NS