raze-gles/source/sw/src/zilla.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "quake.h"
#include "actor.h"
#include "track.h"
#include "fx_man.h"
BEGIN_SW_NS
extern uint8_t RedBookSong[40];
extern short BossSpriteNum[3];
ANIMATOR InitZillaCharge;
DECISION ZillaBattle[] =
{
{100, InitActorRunAway },
{690, InitActorMoveCloser },
{692, InitActorAlertNoise },
{1024, InitActorAttack }
};
DECISION ZillaOffense[] =
{
{100, InitActorRunAway },
{690, InitActorMoveCloser },
{692, InitActorAlertNoise },
{1024, InitActorAttack }
};
DECISION ZillaBroadcast[] =
{
{2, InitActorAlertNoise },
{4, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION ZillaSurprised[] =
{
{700, InitActorMoveCloser },
{703, InitActorAlertNoise },
{1024, InitActorDecide }
};
DECISION ZillaEvasive[] =
{
{1024, InitActorWanderAround }
};
DECISION ZillaLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION ZillaCloseRange[] =
{
{1024, InitActorAttack }
};
PERSONALITY ZillaPersonality =
{
ZillaBattle,
ZillaOffense,
ZillaBroadcast,
ZillaSurprised,
ZillaEvasive,
ZillaLostTarget,
ZillaCloseRange,
ZillaCloseRange
};
ATTRIBUTE ZillaAttrib =
{
{100, 100, 100, 100}, // Speeds
{3, 0, 0, 0}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_Z17010, DIGI_Z17010, DIGI_Z17025,
DIGI_Z17052, DIGI_Z17025, 0,0,0,0,0
}
};
//////////////////////
//
// ZILLA RUN
//
//////////////////////
#define ZILLA_RATE 48
ANIMATOR DoZillaMove,NullZilla,DoStayOnFloor,
DoActorDebris, SpawnZillaExp, DoZillaStomp,
SpawnCoolg;
STATE s_ZillaRun[5][6] =
{
{
{ZILLA_RUN_R0 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaRun[0][1]},
{ZILLA_RUN_R0 + 1, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[0][2]},
{ZILLA_RUN_R0 + 1, ZILLA_RATE, DoZillaMove, &s_ZillaRun[0][3]},
{ZILLA_RUN_R0 + 2, ZILLA_RATE, DoZillaMove, &s_ZillaRun[0][4]},
{ZILLA_RUN_R0 + 3, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[0][5]},
{ZILLA_RUN_R0 + 3, ZILLA_RATE, DoZillaMove, &s_ZillaRun[0][0]}
},
{
{ZILLA_RUN_R1 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaRun[1][1]},
{ZILLA_RUN_R1 + 1, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[1][2]},
{ZILLA_RUN_R1 + 1, ZILLA_RATE, DoZillaMove, &s_ZillaRun[1][3]},
{ZILLA_RUN_R1 + 2, ZILLA_RATE, DoZillaMove, &s_ZillaRun[1][4]},
{ZILLA_RUN_R1 + 3, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[1][5]},
{ZILLA_RUN_R1 + 3, ZILLA_RATE, DoZillaMove, &s_ZillaRun[1][0]}
},
{
{ZILLA_RUN_R2 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaRun[2][1]},
{ZILLA_RUN_R2 + 1, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[2][2]},
{ZILLA_RUN_R2 + 1, ZILLA_RATE, DoZillaMove, &s_ZillaRun[2][3]},
{ZILLA_RUN_R2 + 2, ZILLA_RATE, DoZillaMove, &s_ZillaRun[2][4]},
{ZILLA_RUN_R2 + 3, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[2][5]},
{ZILLA_RUN_R2 + 3, ZILLA_RATE, DoZillaMove, &s_ZillaRun[2][0]}
},
{
{ZILLA_RUN_R3 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaRun[3][1]},
{ZILLA_RUN_R3 + 1, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[3][2]},
{ZILLA_RUN_R3 + 1, ZILLA_RATE, DoZillaMove, &s_ZillaRun[3][3]},
{ZILLA_RUN_R3 + 2, ZILLA_RATE, DoZillaMove, &s_ZillaRun[3][4]},
{ZILLA_RUN_R3 + 3, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[3][5]},
{ZILLA_RUN_R3 + 3, ZILLA_RATE, DoZillaMove, &s_ZillaRun[3][0]}
},
{
{ZILLA_RUN_R4 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaRun[4][1]},
{ZILLA_RUN_R4 + 1, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[4][2]},
{ZILLA_RUN_R4 + 1, ZILLA_RATE, DoZillaMove, &s_ZillaRun[4][3]},
{ZILLA_RUN_R4 + 2, ZILLA_RATE, DoZillaMove, &s_ZillaRun[4][4]},
{ZILLA_RUN_R4 + 3, SF_QUICK_CALL, DoZillaStomp, &s_ZillaRun[4][5]},
{ZILLA_RUN_R4 + 3, ZILLA_RATE, DoZillaMove, &s_ZillaRun[4][0]}
}
};
STATEp sg_ZillaRun[] =
{
&s_ZillaRun[0][0],
&s_ZillaRun[1][0],
&s_ZillaRun[2][0],
&s_ZillaRun[3][0],
&s_ZillaRun[4][0]
};
//////////////////////
//
// ZILLA STAND
//
//////////////////////
STATE s_ZillaStand[5][1] =
{
{
{ZILLA_RUN_R0 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaStand[0][0]}
},
{
{ZILLA_RUN_R1 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaStand[1][0]}
},
{
{ZILLA_RUN_R2 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaStand[2][0]}
},
{
{ZILLA_RUN_R3 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaStand[3][0]}
},
{
{ZILLA_RUN_R4 + 0, ZILLA_RATE, DoZillaMove, &s_ZillaStand[4][0]}
}
};
STATEp sg_ZillaStand[] =
{
&s_ZillaStand[0][0],
&s_ZillaStand[1][0],
&s_ZillaStand[2][0],
&s_ZillaStand[3][0],
&s_ZillaStand[4][0]
};
//////////////////////
//
// ZILLA PAIN
//
//////////////////////
#define ZILLA_PAIN_RATE 30
STATE s_ZillaPain[5][2] =
{
{
{ZILLA_PAIN_R0 + 0, ZILLA_PAIN_RATE, NullZilla, &s_ZillaPain[0][1]},
{ZILLA_PAIN_R0 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_ZillaPain[0][0]}
},
{
{ZILLA_PAIN_R1 + 0, ZILLA_PAIN_RATE, NullZilla, &s_ZillaPain[1][1]},
{ZILLA_PAIN_R1 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_ZillaPain[1][0]}
},
{
{ZILLA_PAIN_R2 + 0, ZILLA_PAIN_RATE, NullZilla, &s_ZillaPain[2][1]},
{ZILLA_PAIN_R2 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_ZillaPain[2][0]}
},
{
{ZILLA_PAIN_R3 + 0, ZILLA_PAIN_RATE, NullZilla, &s_ZillaPain[3][1]},
{ZILLA_PAIN_R3 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_ZillaPain[3][0]}
},
{
{ZILLA_PAIN_R4 + 0, ZILLA_PAIN_RATE, NullZilla, &s_ZillaPain[4][1]},
{ZILLA_PAIN_R4 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_ZillaPain[4][0]}
}
};
STATEp sg_ZillaPain[] =
{
&s_ZillaPain[0][0],
&s_ZillaPain[1][0],
&s_ZillaPain[2][0],
&s_ZillaPain[3][0],
&s_ZillaPain[4][0]
};
//////////////////////
//
// ZILLA RAIL
//
//////////////////////
#define ZILLA_RAIL_RATE 12
ANIMATOR InitZillaRail;
STATE s_ZillaRail[5][14] =
{
{
{ZILLA_RAIL_R0 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][1]},
{ZILLA_RAIL_R0 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][2]},
{ZILLA_RAIL_R0 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][3]},
{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[0][4]},
{ZILLA_RAIL_R0 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][5]},
{ZILLA_RAIL_R0 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][6]},
{ZILLA_RAIL_R0 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][7]},
{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[0][8]},
{ZILLA_RAIL_R0 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][9]},
{ZILLA_RAIL_R0 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][10]},
{ZILLA_RAIL_R0 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][11]},
{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[0][12]},
{ZILLA_RAIL_R0 + 3, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[0][13]},
{ZILLA_RAIL_R0 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRail[0][0]}
},
{
{ZILLA_RAIL_R1 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][1]},
{ZILLA_RAIL_R1 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][2]},
{ZILLA_RAIL_R1 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][3]},
{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[1][4]},
{ZILLA_RAIL_R1 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][5]},
{ZILLA_RAIL_R1 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][6]},
{ZILLA_RAIL_R1 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][7]},
{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[1][8]},
{ZILLA_RAIL_R1 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][9]},
{ZILLA_RAIL_R1 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][10]},
{ZILLA_RAIL_R1 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][11]},
{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[1][12]},
{ZILLA_RAIL_R1 + 3, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[1][13]},
{ZILLA_RAIL_R1 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRail[1][0]}
},
{
{ZILLA_RAIL_R2 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][1]},
{ZILLA_RAIL_R2 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][2]},
{ZILLA_RAIL_R2 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][3]},
{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[2][4]},
{ZILLA_RAIL_R2 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][5]},
{ZILLA_RAIL_R2 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][6]},
{ZILLA_RAIL_R2 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][7]},
{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[2][8]},
{ZILLA_RAIL_R2 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][9]},
{ZILLA_RAIL_R2 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][10]},
{ZILLA_RAIL_R2 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][11]},
{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[2][12]},
{ZILLA_RAIL_R2 + 3, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[2][13]},
{ZILLA_RAIL_R2 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRail[2][0]}
},
{
{ZILLA_RAIL_R3 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][1]},
{ZILLA_RAIL_R3 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][2]},
{ZILLA_RAIL_R3 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][3]},
{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[3][4]},
{ZILLA_RAIL_R3 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][5]},
{ZILLA_RAIL_R3 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][6]},
{ZILLA_RAIL_R3 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][7]},
{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[3][8]},
{ZILLA_RAIL_R3 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][9]},
{ZILLA_RAIL_R3 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][10]},
{ZILLA_RAIL_R3 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][11]},
{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[3][12]},
{ZILLA_RAIL_R3 + 3, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[3][13]},
{ZILLA_RAIL_R3 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRail[3][0]}
},
{
{ZILLA_RAIL_R4 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][1]},
{ZILLA_RAIL_R4 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][2]},
{ZILLA_RAIL_R4 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][3]},
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[4][4]},
{ZILLA_RAIL_R4 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][5]},
{ZILLA_RAIL_R4 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][6]},
{ZILLA_RAIL_R4 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][7]},
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[4][8]},
{ZILLA_RAIL_R4 + 0, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][9]},
{ZILLA_RAIL_R4 + 1, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][10]},
{ZILLA_RAIL_R4 + 2, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][11]},
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, InitZillaRail, &s_ZillaRail[4][12]},
{ZILLA_RAIL_R4 + 3, ZILLA_RAIL_RATE, NullZilla, &s_ZillaRail[4][13]},
{ZILLA_RAIL_R4 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRail[4][0]}
}
};
STATEp sg_ZillaRail[] =
{
&s_ZillaRail[0][0],
&s_ZillaRail[1][0],
&s_ZillaRail[2][0],
&s_ZillaRail[3][0],
&s_ZillaRail[4][0]
};
//////////////////////
//
// ZILLA ROCKET
//
//////////////////////
#define ZILLA_ROCKET_RATE 12
ANIMATOR InitZillaRocket;
STATE s_ZillaRocket[5][7] =
{
{
{ZILLA_ROCKET_R0 + 0, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[0][1]},
{ZILLA_ROCKET_R0 + 1, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[0][2]},
{ZILLA_ROCKET_R0 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[0][3]},
{ZILLA_ROCKET_R0 + 2, SF_QUICK_CALL, InitZillaRocket, &s_ZillaRocket[0][4]},
{ZILLA_ROCKET_R0 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[0][5]},
{ZILLA_ROCKET_R0 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRocket[0][6]},
{ZILLA_ROCKET_R0 + 3, ZILLA_ROCKET_RATE*10, NullZilla, &s_ZillaRocket[0][5]}
},
{
{ZILLA_ROCKET_R1 + 0, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[1][1]},
{ZILLA_ROCKET_R1 + 1, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[1][2]},
{ZILLA_ROCKET_R1 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[1][3]},
{ZILLA_ROCKET_R1 + 2, SF_QUICK_CALL, InitZillaRocket, &s_ZillaRocket[1][4]},
{ZILLA_ROCKET_R1 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[1][5]},
{ZILLA_ROCKET_R1 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRocket[1][6]},
{ZILLA_ROCKET_R1 + 3, ZILLA_ROCKET_RATE*10, NullZilla, &s_ZillaRocket[1][5]}
},
{
{ZILLA_ROCKET_R2 + 0, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[2][1]},
{ZILLA_ROCKET_R2 + 1, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[2][2]},
{ZILLA_ROCKET_R2 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[2][3]},
{ZILLA_ROCKET_R2 + 2, SF_QUICK_CALL, InitZillaRocket, &s_ZillaRocket[2][4]},
{ZILLA_ROCKET_R2 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[2][5]},
{ZILLA_ROCKET_R2 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRocket[2][6]},
{ZILLA_ROCKET_R2 + 3, ZILLA_ROCKET_RATE*10, NullZilla, &s_ZillaRocket[2][5]}
},
{
{ZILLA_ROCKET_R3 + 0, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[3][1]},
{ZILLA_ROCKET_R3 + 1, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[3][2]},
{ZILLA_ROCKET_R3 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[3][3]},
{ZILLA_ROCKET_R3 + 2, SF_QUICK_CALL, InitZillaRocket, &s_ZillaRocket[3][4]},
{ZILLA_ROCKET_R3 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[3][5]},
{ZILLA_ROCKET_R3 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRocket[3][6]},
{ZILLA_ROCKET_R3 + 3, ZILLA_ROCKET_RATE*10, NullZilla, &s_ZillaRocket[3][5]}
},
{
{ZILLA_ROCKET_R4 + 0, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[4][1]},
{ZILLA_ROCKET_R4 + 1, ZILLA_ROCKET_RATE, NullZilla, &s_ZillaRocket[4][2]},
{ZILLA_ROCKET_R4 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[4][3]},
{ZILLA_ROCKET_R4 + 2, SF_QUICK_CALL, InitZillaRocket, &s_ZillaRocket[4][4]},
{ZILLA_ROCKET_R4 + 2, ZILLA_ROCKET_RATE*4, NullZilla, &s_ZillaRocket[4][5]},
{ZILLA_ROCKET_R4 + 3, SF_QUICK_CALL, InitActorDecide, &s_ZillaRocket[4][6]},
{ZILLA_ROCKET_R4 + 3, ZILLA_ROCKET_RATE*10, NullZilla, &s_ZillaRocket[4][5]}
}
};
STATEp sg_ZillaRocket[] =
{
&s_ZillaRocket[0][0],
&s_ZillaRocket[1][0],
&s_ZillaRocket[2][0],
&s_ZillaRocket[3][0],
&s_ZillaRocket[4][0]
};
//////////////////////
//
// ZILLA UZI
//
//////////////////////
#define ZILLA_UZI_RATE 8
ANIMATOR InitEnemyUzi;
STATE s_ZillaUzi[5][17] =
{
{
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[0][1]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[0][2]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[0][3]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[0][4]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[0][5]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[0][6]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[0][7]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[0][8]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[0][9]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[0][10]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[0][11]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[0][12]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[0][13]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[0][14]},
{ZILLA_SHOOT_R0 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[0][15]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[0][16]},
{ZILLA_SHOOT_R0 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZillaUzi[0][16]},
},
{
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[1][1]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[1][2]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[1][3]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[1][4]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[1][5]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[1][6]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[1][7]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[1][8]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[1][9]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[1][10]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[1][11]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[1][12]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[1][13]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[1][14]},
{ZILLA_SHOOT_R1 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[1][15]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[1][16]},
{ZILLA_SHOOT_R1 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZillaUzi[1][16]},
},
{
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[2][1]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[2][2]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[2][3]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[2][4]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[2][5]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[2][6]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[2][7]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[2][8]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[2][9]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[2][10]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[2][11]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[2][12]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[2][13]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[2][14]},
{ZILLA_SHOOT_R2 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[2][15]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[2][16]},
{ZILLA_SHOOT_R2 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZillaUzi[2][16]},
},
{
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[3][1]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[3][2]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[3][3]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[3][4]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[3][5]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[3][6]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[3][7]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[3][8]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[3][9]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[3][10]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[3][11]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[3][12]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[3][13]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[3][14]},
{ZILLA_SHOOT_R3 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[3][15]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[3][16]},
{ZILLA_SHOOT_R3 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZillaUzi[3][16]},
},
{
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[4][1]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[4][2]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[4][3]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[4][4]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[4][5]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[4][6]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[4][7]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[4][8]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[4][9]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[4][10]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[4][11]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[4][12]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[4][13]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[4][14]},
{ZILLA_SHOOT_R4 + 0, ZILLA_UZI_RATE, NullZilla, &s_ZillaUzi[4][15]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitEnemyUzi, &s_ZillaUzi[4][16]},
{ZILLA_SHOOT_R4 + 0, 0 | SF_QUICK_CALL, InitActorDecide, &s_ZillaUzi[4][16]},
},
};
STATEp sg_ZillaUzi[] =
{
s_ZillaUzi[0],
s_ZillaUzi[1],
s_ZillaUzi[2],
s_ZillaUzi[3],
s_ZillaUzi[4]
};
//////////////////////
//
// ZILLA DIE
//
//////////////////////
#define ZILLA_DIE_RATE 30
ANIMATOR DoZillaDeathMelt;
STATE s_ZillaDie[] =
{
{ZILLA_DIE + 0, ZILLA_DIE_RATE*15, DoZillaDeathMelt, &s_ZillaDie[1]},
{ZILLA_DIE + 1, ZILLA_DIE_RATE, NullZilla, &s_ZillaDie[2]},
{ZILLA_DIE + 2, ZILLA_DIE_RATE, NullZilla, &s_ZillaDie[3]},
{ZILLA_DIE + 3, ZILLA_DIE_RATE, NullZilla, &s_ZillaDie[4]},
{ZILLA_DIE + 4, ZILLA_DIE_RATE, NullZilla, &s_ZillaDie[5]},
{ZILLA_DIE + 5, ZILLA_DIE_RATE, NullZilla, &s_ZillaDie[6]},
{ZILLA_DIE + 6, ZILLA_DIE_RATE, NullZilla, &s_ZillaDie[7]},
{ZILLA_DIE + 7, ZILLA_DIE_RATE*3, NullZilla, &s_ZillaDie[8]},
{ZILLA_DEAD, ZILLA_DIE_RATE, DoActorDebris, &s_ZillaDie[8]}
};
STATEp sg_ZillaDie[] =
{
s_ZillaDie
};
STATE s_ZillaDead[] =
{
{ZILLA_DEAD, ZILLA_DIE_RATE, DoActorDebris, &s_ZillaDead[0]},
};
STATEp sg_ZillaDead[] =
{
s_ZillaDead
};
/*
typedef struct
{
#define MAX_ACTOR_CLOSE_ATTACK 2
#define MAX_ACTOR_ATTACK 6
STATEp *Stand;
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[MAX_ACTOR_CLOSE_ATTACK];
short CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
STATEp *Attack[MAX_ACTOR_ATTACK];
short AttackPercent[MAX_ACTOR_ATTACK];
STATEp *Special[2];
STATEp *Duck;
STATEp *Dive;
}ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
*/
ACTOR_ACTION_SET ZillaActionSet =
{
sg_ZillaStand,
sg_ZillaRun,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL, //climb
sg_ZillaPain, //pain
sg_ZillaDie,
NULL,
sg_ZillaDead,
NULL,
NULL,
{sg_ZillaUzi,sg_ZillaRail},
{950,1024},
{sg_ZillaUzi,sg_ZillaRocket,sg_ZillaRail},
{400,950,1024},
{NULL},
NULL,
NULL
};
int
SetupZilla(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,ZILLA_RUN_R0,s_ZillaRun[0]);
u->Health = 6000;
}
if (Skill == 0) u->Health = 2000;
if (Skill == 1) u->Health = 4000;
ChangeState(SpriteNum,s_ZillaRun[0]);
u->Attrib = &ZillaAttrib;
DoActorSetSpeed(SpriteNum, NORM_SPEED);
u->StateEnd = s_ZillaDie;
u->Rot = sg_ZillaRun;
EnemyDefaults(SpriteNum, &ZillaActionSet, &ZillaPersonality);
sp->clipdist = (512) >> 2;
sp->xrepeat = 97;
sp->yrepeat = 79;
//SET(u->Flags, SPR_XFLIP_TOGGLE);
return 0;
}
int NullZilla(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
//if (TEST(u->Flags,SPR_SLIDING))
//DoActorSlide(SpriteNum);
#if 0
if (u->State == s_ZillaDie)
{
getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
u->lo_sectp = &sector[sp->sectnum];
u->hi_sectp = &sector[sp->sectnum];
sp->z = u->loz;
}
#endif
//if (!TEST(u->Flags,SPR_CLIMBING))
// KeepActorOnFloor(SpriteNum);
getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
u->lo_sectp = &sector[sp->sectnum];
u->hi_sectp = &sector[sp->sectnum];
u->lo_sp = NULL;
u->hi_sp = NULL;
sp->z = u->loz;
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoZillaMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
short choose;
static int handle;
//if (TEST(u->Flags,SPR_SLIDING))
//DoActorSlide(SpriteNum);
// Random Zilla taunts
if (!FX_SoundActive(handle))
{
choose = STD_RANDOM_RANGE(1000);
if (choose > 990)
handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none);
else if (choose > 985)
handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none);
else if (choose > 980)
handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none);
else if (choose > 975)
handle = PlaySound(DIGI_Z16004,&sp->x,&sp->y,&sp->z,v3df_none);
}
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
(*u->ActorActionFunc)(SpriteNum);
KeepActorOnFloor(SpriteNum);
if (DoActorSectorDamage(SpriteNum))
{
return 0;
}
return 0;
}
int DoZillaStomp(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
PlaySound(DIGI_ZILLASTOMP,&sp->x,&sp->y,&sp->z,v3df_follow);
return 0;
}
extern int SpawnGrenadeExp(int16_t Weapon);
int DoZillaDeathMelt(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
static SWBOOL alreadydid = FALSE;
if (RANDOM_RANGE(1000) > 800)
SpawnGrenadeExp(SpriteNum);
u->ID = ZILLA_RUN_R0;
RESET(u->Flags, SPR_JUMPING|SPR_FALLING|SPR_MOVED);
//DoMatchEverything(NULL, sp->lotag, ON);
if (!SW_SHAREWARE && gs.MusicOn && !alreadydid)
{
PlaySong(0, RedBookSong[Level], TRUE, TRUE);
alreadydid = TRUE;
}
//KeepActorOnFloor(SpriteNum);
getzsofslope(sp->sectnum, sp->x, sp->y, &u->hiz, &u->loz);
u->lo_sectp = &sector[sp->sectnum];
u->hi_sectp = &sector[sp->sectnum];
u->lo_sp = NULL;
u->hi_sp = NULL;
sp->z = u->loz;
BossSpriteNum[2] = -2;
return 0;
}
#include "saveable.h"
static saveable_code saveable_zilla_code[] =
{
SAVE_CODE(SetupZilla),
SAVE_CODE(NullZilla),
SAVE_CODE(DoZillaMove),
SAVE_CODE(DoZillaStomp),
SAVE_CODE(DoZillaDeathMelt),
};
static saveable_data saveable_zilla_data[] =
{
SAVE_DATA(ZillaBattle),
SAVE_DATA(ZillaOffense),
SAVE_DATA(ZillaBroadcast),
SAVE_DATA(ZillaSurprised),
SAVE_DATA(ZillaEvasive),
SAVE_DATA(ZillaLostTarget),
SAVE_DATA(ZillaCloseRange),
SAVE_DATA(ZillaPersonality),
SAVE_DATA(ZillaAttrib),
SAVE_DATA(s_ZillaRun),
SAVE_DATA(sg_ZillaRun),
SAVE_DATA(s_ZillaStand),
SAVE_DATA(sg_ZillaStand),
SAVE_DATA(s_ZillaPain),
SAVE_DATA(sg_ZillaPain),
SAVE_DATA(s_ZillaRail),
SAVE_DATA(sg_ZillaRail),
SAVE_DATA(s_ZillaRocket),
SAVE_DATA(sg_ZillaRocket),
SAVE_DATA(s_ZillaUzi),
SAVE_DATA(sg_ZillaUzi),
SAVE_DATA(s_ZillaDie),
SAVE_DATA(sg_ZillaDie),
SAVE_DATA(s_ZillaDead),
SAVE_DATA(sg_ZillaDead),
SAVE_DATA(ZillaActionSet),
};
saveable_module saveable_zilla =
{
// code
saveable_zilla_code,
SIZ(saveable_zilla_code),
// data
saveable_zilla_data,
SIZ(saveable_zilla_data)
};
END_SW_NS