raze-gles/source/sw/src/coolg.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 "game.h"
#include "tags.h"
#include "ai.h"
#include "sprite.h"
#include "actor.h"
#include "weapon.h"
#include "track.h"
BEGIN_SW_NS
ANIMATOR DoCoolgCircle,InitCoolgCircle;
DECISION CoolgBattle[] =
{
{50, InitCoolgCircle },
{450, InitActorMoveCloser },
//{456, InitActorAmbientNoise },
//{760, InitActorRunAway },
{1024, InitActorAttack }
};
DECISION CoolgOffense[] =
{
{449, InitActorMoveCloser },
//{554, InitActorAmbientNoise },
{1024, InitActorAttack }
};
DECISION CoolgBroadcast[] =
{
//{1, InitActorAlertNoise },
{1, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION CoolgSurprised[] =
{
{100, InitCoolgCircle },
{701, InitActorMoveCloser },
{1024, InitActorDecide }
};
DECISION CoolgEvasive[] =
{
{20, InitCoolgCircle },
{1024, InitActorRunAway },
};
DECISION CoolgLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION CoolgCloseRange[] =
{
{800, InitActorAttack },
{1024, InitActorReposition }
};
DECISION CoolgTouchTarget[] =
{
//{50, InitCoolgCircle },
{1024, InitActorAttack },
};
PERSONALITY CoolgPersonality =
{
CoolgBattle,
CoolgOffense,
CoolgBroadcast,
CoolgSurprised,
CoolgEvasive,
CoolgLostTarget,
CoolgCloseRange,
CoolgTouchTarget
};
ATTRIBUTE CoolgAttrib =
{
{60, 80, 150, 190}, // Speeds
{3, 0, -2, -3}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_CGAMBIENT, DIGI_CGALERT, 0,
DIGI_CGPAIN, DIGI_CGSCREAM, DIGI_CGMATERIALIZE,
DIGI_CGTHIGHBONE,DIGI_CGMAGIC,DIGI_CGMAGICHIT,0
}
};
//////////////////////
//
// COOLG RUN
//////////////////////
#define COOLG_RUN_RATE 40
ANIMATOR DoCoolgMove,NullAnimator,DoStayOnFloor, DoActorDebris, NullCoolg, DoCoolgBirth;
STATE s_CoolgRun[5][4] =
{
{
{COOLG_RUN_R0 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][1]},
{COOLG_RUN_R0 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][2]},
{COOLG_RUN_R0 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][3]},
{COOLG_RUN_R0 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][0]},
},
{
{COOLG_RUN_R1 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][1]},
{COOLG_RUN_R1 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][2]},
{COOLG_RUN_R1 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][3]},
{COOLG_RUN_R1 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][0]},
},
{
{COOLG_RUN_R2 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][1]},
{COOLG_RUN_R2 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][2]},
{COOLG_RUN_R2 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][3]},
{COOLG_RUN_R2 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][0]},
},
{
{COOLG_RUN_R3 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][1]},
{COOLG_RUN_R3 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][2]},
{COOLG_RUN_R3 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][3]},
{COOLG_RUN_R3 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][0]},
},
{
{COOLG_RUN_R4 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][1]},
{COOLG_RUN_R4 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][2]},
{COOLG_RUN_R4 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][3]},
{COOLG_RUN_R4 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][0]},
}
};
STATEp sg_CoolgRun[] =
{
&s_CoolgRun[0][0],
&s_CoolgRun[1][0],
&s_CoolgRun[2][0],
&s_CoolgRun[3][0],
&s_CoolgRun[4][0]
};
//////////////////////
//
// COOLG STAND
//
//////////////////////
STATE s_CoolgStand[5][1] =
{
{
{COOLG_RUN_R0 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[0][0]},
},
{
{COOLG_RUN_R1 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[1][0]},
},
{
{COOLG_RUN_R2 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[2][0]},
},
{
{COOLG_RUN_R3 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[3][0]},
},
{
{COOLG_RUN_R4 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[4][0]},
}
};
STATEp sg_CoolgStand[] =
{
&s_CoolgStand[0][0],
&s_CoolgStand[1][0],
&s_CoolgStand[2][0],
&s_CoolgStand[3][0],
&s_CoolgStand[4][0]
};
//////////////////////
//
// COOLG CLUB
//
//////////////////////
#define COOLG_RATE 16
ANIMATOR InitCoolgBash;
STATE s_CoolgClub[5][6] =
{
{
{COOLG_CLUB_R0 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[0][1]},
{COOLG_RUN_R0 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[0][2]},
{COOLG_CLUB_R0 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[0][3]},
{COOLG_CLUB_R0 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[0][4]},
{COOLG_CLUB_R0 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[0][5]},
{COOLG_CLUB_R0 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[0][5]}
},
{
{COOLG_CLUB_R1 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[1][1]},
{COOLG_RUN_R1 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[1][2]},
{COOLG_CLUB_R1 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[1][3]},
{COOLG_CLUB_R1 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[1][4]},
{COOLG_CLUB_R1 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[1][5]},
{COOLG_CLUB_R1 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[1][5]}
},
{
{COOLG_CLUB_R2 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[2][1]},
{COOLG_RUN_R2 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[2][2]},
{COOLG_CLUB_R2 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[2][3]},
{COOLG_CLUB_R2 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[2][4]},
{COOLG_CLUB_R2 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[2][5]},
{COOLG_CLUB_R2 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[2][5]}
},
{
{COOLG_CLUB_R3 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[3][1]},
{COOLG_RUN_R3 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[3][2]},
{COOLG_CLUB_R3 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[3][3]},
{COOLG_CLUB_R3 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[3][4]},
{COOLG_CLUB_R3 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[3][5]},
{COOLG_CLUB_R3 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[3][5]}
},
{
{COOLG_CLUB_R4 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[4][1]},
{COOLG_RUN_R4 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[4][2]},
{COOLG_CLUB_R4 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[4][3]},
{COOLG_CLUB_R4 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[4][4]},
{COOLG_CLUB_R4 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[4][5]},
{COOLG_CLUB_R4 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[4][5]}
}
};
STATEp sg_CoolgClub[] =
{
&s_CoolgClub[0][0],
&s_CoolgClub[1][0],
&s_CoolgClub[2][0],
&s_CoolgClub[3][0],
&s_CoolgClub[4][0]
};
//////////////////////
//
// COOLG FIRE
//
//////////////////////
ANIMATOR InitCoolgFire;
#define COOLG_FIRE_RATE 12
STATE s_CoolgAttack[5][7] =
{
{
{COOLG_FIRE_R0 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][1]},
{COOLG_FIRE_R0 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][2]},
{COOLG_FIRE_R0 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][3]},
{COOLG_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[0][4]},
{COOLG_FIRE_R0 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[0][5]},
{COOLG_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[0][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[0][6]}
},
{
{COOLG_FIRE_R1 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][1]},
{COOLG_FIRE_R1 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][2]},
{COOLG_FIRE_R1 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][3]},
{COOLG_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[1][4]},
{COOLG_FIRE_R1 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[1][5]},
{COOLG_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[1][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[1][6]}
},
{
{COOLG_FIRE_R2 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][1]},
{COOLG_FIRE_R2 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][2]},
{COOLG_FIRE_R2 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][3]},
{COOLG_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[2][4]},
{COOLG_FIRE_R2 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[2][5]},
{COOLG_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[2][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[2][6]}
},
{
{COOLG_RUN_R3 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][1]},
{COOLG_RUN_R3 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][2]},
{COOLG_RUN_R3 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][3]},
{COOLG_RUN_R3 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[3][4]},
{COOLG_RUN_R3 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[3][5]},
{COOLG_RUN_R3 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[3][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[3][6]}
},
{
{COOLG_RUN_R4 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][1]},
{COOLG_RUN_R4 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][2]},
{COOLG_RUN_R4 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][3]},
{COOLG_RUN_R4 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[4][4]},
{COOLG_RUN_R4 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[4][5]},
{COOLG_RUN_R4 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[4][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[4][6]}
}
};
STATEp sg_CoolgAttack[] =
{
&s_CoolgAttack[0][0],
&s_CoolgAttack[1][0],
&s_CoolgAttack[2][0],
&s_CoolgAttack[3][0],
&s_CoolgAttack[4][0]
};
//////////////////////
//
// COOLG PAIN
//
//////////////////////
#define COOLG_PAIN_RATE 15
ANIMATOR DoCoolgPain;
STATE s_CoolgPain[5][2] =
{
{
{COOLG_PAIN_R0 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[0][1]},
{COOLG_PAIN_R0 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[0][1]},
},
{
{COOLG_RUN_R1 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[1][1]},
{COOLG_RUN_R1 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[1][1]},
},
{
{COOLG_RUN_R2 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[2][1]},
{COOLG_RUN_R2 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[2][1]},
},
{
{COOLG_RUN_R3 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[3][1]},
{COOLG_RUN_R3 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[3][1]},
},
{
{COOLG_RUN_R4 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[4][1]},
{COOLG_RUN_R4 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[4][1]},
},
};
STATEp sg_CoolgPain[] =
{
s_CoolgPain[0],
s_CoolgPain[1],
s_CoolgPain[2],
s_CoolgPain[3],
s_CoolgPain[4]
};
//////////////////////
//
// COOLG DIE
//
//////////////////////
#define COOLG_DIE_RATE 20
#define COOLG_DIE 4307
#define COOLG_DEAD 4307+5
ANIMATOR DoCoolgDeath;
STATE s_CoolgDie[] =
{
{COOLG_DIE + 0, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[1]},
{COOLG_DIE + 1, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[2]},
{COOLG_DIE + 2, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[3]},
{COOLG_DIE + 3, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[4]},
{COOLG_DIE + 4, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[5]},
{COOLG_DIE + 5, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[5]},
};
STATEp sg_CoolgDie[] =
{
s_CoolgDie
};
STATE s_CoolgDead[] =
{
{COOLG_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_CoolgDead[1]},
{COOLG_DEAD, COOLG_DIE_RATE, DoActorDebris, &s_CoolgDead[1]},
};
STATEp sg_CoolgDead[] =
{
s_CoolgDead
};
//////////////////////
//
// COOLG BIRTH
//
//////////////////////
#define COOLG_BIRTH_RATE 20
#define COOLG_BIRTH 4268
STATE s_CoolgBirth[] =
{
{COOLG_BIRTH + 0, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[1]},
{COOLG_BIRTH + 1, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[2]},
{COOLG_BIRTH + 2, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[3]},
{COOLG_BIRTH + 3, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[4]},
{COOLG_BIRTH + 4, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[5]},
{COOLG_BIRTH + 5, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[6]},
{COOLG_BIRTH + 6, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[7]},
{COOLG_BIRTH + 7, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[8]},
{COOLG_BIRTH + 8, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[9]},
{COOLG_BIRTH + 8, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[10]},
{COOLG_BIRTH + 8, 0|SF_QUICK_CALL, DoCoolgBirth, &s_CoolgBirth[10]}
};
STATEp sg_CoolgBirth[] =
{
s_CoolgBirth
};
/*
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 CoolgActionSet =
{
sg_CoolgStand,
sg_CoolgRun,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL, //climb
sg_CoolgPain, //pain
sg_CoolgDie,
NULL,
sg_CoolgDead,
NULL,
NULL,
// {sg_CoolgClub},
{sg_CoolgAttack},
{1024},
{sg_CoolgAttack},
{1024},
{NULL,NULL},
NULL,
NULL
};
int DoCoolgMatchPlayerZ(short SpriteNum);
void
CoolgCommon(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
sp->clipdist = (200) >> 2;
//u->floor_dist = Z(5);
u->floor_dist = Z(16);
u->ceiling_dist = Z(20);
u->sz = sp->z;
sp->xrepeat = 42;
sp->yrepeat = 42;
SET(sp->extra, SPRX_PLAYER_OR_ENEMY);
}
int
SetupCoolg(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,COOLG_RUN_R0,s_CoolgRun[0]);
u->Health = HEALTH_COOLIE_GHOST;
}
ChangeState(SpriteNum, s_CoolgRun[0]);
u->Attrib = &CoolgAttrib;
DoActorSetSpeed(SpriteNum, NORM_SPEED);
u->StateEnd = s_CoolgDie;
u->Rot = sg_CoolgRun;
EnemyDefaults(SpriteNum, &CoolgActionSet, &CoolgPersonality);
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
CoolgCommon(SpriteNum);
return 0;
}
extern short TotalKillable;
int
NewCoolg(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
USERp nu;
SPRITEp np;
ANIMATOR DoActorDecide;
short New;
New = SpawnSprite(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 50);
nu = User[New];
np = &sprite[New];
ChangeState(New, &s_CoolgBirth[0]);
nu->StateEnd = s_CoolgDie;
nu->Rot = sg_CoolgRun;
np->pal = nu->spal = u->spal;
nu->ActorActionSet = &CoolgActionSet;
np->shade = sp->shade;
nu->Personality = &CoolgPersonality;
nu->Attrib = &CoolgAttrib;
// special case
TotalKillable++;
CoolgCommon(New);
return 0;
}
int
DoCoolgBirth(short New)
{
SPRITEp sp;
USERp u;
ANIMATOR DoActorDecide;
u = User[New];
sp = &sprite[New];
u->Health = HEALTH_COOLIE_GHOST;
u->Attrib = &CoolgAttrib;
DoActorSetSpeed(New, NORM_SPEED);
ChangeState(New, s_CoolgRun[0]);
u->StateEnd = s_CoolgDie;
u->Rot = sg_CoolgRun;
EnemyDefaults(New, &CoolgActionSet, &CoolgPersonality);
// special case
TotalKillable--;
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
CoolgCommon(New);
return 0;
}
int NullCoolg(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
u->ShellNum -= ACTORMOVETICS;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
DoCoolgMatchPlayerZ(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoCoolgMatchPlayerZ(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp tsp = User[SpriteNum]->tgt_sp;
int zdiff,zdist;
int loz,hiz;
int bound;
// If blocking bits get unset, just die
if (!TEST(sp->cstat,CSTAT_SPRITE_BLOCK) || !TEST(sp->cstat,CSTAT_SPRITE_BLOCK_HITSCAN))
{
InitBloodSpray(SpriteNum, TRUE, 105);
InitBloodSpray(SpriteNum, TRUE, 105);
UpdateSinglePlayKills(SpriteNum);
SetSuicide(SpriteNum);
}
// actor does a sine wave about u->sz - this is the z mid point
zdiff = (SPRITEp_MID(tsp)) - u->sz;
// check z diff of the player and the sprite
zdist = Z(20 + RANDOM_RANGE(100)); // put a random amount
//zdist = Z(20);
if (labs(zdiff) > zdist)
{
if (zdiff > 0)
u->sz += 170 * ACTORMOVETICS;
else
u->sz -= 170 * ACTORMOVETICS;
}
#define COOLG_BOB_AMT (Z(8))
// save off lo and hi z
loz = u->loz;
hiz = u->hiz;
// adjust loz/hiz for water depth
if (u->lo_sectp && SectUser[u->lo_sectp - sector] && SectUser[u->lo_sectp - sector]->depth)
loz -= Z(SectUser[u->lo_sectp - sector]->depth) - Z(8);
// lower bound
if (u->lo_sp)
bound = loz - u->floor_dist;
else
bound = loz - u->floor_dist - COOLG_BOB_AMT;
if (u->sz > bound)
{
u->sz = bound;
}
// upper bound
if (u->hi_sp)
bound = hiz + u->ceiling_dist;
else
bound = hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (u->sz < bound)
{
u->sz = bound;
}
u->sz = min(u->sz, loz - u->floor_dist);
u->sz = max(u->sz, hiz + u->ceiling_dist);
u->Counter = (u->Counter + (ACTORMOVETICS<<3)) & 2047;
sp->z = u->sz + ((COOLG_BOB_AMT * (int)sintable[u->Counter]) >> 14);
bound = u->hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (sp->z < bound)
{
// bumped something
sp->z = u->sz = bound + COOLG_BOB_AMT;
}
return 0;
}
int InitCoolgCircle(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
u->ActorActionFunc = DoCoolgCircle;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
// set it close
DoActorSetSpeed(SpriteNum, FAST_SPEED);
// set to really fast
sp->xvel = 400;
// angle adjuster
u->Counter2 = sp->xvel/3;
// random angle direction
if (RANDOM_P2(1024) < 512)
u->Counter2 = -u->Counter2;
// z velocity
u->jump_speed = 400 + RANDOM_P2(256);
if (labs(u->sz - u->hiz) < labs(u->sz - u->loz))
u->jump_speed = -u->jump_speed;
u->WaitTics = (RANDOM_RANGE(3)+1) * 120;
(*u->ActorActionFunc)(SpriteNum);
return 0;
}
int DoCoolgCircle(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp tsp = User[SpriteNum]->tgt_sp;
int nx,ny,bound;
sp->ang = NORM_ANGLE(sp->ang + u->Counter2);
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
if (!move_actor(SpriteNum, nx, ny, 0L))
{
InitActorReposition(SpriteNum);
return 0;
}
// move in the z direction
u->sz -= u->jump_speed * ACTORMOVETICS;
bound = u->hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (u->sz < bound)
{
// bumped something
u->sz = bound;
InitActorReposition(SpriteNum);
return 0;
}
// time out
if ((u->WaitTics -= ACTORMOVETICS) < 0)
{
InitActorReposition(SpriteNum);
u->WaitTics = 0;
return 0;
}
return 0;
}
int
DoCoolgDeath(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int nx, ny;
RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
sp->xrepeat = 42;
sp->shade = -10;
if (TEST(u->Flags, SPR_FALLING))
{
DoFall(SpriteNum);
}
else
{
DoFindGroundPoint(SpriteNum);
u->floor_dist = 0;
DoBeginFall(SpriteNum);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(SpriteNum);
// slide while falling
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
u->ret = move_sprite(SpriteNum, nx, ny, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
DoFindGroundPoint(SpriteNum);
// on the ground
if (sp->z >= u->loz)
{
RESET(u->Flags, SPR_FALLING|SPR_SLIDING);
RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
return 0;
}
return 0;
}
int DoCoolgMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if ((u->ShellNum -= ACTORMOVETICS) <= 0)
{
switch (u->FlagOwner)
{
case 0:
SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
u->ShellNum = SEC(2);
break;
case 1:
PlaySound(DIGI_VOID3, sp, v3df_follow);
RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
SET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(1) + SEC(RANDOM_RANGE(2));
break;
case 2:
SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(2);
break;
case 3:
PlaySound(DIGI_VOID3, sp, v3df_follow);
RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(2) + SEC(RANDOM_RANGE(3));
break;
default:
u->FlagOwner = 0;
break;
}
u->FlagOwner++;
if (u->FlagOwner > 3) u->FlagOwner = 0;
}
if (u->FlagOwner-1 == 0)
{
sp->xrepeat--;
sp->shade++;
if (sp->xrepeat < 4) sp->xrepeat = 4;
if (sp->shade > 126)
{
sp->shade = 127;
sp->hitag = 9998;
}
}
else if (u->FlagOwner-1 == 2)
{
sp->hitag = 0;
sp->xrepeat++;
sp->shade--;
if (sp->xrepeat > 42) sp->xrepeat = 42;
if (sp->shade < -10) sp->shade = -10;
}
else if (u->FlagOwner == 0)
{
sp->xrepeat = 42;
sp->shade = -10;
sp->hitag = 0;
}
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
{
(*u->ActorActionFunc)(SpriteNum);
}
if (RANDOM_P2(1024) < 32 && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
InitCoolgDrip(SpriteNum);
DoCoolgMatchPlayerZ(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoCoolgPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullCoolg(SpriteNum);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(SpriteNum);
return 0;
}
#include "saveable.h"
static saveable_code saveable_coolg_code[] =
{
SAVE_CODE(CoolgCommon),
SAVE_CODE(SetupCoolg),
SAVE_CODE(NewCoolg),
SAVE_CODE(DoCoolgBirth),
SAVE_CODE(NullCoolg),
SAVE_CODE(DoCoolgMatchPlayerZ),
SAVE_CODE(InitCoolgCircle),
SAVE_CODE(DoCoolgCircle),
SAVE_CODE(DoCoolgDeath),
SAVE_CODE(DoCoolgMove),
SAVE_CODE(DoCoolgPain),
};
static saveable_data saveable_coolg_data[] =
{
SAVE_DATA(CoolgBattle),
SAVE_DATA(CoolgOffense),
SAVE_DATA(CoolgBroadcast),
SAVE_DATA(CoolgSurprised),
SAVE_DATA(CoolgEvasive),
SAVE_DATA(CoolgLostTarget),
SAVE_DATA(CoolgCloseRange),
SAVE_DATA(CoolgTouchTarget),
SAVE_DATA(CoolgPersonality),
SAVE_DATA(CoolgAttrib),
SAVE_DATA(s_CoolgRun),
SAVE_DATA(sg_CoolgRun),
SAVE_DATA(s_CoolgStand),
SAVE_DATA(sg_CoolgStand),
SAVE_DATA(s_CoolgClub),
SAVE_DATA(sg_CoolgClub),
SAVE_DATA(s_CoolgAttack),
SAVE_DATA(sg_CoolgAttack),
SAVE_DATA(s_CoolgPain),
SAVE_DATA(sg_CoolgPain),
SAVE_DATA(s_CoolgDie),
SAVE_DATA(sg_CoolgDie),
SAVE_DATA(s_CoolgDead),
SAVE_DATA(sg_CoolgDead),
SAVE_DATA(s_CoolgBirth),
SAVE_DATA(sg_CoolgBirth),
SAVE_DATA(CoolgActionSet),
};
saveable_module saveable_coolg =
{
// code
saveable_coolg_code,
SIZ(saveable_coolg_code),
// data
saveable_coolg_data,
SIZ(saveable_coolg_data)
};
END_SW_NS