raze-gles/source/sw/src/eel.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 "actor.h"
#include "weapon.h"
#include "track.h"
BEGIN_SW_NS
DECISION EelBattle[] =
{
{649, InitActorMoveCloser },
{650, InitActorAlertNoise },
{1024, InitActorMoveCloser }
};
DECISION EelOffense[] =
{
{649, InitActorMoveCloser },
{750, InitActorAlertNoise },
{1024, InitActorMoveCloser }
};
DECISION EelBroadcast[] =
{
{3, InitActorAlertNoise },
{6, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION EelSurprised[] =
{
{701, InitActorMoveCloser },
{1024, InitActorDecide }
};
DECISION EelEvasive[] =
{
{ 790, InitActorRunAway },
{1024, InitActorMoveCloser },
};
DECISION EelLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION EelCloseRange[] =
{
{950, InitActorAttack },
{1024, InitActorReposition }
};
ANIMATOR InitEelFire;
DECISION EelTouchTarget[] =
{
{1024, InitActorAttack },
};
PERSONALITY EelPersonality =
{
EelBattle,
EelOffense,
EelBroadcast,
EelSurprised,
EelEvasive,
EelLostTarget,
EelCloseRange,
EelTouchTarget
};
ATTRIBUTE EelAttrib =
{
{100, 110, 120, 130}, // Speeds
{3, 0, -2, -3}, // Tic Adjusts
3, // MaxWeapons;
{
0, 0, 0,
0, 0, 0,
0,0,0,0
}
};
//////////////////////
// EEL RUN
//////////////////////
#define EEL_RUN_RATE 20
ANIMATOR DoEelMove,NullAnimator,DoStayOnFloor, DoActorDebris, NullEel;
STATE s_EelRun[5][4] =
{
{
{EEL_RUN_R0 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][1]},
{EEL_RUN_R0 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][2]},
{EEL_RUN_R0 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][3]},
{EEL_RUN_R0 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[0][0]},
},
{
{EEL_RUN_R1 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][1]},
{EEL_RUN_R1 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][2]},
{EEL_RUN_R1 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][3]},
{EEL_RUN_R1 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[1][0]},
},
{
{EEL_RUN_R2 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][1]},
{EEL_RUN_R2 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][2]},
{EEL_RUN_R2 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][3]},
{EEL_RUN_R2 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[2][0]},
},
{
{EEL_RUN_R3 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][1]},
{EEL_RUN_R3 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][2]},
{EEL_RUN_R3 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][3]},
{EEL_RUN_R3 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[3][0]},
},
{
{EEL_RUN_R4 + 0, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][1]},
{EEL_RUN_R4 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][2]},
{EEL_RUN_R4 + 2, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][3]},
{EEL_RUN_R4 + 1, EEL_RUN_RATE, DoEelMove, &s_EelRun[4][0]},
}
};
STATEp sg_EelRun[] =
{
&s_EelRun[0][0],
&s_EelRun[1][0],
&s_EelRun[2][0],
&s_EelRun[3][0],
&s_EelRun[4][0]
};
//////////////////////
//
// EEL STAND
//
//////////////////////
STATE s_EelStand[5][1] =
{
{
{EEL_RUN_R0 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[0][0]},
},
{
{EEL_RUN_R1 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[1][0]},
},
{
{EEL_RUN_R2 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[2][0]},
},
{
{EEL_RUN_R3 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[3][0]},
},
{
{EEL_RUN_R4 + 0, EEL_RUN_RATE, DoEelMove, &s_EelStand[4][0]},
}
};
STATEp sg_EelStand[] =
{
&s_EelStand[0][0],
&s_EelStand[1][0],
&s_EelStand[2][0],
&s_EelStand[3][0],
&s_EelStand[4][0]
};
//////////////////////
//
// EEL FIRE
//
//////////////////////
ANIMATOR InitEelFire, EelShock;
#define EEL_FIRE_RATE 12
STATE s_EelAttack[5][7] =
{
{
{EEL_FIRE_R0 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[0][1]},
{EEL_FIRE_R0 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[0][2]},
{EEL_FIRE_R0 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[0][3]},
{EEL_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[0][4]},
{EEL_FIRE_R0 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[0][5]},
{EEL_FIRE_R0 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[0][6]},
{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[0][6]}
},
{
{EEL_FIRE_R1 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[1][1]},
{EEL_FIRE_R1 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[1][2]},
{EEL_FIRE_R1 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[1][3]},
{EEL_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[1][5]},
{EEL_FIRE_R1 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[1][6]},
{EEL_FIRE_R1 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[1][7]},
{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[1][7]}
},
{
{EEL_FIRE_R2 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[2][1]},
{EEL_FIRE_R2 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[2][2]},
{EEL_FIRE_R2 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[2][3]},
{EEL_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[2][4]},
{EEL_FIRE_R2 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[2][5]},
{EEL_FIRE_R2 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[2][6]},
{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[2][6]}
},
{
{EEL_RUN_R3 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[3][1]},
{EEL_RUN_R3 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[3][2]},
{EEL_RUN_R3 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[3][3]},
{EEL_RUN_R3 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[3][4]},
{EEL_RUN_R3 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[3][5]},
{EEL_RUN_R3 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[3][6]},
{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[3][6]}
},
{
{EEL_RUN_R4 + 0, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[4][1]},
{EEL_RUN_R4 + 1, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[4][2]},
{EEL_RUN_R4 + 2, EEL_FIRE_RATE*2, NullEel, &s_EelAttack[4][3]},
{EEL_RUN_R4 + 2, 0|SF_QUICK_CALL, InitEelFire, &s_EelAttack[4][4]},
{EEL_RUN_R4 + 2, EEL_FIRE_RATE, NullEel, &s_EelAttack[4][5]},
{EEL_RUN_R4 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_EelAttack[4][6]},
{EEL_RUN_R0 + 3, EEL_FIRE_RATE, DoEelMove, &s_EelAttack[4][6]}
}
};
STATEp sg_EelAttack[] =
{
&s_EelAttack[0][0],
&s_EelAttack[1][0],
&s_EelAttack[2][0],
&s_EelAttack[3][0],
&s_EelAttack[4][0]
};
//////////////////////
//
// EEL DIE
//
//////////////////////
#define EEL_DIE_RATE 20
ANIMATOR DoEelDeath;
STATE s_EelDie[] =
{
{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[1]},
{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[2]},
{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[3]},
{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[4]},
{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[5]},
{EEL_DIE + 0, EEL_DIE_RATE, DoEelDeath, &s_EelDie[5]},
};
STATEp sg_EelDie[] =
{
s_EelDie
};
STATE s_EelDead[] =
{
// {EEL_DEAD, SF_QUICK_CALL , QueueFloorBlood, &s_EelDead[1]},
{EEL_DEAD, EEL_DIE_RATE, DoActorDebris, &s_EelDead[0]},
};
STATEp sg_EelDead[] =
{
s_EelDead
};
/*
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 EelActionSet =
{
sg_EelStand,
sg_EelRun,
NULL,
NULL,
NULL,
sg_EelRun,
NULL,
NULL,
sg_EelStand,
NULL,
NULL, //climb
sg_EelStand, //pain
sg_EelDie,
NULL,
sg_EelDead,
NULL,
NULL,
{sg_EelAttack},
{1024},
{sg_EelAttack},
{1024},
{NULL,NULL},
NULL,
NULL
};
int DoEelMatchPlayerZ(short SpriteNum);
void
EelCommon(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
sp->clipdist = (100) >> 2;
u->floor_dist = Z(16);
u->floor_dist = Z(16);
u->ceiling_dist = Z(20);
u->sz = sp->z;
sp->xrepeat = 35;
sp->yrepeat = 27;
u->Radius = 400;
}
int
SetupEel(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,EEL_RUN_R0,s_EelRun[0]);
u->Health = 40;
}
ChangeState(SpriteNum, s_EelRun[0]);
u->Attrib = &EelAttrib;
DoActorSetSpeed(SpriteNum, NORM_SPEED);
u->StateEnd = s_EelDie;
u->Rot = sg_EelRun;
EnemyDefaults(SpriteNum, &EelActionSet, &EelPersonality);
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
EelCommon(SpriteNum);
RESET(u->Flags, SPR_SHADOW); // Turn off shadows
u->zclip = Z(8);
return 0;
}
#if 0
int
NewEel(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
USERp nu;
SPRITEp np;
ANIMATOR DoActorDecide;
short New;
New = SpawnSprite(STAT_ENEMY, EEL_RUN_R0, &s_EelBirth, sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 50);
nu = User[New];
np = &sprite[New];
ChangeState(New, &s_EelBirth);
nu->StateEnd = s_EelDie;
nu->Rot = sg_EelRun;
np->pal = nu->spal = u->spal;
nu->ActorActionSet = &EelActionSet;
np->shade = sp->shade;
EelCommon(New);
return 0;
}
#endif
int NullEel(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
DoEelMatchPlayerZ(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoEelMatchPlayerZ(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp tsp = User[SpriteNum]->tgt_sp;
int zdiff,zdist;
int loz,hiz;
int dist,a,b,c;
int bound;
if (FAF_ConnectArea(sp->sectnum))
{
if (u->hi_sectp)
{
u->hiz = sector[sp->sectnum].ceilingz + Z(16);
u->hi_sectp = &sector[sp->sectnum];
}
else
{
if (u->hiz < sector[sp->sectnum].ceilingz + Z(16))
u->hiz = sector[sp->sectnum].ceilingz + Z(16);
}
}
// actor does a sine wave about u->sz - this is the z mid point
zdiff = (SPRITEp_BOS(tsp) - Z(8)) - u->sz;
// check z diff of the player and the sprite
zdist = Z(20 + RANDOM_RANGE(64)); // put a random amount
if (labs(zdiff) > zdist)
{
if (zdiff > 0)
// manipulate the z midpoint
u->sz += 160 * ACTORMOVETICS;
else
u->sz -= 160 * ACTORMOVETICS;
}
#define EEL_BOB_AMT (Z(4))
// 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 && u->tgt_sp == u->hi_sp)
{
DISTANCE(sp->x, sp->y, u->lo_sp->x, u->lo_sp->y, dist, a, b, c);
if (dist <= 300)
bound = u->sz;
else
bound = loz - u->floor_dist;
}
else
bound = loz - u->floor_dist - EEL_BOB_AMT;
if (u->sz > bound)
{
u->sz = bound;
}
// upper bound
if (u->hi_sp && u->tgt_sp == u->hi_sp)
{
DISTANCE(sp->x, sp->y, u->hi_sp->x, u->hi_sp->y, dist, a, b, c);
if (dist <= 300)
bound = u->sz;
else
bound = hiz + u->ceiling_dist;
}
else
bound = hiz + u->ceiling_dist + EEL_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) + (ACTORMOVETICS << 1)) & 2047;
sp->z = u->sz + ((EEL_BOB_AMT * (int)sintable[u->Counter]) >> 14);
bound = u->hiz + u->ceiling_dist + EEL_BOB_AMT;
if (sp->z < bound)
{
// bumped something
sp->z = u->sz = bound + EEL_BOB_AMT;
}
return 0;
}
int
DoEelDeath(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int nx, ny;
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);
if (RANDOM_RANGE(1000) > 500)
SET(sp->cstat, CSTAT_SPRITE_XFLIP);
if (RANDOM_RANGE(1000) > 500)
SET(sp->cstat, CSTAT_SPRITE_YFLIP);
NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
return 0;
}
return 0;
}
int DoEelMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
ASSERT(u->Rot != NULL);
if (SpriteOverlap(SpriteNum, u->tgt_sp - sprite))
NewStateGroup(SpriteNum, u->ActorActionSet->CloseAttack[0]);
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
(*u->ActorActionFunc)(SpriteNum);
//if (TEST_SYNC_KEY((Player+myconnectindex), SK_OPERATE))
// CON_Message("Stop");
DoEelMatchPlayerZ(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
#include "saveable.h"
static saveable_code saveable_eel_code[] =
{
SAVE_CODE(EelCommon),
SAVE_CODE(SetupEel),
//SAVE_CODE(NewEel),
SAVE_CODE(DoEelMatchPlayerZ),
SAVE_CODE(DoEelDeath),
SAVE_CODE(DoEelMove)
};
static saveable_data saveable_eel_data[] =
{
SAVE_DATA(EelBattle),
SAVE_DATA(EelOffense),
SAVE_DATA(EelBroadcast),
SAVE_DATA(EelSurprised),
SAVE_DATA(EelEvasive),
SAVE_DATA(EelLostTarget),
SAVE_DATA(EelCloseRange),
SAVE_DATA(EelTouchTarget),
SAVE_DATA(EelPersonality),
SAVE_DATA(EelAttrib),
SAVE_DATA(s_EelRun),
SAVE_DATA(sg_EelRun),
SAVE_DATA(s_EelStand),
SAVE_DATA(sg_EelStand),
SAVE_DATA(s_EelAttack),
SAVE_DATA(sg_EelAttack),
SAVE_DATA(s_EelDie),
SAVE_DATA(sg_EelDie),
SAVE_DATA(s_EelDead),
SAVE_DATA(sg_EelDead),
SAVE_DATA(EelActionSet)
};
saveable_module saveable_eel =
{
// code
saveable_eel_code,
SIZ(saveable_eel_code),
// data
saveable_eel_data,
SIZ(saveable_eel_data)
};
END_SW_NS