//------------------------------------------------------------------------- /* 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 "build.h" #include "keys.h" #include "names2.h" #include "panel.h" #include "game.h" #include "tags.h" #include "ai.h" #include "pal.h" #include "actor.h" #include "sprite.h" #include "track.h" #include "fx_man.h" ANIMATOR InitRipper2Hang; ANIMATOR DoActorMoveJump; 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(short SpriteNum); 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, NULL, // sg_Ripper2Crawl, NULL, // sg_Ripper2Swim, NULL, // sg_Ripper2Fly, NULL, // sg_Ripper2Rise, NULL, // sg_Ripper2Sit, NULL, // sg_Ripper2Look, NULL, // climb sg_Ripper2Pain, sg_Ripper2Die, NULL, // sg_Ripper2HariKari, sg_Ripper2Dead, sg_Ripper2DeathJump, sg_Ripper2DeathFall, {sg_Ripper2Swipe}, {1024}, {sg_Ripper2JumpAttack, sg_Ripper2Kong}, {500, 1024}, {sg_Ripper2Heart, sg_Ripper2Hang}, NULL, NULL }; ACTOR_ACTION_SET Ripper2BrownActionSet = { sg_Ripper2Stand, sg_Ripper2Run, sg_Ripper2Jump, sg_Ripper2Fall, NULL, // sg_Ripper2Crawl, NULL, // sg_Ripper2Swim, NULL, // sg_Ripper2Fly, NULL, // sg_Ripper2Rise, NULL, // sg_Ripper2Sit, NULL, // sg_Ripper2Look, NULL, // climb sg_Ripper2Pain, // pain sg_Ripper2Die, NULL, // sg_Ripper2HariKari, sg_Ripper2Dead, sg_Ripper2DeathJump, sg_Ripper2DeathFall, {sg_Ripper2Swipe}, {1024}, {sg_Ripper2JumpAttack, sg_Ripper2Kong}, {400, 1024}, {sg_Ripper2Heart, sg_Ripper2Hang}, NULL, NULL }; int SetupRipper2(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, RIPPER2_RUN_R0, s_Ripper2Run[0]); u->Health = HEALTH_RIPPER2; } ChangeState(SpriteNum, s_Ripper2Run[0]); u->Attrib = &Ripper2Attrib; DoActorSetSpeed(SpriteNum, NORM_SPEED); u->StateEnd = s_Ripper2Die; u->Rot = sg_Ripper2Run; sp->clipdist = 512 >> 2; // This actor is bigger, needs bigger box. sp->xrepeat = sp->yrepeat = 55; if (sp->pal == PALETTE_BROWN_RIPPER) { EnemyDefaults(SpriteNum, &Ripper2BrownActionSet, &Ripper2Personality); sp->xrepeat += 40; sp->yrepeat += 40; if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE)) u->Health = HEALTH_MOMMA_RIPPER; sp->clipdist += 128 >> 2; } else { EnemyDefaults(SpriteNum, &Ripper2ActionSet, &Ripper2Personality); } SET(u->Flags, SPR_XFLIP_TOGGLE); return 0; } // // HANGING - Jumping/Falling/Stationary // int InitRipper2Hang(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int dist; short ang2; hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 }; SWBOOL Found = FALSE; short dang, tang; for (dang = 0; dang < 2048; dang += 128) { tang = NORM_ANGLE(sp->ang + dang); FAFhitscan(sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum, // Start position sintable[NORM_ANGLE(tang + 512)], // X vector of 3D ang sintable[tang], // Y vector of 3D ang 0, // Z vector of 3D ang &hitinfo, CLIPMASK_MISSILE); if (hitinfo.sect < 0) continue; dist = Distance(sp->x, sp->y, hitinfo.pos.x, hitinfo.pos.y); if (hitinfo.wall < 0 || dist < 2000 || dist > 7000) { continue; } Found = TRUE; sp->ang = tang; break; } if (!Found) { InitActorDecide(SpriteNum); return 0; } NewStateGroup(SpriteNum, sg_Ripper2HangJump); u->StateFallOverride = sg_Ripper2HangFall; DoActorSetSpeed(SpriteNum, FAST_SPEED); //u->jump_speed = -800; PickJumpMaxSpeed(SpriteNum, -(RANDOM_RANGE(400)+100)); SET(u->Flags, SPR_JUMPING); RESET(u->Flags, SPR_FALLING); // set up individual actor jump gravity u->jump_grav = 8; DoJump(SpriteNum); return 0; } int DoRipper2Hang(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; if ((u->WaitTics -= ACTORMOVETICS) > 0) return 0; NewStateGroup(SpriteNum, sg_Ripper2JumpAttack); // move to the 2nd frame - past the pause frame u->Tics += u->State->Tics; return 0; } int DoRipper2MoveHang(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int nx, ny; // Move while jumping nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14; ny = sp->xvel * (int) sintable[sp->ang] >> 14; // if cannot move the sprite if (!move_actor(SpriteNum, nx, ny, 0L)) { switch (TEST(u->ret, HIT_MASK)) { case HIT_WALL: { short hit_wall; short w, nw; // Don't keep clinging and going ever higher! if (abs(sp->z - u->tgt_sp->z) > (4000<<4)) break; hit_wall = NORM_WALL(u->ret); NewStateGroup(SpriteNum, 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 w = hit_wall; nw = wall[w].point2; sp->ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y) - 512); return 0; } } } return 0; } int DoRipper2HangJF(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int nx, ny; if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (TEST(u->Flags, SPR_JUMPING)) DoJump(SpriteNum); else DoFall(SpriteNum); } if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (DoRipper2QuickJump(SpriteNum)) return 0; InitActorDecide(SpriteNum); } DoRipper2MoveHang(SpriteNum); return 0; } // // JUMP ATTACK // int DoRipper2BeginJumpAttack(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; SPRITEp psp = User[SpriteNum]->tgt_sp; int dist; int CanSeePlayer(short SpriteNum); short tang; #define RANDOM_NEG(x) (RANDOM_P2((x)<<1) - (x)) tang = getangle(psp->x - sp->x, psp->y - sp->y); // Always jump at player if mad. //if(u->speed < FAST_SPEED) //{ if (move_sprite(SpriteNum, sintable[NORM_ANGLE(tang+512)] >> 7, sintable[tang] >> 7, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS)) sp->ang = NORM_ANGLE((sp->ang + 1024) + (RANDOM_NEG(256 << 6) >> 6)); else sp->ang = NORM_ANGLE(tang); // sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256 << 6) >> 6)); //} else // sp->ang = NORM_ANGLE(tang); DoActorSetSpeed(SpriteNum, FAST_SPEED); //u->jump_speed = -800; PickJumpMaxSpeed(SpriteNum, -(RANDOM_RANGE(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(SpriteNum); DoJump(SpriteNum); return 0; } int DoRipper2MoveJump(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (TEST(u->Flags, SPR_JUMPING)) DoJump(SpriteNum); else DoFall(SpriteNum); } if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (DoRipper2QuickJump(SpriteNum)) return 0; InitActorDecide(SpriteNum); } DoRipper2MoveHang(SpriteNum); return 0; } // // STD MOVEMENT // int DoRipper2QuickJump(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; // Tests to see if ripper2 is on top of a player/enemy and then immediatly // does another jump if (u->lo_sp) { SPRITEp tsp = u->lo_sp; if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY)) { NewStateGroup(SpriteNum, sg_Ripper2JumpAttack); // move past the first state u->Tics = 30; return TRUE; } } return FALSE; } int NullRipper2(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; if (TEST(u->Flags,SPR_SLIDING)) DoActorSlide(SpriteNum); DoActorSectorDamage(SpriteNum); return 0; } int DoRipper2Pain(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; NullRipper2(SpriteNum); if ((u->WaitTics -= ACTORMOVETICS) <= 0) InitActorDecide(SpriteNum); return 0; } int DoRipper2RipHeart(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; SPRITEp tsp = u->tgt_sp; NewStateGroup(SpriteNum, sg_Ripper2Heart); u->WaitTics = 6 * 120; // player face ripper2 tsp->ang = getangle(sp->x - tsp->x, sp->y - tsp->y); return 0; } int DoRipper2StandHeart(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; static int riphearthandle=0; NullRipper2(SpriteNum); if (!FX_SoundActive(riphearthandle)) riphearthandle = PlaySound(DIGI_RIPPER2HEARTOUT,&sp->x,&sp->y,&sp->z,v3df_none); if ((u->WaitTics -= ACTORMOVETICS) <= 0) NewStateGroup(SpriteNum, sg_Ripper2Run); return 0; } void Ripper2Hatch(short Weapon) { SPRITEp wp = &sprite[Weapon]; short new,i; SPRITEp np; USERp nu; #define 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 (i = 0; i < MAX_RIPPER2S; i++) { new = COVERinsertsprite(wp->sectnum, STAT_DEFAULT); np = &sprite[new]; memset(np,0,sizeof(SPRITE)); np->sectnum = wp->sectnum; np->statnum = STAT_DEFAULT; np->x = wp->x; np->y = wp->y; np->z = wp->z; np->owner = -1; //np->xrepeat = np->yrepeat = 36; np->xrepeat = np->yrepeat = 64; np->ang = rip_ang[i]; np->pal = 0; np->shade = -10; SetupRipper2(new); nu = User[new]; // make immediately active SET(nu->Flags, SPR_ACTIVE); NewStateGroup(new, nu->ActorActionSet->Jump); nu->ActorActionFunc = DoActorMoveJump; DoActorSetSpeed(new, FAST_SPEED); PickJumpMaxSpeed(new, -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(new); DoJump(new); } } int DoRipper2Move(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; int DoCheckSwarm(short SpriteNum); if (sp->hitag == TAG_SWARMSPOT && sp->lotag == 1) DoCheckSwarm(SpriteNum); if (u->scale_speed) { DoScaleSprite(SpriteNum); } if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (TEST(u->Flags, SPR_JUMPING)) DoJump(SpriteNum); else DoFall(SpriteNum); } // if on a player/enemy sprite jump quickly if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING)) { if (DoRipper2QuickJump(SpriteNum)) return 0; KeepActorOnFloor(SpriteNum); } if (TEST(u->Flags, SPR_SLIDING)) DoActorSlide(SpriteNum); if (u->track >= 0) ActorFollowTrack(SpriteNum, ACTORMOVETICS); else (*u->ActorActionFunc)(SpriteNum); DoActorSectorDamage(SpriteNum); return 0; } int InitRipper2Charge(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; USERp u = User[SpriteNum]; DoActorSetSpeed(SpriteNum, FAST_SPEED); InitActorMoveCloser(SpriteNum); NewStateGroup(SpriteNum, sg_Ripper2RunFast); return 0; } int ChestRipper2(short SpriteNum) { SPRITEp sp = &sprite[SpriteNum]; PlaySound(DIGI_RIPPER2CHEST,&sp->x,&sp->y,&sp->z,v3df_follow); return 0; } #include "saveable.h" static saveable_code saveable_ripper2_code[] = { SAVE_CODE(SetupRipper2), 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) };