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fad3606c44
git-svn-id: https://svn.eduke32.com/eduke32@5198 1a8010ca-5511-0410-912e-c29ae57300e0
974 lines
23 KiB
C
974 lines
23 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "keys.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "ai.h"
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#include "weapon.h"
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#include "actor.h"
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int InitSpriteGrenade(short SpriteNum);
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int InitSpriteChemBomb(short SpriteNum);
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int InitFlashBomb(short SpriteNum);
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int InitCaltrops(short SpriteNum);
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int InitPhosphorus(int16_t SpriteNum);
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//////////////////////
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//
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// SKULL Wait
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//
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//////////////////////
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extern DAMAGE_DATA DamageData[];
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ANIMATOR DoSkullMove,NullAnimator,DoActorDebris;
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#define SKULL_RATE 10
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ANIMATOR DoSkullWait;
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STATE s_SkullWait[5][1] =
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{
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{
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{SKULL_R0 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[0][0]},
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},
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{
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{SKULL_R1 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[1][0]},
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},
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{
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{SKULL_R2 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[2][0]},
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},
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{
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{SKULL_R3 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[3][0]},
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},
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{
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{SKULL_R4 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[4][0]},
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}
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};
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STATEp sg_SkullWait[] =
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{
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&s_SkullWait[0][0],
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&s_SkullWait[1][0],
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&s_SkullWait[2][0],
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&s_SkullWait[3][0],
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&s_SkullWait[4][0]
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};
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ATTRIBUTE SkullAttrib =
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{
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{60, 80, 100, 130}, // Speeds
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{3, 0, -2, -3}, // Tic Adjusts
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3, // MaxWeapons;
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{
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DIGI_AHAMBIENT, 0, 0, 0, DIGI_AHSCREAM,
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DIGI_AHEXPLODE,0,0,0,0
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}
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};
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//////////////////////
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//
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// SKULL for Serp God
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//
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//////////////////////
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ANIMATOR DoSerpRing;
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STATE s_SkullRing[5][1] =
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{
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{
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{SKULL_R0 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[0][0]},
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},
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{
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{SKULL_R1 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[1][0]},
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},
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{
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{SKULL_R2 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[2][0]},
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},
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{
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{SKULL_R3 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[3][0]},
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},
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{
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{SKULL_R4 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[4][0]},
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}
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};
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STATEp sg_SkullRing[] =
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{
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&s_SkullRing[0][0],
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&s_SkullRing[1][0],
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&s_SkullRing[2][0],
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&s_SkullRing[3][0],
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&s_SkullRing[4][0]
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};
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//////////////////////
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//
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// SKULL Jump
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//
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//////////////////////
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ANIMATOR DoSkullJump;
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STATE s_SkullJump[5][1] =
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{
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{
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{SKULL_R0 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[0][0]},
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},
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{
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{SKULL_R1 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[1][0]},
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},
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{
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{SKULL_R2 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[2][0]},
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},
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{
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{SKULL_R3 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[3][0]},
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},
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{
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{SKULL_R4 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[4][0]},
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}
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};
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STATEp sg_SkullJump[] =
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{
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&s_SkullJump[0][0],
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&s_SkullJump[1][0],
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&s_SkullJump[2][0],
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&s_SkullJump[3][0],
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&s_SkullJump[4][0]
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};
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//////////////////////
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//
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// SKULL Explode
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//
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//////////////////////
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#define SKULL_EXPLODE_RATE 11
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ANIMATOR DoSuicide;
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ANIMATOR DoDamageTest;
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ANIMATOR DoSkullSpawnShrap;
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STATE s_SkullExplode[] =
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{
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{SKULL_EXPLODE + 0, 1, NullAnimator, &s_SkullExplode[1]},
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{SKULL_EXPLODE + 0, SF_QUICK_CALL, DoDamageTest, &s_SkullExplode[2]},
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{SKULL_EXPLODE + 0, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[3]},
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{SKULL_EXPLODE + 1, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[4]},
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{SKULL_EXPLODE + 2, SF_QUICK_CALL, DoSkullSpawnShrap, &s_SkullExplode[5]},
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{SKULL_EXPLODE + 2, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[6]},
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{SKULL_EXPLODE + 3, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[7]},
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{SKULL_EXPLODE + 4, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[8]},
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{SKULL_EXPLODE + 5, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[9]},
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{SKULL_EXPLODE + 6, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[10]},
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{SKULL_EXPLODE + 7, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[11]},
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{SKULL_EXPLODE + 8, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[12]},
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{SKULL_EXPLODE + 9, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[13]},
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{SKULL_EXPLODE +10, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[14]},
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{SKULL_EXPLODE +11, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[15]},
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{SKULL_EXPLODE +12, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[16]},
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{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[17]},
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{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, DoSuicide, &s_SkullExplode[17]}
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};
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STATEp sg_SkullExplode[] =
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{
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s_SkullExplode,
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};
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int
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SetupSkull(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u;
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ANIMATOR DoActorDecide;
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if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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{
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u = User[SpriteNum];
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ASSERT(u);
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}
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else
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{
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User[SpriteNum] = u = SpawnUser(SpriteNum,SKULL_R0,s_SkullWait[0]);
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u->Health = HEALTH_SKULL;
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}
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ChangeState(SpriteNum, s_SkullWait[0]);
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u->Attrib = &SkullAttrib;
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DoActorSetSpeed(SpriteNum, NORM_SPEED);
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u->StateEnd = s_SkullExplode;
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u->Rot = sg_SkullWait;
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u->ID = SKULL_R0;
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EnemyDefaults(SpriteNum, NULL, NULL);
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sp->clipdist = (128+64) >> 2;
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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SET(sp->cstat, CSTAT_SPRITE_YCENTER);
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u->Radius = 400;
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if (SPRITEp_BOS(sp) > u->loz - Z(16))
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{
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sp->z = u->loz + Z(SPRITEp_YOFF(sp));
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u->loz = sp->z;
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// leave 8 pixels above the ground
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sp->z += SPRITEp_SIZE_TOS(sp) - Z(3);;
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}
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else
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{
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u->Counter = RANDOM_P2(2048);
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u->sz = sp->z;
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}
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return 0;
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}
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int
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DoSkullMove(int16_t SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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int32_t dax, day, daz;
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dax = MOVEx(sp->xvel, sp->ang);
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day = MOVEy(sp->xvel, sp->ang);
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daz = sp->zvel;
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u->ret = move_missile(SpriteNum, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
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DoFindGroundPoint(SpriteNum);
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return 0;
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}
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int
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DoSkullBeginDeath(int16_t SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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int16_t i,num_ord=0;
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//extern short *DamageRadiusSkull;
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// Decrease for Serp God
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if (sp->owner >= 0)
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User[sp->owner]->Counter--;
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// starts the explosion that does the actual damage
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switch (sp->hitag)
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{
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case 1:
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if (sp->lotag) num_ord = sp->lotag;
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else
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num_ord = 2;
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if (num_ord > 3) num_ord = 3;
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for (i=0; i<num_ord; i++)
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{
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sp->ang = NORM_ANGLE(sp->ang+(i*1024));
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InitSpriteChemBomb(SpriteNum);
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}
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break;
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case 2:
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if (sp->lotag) num_ord = sp->lotag;
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else
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num_ord = 5;
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
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InitCaltrops(SpriteNum);
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}
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break;
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case 3:
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UpdateSinglePlayKills(SpriteNum);
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InitFlashBomb(SpriteNum);
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break;
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case 4:
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if (sp->lotag) num_ord = sp->lotag;
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else
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num_ord = 5;
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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sp->ang = NORM_ANGLE(sp->ang+(i*(2048/num_ord)));
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InitSpriteGrenade(SpriteNum);
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}
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break;
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default:
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SpawnMineExp(SpriteNum);
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for (i=0; i<3; i++)
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{
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sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
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InitPhosphorus(SpriteNum);
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}
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break;
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}
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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u->RotNum = 0;
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u->Tics = 0;
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// ChangeState(SpriteNum, u->StateEnd);
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//u->State = u->StateStart = u->StateEnd;
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//u->State = u->StateEnd;
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u->ID = SKULL_R0;
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u->Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusSkull;
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u->OverlapZ = Z(64);
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change_sprite_stat(SpriteNum, STAT_DEAD_ACTOR);
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sp->shade = -40;
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SpawnLittleExp(SpriteNum);
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SetSuicide(SpriteNum);
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//u->spal = sp->pal = PALETTE_RED_LIGHTING;
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return 0;
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}
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int DoSkullJump(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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if (sp->xvel)
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DoSkullMove(SpriteNum);
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else
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sp->ang = NORM_ANGLE(sp->ang + (64 * ACTORMOVETICS));
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if (TEST(u->Flags,SPR_JUMPING))
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{
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DoJump(SpriteNum);
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}
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else if (TEST(u->Flags,SPR_FALLING))
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{
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DoFall(SpriteNum);
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// jump/fall type
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if (sp->xvel)
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{
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SWBOOL SpriteOverlapZ(int16_t, int16_t, int);
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int dist,a,b,c;
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DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
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if (dist < 1000 &&
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SpriteOverlapZ(SpriteNum, u->tgt_sp - sprite, Z(32)))
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{
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UpdateSinglePlayKills(SpriteNum);
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DoSkullBeginDeath(SpriteNum);
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return 0;
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}
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if ((sp->z > u->loz - Z(36)))
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{
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sp->z = u->loz - Z(36);
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UpdateSinglePlayKills(SpriteNum);
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DoSkullBeginDeath(SpriteNum);
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return 0;
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}
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}
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// non jumping type
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else
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{
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if (u->jump_speed > 200)
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{
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UpdateSinglePlayKills(SpriteNum);
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DoSkullBeginDeath(SpriteNum);
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}
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}
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}
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else
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{
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UpdateSinglePlayKills(SpriteNum);
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DoSkullBeginDeath(SpriteNum);
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}
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return 0;
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}
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int DoSkullBob(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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// actor does a sine wave about u->sz - this is the z mid point
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#define SKULL_BOB_AMT (Z(16))
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u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
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sp->z = u->sz + ((SKULL_BOB_AMT * (int)sintable[u->Counter]) >> 14) +
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((DIV2(SKULL_BOB_AMT) * (int)sintable[u->Counter]) >> 14);
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return 0;
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}
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int DoSkullSpawnShrap(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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int SpawnShrap(short, short);
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SpawnShrap(SpriteNum, -1);
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//PlaySpriteSound(SpriteNum,attr_extra1,v3df_none);
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return 0;
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}
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int DoSkullWait(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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int a,b,c,dist;
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DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
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DoActorPickClosePlayer(SpriteNum);
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//if (dist < u->active_range)
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// return(0);
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
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{
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PlaySound(DIGI_AHSCREAM,&sp->x,&sp->y,&sp->z,v3df_none);
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u->WaitTics = SEC(3) + RANDOM_RANGE(360);
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}
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// below the floor type
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if (sp->z > u->loz)
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{
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// look for closest player every once in a while
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if (dist < 3500)
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{
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sp->xvel = 0;
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u->jump_speed = -600;
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NewStateGroup(SpriteNum, sg_SkullJump);
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DoBeginJump(SpriteNum);
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}
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}
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else
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// above the floor type
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{
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sp->ang = NORM_ANGLE(sp->ang + (48 * ACTORMOVETICS));
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DoSkullBob(SpriteNum);
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if (dist < 8000)
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{
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sp->ang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
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sp->xvel = 128 + (RANDOM_P2(256<<8)>>8);
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u->jump_speed = -700;
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NewStateGroup(SpriteNum, sg_SkullJump);
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DoBeginJump(SpriteNum);
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}
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}
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////
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//
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// BETTY Wait
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//
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//////////////////////
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ANIMATOR DoBettyMove,NullAnimator,DoActorDebris;
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#define BETTY_RATE 10
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ANIMATOR DoBettyWait;
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STATE s_BettyWait[5][3] =
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{
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{
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{BETTY_R0 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[0][1]},
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{BETTY_R0 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[0][2]},
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{BETTY_R0 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[0][0]},
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},
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{
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{BETTY_R1 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[1][1]},
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{BETTY_R1 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[1][2]},
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{BETTY_R1 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[1][0]},
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},
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{
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{BETTY_R2 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[2][1]},
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{BETTY_R2 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[2][2]},
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{BETTY_R2 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[2][0]},
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},
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{
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{BETTY_R3 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[3][1]},
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{BETTY_R3 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[3][2]},
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{BETTY_R3 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[3][0]},
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},
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{
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{BETTY_R4 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[4][1]},
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{BETTY_R4 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[4][2]},
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{BETTY_R4 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[4][0]},
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}
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};
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STATEp sg_BettyWait[] =
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{
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&s_BettyWait[0][0],
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&s_BettyWait[1][0],
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&s_BettyWait[2][0],
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&s_BettyWait[3][0],
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&s_BettyWait[4][0]
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};
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ATTRIBUTE BettyAttrib =
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{
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{60, 80, 100, 130}, // Speeds
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{3, 0, -2, -3}, // Tic Adjusts
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3, // MaxWeapons;
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{0, 0, 0, 0, 0, 0,0,0,0,0}
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};
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//////////////////////
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//
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// BETTY Jump
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//
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//////////////////////
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ANIMATOR DoBettyJump;
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STATE s_BettyJump[5][1] =
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{
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{
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{BETTY_R0 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[0][0]},
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},
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{
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{BETTY_R1 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[1][0]},
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},
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{
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{BETTY_R2 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[2][0]},
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},
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{
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{BETTY_R3 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[3][0]},
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},
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{
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{BETTY_R4 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[4][0]},
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}
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};
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STATEp sg_BettyJump[] =
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{
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&s_BettyJump[0][0],
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&s_BettyJump[1][0],
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&s_BettyJump[2][0],
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&s_BettyJump[3][0],
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&s_BettyJump[4][0]
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};
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//////////////////////
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//
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// BETTY Explode
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//
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//////////////////////
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#define BETTY_EXPLODE_RATE 11
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#define BETTY_EXPLODE BETTY_R0
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ANIMATOR DoSuicide;
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ANIMATOR DoDamageTest;
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ANIMATOR DoBettySpawnShrap;
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STATE s_BettyExplode[] =
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{
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{BETTY_EXPLODE + 0, SF_QUICK_CALL, DoDamageTest, &s_BettyExplode[1]},
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{BETTY_EXPLODE + 0, BETTY_EXPLODE_RATE, DoSuicide, &s_BettyExplode[0]}
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};
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STATEp sg_BettyExplode[] =
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{
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s_BettyExplode,
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};
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int
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SetupBetty(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u;
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ANIMATOR DoActorDecide;
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if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
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{
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u = User[SpriteNum];
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ASSERT(u);
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}
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else
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{
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User[SpriteNum] = u = SpawnUser(SpriteNum,BETTY_R0,s_BettyWait[0]);
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u->Health = HEALTH_SKULL;
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}
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ChangeState(SpriteNum, s_BettyWait[0]);
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u->Attrib = &BettyAttrib;
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DoActorSetSpeed(SpriteNum, NORM_SPEED);
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u->StateEnd = s_BettyExplode;
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u->Rot = sg_BettyWait;
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u->ID = BETTY_R0;
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EnemyDefaults(SpriteNum, NULL, NULL);
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sp->clipdist = (128+64) >> 2;
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SET(u->Flags, SPR_XFLIP_TOGGLE);
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SET(sp->cstat, CSTAT_SPRITE_YCENTER);
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u->Radius = 400;
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if (SPRITEp_BOS(sp) > u->loz - Z(16))
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{
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sp->z = u->loz + Z(SPRITEp_YOFF(sp));
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u->loz = sp->z;
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// leave 8 pixels above the ground
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sp->z += SPRITEp_SIZE_TOS(sp) - Z(3);;
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}
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else
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{
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u->Counter = RANDOM_P2(2048);
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u->sz = sp->z;
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}
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return 0;
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}
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int
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DoBettyMove(int16_t SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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int32_t dax, day, daz;
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dax = MOVEx(sp->xvel, sp->ang);
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day = MOVEy(sp->xvel, sp->ang);
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daz = sp->zvel;
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u->ret = move_missile(SpriteNum, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
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DoFindGroundPoint(SpriteNum);
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return 0;
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}
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int
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DoBettyBeginDeath(int16_t SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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int16_t i,num_ord=0;
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//extern short *DamageRadiusBetty;
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// starts the explosion that does the actual damage
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switch (sp->hitag)
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{
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case 1:
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if (sp->lotag) num_ord = sp->lotag;
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else
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num_ord = 2;
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if (num_ord > 3) num_ord = 3;
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for (i=0; i<num_ord; i++)
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{
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sp->ang = NORM_ANGLE(sp->ang+(i*1024));
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InitSpriteChemBomb(SpriteNum);
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}
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break;
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case 2:
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if (sp->lotag) num_ord = sp->lotag;
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else
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num_ord = 5;
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
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InitCaltrops(SpriteNum);
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}
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break;
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case 3:
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InitFlashBomb(SpriteNum);
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break;
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case 4:
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if (sp->lotag) num_ord = sp->lotag;
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else
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num_ord = 5;
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if (num_ord > 10) num_ord = 10;
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for (i=0; i<num_ord; i++)
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{
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sp->ang = NORM_ANGLE(sp->ang + (i*(2048/num_ord)));
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InitSpriteGrenade(SpriteNum);
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}
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break;
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default:
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for (i=0; i<5; i++)
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{
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sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
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InitPhosphorus(SpriteNum);
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SpawnMineExp(SpriteNum);
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}
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break;
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}
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RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
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u->RotNum = 0;
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u->Tics = 0;
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// ChangeState(SpriteNum, u->StateEnd);
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//u->State = u->StateStart = u->StateEnd;
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//u->State = u->StateEnd;
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u->ID = BETTY_R0;
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u->Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusBetty;
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u->OverlapZ = Z(64);
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change_sprite_stat(SpriteNum, STAT_DEAD_ACTOR);
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sp->shade = -40;
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SpawnLittleExp(SpriteNum);
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SetSuicide(SpriteNum);
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//u->spal = sp->pal = PALETTE_RED_LIGHTING;
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return 0;
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}
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int DoBettyJump(short SpriteNum)
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{
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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if (sp->xvel)
|
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DoBettyMove(SpriteNum);
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else
|
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sp->ang = NORM_ANGLE(sp->ang + (64 * ACTORMOVETICS));
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if (TEST(u->Flags,SPR_JUMPING))
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{
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DoJump(SpriteNum);
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}
|
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else if (TEST(u->Flags,SPR_FALLING))
|
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{
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DoFall(SpriteNum);
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// jump/fall type
|
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if (sp->xvel)
|
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{
|
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SWBOOL SpriteOverlapZ(int16_t, int16_t, int);
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|
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int dist,a,b,c;
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|
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DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
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if (dist < 1000 &&
|
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SpriteOverlapZ(SpriteNum, u->tgt_sp - sprite, Z(32)))
|
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{
|
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UpdateSinglePlayKills(SpriteNum);
|
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DoBettyBeginDeath(SpriteNum);
|
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return 0;
|
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}
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|
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if ((sp->z > u->loz - Z(36)))
|
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{
|
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sp->z = u->loz - Z(36);
|
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UpdateSinglePlayKills(SpriteNum);
|
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DoBettyBeginDeath(SpriteNum);
|
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return 0;
|
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}
|
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}
|
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// non jumping type
|
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else
|
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{
|
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if (u->jump_speed > 200)
|
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{
|
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UpdateSinglePlayKills(SpriteNum);
|
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DoBettyBeginDeath(SpriteNum);
|
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}
|
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}
|
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|
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}
|
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else
|
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{
|
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UpdateSinglePlayKills(SpriteNum);
|
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DoBettyBeginDeath(SpriteNum);
|
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}
|
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return 0;
|
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}
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|
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int DoBettyBob(short SpriteNum)
|
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{
|
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum];
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|
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// actor does a sine wave about u->sz - this is the z mid point
|
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#define BETTY_BOB_AMT (Z(16))
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|
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u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
|
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sp->z = u->sz + ((BETTY_BOB_AMT * (int)sintable[u->Counter]) >> 14) +
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((DIV2(BETTY_BOB_AMT) * (int)sintable[u->Counter]) >> 14);
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return 0;
|
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}
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|
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int DoBettySpawnShrap(short SpriteNum)
|
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{
|
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int SpawnShrap(short, short);
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SpawnShrap(SpriteNum, -1);
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//PlaySpriteSound(SpriteNum,attr_extra1,v3df_none);
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return 0;
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}
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|
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int DoBettyWait(short SpriteNum)
|
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{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
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USERp u = User[SpriteNum];
|
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int a,b,c,dist;
|
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|
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DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
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|
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DoActorPickClosePlayer(SpriteNum);
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|
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//if (dist < u->active_range)
|
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// return(0);
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|
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if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
|
{
|
|
PlaySound(DIGI_MINEBEEP,&sp->x,&sp->y,&sp->z,v3df_none);
|
|
u->WaitTics = SEC(3);
|
|
}
|
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|
|
// below the floor type
|
|
if (sp->z > u->loz)
|
|
{
|
|
// look for closest player every once in a while
|
|
if (dist < 3500)
|
|
{
|
|
sp->xvel = 0;
|
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u->jump_speed = -600;
|
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NewStateGroup(SpriteNum, sg_BettyJump);
|
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DoBeginJump(SpriteNum);
|
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}
|
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}
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else
|
|
// above the floor type
|
|
{
|
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sp->ang = NORM_ANGLE(sp->ang + (48 * ACTORMOVETICS));
|
|
|
|
DoBettyBob(SpriteNum);
|
|
|
|
if (dist < 8000)
|
|
{
|
|
sp->ang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
|
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sp->xvel = 128 + (RANDOM_P2(256<<8)>>8);
|
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u->jump_speed = -700;
|
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NewStateGroup(SpriteNum, sg_BettyJump);
|
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DoBeginJump(SpriteNum);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_code saveable_skull_code[] =
|
|
{
|
|
SAVE_CODE(SetupSkull),
|
|
SAVE_CODE(DoSkullMove),
|
|
SAVE_CODE(DoSkullBeginDeath),
|
|
SAVE_CODE(DoSkullJump),
|
|
SAVE_CODE(DoSkullBob),
|
|
SAVE_CODE(DoSkullSpawnShrap),
|
|
SAVE_CODE(DoSkullWait),
|
|
|
|
SAVE_CODE(SetupBetty),
|
|
SAVE_CODE(DoBettyMove),
|
|
SAVE_CODE(DoBettyBeginDeath),
|
|
SAVE_CODE(DoBettyJump),
|
|
SAVE_CODE(DoBettyBob),
|
|
SAVE_CODE(DoBettySpawnShrap),
|
|
SAVE_CODE(DoBettyWait),
|
|
};
|
|
|
|
static saveable_data saveable_skull_data[] =
|
|
{
|
|
SAVE_DATA(s_SkullWait),
|
|
SAVE_DATA(sg_SkullWait),
|
|
|
|
SAVE_DATA(SkullAttrib),
|
|
|
|
SAVE_DATA(s_SkullRing),
|
|
SAVE_DATA(sg_SkullRing),
|
|
SAVE_DATA(s_SkullJump),
|
|
SAVE_DATA(sg_SkullJump),
|
|
SAVE_DATA(s_SkullExplode),
|
|
SAVE_DATA(sg_SkullExplode),
|
|
SAVE_DATA(s_BettyWait),
|
|
SAVE_DATA(sg_BettyWait),
|
|
|
|
SAVE_DATA(BettyAttrib),
|
|
|
|
SAVE_DATA(s_BettyJump),
|
|
SAVE_DATA(sg_BettyJump),
|
|
SAVE_DATA(s_BettyExplode),
|
|
SAVE_DATA(sg_BettyExplode),
|
|
};
|
|
|
|
saveable_module saveable_skull =
|
|
{
|
|
// code
|
|
saveable_skull_code,
|
|
SIZ(saveable_skull_code),
|
|
|
|
// data
|
|
saveable_skull_data,
|
|
SIZ(saveable_skull_data)
|
|
};
|