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557bd201fb
- Shadow Warrior updates from SWP.
749 lines
18 KiB
C++
749 lines
18 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 "ns.h"
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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 "panel.h"
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#include "tags.h"
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#include "ai.h"
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#include "sprite.h"
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#include "actor.h"
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#include "track.h"
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#include "weapon.h"
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BEGIN_SW_NS
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ANIMATOR InitCoolieCharge;
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DECISION CoolieBattle[] =
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{
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{700, InitCoolieCharge },
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{990, InitActorMoveCloser },
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{1000, InitActorAttackNoise },
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{1024, InitActorRunAway }
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};
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DECISION CoolieOffense[] =
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{
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{700, InitCoolieCharge },
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{1015, InitActorMoveCloser },
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{1024, InitActorAttackNoise }
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};
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DECISION CoolieBroadcast[] =
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{
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//{1, InitActorAlertNoise },
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{16, InitActorAmbientNoise },
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{1024, InitActorDecide }
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};
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DECISION CoolieSurprised[] =
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{
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{700, InitActorMoveCloser },
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{703, InitActorAmbientNoise },
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{1024, InitActorDecide }
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};
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DECISION CoolieEvasive[] =
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{
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{10, InitActorEvade },
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{1024, NULL }
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};
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DECISION CoolieLostTarget[] =
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{
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{900, InitActorFindPlayer },
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{1024, InitActorWanderAround }
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};
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DECISION CoolieCloseRange[] =
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{
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{400, InitCoolieCharge },
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{1024, InitActorReposition }
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};
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PERSONALITY CooliePersonality =
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{
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CoolieBattle,
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CoolieOffense,
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CoolieBroadcast,
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CoolieSurprised,
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CoolieEvasive,
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CoolieLostTarget,
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CoolieCloseRange,
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CoolieCloseRange
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};
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ATTRIBUTE CoolieAttrib =
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{
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{60, 80, 100, 200}, // 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_COOLIEAMBIENT, DIGI_COOLIEALERT, DIGI_COOLIEALERT,
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DIGI_COOLIEPAIN, 0, DIGI_CGMATERIALIZE,
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DIGI_COOLIEEXPLODE,0,0,0
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}
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};
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//////////////////////
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//
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// COOLIE RUN
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//
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//////////////////////
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#define COOLIE_RATE 12
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ANIMATOR DoCoolieMove,NullCoolie,DoStayOnFloor,
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DoActorDebris, SpawnCoolieExp,
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SpawnCoolg;
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STATE s_CoolieRun[5][4] =
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{
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{
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{COOLIE_RUN_R0 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][1]},
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{COOLIE_RUN_R0 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][2]},
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{COOLIE_RUN_R0 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][3]},
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{COOLIE_RUN_R0 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][0]}
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},
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{
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{COOLIE_RUN_R1 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][1]},
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{COOLIE_RUN_R1 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][2]},
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{COOLIE_RUN_R1 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][3]},
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{COOLIE_RUN_R1 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][0]}
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},
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{
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{COOLIE_RUN_R2 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][1]},
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{COOLIE_RUN_R2 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][2]},
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{COOLIE_RUN_R2 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][3]},
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{COOLIE_RUN_R2 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][0]}
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},
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{
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{COOLIE_RUN_R3 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][1]},
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{COOLIE_RUN_R3 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][2]},
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{COOLIE_RUN_R3 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][3]},
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{COOLIE_RUN_R3 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][0]}
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},
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{
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{COOLIE_RUN_R4 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][1]},
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{COOLIE_RUN_R4 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][2]},
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{COOLIE_RUN_R4 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][3]},
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{COOLIE_RUN_R4 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][0]},
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}
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};
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STATEp sg_CoolieRun[] =
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{
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&s_CoolieRun[0][0],
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&s_CoolieRun[1][0],
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&s_CoolieRun[2][0],
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&s_CoolieRun[3][0],
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&s_CoolieRun[4][0]
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};
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//////////////////////
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//
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// COOLIE CHARGE
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//
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//////////////////////
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#define COOLIE_RATE 12
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ANIMATOR DoCoolieMove,NullCoolie,DoStayOnFloor,
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DoActorDebris, SpawnCoolieExp,
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SpawnCoolg;
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STATE s_CoolieCharge[5][4] =
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{
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{
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{COOLIE_CHARGE_R0 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][1]},
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{COOLIE_CHARGE_R0 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][2]},
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{COOLIE_CHARGE_R0 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][3]},
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{COOLIE_CHARGE_R0 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][0]}
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},
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{
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{COOLIE_CHARGE_R1 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][1]},
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{COOLIE_CHARGE_R1 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][2]},
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{COOLIE_CHARGE_R1 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][3]},
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{COOLIE_CHARGE_R1 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][0]}
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},
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{
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{COOLIE_CHARGE_R2 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][1]},
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{COOLIE_CHARGE_R2 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][2]},
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{COOLIE_CHARGE_R2 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][3]},
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{COOLIE_CHARGE_R2 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][0]}
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},
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{
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{COOLIE_CHARGE_R3 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][1]},
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{COOLIE_CHARGE_R3 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][2]},
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{COOLIE_CHARGE_R3 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][3]},
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{COOLIE_CHARGE_R3 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][0]}
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},
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{
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{COOLIE_CHARGE_R4 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][1]},
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{COOLIE_CHARGE_R4 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][2]},
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{COOLIE_CHARGE_R4 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][3]},
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{COOLIE_CHARGE_R4 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][0]},
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}
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};
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STATEp sg_CoolieCharge[] =
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{
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&s_CoolieCharge[0][0],
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&s_CoolieCharge[1][0],
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&s_CoolieCharge[2][0],
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&s_CoolieCharge[3][0],
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&s_CoolieCharge[4][0]
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};
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//////////////////////
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//
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// COOLIE STAND
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//
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//////////////////////
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STATE s_CoolieStand[5][6] =
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{
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{
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{COOLIE_RUN_R0 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[0][0]}
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},
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{
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{COOLIE_RUN_R1 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[1][0]}
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},
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{
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{COOLIE_RUN_R2 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[2][0]}
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},
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{
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{COOLIE_RUN_R3 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[3][0]}
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},
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{
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{COOLIE_RUN_R4 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[4][0]}
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}
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};
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STATEp sg_CoolieStand[] =
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{
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&s_CoolieStand[0][0],
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&s_CoolieStand[1][0],
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&s_CoolieStand[2][0],
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&s_CoolieStand[3][0],
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&s_CoolieStand[4][0]
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};
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//////////////////////
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//
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// COOLIE PAIN
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//
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//////////////////////
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#define COOLIE_PAIN_RATE 60
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ANIMATOR CooliePain;
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STATE s_CooliePain[5][1] =
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{
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{
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{COOLIE_PAIN_R0 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[0][0]},
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//{COOLIE_PAIN_R0 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[0][0]}
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},
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{
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{COOLIE_PAIN_R1 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[1][0]},
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//{COOLIE_PAIN_R1 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[1][0]}
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},
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{
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{COOLIE_PAIN_R2 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[2][0]},
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//{COOLIE_PAIN_R2 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[2][0]}
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},
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{
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{COOLIE_PAIN_R3 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[3][0]},
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//{COOLIE_PAIN_R3 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[3][0]}
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},
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{
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{COOLIE_PAIN_R4 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[4][0]},
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//{COOLIE_PAIN_R4 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[4][0]}
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}
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};
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STATEp sg_CooliePain[] =
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{
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&s_CooliePain[0][0],
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&s_CooliePain[1][0],
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&s_CooliePain[2][0],
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&s_CooliePain[3][0],
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&s_CooliePain[4][0]
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};
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//////////////////////
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//
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// COOLIE DIE
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//
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//////////////////////
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#define COOLIE_DIE_RATE 30
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ANIMATOR DoCoolieWaitBirth;
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STATE s_CoolieDie[] =
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{
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{COOLIE_DIE + 0, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[1]},
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{COOLIE_DIE + 0, 0|SF_QUICK_CALL, SpawnCoolieExp, &s_CoolieDie[2]},
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{COOLIE_DIE + 1, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[3]},
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{COOLIE_DIE + 2, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[4]},
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{COOLIE_DIE + 3, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[5]},
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{COOLIE_DIE + 4, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[6]},
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{COOLIE_DIE + 5, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[7]},
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{COOLIE_DIE + 6, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[8]},
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{COOLIE_DIE + 7, COOLIE_DIE_RATE, DoCoolieWaitBirth, &s_CoolieDie[8]},
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{COOLIE_DIE + 7, COOLIE_DIE_RATE*5, DoActorDebris, &s_CoolieDie[10]},
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{COOLIE_DIE + 7, 0|SF_QUICK_CALL, SpawnCoolg, &s_CoolieDie[11]},
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{COOLIE_DEAD_NOHEAD, SF_QUICK_CALL, QueueFloorBlood, &s_CoolieDie[12]},
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{COOLIE_DEAD_NOHEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDie[12]}
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};
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STATEp sg_CoolieDie[] =
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{
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s_CoolieDie
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};
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STATE s_CoolieDead[] =
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{
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{COOLIE_DEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDead[0]},
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};
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STATEp sg_CoolieDead[] =
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{
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s_CoolieDead
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};
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STATE s_CoolieDeadHead[] =
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{
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{COOLIE_DEAD_HEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDeadHead[0]}
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};
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/*
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typedef struct
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{
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#define MAX_ACTOR_CLOSE_ATTACK 2
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#define MAX_ACTOR_ATTACK 6
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STATEp *Stand;
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STATEp *Run;
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STATEp *Jump;
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STATEp *Fall;
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STATEp *Crawl;
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STATEp *Swim;
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STATEp *Fly;
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STATEp *Rise;
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STATEp *Sit;
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STATEp *Look;
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STATEp *Climb;
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STATEp *Pain;
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STATEp *Death1;
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STATEp *Death2;
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STATEp *Dead;
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STATEp *DeathJump;
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STATEp *DeathFall;
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STATEp *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
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short CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
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STATEp *Attack[MAX_ACTOR_ATTACK];
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short AttackPercent[MAX_ACTOR_ATTACK];
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STATEp *Special[2];
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STATEp *Duck;
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STATEp *Dive;
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}ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
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*/
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ACTOR_ACTION_SET CoolieActionSet =
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{
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sg_CoolieStand,
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sg_CoolieRun,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL,
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NULL, //climb
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sg_CooliePain, //pain
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sg_CoolieDie,
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NULL,
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sg_CoolieDead,
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NULL,
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NULL,
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{sg_CoolieCharge},
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{1024},
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{sg_CoolieCharge},
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{1024},
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{NULL},
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NULL,
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NULL
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};
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void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person)
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{
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USERp u = User[SpriteNum];
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SPRITEp sp = &sprite[SpriteNum];
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unsigned int wpn;
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short wpn_cnt;
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short depth = 0;
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extern short TotalKillable;
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extern SWBOOL DebugSecret;
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switch (u->ID)
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{
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case PACHINKO1:
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case PACHINKO2:
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case PACHINKO3:
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case PACHINKO4:
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case 623:
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case TOILETGIRL_R0:
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case WASHGIRL_R0:
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case CARGIRL_R0:
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case MECHANICGIRL_R0:
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case SAILORGIRL_R0:
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case PRUNEGIRL_R0:
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case TRASHCAN:
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case BUNNY_RUN_R0:
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break;
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default:
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{
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TotalKillable++;
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#if DEBUG
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if (DebugSecret)
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{
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sprintf(ds,"COUNTED: spnum %d, pic %d, x %d, y %d",SpriteNum,sp->picnum,sp->x,sp->y);
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DebugWriteString(ds);
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}
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#endif
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}
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break;
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}
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RESET(sp->cstat, CSTAT_SPRITE_RESTORE);
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u->spal = sp->pal;
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u->RotNum = 5;
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sp->clipdist = (256) >> 2;
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u->zclip = Z(48);
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u->lo_step = Z(32);
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u->floor_dist = u->zclip - u->lo_step;
|
|
u->ceiling_dist = SPRITEp_SIZE_Z(sp) - u->zclip;
|
|
|
|
u->Radius = 400;
|
|
|
|
u->MaxHealth = u->Health;
|
|
|
|
u->PainThreshold = DIV16(u->Health) - 1;
|
|
//u->PainThreshold = DIV4(u->Health) - 1;
|
|
|
|
SET(sp->cstat,CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
SET(sp->extra,SPRX_PLAYER_OR_ENEMY);
|
|
|
|
sprite[SpriteNum].picnum = u->State->Pic;
|
|
change_sprite_stat(SpriteNum, STAT_ENEMY);
|
|
|
|
u->Personality = person;
|
|
u->ActorActionSet = action;
|
|
|
|
DoActorZrange(SpriteNum);
|
|
|
|
//KeepActorOnFloor(SpriteNum); // for swimming actors
|
|
|
|
// make sure we start in the water if thats where we are
|
|
if (u->lo_sectp) // && SectUser[u->lo_sectp - sector])
|
|
{
|
|
short i,nexti;
|
|
short sectnum = u->lo_sectp - sector;
|
|
|
|
if (SectUser[sectnum] && TEST(u->lo_sectp->extra, SECTFX_SINK))
|
|
{
|
|
depth = SectUser[sectnum]->depth;
|
|
}
|
|
else
|
|
{
|
|
TRAVERSE_SPRITE_SECT(headspritesect[sectnum],i,nexti)
|
|
{
|
|
SPRITEp np = &sprite[i];
|
|
if (np->picnum == ST1 && np->hitag == SECT_SINK)
|
|
{
|
|
depth = np->lotag;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (depth && labs(sp->z - u->loz) < Z(8))
|
|
{
|
|
sp->z += Z(depth);
|
|
u->loz = sp->z;
|
|
u->oz = sp->z;
|
|
}
|
|
|
|
if (!action)
|
|
return;
|
|
|
|
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
|
|
|
|
u->ActorActionFunc = DoActorDecide;
|
|
|
|
// find the number of long range attacks
|
|
for (wpn = wpn_cnt = 0; wpn < SIZ(u->ActorActionSet->Attack); wpn++)
|
|
{
|
|
if (u->ActorActionSet->Attack[wpn])
|
|
wpn_cnt++;
|
|
else
|
|
break;
|
|
}
|
|
|
|
// for actors this tells the number of weapons available
|
|
// for player it tells the current weapon
|
|
u->WeaponNum = wpn_cnt;
|
|
}
|
|
|
|
int
|
|
SetupCoolie(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,COOLIE_RUN_R0,s_CoolieRun[0]);
|
|
u->Health = HEALTH_COOLIE;
|
|
}
|
|
|
|
ChangeState(SpriteNum,s_CoolieRun[0]);
|
|
u->Attrib = &CoolieAttrib;
|
|
DoActorSetSpeed(SpriteNum, NORM_SPEED);
|
|
u->StateEnd = s_CoolieDie;
|
|
u->Rot = sg_CoolieRun;
|
|
|
|
EnemyDefaults(SpriteNum, &CoolieActionSet, &CooliePersonality);
|
|
|
|
sp->xrepeat = 42;
|
|
sp->yrepeat = 42;
|
|
|
|
SET(u->Flags, SPR_XFLIP_TOGGLE);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
int NewCoolg(short);
|
|
int SpawnCoolg(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
|
|
// Don't do a ghost every time
|
|
if (RANDOM_RANGE(1000) > 700)
|
|
{
|
|
ChangeState(SpriteNum,&s_CoolieDeadHead[0]);
|
|
return(0);
|
|
}
|
|
|
|
NewCoolg(SpriteNum);
|
|
|
|
PlaySpriteSound(SpriteNum,attr_extra1,v3df_follow);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int CooliePain(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
SPRITEp sp = User[SpriteNum]->SpriteP;
|
|
|
|
if (TEST(u->Flags,SPR_SLIDING))
|
|
DoActorSlide(SpriteNum);
|
|
|
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
|
KeepActorOnFloor(SpriteNum);
|
|
|
|
DoActorSectorDamage(SpriteNum);
|
|
|
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
|
InitActorDecide(SpriteNum);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int NullCoolie(short SpriteNum)
|
|
{
|
|
USERp u = User[SpriteNum];
|
|
SPRITEp sp = User[SpriteNum]->SpriteP;
|
|
|
|
if (TEST(u->Flags,SPR_SLIDING))
|
|
DoActorSlide(SpriteNum);
|
|
|
|
if (!TEST(u->Flags,SPR_CLIMBING))
|
|
KeepActorOnFloor(SpriteNum);
|
|
|
|
DoActorSectorDamage(SpriteNum);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DoCoolieMove(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
|
|
if (TEST(u->Flags,SPR_SLIDING))
|
|
DoActorSlide(SpriteNum);
|
|
|
|
if (u->track >= 0)
|
|
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
|
|
else
|
|
(*u->ActorActionFunc)(SpriteNum);
|
|
|
|
KeepActorOnFloor(SpriteNum);
|
|
|
|
if (DoActorSectorDamage(SpriteNum))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (Distance(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y) < 1200)
|
|
{
|
|
//DoActorDie(SpriteNum, -3);
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
DoActorDie(SpriteNum, SpriteNum);
|
|
return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int InitCoolieCharge(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
|
|
if (RANDOM_P2(1024) > 950)
|
|
PlaySound(DIGI_COOLIESCREAM, &sp->x, &sp->y, &sp->z, v3df_follow);
|
|
|
|
DoActorSetSpeed(SpriteNum, FAST_SPEED);
|
|
|
|
InitActorMoveCloser(SpriteNum);
|
|
|
|
NewStateGroup(SpriteNum, sg_CoolieCharge);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
int
|
|
DoCoolieWaitBirth(short SpriteNum)
|
|
{
|
|
SPRITEp sp;
|
|
USERp u;
|
|
|
|
u = User[SpriteNum];
|
|
sp = &sprite[SpriteNum];
|
|
|
|
if ((u->Counter -= ACTORMOVETICS) <= 0)
|
|
{
|
|
ChangeState(SpriteNum,&s_CoolieDie[9]);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
#include "saveable.h"
|
|
|
|
static saveable_code saveable_coolie_code[] =
|
|
{
|
|
SAVE_CODE(EnemyDefaults),
|
|
SAVE_CODE(SetupCoolie),
|
|
SAVE_CODE(SpawnCoolg),
|
|
SAVE_CODE(CooliePain),
|
|
SAVE_CODE(NullCoolie),
|
|
SAVE_CODE(DoCoolieMove),
|
|
SAVE_CODE(InitCoolieCharge),
|
|
SAVE_CODE(DoCoolieWaitBirth),
|
|
};
|
|
|
|
static saveable_data saveable_coolie_data[] =
|
|
{
|
|
SAVE_DATA(CoolieBattle),
|
|
SAVE_DATA(CoolieOffense),
|
|
SAVE_DATA(CoolieBroadcast),
|
|
SAVE_DATA(CoolieSurprised),
|
|
SAVE_DATA(CoolieEvasive),
|
|
SAVE_DATA(CoolieLostTarget),
|
|
SAVE_DATA(CoolieCloseRange),
|
|
|
|
SAVE_DATA(CooliePersonality),
|
|
|
|
SAVE_DATA(CoolieAttrib),
|
|
|
|
SAVE_DATA(s_CoolieRun),
|
|
SAVE_DATA(sg_CoolieRun),
|
|
SAVE_DATA(s_CoolieCharge),
|
|
SAVE_DATA(sg_CoolieCharge),
|
|
SAVE_DATA(s_CoolieStand),
|
|
SAVE_DATA(sg_CoolieStand),
|
|
SAVE_DATA(s_CooliePain),
|
|
SAVE_DATA(sg_CooliePain),
|
|
SAVE_DATA(s_CoolieDie),
|
|
SAVE_DATA(sg_CoolieDie),
|
|
SAVE_DATA(s_CoolieDead),
|
|
SAVE_DATA(sg_CoolieDead),
|
|
|
|
SAVE_DATA(CoolieActionSet),
|
|
};
|
|
|
|
saveable_module saveable_coolie =
|
|
{
|
|
// code
|
|
saveable_coolie_code,
|
|
SIZ(saveable_coolie_code),
|
|
|
|
// data
|
|
saveable_coolie_data,
|
|
SIZ(saveable_coolie_data)
|
|
};
|
|
END_SW_NS
|