raze-gles/source/sw/src/coolg.cpp
Christoph Oelckers 75c76ccf66 - changed SW's PlaySound interface to take pointers to objects instead of pointers to coordinates.
With pointers to coordinates the sound engine cannot work, so this had to be changed globally.
2019-12-18 11:09:01 +01:00

1001 lines
26 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "sprite.h"
#include "actor.h"
#include "weapon.h"
#include "track.h"
BEGIN_SW_NS
ANIMATOR DoCoolgCircle,InitCoolgCircle;
DECISION CoolgBattle[] =
{
{50, InitCoolgCircle },
{450, InitActorMoveCloser },
//{456, InitActorAmbientNoise },
//{760, InitActorRunAway },
{1024, InitActorAttack }
};
DECISION CoolgOffense[] =
{
{449, InitActorMoveCloser },
//{554, InitActorAmbientNoise },
{1024, InitActorAttack }
};
DECISION CoolgBroadcast[] =
{
//{1, InitActorAlertNoise },
{1, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION CoolgSurprised[] =
{
{100, InitCoolgCircle },
{701, InitActorMoveCloser },
{1024, InitActorDecide }
};
DECISION CoolgEvasive[] =
{
{20, InitCoolgCircle },
{1024, InitActorRunAway },
};
DECISION CoolgLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION CoolgCloseRange[] =
{
{800, InitActorAttack },
{1024, InitActorReposition }
};
DECISION CoolgTouchTarget[] =
{
//{50, InitCoolgCircle },
{1024, InitActorAttack },
};
PERSONALITY CoolgPersonality =
{
CoolgBattle,
CoolgOffense,
CoolgBroadcast,
CoolgSurprised,
CoolgEvasive,
CoolgLostTarget,
CoolgCloseRange,
CoolgTouchTarget
};
ATTRIBUTE CoolgAttrib =
{
{60, 80, 150, 190}, // Speeds
{3, 0, -2, -3}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_CGAMBIENT, DIGI_CGALERT, 0,
DIGI_CGPAIN, DIGI_CGSCREAM, DIGI_CGMATERIALIZE,
DIGI_CGTHIGHBONE,DIGI_CGMAGIC,DIGI_CGMAGICHIT,0
}
};
//////////////////////
//
// COOLG RUN
//////////////////////
#define COOLG_RUN_RATE 40
ANIMATOR DoCoolgMove,NullAnimator,DoStayOnFloor, DoActorDebris, NullCoolg, DoCoolgBirth;
STATE s_CoolgRun[5][4] =
{
{
{COOLG_RUN_R0 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][1]},
{COOLG_RUN_R0 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][2]},
{COOLG_RUN_R0 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][3]},
{COOLG_RUN_R0 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[0][0]},
},
{
{COOLG_RUN_R1 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][1]},
{COOLG_RUN_R1 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][2]},
{COOLG_RUN_R1 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][3]},
{COOLG_RUN_R1 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[1][0]},
},
{
{COOLG_RUN_R2 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][1]},
{COOLG_RUN_R2 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][2]},
{COOLG_RUN_R2 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][3]},
{COOLG_RUN_R2 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[2][0]},
},
{
{COOLG_RUN_R3 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][1]},
{COOLG_RUN_R3 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][2]},
{COOLG_RUN_R3 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][3]},
{COOLG_RUN_R3 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[3][0]},
},
{
{COOLG_RUN_R4 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][1]},
{COOLG_RUN_R4 + 1, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][2]},
{COOLG_RUN_R4 + 2, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][3]},
{COOLG_RUN_R4 + 3, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgRun[4][0]},
}
};
STATEp sg_CoolgRun[] =
{
&s_CoolgRun[0][0],
&s_CoolgRun[1][0],
&s_CoolgRun[2][0],
&s_CoolgRun[3][0],
&s_CoolgRun[4][0]
};
//////////////////////
//
// COOLG STAND
//
//////////////////////
STATE s_CoolgStand[5][1] =
{
{
{COOLG_RUN_R0 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[0][0]},
},
{
{COOLG_RUN_R1 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[1][0]},
},
{
{COOLG_RUN_R2 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[2][0]},
},
{
{COOLG_RUN_R3 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[3][0]},
},
{
{COOLG_RUN_R4 + 0, COOLG_RUN_RATE, DoCoolgMove, &s_CoolgStand[4][0]},
}
};
STATEp sg_CoolgStand[] =
{
&s_CoolgStand[0][0],
&s_CoolgStand[1][0],
&s_CoolgStand[2][0],
&s_CoolgStand[3][0],
&s_CoolgStand[4][0]
};
//////////////////////
//
// COOLG CLUB
//
//////////////////////
#define COOLG_RATE 16
ANIMATOR InitCoolgBash;
STATE s_CoolgClub[5][6] =
{
{
{COOLG_CLUB_R0 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[0][1]},
{COOLG_RUN_R0 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[0][2]},
{COOLG_CLUB_R0 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[0][3]},
{COOLG_CLUB_R0 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[0][4]},
{COOLG_CLUB_R0 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[0][5]},
{COOLG_CLUB_R0 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[0][5]}
},
{
{COOLG_CLUB_R1 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[1][1]},
{COOLG_RUN_R1 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[1][2]},
{COOLG_CLUB_R1 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[1][3]},
{COOLG_CLUB_R1 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[1][4]},
{COOLG_CLUB_R1 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[1][5]},
{COOLG_CLUB_R1 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[1][5]}
},
{
{COOLG_CLUB_R2 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[2][1]},
{COOLG_RUN_R2 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[2][2]},
{COOLG_CLUB_R2 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[2][3]},
{COOLG_CLUB_R2 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[2][4]},
{COOLG_CLUB_R2 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[2][5]},
{COOLG_CLUB_R2 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[2][5]}
},
{
{COOLG_CLUB_R3 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[3][1]},
{COOLG_RUN_R3 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[3][2]},
{COOLG_CLUB_R3 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[3][3]},
{COOLG_CLUB_R3 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[3][4]},
{COOLG_CLUB_R3 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[3][5]},
{COOLG_CLUB_R3 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[3][5]}
},
{
{COOLG_CLUB_R4 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[4][1]},
{COOLG_RUN_R4 + 0, COOLG_RATE, NullCoolg, &s_CoolgClub[4][2]},
{COOLG_CLUB_R4 + 1, 0|SF_QUICK_CALL, InitCoolgBash, &s_CoolgClub[4][3]},
{COOLG_CLUB_R4 + 1, COOLG_RATE, NullCoolg, &s_CoolgClub[4][4]},
{COOLG_CLUB_R4 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgClub[4][5]},
{COOLG_CLUB_R4 + 1, COOLG_RATE, DoCoolgMove, &s_CoolgClub[4][5]}
}
};
STATEp sg_CoolgClub[] =
{
&s_CoolgClub[0][0],
&s_CoolgClub[1][0],
&s_CoolgClub[2][0],
&s_CoolgClub[3][0],
&s_CoolgClub[4][0]
};
//////////////////////
//
// COOLG FIRE
//
//////////////////////
ANIMATOR InitCoolgFire;
#define COOLG_FIRE_RATE 12
STATE s_CoolgAttack[5][7] =
{
{
{COOLG_FIRE_R0 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][1]},
{COOLG_FIRE_R0 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][2]},
{COOLG_FIRE_R0 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[0][3]},
{COOLG_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[0][4]},
{COOLG_FIRE_R0 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[0][5]},
{COOLG_FIRE_R0 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[0][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[0][6]}
},
{
{COOLG_FIRE_R1 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][1]},
{COOLG_FIRE_R1 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][2]},
{COOLG_FIRE_R1 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[1][3]},
{COOLG_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[1][4]},
{COOLG_FIRE_R1 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[1][5]},
{COOLG_FIRE_R1 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[1][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[1][6]}
},
{
{COOLG_FIRE_R2 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][1]},
{COOLG_FIRE_R2 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][2]},
{COOLG_FIRE_R2 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[2][3]},
{COOLG_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[2][4]},
{COOLG_FIRE_R2 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[2][5]},
{COOLG_FIRE_R2 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[2][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[2][6]}
},
{
{COOLG_RUN_R3 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][1]},
{COOLG_RUN_R3 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][2]},
{COOLG_RUN_R3 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[3][3]},
{COOLG_RUN_R3 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[3][4]},
{COOLG_RUN_R3 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[3][5]},
{COOLG_RUN_R3 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[3][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[3][6]}
},
{
{COOLG_RUN_R4 + 0, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][1]},
{COOLG_RUN_R4 + 1, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][2]},
{COOLG_RUN_R4 + 2, COOLG_FIRE_RATE*2, NullCoolg, &s_CoolgAttack[4][3]},
{COOLG_RUN_R4 + 2, 0|SF_QUICK_CALL, InitCoolgFire, &s_CoolgAttack[4][4]},
{COOLG_RUN_R4 + 2, COOLG_FIRE_RATE, NullCoolg, &s_CoolgAttack[4][5]},
{COOLG_RUN_R4 + 2, 0|SF_QUICK_CALL, InitActorDecide, &s_CoolgAttack[4][6]},
{COOLG_RUN_R0 + 2, COOLG_FIRE_RATE, DoCoolgMove, &s_CoolgAttack[4][6]}
}
};
STATEp sg_CoolgAttack[] =
{
&s_CoolgAttack[0][0],
&s_CoolgAttack[1][0],
&s_CoolgAttack[2][0],
&s_CoolgAttack[3][0],
&s_CoolgAttack[4][0]
};
//////////////////////
//
// COOLG PAIN
//
//////////////////////
#define COOLG_PAIN_RATE 15
ANIMATOR DoCoolgPain;
STATE s_CoolgPain[5][2] =
{
{
{COOLG_PAIN_R0 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[0][1]},
{COOLG_PAIN_R0 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[0][1]},
},
{
{COOLG_RUN_R1 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[1][1]},
{COOLG_RUN_R1 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[1][1]},
},
{
{COOLG_RUN_R2 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[2][1]},
{COOLG_RUN_R2 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[2][1]},
},
{
{COOLG_RUN_R3 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[3][1]},
{COOLG_RUN_R3 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[3][1]},
},
{
{COOLG_RUN_R4 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[4][1]},
{COOLG_RUN_R4 + 0, COOLG_PAIN_RATE, DoCoolgPain, &s_CoolgPain[4][1]},
},
};
STATEp sg_CoolgPain[] =
{
s_CoolgPain[0],
s_CoolgPain[1],
s_CoolgPain[2],
s_CoolgPain[3],
s_CoolgPain[4]
};
//////////////////////
//
// COOLG DIE
//
//////////////////////
#define COOLG_DIE_RATE 20
#define COOLG_DIE 4307
#define COOLG_DEAD 4307+5
ANIMATOR DoCoolgDeath;
STATE s_CoolgDie[] =
{
{COOLG_DIE + 0, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[1]},
{COOLG_DIE + 1, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[2]},
{COOLG_DIE + 2, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[3]},
{COOLG_DIE + 3, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[4]},
{COOLG_DIE + 4, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[5]},
{COOLG_DIE + 5, COOLG_DIE_RATE, DoCoolgDeath, &s_CoolgDie[5]},
};
STATEp sg_CoolgDie[] =
{
s_CoolgDie
};
STATE s_CoolgDead[] =
{
{COOLG_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_CoolgDead[1]},
{COOLG_DEAD, COOLG_DIE_RATE, DoActorDebris, &s_CoolgDead[1]},
};
STATEp sg_CoolgDead[] =
{
s_CoolgDead
};
//////////////////////
//
// COOLG BIRTH
//
//////////////////////
#define COOLG_BIRTH_RATE 20
#define COOLG_BIRTH 4268
STATE s_CoolgBirth[] =
{
{COOLG_BIRTH + 0, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[1]},
{COOLG_BIRTH + 1, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[2]},
{COOLG_BIRTH + 2, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[3]},
{COOLG_BIRTH + 3, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[4]},
{COOLG_BIRTH + 4, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[5]},
{COOLG_BIRTH + 5, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[6]},
{COOLG_BIRTH + 6, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[7]},
{COOLG_BIRTH + 7, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[8]},
{COOLG_BIRTH + 8, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[9]},
{COOLG_BIRTH + 8, COOLG_BIRTH_RATE, NullAnimator, &s_CoolgBirth[10]},
{COOLG_BIRTH + 8, 0|SF_QUICK_CALL, DoCoolgBirth, &s_CoolgBirth[10]}
};
STATEp sg_CoolgBirth[] =
{
s_CoolgBirth
};
/*
STATEp *Stand[MAX_WEAPONS];
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[2];
STATEp *Attack[6];
STATEp *Special[2];
*/
ACTOR_ACTION_SET CoolgActionSet =
{
sg_CoolgStand,
sg_CoolgRun,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL, //climb
sg_CoolgPain, //pain
sg_CoolgDie,
NULL,
sg_CoolgDead,
NULL,
NULL,
// {sg_CoolgClub},
{sg_CoolgAttack},
{1024},
{sg_CoolgAttack},
{1024},
{NULL,NULL},
NULL,
NULL
};
int DoCoolgMatchPlayerZ(short SpriteNum);
void
CoolgCommon(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
sp->clipdist = (200) >> 2;
//u->floor_dist = Z(5);
u->floor_dist = Z(16);
u->ceiling_dist = Z(20);
u->sz = sp->z;
sp->xrepeat = 42;
sp->yrepeat = 42;
SET(sp->extra, SPRX_PLAYER_OR_ENEMY);
}
int
SetupCoolg(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u;
ANIMATOR DoActorDecide;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{
u = User[SpriteNum];
ASSERT(u);
}
else
{
User[SpriteNum] = u = SpawnUser(SpriteNum,COOLG_RUN_R0,s_CoolgRun[0]);
u->Health = HEALTH_COOLIE_GHOST;
}
ChangeState(SpriteNum, s_CoolgRun[0]);
u->Attrib = &CoolgAttrib;
DoActorSetSpeed(SpriteNum, NORM_SPEED);
u->StateEnd = s_CoolgDie;
u->Rot = sg_CoolgRun;
EnemyDefaults(SpriteNum, &CoolgActionSet, &CoolgPersonality);
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
CoolgCommon(SpriteNum);
return 0;
}
extern short TotalKillable;
int
NewCoolg(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
USERp nu;
SPRITEp np;
ANIMATOR DoActorDecide;
short New;
New = SpawnSprite(STAT_ENEMY, COOLG_RUN_R0, &s_CoolgBirth[0], sp->sectnum, sp->x, sp->y, sp->z, sp->ang, 50);
nu = User[New];
np = &sprite[New];
ChangeState(New, &s_CoolgBirth[0]);
nu->StateEnd = s_CoolgDie;
nu->Rot = sg_CoolgRun;
np->pal = nu->spal = u->spal;
nu->ActorActionSet = &CoolgActionSet;
np->shade = sp->shade;
nu->Personality = &CoolgPersonality;
nu->Attrib = &CoolgAttrib;
// special case
TotalKillable++;
CoolgCommon(New);
return 0;
}
int
DoCoolgBirth(short New)
{
SPRITEp sp;
USERp u;
ANIMATOR DoActorDecide;
u = User[New];
sp = &sprite[New];
u->Health = HEALTH_COOLIE_GHOST;
u->Attrib = &CoolgAttrib;
DoActorSetSpeed(New, NORM_SPEED);
ChangeState(New, s_CoolgRun[0]);
u->StateEnd = s_CoolgDie;
u->Rot = sg_CoolgRun;
EnemyDefaults(New, &CoolgActionSet, &CoolgPersonality);
// special case
TotalKillable--;
SET(u->Flags, SPR_NO_SCAREDZ|SPR_XFLIP_TOGGLE);
CoolgCommon(New);
return 0;
}
int NullCoolg(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
u->ShellNum -= ACTORMOVETICS;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
DoCoolgMatchPlayerZ(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoCoolgMatchPlayerZ(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp tsp = User[SpriteNum]->tgt_sp;
int zdiff,zdist;
int loz,hiz;
int bound;
// If blocking bits get unset, just die
if (!TEST(sp->cstat,CSTAT_SPRITE_BLOCK) || !TEST(sp->cstat,CSTAT_SPRITE_BLOCK_HITSCAN))
{
InitBloodSpray(SpriteNum, TRUE, 105);
InitBloodSpray(SpriteNum, TRUE, 105);
UpdateSinglePlayKills(SpriteNum);
SetSuicide(SpriteNum);
}
// actor does a sine wave about u->sz - this is the z mid point
zdiff = (SPRITEp_MID(tsp)) - u->sz;
// check z diff of the player and the sprite
zdist = Z(20 + RANDOM_RANGE(100)); // put a random amount
//zdist = Z(20);
if (labs(zdiff) > zdist)
{
if (zdiff > 0)
u->sz += 170 * ACTORMOVETICS;
else
u->sz -= 170 * ACTORMOVETICS;
}
#define COOLG_BOB_AMT (Z(8))
// save off lo and hi z
loz = u->loz;
hiz = u->hiz;
// adjust loz/hiz for water depth
if (u->lo_sectp && SectUser[u->lo_sectp - sector] && SectUser[u->lo_sectp - sector]->depth)
loz -= Z(SectUser[u->lo_sectp - sector]->depth) - Z(8);
// lower bound
if (u->lo_sp)
bound = loz - u->floor_dist;
else
bound = loz - u->floor_dist - COOLG_BOB_AMT;
if (u->sz > bound)
{
u->sz = bound;
}
// upper bound
if (u->hi_sp)
bound = hiz + u->ceiling_dist;
else
bound = hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (u->sz < bound)
{
u->sz = bound;
}
u->sz = min(u->sz, loz - u->floor_dist);
u->sz = max(u->sz, hiz + u->ceiling_dist);
u->Counter = (u->Counter + (ACTORMOVETICS<<3)) & 2047;
sp->z = u->sz + ((COOLG_BOB_AMT * (int)sintable[u->Counter]) >> 14);
bound = u->hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (sp->z < bound)
{
// bumped something
sp->z = u->sz = bound + COOLG_BOB_AMT;
}
return 0;
}
int InitCoolgCircle(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
u->ActorActionFunc = DoCoolgCircle;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
// set it close
DoActorSetSpeed(SpriteNum, FAST_SPEED);
// set to really fast
sp->xvel = 400;
// angle adjuster
u->Counter2 = sp->xvel/3;
// random angle direction
if (RANDOM_P2(1024) < 512)
u->Counter2 = -u->Counter2;
// z velocity
u->jump_speed = 400 + RANDOM_P2(256);
if (labs(u->sz - u->hiz) < labs(u->sz - u->loz))
u->jump_speed = -u->jump_speed;
u->WaitTics = (RANDOM_RANGE(3)+1) * 120;
(*u->ActorActionFunc)(SpriteNum);
return 0;
}
int DoCoolgCircle(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp tsp = User[SpriteNum]->tgt_sp;
int nx,ny,bound;
sp->ang = NORM_ANGLE(sp->ang + u->Counter2);
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
if (!move_actor(SpriteNum, nx, ny, 0L))
{
InitActorReposition(SpriteNum);
return 0;
}
// move in the z direction
u->sz -= u->jump_speed * ACTORMOVETICS;
bound = u->hiz + u->ceiling_dist + COOLG_BOB_AMT;
if (u->sz < bound)
{
// bumped something
u->sz = bound;
InitActorReposition(SpriteNum);
return 0;
}
// time out
if ((u->WaitTics -= ACTORMOVETICS) < 0)
{
InitActorReposition(SpriteNum);
u->WaitTics = 0;
return 0;
}
return 0;
}
int
DoCoolgDeath(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int nx, ny;
RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
sp->xrepeat = 42;
sp->shade = -10;
if (TEST(u->Flags, SPR_FALLING))
{
DoFall(SpriteNum);
}
else
{
DoFindGroundPoint(SpriteNum);
u->floor_dist = 0;
DoBeginFall(SpriteNum);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(SpriteNum);
// slide while falling
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
u->ret = move_sprite(SpriteNum, nx, ny, 0L, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, ACTORMOVETICS);
DoFindGroundPoint(SpriteNum);
// on the ground
if (sp->z >= u->loz)
{
RESET(u->Flags, SPR_FALLING|SPR_SLIDING);
RESET(sp->cstat, CSTAT_SPRITE_YFLIP); // If upside down, reset it
NewStateGroup(SpriteNum, u->ActorActionSet->Dead);
return 0;
}
return 0;
}
int DoCoolgMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if ((u->ShellNum -= ACTORMOVETICS) <= 0)
{
switch (u->FlagOwner)
{
case 0:
SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
u->ShellNum = SEC(2);
break;
case 1:
PlaySound(DIGI_VOID3, sp, v3df_follow);
RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
SET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(1) + SEC(RANDOM_RANGE(2));
break;
case 2:
SET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(2);
break;
case 3:
PlaySound(DIGI_VOID3, sp, v3df_follow);
RESET(sp->cstat, CSTAT_SPRITE_TRANSLUCENT);
RESET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
u->ShellNum = SEC(2) + SEC(RANDOM_RANGE(3));
break;
default:
u->FlagOwner = 0;
break;
}
u->FlagOwner++;
if (u->FlagOwner > 3) u->FlagOwner = 0;
}
if (u->FlagOwner-1 == 0)
{
sp->xrepeat--;
sp->shade++;
if (sp->xrepeat < 4) sp->xrepeat = 4;
if (sp->shade > 126)
{
sp->shade = 127;
sp->hitag = 9998;
}
}
else if (u->FlagOwner-1 == 2)
{
sp->hitag = 0;
sp->xrepeat++;
sp->shade--;
if (sp->xrepeat > 42) sp->xrepeat = 42;
if (sp->shade < -10) sp->shade = -10;
}
else if (u->FlagOwner == 0)
{
sp->xrepeat = 42;
sp->shade = -10;
sp->hitag = 0;
}
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
{
(*u->ActorActionFunc)(SpriteNum);
}
if (RANDOM_P2(1024) < 32 && !TEST(sp->cstat, CSTAT_SPRITE_INVISIBLE))
InitCoolgDrip(SpriteNum);
DoCoolgMatchPlayerZ(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoCoolgPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullCoolg(SpriteNum);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(SpriteNum);
return 0;
}
#include "saveable.h"
static saveable_code saveable_coolg_code[] =
{
SAVE_CODE(CoolgCommon),
SAVE_CODE(SetupCoolg),
SAVE_CODE(NewCoolg),
SAVE_CODE(DoCoolgBirth),
SAVE_CODE(NullCoolg),
SAVE_CODE(DoCoolgMatchPlayerZ),
SAVE_CODE(InitCoolgCircle),
SAVE_CODE(DoCoolgCircle),
SAVE_CODE(DoCoolgDeath),
SAVE_CODE(DoCoolgMove),
SAVE_CODE(DoCoolgPain),
};
static saveable_data saveable_coolg_data[] =
{
SAVE_DATA(CoolgBattle),
SAVE_DATA(CoolgOffense),
SAVE_DATA(CoolgBroadcast),
SAVE_DATA(CoolgSurprised),
SAVE_DATA(CoolgEvasive),
SAVE_DATA(CoolgLostTarget),
SAVE_DATA(CoolgCloseRange),
SAVE_DATA(CoolgTouchTarget),
SAVE_DATA(CoolgPersonality),
SAVE_DATA(CoolgAttrib),
SAVE_DATA(s_CoolgRun),
SAVE_DATA(sg_CoolgRun),
SAVE_DATA(s_CoolgStand),
SAVE_DATA(sg_CoolgStand),
SAVE_DATA(s_CoolgClub),
SAVE_DATA(sg_CoolgClub),
SAVE_DATA(s_CoolgAttack),
SAVE_DATA(sg_CoolgAttack),
SAVE_DATA(s_CoolgPain),
SAVE_DATA(sg_CoolgPain),
SAVE_DATA(s_CoolgDie),
SAVE_DATA(sg_CoolgDie),
SAVE_DATA(s_CoolgDead),
SAVE_DATA(sg_CoolgDead),
SAVE_DATA(s_CoolgBirth),
SAVE_DATA(sg_CoolgBirth),
SAVE_DATA(CoolgActionSet),
};
saveable_module saveable_coolg =
{
// code
saveable_coolg_code,
SIZ(saveable_coolg_code),
// data
saveable_coolg_data,
SIZ(saveable_coolg_data)
};
END_SW_NS