mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
1cc9d13ccf
Files moved but not modified. Changes to follow in a subsequent commit. You down with CPP? git-svn-id: https://svn.eduke32.com/eduke32@6055 1a8010ca-5511-0410-912e-c29ae57300e0
974 lines
23 KiB
C++
974 lines
23 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 "build.h"
|
|
|
|
#include "keys.h"
|
|
#include "names2.h"
|
|
#include "game.h"
|
|
#include "tags.h"
|
|
#include "ai.h"
|
|
#include "weapon.h"
|
|
#include "actor.h"
|
|
|
|
int InitSpriteGrenade(short SpriteNum);
|
|
int InitSpriteChemBomb(short SpriteNum);
|
|
int InitFlashBomb(short SpriteNum);
|
|
int InitCaltrops(short SpriteNum);
|
|
int InitPhosphorus(int16_t SpriteNum);
|
|
|
|
//////////////////////
|
|
//
|
|
// SKULL Wait
|
|
//
|
|
//////////////////////
|
|
|
|
|
|
extern DAMAGE_DATA DamageData[];
|
|
ANIMATOR DoSkullMove,NullAnimator,DoActorDebris;
|
|
|
|
#define SKULL_RATE 10
|
|
ANIMATOR DoSkullWait;
|
|
|
|
STATE s_SkullWait[5][1] =
|
|
{
|
|
{
|
|
{SKULL_R0 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[0][0]},
|
|
},
|
|
{
|
|
{SKULL_R1 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[1][0]},
|
|
},
|
|
{
|
|
{SKULL_R2 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[2][0]},
|
|
},
|
|
{
|
|
{SKULL_R3 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[3][0]},
|
|
},
|
|
{
|
|
{SKULL_R4 + 0, SKULL_RATE, DoSkullWait, &s_SkullWait[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATEp sg_SkullWait[] =
|
|
{
|
|
&s_SkullWait[0][0],
|
|
&s_SkullWait[1][0],
|
|
&s_SkullWait[2][0],
|
|
&s_SkullWait[3][0],
|
|
&s_SkullWait[4][0]
|
|
};
|
|
|
|
ATTRIBUTE SkullAttrib =
|
|
{
|
|
{60, 80, 100, 130}, // Speeds
|
|
{3, 0, -2, -3}, // Tic Adjusts
|
|
3, // MaxWeapons;
|
|
{
|
|
DIGI_AHAMBIENT, 0, 0, 0, DIGI_AHSCREAM,
|
|
DIGI_AHEXPLODE,0,0,0,0
|
|
}
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// SKULL for Serp God
|
|
//
|
|
//////////////////////
|
|
|
|
ANIMATOR DoSerpRing;
|
|
|
|
STATE s_SkullRing[5][1] =
|
|
{
|
|
{
|
|
{SKULL_R0 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[0][0]},
|
|
},
|
|
{
|
|
{SKULL_R1 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[1][0]},
|
|
},
|
|
{
|
|
{SKULL_R2 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[2][0]},
|
|
},
|
|
{
|
|
{SKULL_R3 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[3][0]},
|
|
},
|
|
{
|
|
{SKULL_R4 + 0, SKULL_RATE, DoSerpRing, &s_SkullRing[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATEp sg_SkullRing[] =
|
|
{
|
|
&s_SkullRing[0][0],
|
|
&s_SkullRing[1][0],
|
|
&s_SkullRing[2][0],
|
|
&s_SkullRing[3][0],
|
|
&s_SkullRing[4][0]
|
|
};
|
|
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// SKULL Jump
|
|
//
|
|
//////////////////////
|
|
|
|
ANIMATOR DoSkullJump;
|
|
|
|
STATE s_SkullJump[5][1] =
|
|
{
|
|
{
|
|
{SKULL_R0 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[0][0]},
|
|
},
|
|
{
|
|
{SKULL_R1 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[1][0]},
|
|
},
|
|
{
|
|
{SKULL_R2 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[2][0]},
|
|
},
|
|
{
|
|
{SKULL_R3 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[3][0]},
|
|
},
|
|
{
|
|
{SKULL_R4 + 0, SKULL_RATE, DoSkullJump, &s_SkullJump[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATEp sg_SkullJump[] =
|
|
{
|
|
&s_SkullJump[0][0],
|
|
&s_SkullJump[1][0],
|
|
&s_SkullJump[2][0],
|
|
&s_SkullJump[3][0],
|
|
&s_SkullJump[4][0]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// SKULL Explode
|
|
//
|
|
//////////////////////
|
|
|
|
#define SKULL_EXPLODE_RATE 11
|
|
ANIMATOR DoSuicide;
|
|
ANIMATOR DoDamageTest;
|
|
ANIMATOR DoSkullSpawnShrap;
|
|
|
|
STATE s_SkullExplode[] =
|
|
{
|
|
{SKULL_EXPLODE + 0, 1, NullAnimator, &s_SkullExplode[1]},
|
|
{SKULL_EXPLODE + 0, SF_QUICK_CALL, DoDamageTest, &s_SkullExplode[2]},
|
|
{SKULL_EXPLODE + 0, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[3]},
|
|
{SKULL_EXPLODE + 1, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[4]},
|
|
{SKULL_EXPLODE + 2, SF_QUICK_CALL, DoSkullSpawnShrap, &s_SkullExplode[5]},
|
|
{SKULL_EXPLODE + 2, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[6]},
|
|
{SKULL_EXPLODE + 3, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[7]},
|
|
{SKULL_EXPLODE + 4, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[8]},
|
|
{SKULL_EXPLODE + 5, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[9]},
|
|
{SKULL_EXPLODE + 6, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[10]},
|
|
{SKULL_EXPLODE + 7, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[11]},
|
|
{SKULL_EXPLODE + 8, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[12]},
|
|
{SKULL_EXPLODE + 9, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[13]},
|
|
{SKULL_EXPLODE +10, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[14]},
|
|
{SKULL_EXPLODE +11, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[15]},
|
|
{SKULL_EXPLODE +12, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[16]},
|
|
{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, NullAnimator, &s_SkullExplode[17]},
|
|
{SKULL_EXPLODE +13, SKULL_EXPLODE_RATE, DoSuicide, &s_SkullExplode[17]}
|
|
};
|
|
|
|
STATEp sg_SkullExplode[] =
|
|
{
|
|
s_SkullExplode,
|
|
};
|
|
|
|
|
|
int
|
|
SetupSkull(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,SKULL_R0,s_SkullWait[0]);
|
|
u->Health = HEALTH_SKULL;
|
|
}
|
|
|
|
ChangeState(SpriteNum, s_SkullWait[0]);
|
|
u->Attrib = &SkullAttrib;
|
|
DoActorSetSpeed(SpriteNum, NORM_SPEED);
|
|
u->StateEnd = s_SkullExplode;
|
|
u->Rot = sg_SkullWait;
|
|
|
|
u->ID = SKULL_R0;
|
|
|
|
EnemyDefaults(SpriteNum, NULL, NULL);
|
|
sp->clipdist = (128+64) >> 2;
|
|
SET(u->Flags, SPR_XFLIP_TOGGLE);
|
|
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
|
|
u->Radius = 400;
|
|
|
|
if (SPRITEp_BOS(sp) > u->loz - Z(16))
|
|
{
|
|
sp->z = u->loz + Z(SPRITEp_YOFF(sp));
|
|
|
|
u->loz = sp->z;
|
|
// leave 8 pixels above the ground
|
|
sp->z += SPRITEp_SIZE_TOS(sp) - Z(3);;
|
|
}
|
|
else
|
|
{
|
|
u->Counter = RANDOM_P2(2048);
|
|
u->sz = sp->z;
|
|
}
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
DoSkullMove(int16_t SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
int32_t dax, day, daz;
|
|
|
|
dax = MOVEx(sp->xvel, sp->ang);
|
|
day = MOVEy(sp->xvel, sp->ang);
|
|
daz = sp->zvel;
|
|
|
|
u->ret = move_missile(SpriteNum, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
|
|
|
|
DoFindGroundPoint(SpriteNum);
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
DoSkullBeginDeath(int16_t SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
int16_t i,num_ord=0;
|
|
//extern short *DamageRadiusSkull;
|
|
|
|
// Decrease for Serp God
|
|
if (sp->owner >= 0)
|
|
User[sp->owner]->Counter--;
|
|
|
|
// starts the explosion that does the actual damage
|
|
|
|
switch (sp->hitag)
|
|
{
|
|
case 1:
|
|
if (sp->lotag) num_ord = sp->lotag;
|
|
else
|
|
num_ord = 2;
|
|
if (num_ord > 3) num_ord = 3;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
sp->ang = NORM_ANGLE(sp->ang+(i*1024));
|
|
InitSpriteChemBomb(SpriteNum);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
if (sp->lotag) num_ord = sp->lotag;
|
|
else
|
|
num_ord = 5;
|
|
if (num_ord > 10) num_ord = 10;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
|
InitCaltrops(SpriteNum);
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
InitFlashBomb(SpriteNum);
|
|
break;
|
|
|
|
case 4:
|
|
if (sp->lotag) num_ord = sp->lotag;
|
|
else
|
|
num_ord = 5;
|
|
if (num_ord > 10) num_ord = 10;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
sp->ang = NORM_ANGLE(sp->ang+(i*(2048/num_ord)));
|
|
InitSpriteGrenade(SpriteNum);
|
|
}
|
|
break;
|
|
default:
|
|
SpawnMineExp(SpriteNum);
|
|
for (i=0; i<3; i++)
|
|
{
|
|
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
|
InitPhosphorus(SpriteNum);
|
|
}
|
|
break;
|
|
}
|
|
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
u->RotNum = 0;
|
|
u->Tics = 0;
|
|
// ChangeState(SpriteNum, u->StateEnd);
|
|
//u->State = u->StateStart = u->StateEnd;
|
|
//u->State = u->StateEnd;
|
|
u->ID = SKULL_R0;
|
|
u->Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusSkull;
|
|
u->OverlapZ = Z(64);
|
|
change_sprite_stat(SpriteNum, STAT_DEAD_ACTOR);
|
|
sp->shade = -40;
|
|
|
|
SpawnLittleExp(SpriteNum);
|
|
SetSuicide(SpriteNum);
|
|
|
|
//u->spal = sp->pal = PALETTE_RED_LIGHTING;
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
int DoSkullJump(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
|
|
|
|
if (sp->xvel)
|
|
DoSkullMove(SpriteNum);
|
|
else
|
|
sp->ang = NORM_ANGLE(sp->ang + (64 * ACTORMOVETICS));
|
|
|
|
if (TEST(u->Flags,SPR_JUMPING))
|
|
{
|
|
DoJump(SpriteNum);
|
|
}
|
|
else if (TEST(u->Flags,SPR_FALLING))
|
|
{
|
|
DoFall(SpriteNum);
|
|
|
|
// jump/fall type
|
|
if (sp->xvel)
|
|
{
|
|
SWBOOL SpriteOverlapZ(int16_t, int16_t, int);
|
|
|
|
int dist,a,b,c;
|
|
|
|
DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
|
|
|
|
if (dist < 1000 &&
|
|
SpriteOverlapZ(SpriteNum, u->tgt_sp - sprite, Z(32)))
|
|
{
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
DoSkullBeginDeath(SpriteNum);
|
|
return 0;
|
|
}
|
|
|
|
if ((sp->z > u->loz - Z(36)))
|
|
{
|
|
sp->z = u->loz - Z(36);
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
DoSkullBeginDeath(SpriteNum);
|
|
return 0;
|
|
}
|
|
}
|
|
// non jumping type
|
|
else
|
|
{
|
|
if (u->jump_speed > 200)
|
|
{
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
DoSkullBeginDeath(SpriteNum);
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
DoSkullBeginDeath(SpriteNum);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DoSkullBob(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
|
|
// actor does a sine wave about u->sz - this is the z mid point
|
|
#define SKULL_BOB_AMT (Z(16))
|
|
|
|
u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
|
|
sp->z = u->sz + ((SKULL_BOB_AMT * (int)sintable[u->Counter]) >> 14) +
|
|
((DIV2(SKULL_BOB_AMT) * (int)sintable[u->Counter]) >> 14);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DoSkullSpawnShrap(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
int SpawnShrap(short, short);
|
|
|
|
SpawnShrap(SpriteNum, -1);
|
|
|
|
//PlaySpriteSound(SpriteNum,attr_extra1,v3df_none);
|
|
return 0;
|
|
}
|
|
|
|
int DoSkullWait(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
int a,b,c,dist;
|
|
|
|
DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
|
|
|
|
DoActorPickClosePlayer(SpriteNum);
|
|
|
|
//if (dist < u->active_range)
|
|
// return(0);
|
|
|
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
|
{
|
|
PlaySound(DIGI_AHSCREAM,&sp->x,&sp->y,&sp->z,v3df_none);
|
|
u->WaitTics = SEC(3) + RANDOM_RANGE(360);
|
|
}
|
|
|
|
// below the floor type
|
|
if (sp->z > u->loz)
|
|
{
|
|
// look for closest player every once in a while
|
|
if (dist < 3500)
|
|
{
|
|
sp->xvel = 0;
|
|
u->jump_speed = -600;
|
|
NewStateGroup(SpriteNum, sg_SkullJump);
|
|
DoBeginJump(SpriteNum);
|
|
}
|
|
}
|
|
else
|
|
// above the floor type
|
|
{
|
|
sp->ang = NORM_ANGLE(sp->ang + (48 * ACTORMOVETICS));
|
|
|
|
DoSkullBob(SpriteNum);
|
|
|
|
if (dist < 8000)
|
|
{
|
|
sp->ang = getangle(u->tgt_sp->x - sp->x, u->tgt_sp->y - sp->y);
|
|
sp->xvel = 128 + (RANDOM_P2(256<<8)>>8);
|
|
u->jump_speed = -700;
|
|
NewStateGroup(SpriteNum, sg_SkullJump);
|
|
DoBeginJump(SpriteNum);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//////////////////////
|
|
//
|
|
// BETTY Wait
|
|
//
|
|
//////////////////////
|
|
|
|
|
|
ANIMATOR DoBettyMove,NullAnimator,DoActorDebris;
|
|
|
|
#define BETTY_RATE 10
|
|
ANIMATOR DoBettyWait;
|
|
|
|
STATE s_BettyWait[5][3] =
|
|
{
|
|
{
|
|
{BETTY_R0 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[0][1]},
|
|
{BETTY_R0 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[0][2]},
|
|
{BETTY_R0 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[0][0]},
|
|
},
|
|
{
|
|
{BETTY_R1 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[1][1]},
|
|
{BETTY_R1 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[1][2]},
|
|
{BETTY_R1 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[1][0]},
|
|
},
|
|
{
|
|
{BETTY_R2 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[2][1]},
|
|
{BETTY_R2 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[2][2]},
|
|
{BETTY_R2 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[2][0]},
|
|
},
|
|
{
|
|
{BETTY_R3 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[3][1]},
|
|
{BETTY_R3 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[3][2]},
|
|
{BETTY_R3 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[3][0]},
|
|
},
|
|
{
|
|
{BETTY_R4 + 0, BETTY_RATE, DoBettyWait, &s_BettyWait[4][1]},
|
|
{BETTY_R4 + 1, BETTY_RATE, DoBettyWait, &s_BettyWait[4][2]},
|
|
{BETTY_R4 + 2, BETTY_RATE, DoBettyWait, &s_BettyWait[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATEp sg_BettyWait[] =
|
|
{
|
|
&s_BettyWait[0][0],
|
|
&s_BettyWait[1][0],
|
|
&s_BettyWait[2][0],
|
|
&s_BettyWait[3][0],
|
|
&s_BettyWait[4][0]
|
|
};
|
|
|
|
ATTRIBUTE BettyAttrib =
|
|
{
|
|
{60, 80, 100, 130}, // Speeds
|
|
{3, 0, -2, -3}, // Tic Adjusts
|
|
3, // MaxWeapons;
|
|
{0, 0, 0, 0, 0, 0,0,0,0,0}
|
|
};
|
|
|
|
//////////////////////
|
|
//
|
|
// BETTY Jump
|
|
//
|
|
//////////////////////
|
|
|
|
ANIMATOR DoBettyJump;
|
|
|
|
STATE s_BettyJump[5][1] =
|
|
{
|
|
{
|
|
{BETTY_R0 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[0][0]},
|
|
},
|
|
{
|
|
{BETTY_R1 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[1][0]},
|
|
},
|
|
{
|
|
{BETTY_R2 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[2][0]},
|
|
},
|
|
{
|
|
{BETTY_R3 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[3][0]},
|
|
},
|
|
{
|
|
{BETTY_R4 + 0, BETTY_RATE, DoBettyJump, &s_BettyJump[4][0]},
|
|
}
|
|
};
|
|
|
|
|
|
STATEp sg_BettyJump[] =
|
|
{
|
|
&s_BettyJump[0][0],
|
|
&s_BettyJump[1][0],
|
|
&s_BettyJump[2][0],
|
|
&s_BettyJump[3][0],
|
|
&s_BettyJump[4][0]
|
|
};
|
|
|
|
|
|
//////////////////////
|
|
//
|
|
// BETTY Explode
|
|
//
|
|
//////////////////////
|
|
|
|
#define BETTY_EXPLODE_RATE 11
|
|
#define BETTY_EXPLODE BETTY_R0
|
|
ANIMATOR DoSuicide;
|
|
ANIMATOR DoDamageTest;
|
|
ANIMATOR DoBettySpawnShrap;
|
|
|
|
STATE s_BettyExplode[] =
|
|
{
|
|
{BETTY_EXPLODE + 0, SF_QUICK_CALL, DoDamageTest, &s_BettyExplode[1]},
|
|
{BETTY_EXPLODE + 0, BETTY_EXPLODE_RATE, DoSuicide, &s_BettyExplode[0]}
|
|
};
|
|
|
|
STATEp sg_BettyExplode[] =
|
|
{
|
|
s_BettyExplode,
|
|
};
|
|
|
|
|
|
int
|
|
SetupBetty(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,BETTY_R0,s_BettyWait[0]);
|
|
u->Health = HEALTH_SKULL;
|
|
}
|
|
|
|
ChangeState(SpriteNum, s_BettyWait[0]);
|
|
u->Attrib = &BettyAttrib;
|
|
DoActorSetSpeed(SpriteNum, NORM_SPEED);
|
|
u->StateEnd = s_BettyExplode;
|
|
u->Rot = sg_BettyWait;
|
|
|
|
u->ID = BETTY_R0;
|
|
|
|
EnemyDefaults(SpriteNum, NULL, NULL);
|
|
sp->clipdist = (128+64) >> 2;
|
|
SET(u->Flags, SPR_XFLIP_TOGGLE);
|
|
SET(sp->cstat, CSTAT_SPRITE_YCENTER);
|
|
|
|
u->Radius = 400;
|
|
|
|
if (SPRITEp_BOS(sp) > u->loz - Z(16))
|
|
{
|
|
sp->z = u->loz + Z(SPRITEp_YOFF(sp));
|
|
|
|
u->loz = sp->z;
|
|
// leave 8 pixels above the ground
|
|
sp->z += SPRITEp_SIZE_TOS(sp) - Z(3);;
|
|
}
|
|
else
|
|
{
|
|
u->Counter = RANDOM_P2(2048);
|
|
u->sz = sp->z;
|
|
}
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
DoBettyMove(int16_t SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
int32_t dax, day, daz;
|
|
|
|
dax = MOVEx(sp->xvel, sp->ang);
|
|
day = MOVEy(sp->xvel, sp->ang);
|
|
daz = sp->zvel;
|
|
|
|
u->ret = move_missile(SpriteNum, dax, day, daz, Z(16), Z(16), CLIPMASK_MISSILE, ACTORMOVETICS);
|
|
|
|
DoFindGroundPoint(SpriteNum);
|
|
return 0;
|
|
}
|
|
|
|
int
|
|
DoBettyBeginDeath(int16_t SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
int16_t i,num_ord=0;
|
|
//extern short *DamageRadiusBetty;
|
|
|
|
// starts the explosion that does the actual damage
|
|
|
|
switch (sp->hitag)
|
|
{
|
|
case 1:
|
|
if (sp->lotag) num_ord = sp->lotag;
|
|
else
|
|
num_ord = 2;
|
|
if (num_ord > 3) num_ord = 3;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
sp->ang = NORM_ANGLE(sp->ang+(i*1024));
|
|
InitSpriteChemBomb(SpriteNum);
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
if (sp->lotag) num_ord = sp->lotag;
|
|
else
|
|
num_ord = 5;
|
|
if (num_ord > 10) num_ord = 10;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
|
InitCaltrops(SpriteNum);
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
InitFlashBomb(SpriteNum);
|
|
break;
|
|
|
|
case 4:
|
|
if (sp->lotag) num_ord = sp->lotag;
|
|
else
|
|
num_ord = 5;
|
|
if (num_ord > 10) num_ord = 10;
|
|
for (i=0; i<num_ord; i++)
|
|
{
|
|
sp->ang = NORM_ANGLE(sp->ang + (i*(2048/num_ord)));
|
|
InitSpriteGrenade(SpriteNum);
|
|
}
|
|
break;
|
|
default:
|
|
for (i=0; i<5; i++)
|
|
{
|
|
sp->ang = NORM_ANGLE(RANDOM_RANGE(2048));
|
|
InitPhosphorus(SpriteNum);
|
|
SpawnMineExp(SpriteNum);
|
|
}
|
|
break;
|
|
}
|
|
|
|
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
|
|
u->RotNum = 0;
|
|
u->Tics = 0;
|
|
// ChangeState(SpriteNum, u->StateEnd);
|
|
//u->State = u->StateStart = u->StateEnd;
|
|
//u->State = u->StateEnd;
|
|
u->ID = BETTY_R0;
|
|
u->Radius = DamageData[DMG_SKULL_EXP].radius; //*DamageRadiusBetty;
|
|
u->OverlapZ = Z(64);
|
|
change_sprite_stat(SpriteNum, STAT_DEAD_ACTOR);
|
|
sp->shade = -40;
|
|
|
|
SpawnLittleExp(SpriteNum);
|
|
SetSuicide(SpriteNum);
|
|
|
|
//u->spal = sp->pal = PALETTE_RED_LIGHTING;
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
int DoBettyJump(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
|
|
|
|
if (sp->xvel)
|
|
DoBettyMove(SpriteNum);
|
|
else
|
|
sp->ang = NORM_ANGLE(sp->ang + (64 * ACTORMOVETICS));
|
|
|
|
if (TEST(u->Flags,SPR_JUMPING))
|
|
{
|
|
DoJump(SpriteNum);
|
|
}
|
|
else if (TEST(u->Flags,SPR_FALLING))
|
|
{
|
|
DoFall(SpriteNum);
|
|
|
|
// jump/fall type
|
|
if (sp->xvel)
|
|
{
|
|
SWBOOL SpriteOverlapZ(int16_t, int16_t, int);
|
|
|
|
int dist,a,b,c;
|
|
|
|
DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
|
|
|
|
if (dist < 1000 &&
|
|
SpriteOverlapZ(SpriteNum, u->tgt_sp - sprite, Z(32)))
|
|
{
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
DoBettyBeginDeath(SpriteNum);
|
|
return 0;
|
|
}
|
|
|
|
if ((sp->z > u->loz - Z(36)))
|
|
{
|
|
sp->z = u->loz - Z(36);
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
DoBettyBeginDeath(SpriteNum);
|
|
return 0;
|
|
}
|
|
}
|
|
// non jumping type
|
|
else
|
|
{
|
|
if (u->jump_speed > 200)
|
|
{
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
DoBettyBeginDeath(SpriteNum);
|
|
}
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
UpdateSinglePlayKills(SpriteNum);
|
|
DoBettyBeginDeath(SpriteNum);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int DoBettyBob(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
|
|
// actor does a sine wave about u->sz - this is the z mid point
|
|
#define BETTY_BOB_AMT (Z(16))
|
|
|
|
u->Counter = (u->Counter + (ACTORMOVETICS << 3) + (ACTORMOVETICS << 1)) & 2047;
|
|
sp->z = u->sz + ((BETTY_BOB_AMT * (int)sintable[u->Counter]) >> 14) +
|
|
((DIV2(BETTY_BOB_AMT) * (int)sintable[u->Counter]) >> 14);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int DoBettySpawnShrap(short SpriteNum)
|
|
{
|
|
int SpawnShrap(short, short);
|
|
SpawnShrap(SpriteNum, -1);
|
|
//PlaySpriteSound(SpriteNum,attr_extra1,v3df_none);
|
|
return 0;
|
|
}
|
|
|
|
int DoBettyWait(short SpriteNum)
|
|
{
|
|
SPRITEp sp = &sprite[SpriteNum];
|
|
USERp u = User[SpriteNum];
|
|
int a,b,c,dist;
|
|
|
|
DISTANCE(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y, dist, a, b, c);
|
|
|
|
DoActorPickClosePlayer(SpriteNum);
|
|
|
|
//if (dist < u->active_range)
|
|
// return(0);
|
|
|
|
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
|
|
{
|
|
PlaySound(DIGI_MINEBEEP,&sp->x,&sp->y,&sp->z,v3df_none);
|
|
u->WaitTics = SEC(3);
|
|
}
|
|
|
|
// below the floor type
|
|
if (sp->z > u->loz)
|
|
{
|
|
// look for closest player every once in a while
|
|
if (dist < 3500)
|
|
{
|
|
sp->xvel = 0;
|
|
u->jump_speed = -600;
|
|
NewStateGroup(SpriteNum, sg_BettyJump);
|
|
DoBeginJump(SpriteNum);
|
|
}
|
|
}
|
|
else
|
|
// above the floor type
|
|
{
|
|
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);
|
|
sp->xvel = 128 + (RANDOM_P2(256<<8)>>8);
|
|
u->jump_speed = -700;
|
|
NewStateGroup(SpriteNum, sg_BettyJump);
|
|
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)
|
|
};
|