raze-gles/source/sw/src/ripper.cpp

1424 lines
37 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 "panel.h"
#include "game.h"
#include "tags.h"
#include "ai.h"
#include "pal.h"
#include "actor.h"
#include "sprite.h"
#include "track.h"
ANIMATOR InitRipperHang;
ANIMATOR DoActorMoveJump;
ANIMATOR DoRipperMoveJump;
ANIMATOR DoRipperHangJF;
ANIMATOR DoRipperQuickJump;
DECISION RipperBattle[] =
{
{748, InitActorMoveCloser},
{750, InitActorAlertNoise},
// {900, InitRipperHang},
{755, InitActorAttackNoise},
{1024, InitActorAttack}
};
DECISION RipperOffense[] =
{
{700, InitActorMoveCloser},
{710, InitActorAlertNoise},
{1024, InitActorAttack}
};
DECISION RipperBroadcast[] =
{
{3, InitActorAlertNoise},
{6, InitActorAmbientNoise},
{1024, InitActorDecide}
};
DECISION RipperSurprised[] =
{
{30, InitRipperHang},
{701, InitActorMoveCloser},
{1024, InitActorDecide}
};
DECISION RipperEvasive[] =
{
{6, InitRipperHang},
{1024, NULL}
};
DECISION RipperLostTarget[] =
{
{980, InitActorFindPlayer},
{1024, InitActorWanderAround}
};
DECISION RipperCloseRange[] =
{
{900, InitActorAttack },
{1024, InitActorReposition }
};
PERSONALITY RipperPersonality =
{
RipperBattle,
RipperOffense,
RipperBroadcast,
RipperSurprised,
RipperEvasive,
RipperLostTarget,
RipperCloseRange,
RipperCloseRange
};
ATTRIBUTE RipperAttrib =
{
{200, 220, 240, 280}, // Speeds
{5, 0, -2, -4}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_RIPPERAMBIENT, DIGI_RIPPERALERT, DIGI_RIPPERATTACK,
DIGI_RIPPERPAIN, DIGI_RIPPERSCREAM, DIGI_RIPPERHEARTOUT,
0,0,0,0
}
};
//////////////////////
//
// RIPPER RUN
//
//////////////////////
#define RIPPER_RUN_RATE 16
ANIMATOR DoRipperMove, NullRipper, DoActorDebris;
STATE s_RipperRun[5][4] =
{
{
{RIPPER_RUN_R0 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][1]},
{RIPPER_RUN_R0 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][2]},
{RIPPER_RUN_R0 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][3]},
{RIPPER_RUN_R0 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[0][0]},
},
{
{RIPPER_RUN_R1 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][1]},
{RIPPER_RUN_R1 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][2]},
{RIPPER_RUN_R1 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][3]},
{RIPPER_RUN_R1 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[1][0]},
},
{
{RIPPER_RUN_R2 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][1]},
{RIPPER_RUN_R2 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][2]},
{RIPPER_RUN_R2 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][3]},
{RIPPER_RUN_R2 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[2][0]},
},
{
{RIPPER_RUN_R3 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][1]},
{RIPPER_RUN_R3 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][2]},
{RIPPER_RUN_R3 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][3]},
{RIPPER_RUN_R3 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[3][0]},
},
{
{RIPPER_RUN_R4 + 0, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][1]},
{RIPPER_RUN_R4 + 1, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][2]},
{RIPPER_RUN_R4 + 2, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][3]},
{RIPPER_RUN_R4 + 3, RIPPER_RUN_RATE | SF_TIC_ADJUST, DoRipperMove, &s_RipperRun[4][0]},
}
};
STATEp sg_RipperRun[] =
{
&s_RipperRun[0][0],
&s_RipperRun[1][0],
&s_RipperRun[2][0],
&s_RipperRun[3][0],
&s_RipperRun[4][0]
};
//////////////////////
//
// RIPPER STAND
//
//////////////////////
#define RIPPER_STAND_RATE 12
STATE s_RipperStand[5][1] =
{
{
{RIPPER_STAND_R0 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[0][0]},
},
{
{RIPPER_STAND_R1 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[1][0]},
},
{
{RIPPER_STAND_R2 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[2][0]},
},
{
{RIPPER_STAND_R3 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[3][0]},
},
{
{RIPPER_STAND_R4 + 0, RIPPER_STAND_RATE, DoRipperMove, &s_RipperStand[4][0]},
},
};
STATEp sg_RipperStand[] =
{
s_RipperStand[0],
s_RipperStand[1],
s_RipperStand[2],
s_RipperStand[3],
s_RipperStand[4]
};
//////////////////////
//
// RIPPER SWIPE
//
//////////////////////
#define RIPPER_SWIPE_RATE 8
ANIMATOR InitActorDecide;
ANIMATOR InitRipperSlash;
STATE s_RipperSwipe[5][8] =
{
{
{RIPPER_SWIPE_R0 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][1]},
{RIPPER_SWIPE_R0 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][2]},
{RIPPER_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[0][3]},
{RIPPER_SWIPE_R0 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][4]},
{RIPPER_SWIPE_R0 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[0][5]},
{RIPPER_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[0][6]},
{RIPPER_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[0][7]},
{RIPPER_SWIPE_R0 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[0][7]},
},
{
{RIPPER_SWIPE_R1 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][1]},
{RIPPER_SWIPE_R1 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][2]},
{RIPPER_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[1][3]},
{RIPPER_SWIPE_R1 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][4]},
{RIPPER_SWIPE_R1 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[1][5]},
{RIPPER_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[1][6]},
{RIPPER_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[1][7]},
{RIPPER_SWIPE_R1 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[1][7]},
},
{
{RIPPER_SWIPE_R2 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][1]},
{RIPPER_SWIPE_R2 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][2]},
{RIPPER_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[2][3]},
{RIPPER_SWIPE_R2 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][4]},
{RIPPER_SWIPE_R2 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[2][5]},
{RIPPER_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[2][6]},
{RIPPER_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[2][7]},
{RIPPER_SWIPE_R2 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[2][7]},
},
{
{RIPPER_SWIPE_R3 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][1]},
{RIPPER_SWIPE_R3 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][2]},
{RIPPER_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[3][3]},
{RIPPER_SWIPE_R3 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][4]},
{RIPPER_SWIPE_R3 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[3][5]},
{RIPPER_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[3][6]},
{RIPPER_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[3][7]},
{RIPPER_SWIPE_R3 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[3][7]},
},
{
{RIPPER_SWIPE_R4 + 0, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][1]},
{RIPPER_SWIPE_R4 + 1, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][2]},
{RIPPER_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[4][3]},
{RIPPER_SWIPE_R4 + 2, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][4]},
{RIPPER_SWIPE_R4 + 3, RIPPER_SWIPE_RATE, NullRipper, &s_RipperSwipe[4][5]},
{RIPPER_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitRipperSlash, &s_RipperSwipe[4][6]},
{RIPPER_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSwipe[4][7]},
{RIPPER_SWIPE_R4 + 3, RIPPER_SWIPE_RATE, DoRipperMove, &s_RipperSwipe[4][7]},
}
};
STATEp sg_RipperSwipe[] =
{
&s_RipperSwipe[0][0],
&s_RipperSwipe[1][0],
&s_RipperSwipe[2][0],
&s_RipperSwipe[3][0],
&s_RipperSwipe[4][0]
};
//////////////////////
//
// RIPPER SPEW
//
//////////////////////
#define RIPPER_SPEW_RATE 8
ANIMATOR InitActorDecide;
ANIMATOR InitCoolgFire;
STATE s_RipperSpew[5][7] =
{
{
{RIPPER_SWIPE_R0 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][1]},
{RIPPER_SWIPE_R0 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][2]},
{RIPPER_SWIPE_R0 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[0][3]},
{RIPPER_SWIPE_R0 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][4]},
{RIPPER_SWIPE_R0 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[0][5]},
{RIPPER_SWIPE_R0 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[0][6]},
{RIPPER_SWIPE_R0 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[0][6]},
},
{
{RIPPER_SWIPE_R1 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][1]},
{RIPPER_SWIPE_R1 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][2]},
{RIPPER_SWIPE_R1 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[1][3]},
{RIPPER_SWIPE_R1 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][4]},
{RIPPER_SWIPE_R1 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[1][5]},
{RIPPER_SWIPE_R1 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[1][6]},
{RIPPER_SWIPE_R1 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[1][6]},
},
{
{RIPPER_SWIPE_R2 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][1]},
{RIPPER_SWIPE_R2 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][2]},
{RIPPER_SWIPE_R2 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[2][3]},
{RIPPER_SWIPE_R2 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][4]},
{RIPPER_SWIPE_R2 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[2][5]},
{RIPPER_SWIPE_R2 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[2][6]},
{RIPPER_SWIPE_R2 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[2][6]},
},
{
{RIPPER_SWIPE_R3 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][1]},
{RIPPER_SWIPE_R3 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][2]},
{RIPPER_SWIPE_R3 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[3][3]},
{RIPPER_SWIPE_R3 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][4]},
{RIPPER_SWIPE_R3 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[3][5]},
{RIPPER_SWIPE_R3 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[3][6]},
{RIPPER_SWIPE_R3 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[3][6]},
},
{
{RIPPER_SWIPE_R4 + 0, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][1]},
{RIPPER_SWIPE_R4 + 1, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][2]},
{RIPPER_SWIPE_R4 + 1, 0 | SF_QUICK_CALL, InitCoolgFire, &s_RipperSpew[4][3]},
{RIPPER_SWIPE_R4 + 2, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][4]},
{RIPPER_SWIPE_R4 + 3, RIPPER_SPEW_RATE, NullRipper, &s_RipperSpew[4][5]},
{RIPPER_SWIPE_R4 + 3, 0 | SF_QUICK_CALL, InitActorDecide, &s_RipperSpew[4][6]},
{RIPPER_SWIPE_R4 + 3, RIPPER_SPEW_RATE, DoRipperMove, &s_RipperSpew[4][6]},
}
};
STATEp sg_RipperSpew[] =
{
&s_RipperSpew[0][0],
&s_RipperSpew[1][0],
&s_RipperSpew[2][0],
&s_RipperSpew[3][0],
&s_RipperSpew[4][0]
};
//////////////////////
//
// RIPPER HEART - show players heart
//
//////////////////////
#define RIPPER_HEART_RATE 14
ANIMATOR DoRipperStandHeart;
STATE s_RipperHeart[5][4] =
{
{
{RIPPER_HEART_R0 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[0][0]},
},
{
{RIPPER_HEART_R1 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[1][0]},
},
{
{RIPPER_HEART_R2 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[2][0]},
},
{
{RIPPER_HEART_R3 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[3][0]},
},
{
{RIPPER_HEART_R4 + 0, RIPPER_HEART_RATE, DoRipperStandHeart, &s_RipperHeart[4][0]},
}
};
STATEp sg_RipperHeart[] =
{
&s_RipperHeart[0][0],
&s_RipperHeart[1][0],
&s_RipperHeart[2][0],
&s_RipperHeart[3][0],
&s_RipperHeart[4][0]
};
//////////////////////
//
// RIPPER HANG
//
//////////////////////
#define RIPPER_HANG_RATE 14
ANIMATOR DoRipperHang;
STATE s_RipperHang[5][4] =
{
{
{RIPPER_HANG_R0 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[0][0]},
},
{
{RIPPER_HANG_R1 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[1][0]},
},
{
{RIPPER_HANG_R2 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[2][0]},
},
{
{RIPPER_HANG_R3 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[3][0]},
},
{
{RIPPER_HANG_R4 + 0, RIPPER_HANG_RATE, DoRipperHang, &s_RipperHang[4][0]},
}
};
STATEp sg_RipperHang[] =
{
&s_RipperHang[0][0],
&s_RipperHang[1][0],
&s_RipperHang[2][0],
&s_RipperHang[3][0],
&s_RipperHang[4][0]
};
//////////////////////
//
// RIPPER PAIN
//
//////////////////////
#define RIPPER_PAIN_RATE 38
ANIMATOR DoRipperPain;
STATE s_RipperPain[5][1] =
{
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[0][0]},
},
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[1][0]},
},
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[2][0]},
},
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[3][0]},
},
{
{RIPPER_JUMP_R0 + 0, RIPPER_PAIN_RATE, DoRipperPain, &s_RipperPain[4][0]},
}
};
STATEp sg_RipperPain[] =
{
&s_RipperPain[0][0],
&s_RipperPain[1][0],
&s_RipperPain[2][0],
&s_RipperPain[3][0],
&s_RipperPain[4][0]
};
//////////////////////
//
// RIPPER JUMP
//
//////////////////////
#define RIPPER_JUMP_RATE 25
STATE s_RipperJump[5][6] =
{
{
{RIPPER_JUMP_R0 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[0][1]},
{RIPPER_JUMP_R0 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[0][1]},
},
{
{RIPPER_JUMP_R1 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[1][1]},
{RIPPER_JUMP_R1 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[1][1]},
},
{
{RIPPER_JUMP_R2 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[2][1]},
{RIPPER_JUMP_R2 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[2][1]},
},
{
{RIPPER_JUMP_R3 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[3][1]},
{RIPPER_JUMP_R3 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[3][1]},
},
{
{RIPPER_JUMP_R4 + 0, RIPPER_JUMP_RATE, NullRipper, &s_RipperJump[4][1]},
{RIPPER_JUMP_R4 + 1, RIPPER_JUMP_RATE, DoRipperMoveJump, &s_RipperJump[4][1]},
}
};
STATEp sg_RipperJump[] =
{
&s_RipperJump[0][0],
&s_RipperJump[1][0],
&s_RipperJump[2][0],
&s_RipperJump[3][0],
&s_RipperJump[4][0]
};
//////////////////////
//
// RIPPER FALL
//
//////////////////////
#define RIPPER_FALL_RATE 25
STATE s_RipperFall[5][6] =
{
{
{RIPPER_FALL_R0 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[0][0]},
},
{
{RIPPER_FALL_R1 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[1][0]},
},
{
{RIPPER_FALL_R2 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[2][0]},
},
{
{RIPPER_FALL_R3 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[3][0]},
},
{
{RIPPER_FALL_R4 + 0, RIPPER_FALL_RATE, DoRipperMoveJump, &s_RipperFall[4][0]},
}
};
STATEp sg_RipperFall[] =
{
&s_RipperFall[0][0],
&s_RipperFall[1][0],
&s_RipperFall[2][0],
&s_RipperFall[3][0],
&s_RipperFall[4][0]
};
//////////////////////
//
// RIPPER JUMP ATTACK
//
//////////////////////
#define RIPPER_JUMP_ATTACK_RATE 35
int DoRipperBeginJumpAttack(short SpriteNum);
STATE s_RipperJumpAttack[5][6] =
{
{
{RIPPER_JUMP_R0 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[0][1]},
{RIPPER_JUMP_R0 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[0][2]},
{RIPPER_JUMP_R0 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[0][2]},
},
{
{RIPPER_JUMP_R1 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[1][1]},
{RIPPER_JUMP_R1 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[1][2]},
{RIPPER_JUMP_R1 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[1][2]},
},
{
{RIPPER_JUMP_R2 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[2][1]},
{RIPPER_JUMP_R2 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[2][2]},
{RIPPER_JUMP_R2 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[2][2]},
},
{
{RIPPER_JUMP_R3 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[3][1]},
{RIPPER_JUMP_R3 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[3][2]},
{RIPPER_JUMP_R3 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[3][2]},
},
{
{RIPPER_JUMP_R4 + 0, RIPPER_JUMP_ATTACK_RATE, NullRipper, &s_RipperJumpAttack[4][1]},
{RIPPER_JUMP_R4 + 0, 0 | SF_QUICK_CALL, DoRipperBeginJumpAttack, &s_RipperJumpAttack[4][2]},
{RIPPER_JUMP_R4 + 1, RIPPER_JUMP_ATTACK_RATE, DoRipperMoveJump, &s_RipperJumpAttack[4][2]},
}
};
STATEp sg_RipperJumpAttack[] =
{
&s_RipperJumpAttack[0][0],
&s_RipperJumpAttack[1][0],
&s_RipperJumpAttack[2][0],
&s_RipperJumpAttack[3][0],
&s_RipperJumpAttack[4][0]
};
//////////////////////
//
// RIPPER HANG_JUMP
//
//////////////////////
#define RIPPER_HANG_JUMP_RATE 20
STATE s_RipperHangJump[5][6] =
{
{
{RIPPER_JUMP_R0 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[0][1]},
{RIPPER_JUMP_R0 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[0][1]},
},
{
{RIPPER_JUMP_R1 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[1][1]},
{RIPPER_JUMP_R1 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[1][1]},
},
{
{RIPPER_JUMP_R2 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[2][1]},
{RIPPER_JUMP_R2 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[2][1]},
},
{
{RIPPER_JUMP_R3 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[3][1]},
{RIPPER_JUMP_R3 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[3][1]},
},
{
{RIPPER_JUMP_R4 + 0, RIPPER_HANG_JUMP_RATE, NullRipper, &s_RipperHangJump[4][1]},
{RIPPER_JUMP_R4 + 1, RIPPER_HANG_JUMP_RATE, DoRipperHangJF, &s_RipperHangJump[4][1]},
}
};
STATEp sg_RipperHangJump[] =
{
&s_RipperHangJump[0][0],
&s_RipperHangJump[1][0],
&s_RipperHangJump[2][0],
&s_RipperHangJump[3][0],
&s_RipperHangJump[4][0]
};
//////////////////////
//
// RIPPER HANG_FALL
//
//////////////////////
#define RIPPER_FALL_RATE 25
STATE s_RipperHangFall[5][6] =
{
{
{RIPPER_FALL_R0 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[0][0]},
},
{
{RIPPER_FALL_R1 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[1][0]},
},
{
{RIPPER_FALL_R2 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[2][0]},
},
{
{RIPPER_FALL_R3 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[3][0]},
},
{
{RIPPER_FALL_R4 + 0, RIPPER_FALL_RATE, DoRipperHangJF, &s_RipperHangFall[4][0]},
}
};
STATEp sg_RipperHangFall[] =
{
&s_RipperHangFall[0][0],
&s_RipperHangFall[1][0],
&s_RipperHangFall[2][0],
&s_RipperHangFall[3][0],
&s_RipperHangFall[4][0]
};
//////////////////////
//
// RIPPER DIE
//
//////////////////////
#define RIPPER_DIE_RATE 16
STATE s_RipperDie[] =
{
{RIPPER_DIE + 0, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[1]},
{RIPPER_DIE + 1, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[2]},
{RIPPER_DIE + 2, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[3]},
{RIPPER_DIE + 3, RIPPER_DIE_RATE, NullRipper, &s_RipperDie[4]},
{RIPPER_DEAD, RIPPER_DIE_RATE, DoActorDebris, &s_RipperDie[4]},
};
#define RIPPER_DEAD_RATE 8
STATE s_RipperDead[] =
{
{RIPPER_DIE + 2, RIPPER_DEAD_RATE, NullAnimator, &s_RipperDead[1]},
{RIPPER_DIE + 3, RIPPER_DEAD_RATE, NullAnimator, &s_RipperDead[2]},
{RIPPER_DEAD, SF_QUICK_CALL, QueueFloorBlood, &s_RipperDead[3]},
{RIPPER_DEAD, RIPPER_DEAD_RATE, DoActorDebris, &s_RipperDead[3]},
};
STATEp sg_RipperDie[] =
{
s_RipperDie
};
STATEp sg_RipperDead[] =
{
s_RipperDead
};
STATE s_RipperDeathJump[] =
{
{RIPPER_DIE + 0, RIPPER_DIE_RATE, DoActorDeathMove, &s_RipperDeathJump[0]}
};
STATE s_RipperDeathFall[] =
{
{RIPPER_DIE + 1, RIPPER_DIE_RATE, DoActorDeathMove, &s_RipperDeathFall[0]}
};
STATEp sg_RipperDeathJump[] =
{
s_RipperDeathJump
};
STATEp sg_RipperDeathFall[] =
{
s_RipperDeathFall
};
/*
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 RipperActionSet =
{
sg_RipperStand,
sg_RipperRun,
sg_RipperJump,
sg_RipperFall,
NULL, // sg_RipperCrawl,
NULL, // sg_RipperSwim,
NULL, // sg_RipperFly,
NULL, // sg_RipperRise,
NULL, // sg_RipperSit,
NULL, // sg_RipperLook,
NULL, // climb
sg_RipperPain,
sg_RipperDie,
NULL, // sg_RipperHariKari,
sg_RipperDead,
sg_RipperDeathJump,
sg_RipperDeathFall,
{sg_RipperSwipe,sg_RipperSpew},
{800,1024},
{sg_RipperJumpAttack, sg_RipperSpew},
{400, 1024},
{sg_RipperHeart, sg_RipperHang},
NULL,
NULL
};
ACTOR_ACTION_SET RipperBrownActionSet =
{
sg_RipperStand,
sg_RipperRun,
sg_RipperJump,
sg_RipperFall,
NULL, // sg_RipperCrawl,
NULL, // sg_RipperSwim,
NULL, // sg_RipperFly,
NULL, // sg_RipperRise,
NULL, // sg_RipperSit,
NULL, // sg_RipperLook,
NULL, // climb
sg_RipperPain, // pain
sg_RipperDie,
NULL, // sg_RipperHariKari,
sg_RipperDead,
sg_RipperDeathJump,
sg_RipperDeathFall,
{sg_RipperSwipe},
{1024},
{sg_RipperJumpAttack, sg_RipperSwipe},
{800, 1024},
{sg_RipperHeart, sg_RipperHang},
NULL,
NULL
};
int
SetupRipper(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, RIPPER_RUN_R0, s_RipperRun[0]);
u->Health = HEALTH_RIPPER/2; // Baby rippers are weaker
}
ChangeState(SpriteNum, s_RipperRun[0]);
u->Attrib = &RipperAttrib;
DoActorSetSpeed(SpriteNum, FAST_SPEED);
u->StateEnd = s_RipperDie;
u->Rot = sg_RipperRun;
sp->xrepeat = 64;
sp->yrepeat = 64;
if (sp->pal == PALETTE_BROWN_RIPPER)
{
EnemyDefaults(SpriteNum, &RipperBrownActionSet, &RipperPersonality);
sp->xrepeat = 106;
sp->yrepeat = 90;
if (!TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
u->Health = HEALTH_MOMMA_RIPPER;
sp->clipdist += 128 >> 2;
}
else
{
EnemyDefaults(SpriteNum, &RipperActionSet, &RipperPersonality);
}
SET(u->Flags, SPR_XFLIP_TOGGLE);
return 0;
}
int
GetJumpHeight(short jump_speed, short jump_grav)
{
int jump_iterations;
int height;
jump_speed = labs(jump_speed);
jump_iterations = jump_speed / (jump_grav * ACTORMOVETICS);
height = jump_speed * jump_iterations * ACTORMOVETICS;
height = DIV256(height);
return DIV2(height);
}
int
PickJumpSpeed(short SpriteNum, int pix_height)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
//ASSERT(pix_height < 128);
u->jump_speed = -600;
u->jump_grav = 8;
while (TRUE)
{
if (GetJumpHeight(u->jump_speed, u->jump_grav) > pix_height + 20)
break;
u->jump_speed -= 100;
ASSERT(u->jump_speed > -3000);
}
return u->jump_speed;
}
int
PickJumpMaxSpeed(short SpriteNum, short max_speed)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int zh;
ASSERT(max_speed < 0);
u->jump_speed = max_speed;
u->jump_grav = 8;
zh = SPRITEp_TOS(sp);
while (TRUE)
{
if (zh - Z(GetJumpHeight(u->jump_speed, u->jump_grav)) - Z(16) > u->hiz)
break;
u->jump_speed += 100;
if (u->jump_speed > -200)
break;
}
return u->jump_speed;
}
//
// HANGING - Jumping/Falling/Stationary
//
int
InitRipperHang(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int dist;
short ang2;
hitdata_t hitinfo = { { 0, 0, 0 }, -2, 0, -2 };
SWBOOL Found = FALSE;
short dang, tang;
for (dang = 0; dang < 2048; dang += 128)
{
tang = NORM_ANGLE(sp->ang + dang);
FAFhitscan(sp->x, sp->y, sp->z - SPRITEp_SIZE_Z(sp), sp->sectnum, // Start position
sintable[NORM_ANGLE(tang + 512)], // X vector of 3D ang
sintable[tang], // Y vector of 3D ang
0, // Z vector of 3D ang
&hitinfo, CLIPMASK_MISSILE);
//ASSERT(hitinfo.sect >= 0);
if (hitinfo.sect < 0)
continue;
dist = Distance(sp->x, sp->y, hitinfo.pos.x, hitinfo.pos.y);
if (hitinfo.wall < 0 || dist < 2000 || dist > 7000)
{
continue;
}
Found = TRUE;
sp->ang = tang;
break;
}
if (!Found)
{
InitActorDecide(SpriteNum);
return 0;
}
NewStateGroup(SpriteNum, sg_RipperHangJump);
u->StateFallOverride = sg_RipperHangFall;
DoActorSetSpeed(SpriteNum, FAST_SPEED);
//u->jump_speed = -800;
PickJumpMaxSpeed(SpriteNum, -800);
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
// set up individual actor jump gravity
u->jump_grav = 8;
DoJump(SpriteNum);
return 0;
}
int
DoRipperHang(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if ((u->WaitTics -= ACTORMOVETICS) > 0)
return 0;
NewStateGroup(SpriteNum, sg_RipperJumpAttack);
// move to the 2nd frame - past the pause frame
u->Tics += u->State->Tics;
return 0;
}
int
DoRipperMoveHang(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int nx, ny;
// Move while jumping
nx = sp->xvel * (int) sintable[NORM_ANGLE(sp->ang + 512)] >> 14;
ny = sp->xvel * (int) sintable[sp->ang] >> 14;
// if cannot move the sprite
if (!move_actor(SpriteNum, nx, ny, 0L))
{
switch (TEST(u->ret, HIT_MASK))
{
case HIT_WALL:
{
short hit_wall;
short w, nw;
hit_wall = NORM_WALL(u->ret);
NewStateGroup(SpriteNum, u->ActorActionSet->Special[1]);
u->WaitTics = 2 + ((RANDOM_P2(4 << 8) >> 8) * 120);
// hang flush with the wall
w = hit_wall;
nw = wall[w].point2;
sp->ang = NORM_ANGLE(getangle(wall[nw].x - wall[w].x, wall[nw].y - wall[w].y) - 512);
return 0;
}
}
}
return 0;
}
int
DoRipperHangJF(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int nx, ny;
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoJump(SpriteNum);
else
DoFall(SpriteNum);
}
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (DoRipperQuickJump(SpriteNum))
return 0;
InitActorDecide(SpriteNum);
}
DoRipperMoveHang(SpriteNum);
return 0;
}
//
// JUMP ATTACK
//
int
DoRipperBeginJumpAttack(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp psp = User[SpriteNum]->tgt_sp;
int dist;
int CanSeePlayer(short SpriteNum);
short tang;
#define RANDOM_NEG(x) (RANDOM_P2((x)<<1) - (x))
tang = getangle(psp->x - sp->x, psp->y - sp->y);
if (move_sprite(SpriteNum, sintable[NORM_ANGLE(tang+512)] >> 7, sintable[tang] >> 7,
0L, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR, ACTORMOVETICS))
sp->ang = NORM_ANGLE((sp->ang + 1024) + (RANDOM_NEG(256 << 6) >> 6));
else
sp->ang = NORM_ANGLE(tang + (RANDOM_NEG(256 << 6) >> 6));
DoActorSetSpeed(SpriteNum, FAST_SPEED);
//u->jump_speed = -800;
PickJumpMaxSpeed(SpriteNum, -400); // was -800
SET(u->Flags, SPR_JUMPING);
RESET(u->Flags, SPR_FALLING);
// set up individual actor jump gravity
u->jump_grav = 17; // was 8
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(SpriteNum);
DoJump(SpriteNum);
return 0;
}
int
DoRipperMoveJump(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoJump(SpriteNum);
else
DoFall(SpriteNum);
}
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (DoRipperQuickJump(SpriteNum))
return 0;
InitActorDecide(SpriteNum);
}
DoRipperMoveHang(SpriteNum);
return 0;
}
//
// STD MOVEMENT
//
int
DoRipperQuickJump(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
// Tests to see if ripper is on top of a player/enemy and then immediatly
// does another jump
if (u->lo_sp)
{
SPRITEp tsp = u->lo_sp;
if (TEST(tsp->extra, SPRX_PLAYER_OR_ENEMY))
{
NewStateGroup(SpriteNum, sg_RipperJumpAttack);
// move past the first state
u->Tics = 30;
return TRUE;
}
}
return FALSE;
}
int
NullRipper(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoRipperPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullRipper(SpriteNum);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(SpriteNum);
return 0;
}
// CTW MODIFICATION
//int DoRipperRipHeart(SpriteNum)
int DoRipperRipHeart(short SpriteNum)
// CTW MODIFICATION END
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SPRITEp tsp = u->tgt_sp;
NewStateGroup(SpriteNum, sg_RipperHeart);
u->WaitTics = 6 * 120;
// player face ripper
tsp->ang = getangle(sp->x - tsp->x, sp->y - tsp->y);
return 0;
}
// CTW MODIFICATION
//int DoRipperStandHeart(SpriteNum)
int DoRipperStandHeart(short SpriteNum)
// CTW MODIFICATION END
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullRipper(SpriteNum);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
NewStateGroup(SpriteNum, sg_RipperRun);
return 0;
}
void RipperHatch(short Weapon)
{
SPRITEp wp = &sprite[Weapon];
short New,i;
SPRITEp np;
USERp nu;
#define MAX_RIPPERS 1
short rip_ang[MAX_RIPPERS];
rip_ang[0] = RANDOM_P2(2048);
// rip_ang[1] = NORM_ANGLE(rip_ang[0] + 1024 + (RANDOM_P2(512) - 256));
for (i = 0; i < MAX_RIPPERS; i++)
{
New = COVERinsertsprite(wp->sectnum, STAT_DEFAULT);
np = &sprite[New];
memset(np,0,sizeof(SPRITE));
np->sectnum = wp->sectnum;
np->statnum = STAT_DEFAULT;
np->x = wp->x;
np->y = wp->y;
np->z = wp->z;
np->owner = -1;
//np->xrepeat = np->yrepeat = 36;
np->xrepeat = np->yrepeat = 64;
np->ang = rip_ang[i];
np->pal = 0;
SetupRipper(New);
nu = User[New];
// make immediately active
SET(nu->Flags, SPR_ACTIVE);
NewStateGroup(New, nu->ActorActionSet->Jump);
nu->ActorActionFunc = DoActorMoveJump;
DoActorSetSpeed(New, FAST_SPEED);
PickJumpMaxSpeed(New, -600);
SET(nu->Flags, SPR_JUMPING);
RESET(nu->Flags, SPR_FALLING);
nu->jump_grav = 8;
// if I didn't do this here they get stuck in the air sometimes
DoActorZrange(New);
DoJump(New);
}
}
int
DoRipperMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (u->scale_speed)
{
DoScaleSprite(SpriteNum);
}
if (TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (TEST(u->Flags, SPR_JUMPING))
DoJump(SpriteNum);
else
DoFall(SpriteNum);
}
// if on a player/enemy sprite jump quickly
if (!TEST(u->Flags, SPR_JUMPING | SPR_FALLING))
{
if (DoRipperQuickJump(SpriteNum))
return 0;
KeepActorOnFloor(SpriteNum);
}
if (TEST(u->Flags, SPR_SLIDING))
DoActorSlide(SpriteNum);
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
(*u->ActorActionFunc)(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
#include "saveable.h"
static saveable_code saveable_ripper_code[] =
{
SAVE_CODE(SetupRipper),
SAVE_CODE(GetJumpHeight),
SAVE_CODE(PickJumpSpeed),
SAVE_CODE(PickJumpMaxSpeed),
SAVE_CODE(InitRipperHang),
SAVE_CODE(DoRipperHang),
SAVE_CODE(DoRipperMoveHang),
SAVE_CODE(DoRipperHangJF),
SAVE_CODE(DoRipperBeginJumpAttack),
SAVE_CODE(DoRipperMoveJump),
SAVE_CODE(DoRipperQuickJump),
SAVE_CODE(NullRipper),
SAVE_CODE(DoRipperPain),
SAVE_CODE(DoRipperRipHeart),
SAVE_CODE(DoRipperStandHeart),
SAVE_CODE(RipperHatch),
SAVE_CODE(DoRipperMove),
};
static saveable_data saveable_ripper_data[] =
{
SAVE_DATA(RipperBattle),
SAVE_DATA(RipperOffense),
SAVE_DATA(RipperBroadcast),
SAVE_DATA(RipperSurprised),
SAVE_DATA(RipperEvasive),
SAVE_DATA(RipperLostTarget),
SAVE_DATA(RipperCloseRange),
SAVE_DATA(RipperPersonality),
SAVE_DATA(RipperAttrib),
SAVE_DATA(s_RipperRun),
SAVE_DATA(sg_RipperRun),
SAVE_DATA(s_RipperStand),
SAVE_DATA(sg_RipperStand),
SAVE_DATA(s_RipperSwipe),
SAVE_DATA(sg_RipperSwipe),
SAVE_DATA(s_RipperSpew),
SAVE_DATA(sg_RipperSpew),
SAVE_DATA(s_RipperHeart),
SAVE_DATA(sg_RipperHeart),
SAVE_DATA(s_RipperHang),
SAVE_DATA(sg_RipperHang),
SAVE_DATA(s_RipperPain),
SAVE_DATA(sg_RipperPain),
SAVE_DATA(s_RipperJump),
SAVE_DATA(sg_RipperJump),
SAVE_DATA(s_RipperFall),
SAVE_DATA(sg_RipperFall),
SAVE_DATA(s_RipperJumpAttack),
SAVE_DATA(sg_RipperJumpAttack),
SAVE_DATA(s_RipperHangJump),
SAVE_DATA(sg_RipperHangJump),
SAVE_DATA(s_RipperHangFall),
SAVE_DATA(sg_RipperHangFall),
SAVE_DATA(s_RipperDie),
SAVE_DATA(s_RipperDead),
SAVE_DATA(sg_RipperDie),
SAVE_DATA(sg_RipperDead),
SAVE_DATA(s_RipperDeathJump),
SAVE_DATA(s_RipperDeathFall),
SAVE_DATA(sg_RipperDeathJump),
SAVE_DATA(sg_RipperDeathFall),
SAVE_DATA(RipperActionSet),
SAVE_DATA(RipperBrownActionSet),
};
saveable_module saveable_ripper =
{
// code
saveable_ripper_code,
SIZ(saveable_ripper_code),
// data
saveable_ripper_data,
SIZ(saveable_ripper_data)
};