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

697 lines
20 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 "actor.h"
#include "track.h"
BEGIN_SW_NS
DECISION SkelBattle[] =
{
{600, InitActorMoveCloser },
{602, InitActorAlertNoise },
{700, InitActorRunAway },
{1024, InitActorAttack }
};
DECISION SkelOffense[] =
{
{700, InitActorMoveCloser },
{702, InitActorAlertNoise },
{1024, InitActorAttack }
};
DECISION SkelBroadcast[] =
{
{3, InitActorAlertNoise },
{6, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION SkelSurprised[] =
{
{701, InitActorMoveCloser },
{1024, InitActorDecide }
};
DECISION SkelEvasive[] =
{
{22, InitActorDuck },
{30, InitActorEvade },
{1024, NULL },
};
DECISION SkelLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION SkelCloseRange[] =
{
{800, InitActorAttack },
{1024, InitActorReposition }
};
PERSONALITY SkelPersonality =
{
SkelBattle,
SkelOffense,
SkelBroadcast,
SkelSurprised,
SkelEvasive,
SkelLostTarget,
SkelCloseRange,
SkelCloseRange
};
ATTRIBUTE SkelAttrib =
{
{60, 80, 100, 130}, // Speeds
{3, 0, -2, -3}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_SPAMBIENT, DIGI_SPALERT, 0,
DIGI_SPPAIN, DIGI_SPSCREAM, DIGI_SPBLADE,
DIGI_SPELEC,DIGI_SPTELEPORT,0,0
}
};
//////////////////////
//
// SKEL RUN
//
//////////////////////
#define SKEL_RUN_RATE 12
ANIMATOR DoSkelMove,NullSkel,DoActorDebris,NullSkel,DoSuicide,InitSkelSpell;
// +4 on frame #3 to add character
STATE s_SkelRun[5][6] =
{
{
{SKEL_RUN_R0 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[0][1]},
{SKEL_RUN_R0 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][2]},
{SKEL_RUN_R0 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][3]},
{SKEL_RUN_R0 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[0][4]},
{SKEL_RUN_R0 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][5]},
{SKEL_RUN_R0 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][0]},
},
{
{SKEL_RUN_R1 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[1][1]},
{SKEL_RUN_R1 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][2]},
{SKEL_RUN_R1 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][3]},
{SKEL_RUN_R1 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[1][4]},
{SKEL_RUN_R1 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][5]},
{SKEL_RUN_R1 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][0]},
},
{
{SKEL_RUN_R2 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[2][1]},
{SKEL_RUN_R2 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][2]},
{SKEL_RUN_R2 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][3]},
{SKEL_RUN_R2 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[2][4]},
{SKEL_RUN_R2 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][5]},
{SKEL_RUN_R2 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][0]},
},
{
{SKEL_RUN_R3 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[3][1]},
{SKEL_RUN_R3 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][2]},
{SKEL_RUN_R3 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][3]},
{SKEL_RUN_R3 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[3][4]},
{SKEL_RUN_R3 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][5]},
{SKEL_RUN_R3 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][0]},
},
{
{SKEL_RUN_R4 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[4][1]},
{SKEL_RUN_R4 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][2]},
{SKEL_RUN_R4 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][3]},
{SKEL_RUN_R4 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[4][4]},
{SKEL_RUN_R4 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][5]},
{SKEL_RUN_R4 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][0]},
}
};
STATEp sg_SkelRun[] =
{
&s_SkelRun[0][0],
&s_SkelRun[1][0],
&s_SkelRun[2][0],
&s_SkelRun[3][0],
&s_SkelRun[4][0]
};
//////////////////////
//
// SKEL SLASH
//
//////////////////////
#define SKEL_SLASH_RATE 20
ANIMATOR InitActorDecide;
ANIMATOR InitSkelSlash;
STATE s_SkelSlash[5][7] =
{
{
{SKEL_SLASH_R0 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[0][1]},
{SKEL_SLASH_R0 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[0][2]},
{SKEL_SLASH_R0 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[0][3]},
{SKEL_SLASH_R0 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[0][4]},
{SKEL_SLASH_R0 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[0][5]},
{SKEL_SLASH_R0 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[0][6]},
{SKEL_SLASH_R0 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[0][6]},
},
{
{SKEL_SLASH_R1 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[1][1]},
{SKEL_SLASH_R1 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[1][2]},
{SKEL_SLASH_R1 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[1][3]},
{SKEL_SLASH_R1 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[1][4]},
{SKEL_SLASH_R1 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[1][5]},
{SKEL_SLASH_R1 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[1][6]},
{SKEL_SLASH_R1 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[1][6]},
},
{
{SKEL_SLASH_R2 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[2][1]},
{SKEL_SLASH_R2 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[2][2]},
{SKEL_SLASH_R2 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[2][3]},
{SKEL_SLASH_R2 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[2][4]},
{SKEL_SLASH_R2 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[2][5]},
{SKEL_SLASH_R2 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[2][6]},
{SKEL_SLASH_R2 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[2][6]},
},
{
{SKEL_SLASH_R3 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[3][1]},
{SKEL_SLASH_R3 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[3][2]},
{SKEL_SLASH_R3 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[3][3]},
{SKEL_SLASH_R3 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[3][4]},
{SKEL_SLASH_R3 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[3][5]},
{SKEL_SLASH_R3 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[3][6]},
{SKEL_SLASH_R3 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[3][6]},
},
{
{SKEL_SLASH_R4 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[4][1]},
{SKEL_SLASH_R4 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[4][2]},
{SKEL_SLASH_R4 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[4][3]},
{SKEL_SLASH_R4 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[4][4]},
{SKEL_SLASH_R4 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[4][5]},
{SKEL_SLASH_R4 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[4][6]},
{SKEL_SLASH_R4 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[4][6]},
}
};
STATEp sg_SkelSlash[] =
{
&s_SkelSlash[0][0],
&s_SkelSlash[1][0],
&s_SkelSlash[2][0],
&s_SkelSlash[3][0],
&s_SkelSlash[4][0]
};
//////////////////////
//
// SKEL SPELL
//
//////////////////////
#define SKEL_SPELL_RATE 20
STATE s_SkelSpell[5][7] =
{
{
{SKEL_SPELL_R0 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[0][1]},
{SKEL_SPELL_R0 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[0][2]},
{SKEL_SPELL_R0 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[0][3]},
{SKEL_SPELL_R0 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[0][4]},
{SKEL_SPELL_R0 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[0][5]},
{SKEL_SPELL_R0 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[0][6]},
{SKEL_SPELL_R0 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[0][6]},
},
{
{SKEL_SPELL_R1 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[1][1]},
{SKEL_SPELL_R1 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[1][2]},
{SKEL_SPELL_R1 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[1][3]},
{SKEL_SPELL_R1 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[1][4]},
{SKEL_SPELL_R1 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[1][5]},
{SKEL_SPELL_R1 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[1][6]},
{SKEL_SPELL_R1 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[1][6]},
},
{
{SKEL_SPELL_R2 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[2][1]},
{SKEL_SPELL_R2 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[2][2]},
{SKEL_SPELL_R2 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[2][3]},
{SKEL_SPELL_R2 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[2][4]},
{SKEL_SPELL_R2 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[2][5]},
{SKEL_SPELL_R2 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[2][6]},
{SKEL_SPELL_R2 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[2][6]},
},
{
{SKEL_SPELL_R3 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[3][1]},
{SKEL_SPELL_R3 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[3][2]},
{SKEL_SPELL_R3 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[3][3]},
{SKEL_SPELL_R3 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[3][4]},
{SKEL_SPELL_R3 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[3][5]},
{SKEL_SPELL_R3 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[3][6]},
{SKEL_SPELL_R3 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[3][6]},
},
{
{SKEL_SPELL_R4 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[4][1]},
{SKEL_SPELL_R4 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[4][2]},
{SKEL_SPELL_R4 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[4][3]},
{SKEL_SPELL_R4 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[4][4]},
{SKEL_SPELL_R4 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[4][5]},
{SKEL_SPELL_R4 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[4][6]},
{SKEL_SPELL_R4 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[4][6]},
}
};
STATEp sg_SkelSpell[] =
{
&s_SkelSpell[0][0],
&s_SkelSpell[1][0],
&s_SkelSpell[2][0],
&s_SkelSpell[3][0],
&s_SkelSpell[4][0]
};
//////////////////////
//
// SKEL PAIN
//
//////////////////////
#define SKEL_PAIN_RATE 38
ANIMATOR DoSkelPain;
STATE s_SkelPain[5][1] =
{
{
{SKEL_PAIN_R0 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[0][0]},
},
{
{SKEL_PAIN_R1 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[1][0]},
},
{
{SKEL_PAIN_R2 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[2][0]},
},
{
{SKEL_PAIN_R3 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[3][0]},
},
{
{SKEL_PAIN_R4 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[4][0]},
}
};
STATEp sg_SkelPain[] =
{
&s_SkelPain[0][0],
&s_SkelPain[1][0],
&s_SkelPain[2][0],
&s_SkelPain[3][0],
&s_SkelPain[4][0]
};
//////////////////////
//
// SKEL TELEPORT
//
//////////////////////
ANIMATOR DoSkelInitTeleport, DoSkelTeleport, DoSkelTermTeleport;
#define SKEL_TELEPORT_RATE 20
STATE s_SkelTeleport[] =
{
{SKEL_TELEPORT + 0, 1, NullAnimator, &s_SkelTeleport[1]},
{SKEL_TELEPORT + 0, 0|SF_QUICK_CALL, DoSkelInitTeleport, &s_SkelTeleport[2]},
{SKEL_TELEPORT + 0, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[3]},
{SKEL_TELEPORT + 1, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[4]},
{SKEL_TELEPORT + 2, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[5]},
{SKEL_TELEPORT + 3, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[6]},
{SKEL_TELEPORT + 4, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[7]},
{SKEL_TELEPORT + 5, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[8]},
{SKEL_TELEPORT + 5, 0|SF_QUICK_CALL, DoSkelTeleport, &s_SkelTeleport[9]},
{SKEL_TELEPORT + 5, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[10]},
{SKEL_TELEPORT + 4, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[11]},
{SKEL_TELEPORT + 3, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[12]},
{SKEL_TELEPORT + 2, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[13]},
{SKEL_TELEPORT + 1, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[14]},
{SKEL_TELEPORT + 0, SKEL_TELEPORT_RATE, DoSkelTermTeleport, &s_SkelTeleport[15]},
{SKEL_TELEPORT + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelTeleport[16]},
{SKEL_TELEPORT + 0, SKEL_TELEPORT_RATE, DoSkelMove, &s_SkelTeleport[16]},
};
STATEp sg_SkelTeleport[] =
{
s_SkelTeleport,
s_SkelTeleport,
s_SkelTeleport,
s_SkelTeleport,
s_SkelTeleport
};
//////////////////////
//
// SKEL STAND
//
//////////////////////
#define SKEL_STAND_RATE 12
STATE s_SkelStand[5][1] =
{
{
{SKEL_RUN_R0 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[0][0]},
},
{
{SKEL_RUN_R1 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[1][0]},
},
{
{SKEL_RUN_R2 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[2][0]},
},
{
{SKEL_RUN_R3 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[3][0]},
},
{
{SKEL_RUN_R4 + 0, SKEL_STAND_RATE, DoSkelMove, &s_SkelStand[4][0]},
},
};
STATEp sg_SkelStand[] =
{
s_SkelStand[0],
s_SkelStand[1],
s_SkelStand[2],
s_SkelStand[3],
s_SkelStand[4]
};
//////////////////////
//
// SKEL DIE
//
//////////////////////
#define SKEL_DIE_RATE 25
STATE s_SkelDie[] =
{
{SKEL_DIE + 0, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[1]},
{SKEL_DIE + 1, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[2]},
{SKEL_DIE + 2, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[3]},
{SKEL_DIE + 3, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[4]},
{SKEL_DIE + 4, SKEL_DIE_RATE, NullAnimator, &s_SkelDie[5]},
{SKEL_DIE + 5, SKEL_DIE_RATE, DoSuicide, &s_SkelDie[5]},
};
STATEp sg_SkelDie[] =
{
s_SkelDie
};
/*
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 SkelActionSet =
{
sg_SkelStand,
sg_SkelRun,
NULL, //sg_SkelJump,
NULL, //sg_SkelFall,
NULL, //sg_SkelCrawl,
NULL, //sg_SkelSwim,
NULL, //sg_SkelFly,
NULL, //sg_SkelRise,
NULL, //sg_SkelSit,
NULL, //sg_SkelLook,
NULL, //climb
sg_SkelPain, //pain
sg_SkelDie,
NULL, //sg_SkelHariKari,
NULL, //sg_SkelDead,
NULL, //sg_SkelDeathJump,
NULL, //sg_SkelDeathFall,
{sg_SkelSlash},
{1024},
{sg_SkelSpell},
{1024},
{NULL},
sg_SkelTeleport,
NULL
};
int
SetupSkel(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,SKEL_RUN_R0,s_SkelRun[0]);
u->Health = HEALTH_SKEL_PRIEST;
}
ChangeState(SpriteNum, s_SkelRun[0]);
u->Attrib = &SkelAttrib;
DoActorSetSpeed(SpriteNum, NORM_SPEED);
u->StateEnd = s_SkelDie;
u->Rot = sg_SkelRun;
EnemyDefaults(SpriteNum, &SkelActionSet, &SkelPersonality);
// 256 is default
//sp->clipdist = 256 >> 2;
SET(u->Flags, SPR_XFLIP_TOGGLE);
return 0;
}
int DoSkelInitTeleport(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
RESET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
PlaySpriteSound(SpriteNum,attr_extra3,v3df_follow);
return 0;
}
int DoSkelTeleport(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
int x,y;
x = sp->x;
y = sp->y;
while (TRUE)
{
sp->x = x;
sp->y = y;
if (RANDOM_P2(1024) < 512)
sp->x += 512 + RANDOM_P2(1024);
else
sp->x -= 512 + RANDOM_P2(1024);
if (RANDOM_P2(1024) < 512)
sp->y += 512 + RANDOM_P2(1024);
else
sp->y -= 512 + RANDOM_P2(1024);
setspritez(SpriteNum, (vec3_t *)sp);
//COVERupdatesector(sp->x, sp->y, &sp->sectnum);
if (sp->sectnum != -1)
break;
}
return 0;
}
int DoSkelTermTeleport(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
SET(sp->cstat, CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
return 0;
}
int NullSkel(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
KeepActorOnFloor(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoSkelPain(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
NullSkel(SpriteNum);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(SpriteNum);
return 0;
}
int DoSkelMove(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);
DoActorSectorDamage(SpriteNum);
return 0;
}
#include "saveable.h"
static saveable_code saveable_skel_code[] =
{
SAVE_CODE(SetupSkel),
SAVE_CODE(DoSkelInitTeleport),
SAVE_CODE(DoSkelTeleport),
SAVE_CODE(DoSkelTermTeleport),
SAVE_CODE(NullSkel),
SAVE_CODE(DoSkelPain),
SAVE_CODE(DoSkelMove),
};
static saveable_data saveable_skel_data[] =
{
SAVE_DATA(SkelBattle),
SAVE_DATA(SkelOffense),
SAVE_DATA(SkelBroadcast),
SAVE_DATA(SkelSurprised),
SAVE_DATA(SkelEvasive),
SAVE_DATA(SkelLostTarget),
SAVE_DATA(SkelCloseRange),
SAVE_DATA(SkelPersonality),
SAVE_DATA(SkelAttrib),
SAVE_DATA(s_SkelRun),
SAVE_DATA(sg_SkelRun),
SAVE_DATA(s_SkelSlash),
SAVE_DATA(sg_SkelSlash),
SAVE_DATA(s_SkelSpell),
SAVE_DATA(sg_SkelSpell),
SAVE_DATA(s_SkelPain),
SAVE_DATA(sg_SkelPain),
SAVE_DATA(s_SkelTeleport),
SAVE_DATA(sg_SkelTeleport),
SAVE_DATA(s_SkelStand),
SAVE_DATA(sg_SkelStand),
SAVE_DATA(s_SkelDie),
SAVE_DATA(sg_SkelDie),
SAVE_DATA(SkelActionSet),
};
saveable_module saveable_skel =
{
// code
saveable_skel_code,
SIZ(saveable_skel_code),
// data
saveable_skel_data,
SIZ(saveable_skel_data)
};
END_SW_NS