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697 lines
20 KiB
C++
697 lines
20 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1997, 2005 - 3D Realms Entertainment
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This file is part of Shadow Warrior version 1.2
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Shadow Warrior is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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Original Source: 1997 - Frank Maddin and Jim Norwood
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Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "build.h"
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#include "keys.h"
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#include "names2.h"
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#include "game.h"
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#include "tags.h"
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#include "ai.h"
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#include "actor.h"
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#include "track.h"
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BEGIN_SW_NS
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DECISION SkelBattle[] =
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{
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{600, InitActorMoveCloser },
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{602, InitActorAlertNoise },
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{700, InitActorRunAway },
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{1024, InitActorAttack }
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};
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DECISION SkelOffense[] =
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{
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{700, InitActorMoveCloser },
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{702, InitActorAlertNoise },
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{1024, InitActorAttack }
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};
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DECISION SkelBroadcast[] =
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{
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{3, InitActorAlertNoise },
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{6, InitActorAmbientNoise },
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{1024, InitActorDecide }
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};
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DECISION SkelSurprised[] =
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{
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{701, InitActorMoveCloser },
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{1024, InitActorDecide }
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};
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DECISION SkelEvasive[] =
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{
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{22, InitActorDuck },
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{30, InitActorEvade },
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{1024, NULL },
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};
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DECISION SkelLostTarget[] =
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{
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{900, InitActorFindPlayer },
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{1024, InitActorWanderAround }
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};
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DECISION SkelCloseRange[] =
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{
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{800, InitActorAttack },
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{1024, InitActorReposition }
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};
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PERSONALITY SkelPersonality =
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{
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SkelBattle,
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SkelOffense,
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SkelBroadcast,
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SkelSurprised,
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SkelEvasive,
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SkelLostTarget,
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SkelCloseRange,
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SkelCloseRange
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};
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ATTRIBUTE SkelAttrib =
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{
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{60, 80, 100, 130}, // Speeds
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{3, 0, -2, -3}, // Tic Adjusts
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3, // MaxWeapons;
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{
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DIGI_SPAMBIENT, DIGI_SPALERT, 0,
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DIGI_SPPAIN, DIGI_SPSCREAM, DIGI_SPBLADE,
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DIGI_SPELEC,DIGI_SPTELEPORT,0,0
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}
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};
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//////////////////////
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//
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// SKEL RUN
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//
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//////////////////////
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#define SKEL_RUN_RATE 12
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ANIMATOR DoSkelMove,NullSkel,DoActorDebris,NullSkel,DoSuicide,InitSkelSpell;
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// +4 on frame #3 to add character
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STATE s_SkelRun[5][6] =
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{
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{
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{SKEL_RUN_R0 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[0][1]},
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{SKEL_RUN_R0 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][2]},
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{SKEL_RUN_R0 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][3]},
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{SKEL_RUN_R0 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[0][4]},
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{SKEL_RUN_R0 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][5]},
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{SKEL_RUN_R0 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[0][0]},
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},
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{
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{SKEL_RUN_R1 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[1][1]},
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{SKEL_RUN_R1 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][2]},
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{SKEL_RUN_R1 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][3]},
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{SKEL_RUN_R1 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[1][4]},
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{SKEL_RUN_R1 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][5]},
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{SKEL_RUN_R1 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[1][0]},
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},
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{
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{SKEL_RUN_R2 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[2][1]},
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{SKEL_RUN_R2 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][2]},
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{SKEL_RUN_R2 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][3]},
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{SKEL_RUN_R2 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[2][4]},
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{SKEL_RUN_R2 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][5]},
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{SKEL_RUN_R2 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[2][0]},
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},
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{
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{SKEL_RUN_R3 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[3][1]},
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{SKEL_RUN_R3 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][2]},
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{SKEL_RUN_R3 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][3]},
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{SKEL_RUN_R3 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[3][4]},
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{SKEL_RUN_R3 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][5]},
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{SKEL_RUN_R3 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[3][0]},
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},
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{
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{SKEL_RUN_R4 + 0, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[4][1]},
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{SKEL_RUN_R4 + 1, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][2]},
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{SKEL_RUN_R4 + 2, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][3]},
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{SKEL_RUN_R4 + 3, SKEL_RUN_RATE+4, DoSkelMove, &s_SkelRun[4][4]},
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{SKEL_RUN_R4 + 4, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][5]},
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{SKEL_RUN_R4 + 5, SKEL_RUN_RATE, DoSkelMove, &s_SkelRun[4][0]},
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}
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};
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STATEp sg_SkelRun[] =
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{
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&s_SkelRun[0][0],
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&s_SkelRun[1][0],
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&s_SkelRun[2][0],
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&s_SkelRun[3][0],
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&s_SkelRun[4][0]
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};
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//////////////////////
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//
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// SKEL SLASH
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//
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//////////////////////
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#define SKEL_SLASH_RATE 20
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ANIMATOR InitActorDecide;
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ANIMATOR InitSkelSlash;
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STATE s_SkelSlash[5][7] =
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{
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{
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{SKEL_SLASH_R0 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[0][1]},
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{SKEL_SLASH_R0 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[0][2]},
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{SKEL_SLASH_R0 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[0][3]},
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{SKEL_SLASH_R0 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[0][4]},
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{SKEL_SLASH_R0 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[0][5]},
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{SKEL_SLASH_R0 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[0][6]},
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{SKEL_SLASH_R0 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[0][6]},
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},
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{
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{SKEL_SLASH_R1 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[1][1]},
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{SKEL_SLASH_R1 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[1][2]},
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{SKEL_SLASH_R1 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[1][3]},
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{SKEL_SLASH_R1 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[1][4]},
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{SKEL_SLASH_R1 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[1][5]},
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{SKEL_SLASH_R1 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[1][6]},
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{SKEL_SLASH_R1 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[1][6]},
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},
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{
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{SKEL_SLASH_R2 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[2][1]},
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{SKEL_SLASH_R2 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[2][2]},
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{SKEL_SLASH_R2 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[2][3]},
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{SKEL_SLASH_R2 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[2][4]},
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{SKEL_SLASH_R2 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[2][5]},
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{SKEL_SLASH_R2 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[2][6]},
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{SKEL_SLASH_R2 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[2][6]},
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},
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{
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{SKEL_SLASH_R3 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[3][1]},
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{SKEL_SLASH_R3 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[3][2]},
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{SKEL_SLASH_R3 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[3][3]},
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{SKEL_SLASH_R3 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[3][4]},
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{SKEL_SLASH_R3 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[3][5]},
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{SKEL_SLASH_R3 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[3][6]},
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{SKEL_SLASH_R3 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[3][6]},
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},
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{
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{SKEL_SLASH_R4 + 0, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[4][1]},
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{SKEL_SLASH_R4 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[4][2]},
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{SKEL_SLASH_R4 + 2, 0|SF_QUICK_CALL, InitSkelSlash, &s_SkelSlash[4][3]},
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{SKEL_SLASH_R4 + 2, SKEL_SLASH_RATE*2, NullSkel, &s_SkelSlash[4][4]},
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{SKEL_SLASH_R4 + 1, SKEL_SLASH_RATE, NullSkel, &s_SkelSlash[4][5]},
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{SKEL_SLASH_R4 + 1, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSlash[4][6]},
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{SKEL_SLASH_R4 + 1, SKEL_SLASH_RATE, DoSkelMove, &s_SkelSlash[4][6]},
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}
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};
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STATEp sg_SkelSlash[] =
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{
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&s_SkelSlash[0][0],
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&s_SkelSlash[1][0],
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&s_SkelSlash[2][0],
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&s_SkelSlash[3][0],
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&s_SkelSlash[4][0]
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};
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//////////////////////
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//
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// SKEL SPELL
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//
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//////////////////////
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#define SKEL_SPELL_RATE 20
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STATE s_SkelSpell[5][7] =
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{
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{
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{SKEL_SPELL_R0 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[0][1]},
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{SKEL_SPELL_R0 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[0][2]},
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{SKEL_SPELL_R0 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[0][3]},
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{SKEL_SPELL_R0 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[0][4]},
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{SKEL_SPELL_R0 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[0][5]},
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{SKEL_SPELL_R0 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[0][6]},
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{SKEL_SPELL_R0 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[0][6]},
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},
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{
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{SKEL_SPELL_R1 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[1][1]},
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{SKEL_SPELL_R1 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[1][2]},
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{SKEL_SPELL_R1 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[1][3]},
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{SKEL_SPELL_R1 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[1][4]},
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{SKEL_SPELL_R1 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[1][5]},
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{SKEL_SPELL_R1 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[1][6]},
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{SKEL_SPELL_R1 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[1][6]},
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},
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{
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{SKEL_SPELL_R2 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[2][1]},
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{SKEL_SPELL_R2 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[2][2]},
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{SKEL_SPELL_R2 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[2][3]},
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{SKEL_SPELL_R2 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[2][4]},
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{SKEL_SPELL_R2 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[2][5]},
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{SKEL_SPELL_R2 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[2][6]},
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{SKEL_SPELL_R2 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[2][6]},
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},
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{
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{SKEL_SPELL_R3 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[3][1]},
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{SKEL_SPELL_R3 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[3][2]},
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{SKEL_SPELL_R3 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[3][3]},
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{SKEL_SPELL_R3 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[3][4]},
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{SKEL_SPELL_R3 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[3][5]},
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{SKEL_SPELL_R3 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[3][6]},
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{SKEL_SPELL_R3 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[3][6]},
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},
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{
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{SKEL_SPELL_R4 + 0, SKEL_SPELL_RATE+9, NullSkel, &s_SkelSpell[4][1]},
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{SKEL_SPELL_R4 + 1, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[4][2]},
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{SKEL_SPELL_R4 + 2, SKEL_SPELL_RATE, NullSkel, &s_SkelSpell[4][3]},
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{SKEL_SPELL_R4 + 3, SKEL_SPELL_RATE*2, NullSkel, &s_SkelSpell[4][4]},
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{SKEL_SPELL_R4 + 3, 0|SF_QUICK_CALL, InitSkelSpell, &s_SkelSpell[4][5]},
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{SKEL_SPELL_R4 + 3, 0|SF_QUICK_CALL, InitActorDecide, &s_SkelSpell[4][6]},
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{SKEL_SPELL_R4 + 3, SKEL_SPELL_RATE, DoSkelMove, &s_SkelSpell[4][6]},
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}
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};
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STATEp sg_SkelSpell[] =
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{
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&s_SkelSpell[0][0],
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&s_SkelSpell[1][0],
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&s_SkelSpell[2][0],
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&s_SkelSpell[3][0],
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&s_SkelSpell[4][0]
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};
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//////////////////////
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//
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// SKEL PAIN
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//
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//////////////////////
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#define SKEL_PAIN_RATE 38
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ANIMATOR DoSkelPain;
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STATE s_SkelPain[5][1] =
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{
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{
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{SKEL_PAIN_R0 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[0][0]},
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},
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{
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{SKEL_PAIN_R1 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[1][0]},
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},
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{
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{SKEL_PAIN_R2 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[2][0]},
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},
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{
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{SKEL_PAIN_R3 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[3][0]},
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},
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{
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{SKEL_PAIN_R4 + 0, SKEL_PAIN_RATE, DoSkelPain, &s_SkelPain[4][0]},
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}
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};
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STATEp sg_SkelPain[] =
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{
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&s_SkelPain[0][0],
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&s_SkelPain[1][0],
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&s_SkelPain[2][0],
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&s_SkelPain[3][0],
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&s_SkelPain[4][0]
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};
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//////////////////////
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//
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// SKEL TELEPORT
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//
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//////////////////////
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ANIMATOR DoSkelInitTeleport, DoSkelTeleport, DoSkelTermTeleport;
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#define SKEL_TELEPORT_RATE 20
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STATE s_SkelTeleport[] =
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{
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{SKEL_TELEPORT + 0, 1, NullAnimator, &s_SkelTeleport[1]},
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{SKEL_TELEPORT + 0, 0|SF_QUICK_CALL, DoSkelInitTeleport, &s_SkelTeleport[2]},
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{SKEL_TELEPORT + 0, SKEL_TELEPORT_RATE, NullAnimator, &s_SkelTeleport[3]},
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{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
|